re: the title's arrived pose is rest, and the washed-out slab is a
MISSING dim quad Both halves of what the port agent could not settle, answered against the plate-free capture rather than against another renderer. Rendering build 4 and edge-correlating to the capture of the real screen gives 0.9163 at zero shift, 0.92/0.78/0.93 per band. The geometry of rest is the title's arrived pose, so the timeline is not needed there. The slab is the more useful half, and it is inverted from how it looked. rest alone renders uniformly +13.14 too bright, R +12.35, G +13.58, B +13.48. Drawing the .prm primitives collapses that to +0.55. The element is pteff02.prm, the 25 percent dim at rest t=46 with fade 0x40, and --primitives is OFF BY DEFAULT. So the washed-out cyan slab is not something being drawn that should not be; it is a dim that should be drawn and is not, and because the title art is blue-dominant the shortfall reads as a cyan wash. Any consumer of screen render that omits --primitives on this screen gets it. Two residuals recorded rather than tidied. With the dim drawn the mean is essentially exact but per-pixel agreement gets slightly WORSE -- edge-correlation 0.9163 down to 0.9066 and pixels off by more than 20 rising from 108051 to 162636 -- so the dim's average contribution is right while its application is not exactly the game's. And separately the per-tile map shows a +25 to +38 hot spot on the upper-right Z swoosh, which a capture from the first iteration of this work already showed pink in the game and white in ours. Same region, still undiagnosed.
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