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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@@ -802,3 +802,9 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
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right, so what is absent is a per-group start — and it pointed straight at the
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one undecoded word in the group header. (Which was zero, but the diagnosis was
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still what made the next step obvious rather than a search.)
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* **Two elements with identical data and different outcomes is the strongest
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possible evidence that the decision is elsewhere.** `palogo_anima` and
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`palogo_gamearts` carry byte-identical keyframe times; one is drawn for 95
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frames and the other not at all. No amount of re-reading the placement data can
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explain that, and the pair is worth more than a survey — when a hypothesis says
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"the data decides", look for two records that agree and behave differently.
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