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.
This commit is contained in:
Sylpheed RE agent
2026-08-29 04:47:05 +00:00
parent 7fb6bdfad8
commit baed44a9ea
4 changed files with 72 additions and 0 deletions

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@@ -356,6 +356,16 @@ authored version can be deleted.
⚠️ **So you must author the sequencing.** The observed order on the developer
splash — both glows, then both logos — is *measured for one screen*, not a
decoded rule.
**Verified against its own refutation:** across all 235 captured frames,
**zero** contain both a glow and a logo; the switch is one clean boundary with
two sprites either side.
🔴 **And it goes further than start times — a bundle is a palette, not a
script.** Entry 11 declares *three* logo/glow pairs; only two are ever drawn.
`palogo_anima` gets **0 frames** while `palogo_gamearts` gets **95**, from
byte-identical keyframe times. (Reach: the capture covers frames 1214, so
"never in the window".) **Compositing every element of a bundle does not
reproduce what the game shows over time** — it is right for a static screen
that settles, and it is not a timeline.
[`structures/ui-group-start-time.md`](../re/structures/ui-group-start-time.md)
* **Menu order is geometric.** Buttons sorted top-to-bottom by resting Y. This is