re: the swoosh's pivot belongs to the Japanese sprite, and the colour is
not in any field I can find Chasing the swoosh defect. The colour half is a clean negative and the geometry half now has a number. Ruled out for the colour: every keyframe of every swoosh element carries fade 0x??ffffff -- white RGB with only the alpha varying -- and no tint is anything but white. The texture is not pink either; ptlogo_back2 decodes blue-leaning at (175,174,198) and its glow warm at (255,253,234). So the magenta edge the game draws comes out of blending, and I have said that rather than leaving "wrong colour" as an undifferentiated mystery. The geometry half: the declared pivot does not match the element's own texture. Build 4's ptlogo_back2 pivot is (500,117), which is exactly half the JAPANESE sprite at 1000x234, not half its own English one at 1118x262 -- off by 59 px, the right order to make the swoosh too thick and extend too far right. The layout record is authored once and shared while the sprites are swapped per language, which ui-rat-layout.md warns about in general; this is that warning measured on the screen where our render disagrees with the capture. It cuts both ways -- the Japanese build's ptlogo1 is off by 40. Marked as a quantified candidate rather than a diagnosis, because whether it bites depends on which pivot our compositor uses and I did not check. One METHOD line, because the first version of that check was misleading: a pivot-equality test conflates rounding with real breakage. Equality flagged 74 percent of title elements. Split by magnitude it is 17 exact, 54 off by a pixel from odd dimensions, and 24 genuinely off -- and those 24 are the finding.
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@@ -275,3 +275,9 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
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against the stale binary and produced byte-identical "before" and "after"
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renders — which reads exactly like "the change had no effect" rather than "you
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ran the old code". Run the binary cargo actually wrote, or `cargo run`.
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* **A pivot-equality test conflates rounding with real breakage.** Checking
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`pivot == texture/2` over `GP_TITLE` flagged 74 % as mismatched, which reads as
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a systemic decode failure. Split by magnitude it is 17 exact, 54 off by ≤ 1 px
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(odd dimensions rounding), and only **24 off by > 8 px** — and those 24 are the
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real finding, concentrated on one element family. Bucket a mismatch by size
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before reporting a rate.
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