formats: derive the paint order from the sprite layer key
compose now sorts elements by the word at +0x08 of their sprite's T8aD header instead of painting in declaration order, for every build except the two whose measured order is hard-coded. That word is non-decreasing in the order the game actually paints both measured screens, so every screen nobody has captured now gets its layering from the file rather than from the declaration table, which is provably not the paint order. Verified with artifacts and both ways, not by a green build: the disc test asserts the measured orders never invert the key and that the composite's key sequence is sorted, and reading the word from +0x0c instead makes it fail; the title composites identically; and GP_MISSION_SELECT — uncaptured — now composites cleanly, committed as a capture. Two things recorded rather than smoothed over: ties keep declaration order because the game breaks them some other way that is not known, and the developer-logo splash has no .rat child, so is_build rejects it and the compositor never sees that bundle at all — its measured order is inert in practice and screen render cannot draw it.
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@@ -64,3 +64,27 @@ port can read directly.
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* **Two screens is two screens.** A third measured permutation would either
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promote this to a rule or break it. The cheapest one available is any screen
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whose object is resident at the same time as the title's.
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## Landed in the compositor (2026-08-19)
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`ui_layout::compose` now paints in the **derived** order — a stable sort of the
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elements by `sprite_layer_key` — for every build except the two whose measured
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order is hard-coded, which stay as the ground truth they are. Elements with no
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sprite (the `.prm` primitives) have no key; they keep their declaration position
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among themselves and `compose` skips them anyway.
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Verified three ways rather than by a green build:
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* a disc-gated test asserts the measured orders are **non-decreasing** in the key
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and that the composite's key sequence comes out sorted — and it was checked
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both ways: reading the word from `+0x0c` instead of `+0x08` makes it fail;
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* the title still composites identically (its measured order is used);
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* a screen nobody has captured — `GP_MISSION_SELECT` — now composites cleanly
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([capture](../captures/mission-select-derived-order.png)).
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**Found on the way, and worth its own line:** the developer-logo splash bundle
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has no `.rat` child, so `ui_layout::is_build` rejects it and the compositor never
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sees it. Its measured order is therefore inert in practice, and the splash cannot
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be rendered by `screen render` at all. That is a separate gap in what counts as a
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"build", not a paint-order question.
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