re(ui): the sequencing survives refutation -- and a bundle is a palette
Two checks on last iteration's "sequential, not simultaneous" reading. First, the phases really are disjoint. If glows and logos ever shared a frame the claim would be wrong. Across all 235 captured frames the count of frames containing both is ZERO, and the switch is a single clean boundary -- f110-115 draw 1280x720 + 262x108 + 525x90, f116 onward 1280x720 + 243x86 + 499x72. Two sprites either side, no transition frame. Second, and larger: a third of the bundle is never drawn. Entry 11 declares three logo/glow pairs and only two appear. palogo_gamearts / _eff 95 / 22 frames palogo_seta / _eff 95 / 22 frames palogo_anima / _eff never palogo_anima declares the SAME keyframe times as palogo_gamearts. Two elements with byte-identical data, 95 frames and 0 frames in one run. Reach: the capture covers frames 1-214, so this is "never in the window". So a bundle is a palette, not a script. Its elements say what to draw and for how long; which of them run, and when each starts, is decided outside the placement data. That is the same conclusion the boot-order work reached from the other end -- the driver is code, not data -- now with a per-element measurement behind it. For the port, concretely: compositing every element of a bundle does not reproduce what the game shows over time. It is the right thing for a static screen that settles, and it is not a timeline. METHOD: two elements with identical data and different outcomes is the strongest possible evidence that the decision is elsewhere.
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@@ -356,6 +356,16 @@ authored version can be deleted.
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⚠️ **So you must author the sequencing.** The observed order on the developer
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splash — both glows, then both logos — is *measured for one screen*, not a
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decoded rule.
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✅ **Verified against its own refutation:** across all 235 captured frames,
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**zero** contain both a glow and a logo; the switch is one clean boundary with
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two sprites either side.
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🔴 **And it goes further than start times — a bundle is a palette, not a
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script.** Entry 11 declares *three* logo/glow pairs; only two are ever drawn.
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`palogo_anima` gets **0 frames** while `palogo_gamearts` gets **95**, from
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byte-identical keyframe times. (Reach: the capture covers frames 1–214, so
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"never in the window".) **Compositing every element of a bundle does not
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reproduce what the game shows over time** — it is right for a static screen
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that settles, and it is not a timeline.
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[`structures/ui-group-start-time.md`](../re/structures/ui-group-start-time.md)
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* **Menu order is geometric.** Buttons sorted top-to-bottom by resting Y. This is
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