diff --git a/docs/re/BACKLOG.md b/docs/re/BACKLOG.md index 4f7201e..0e68c1b 100644 --- a/docs/re/BACKLOG.md +++ b/docs/re/BACKLOG.md @@ -15,12 +15,21 @@ and checked against the draw capture: the seven nameable elements sit at child slots 0, 6, 7, 13, 16, 17, 22, strictly ascending, in exactly the captured order. See [`structures/ui-screen-runtime.md`](structures/ui-screen-runtime.md). -**Still open, and it is what the port actually needs:** deriving that order from -the bundle without running the game. The order is structured (elements sharing a -sprite are adjacent; full-screen effects lead), so it looks derivable, but no -rule has been found. Until then the viewer paints in declaration order and the -title screen composites wrongly — a known, documented defect rather than a -mystery. +**Landed rather than left open** (2026-08-19): the compositor now paints in the +**measured** order for the two builds that have been read off the running game +(the title build and the GAME ARTS/SETA/anima splash) and falls back to +declaration order elsewhere. Rendering that exposed a second defect the same +capture settles — `kind = 0x4` elements are motion-trail ghosts, absent at rest — +and the title now composites correctly +([`captures/title-composited-measured-order.png`](captures/title-composited-measured-order.png)). +Disc-gated test, checked both ways. + +**Still open:** deriving the order from the bundle for screens nobody has +captured. It is not in the declaration entry, the placement region or the runtime +element record (all measured); what remains is the loader that builds the child +list. The order is deterministic across boots, so a rule exists — it just has not +been found, and every screen without a measured order still paints in declaration +order. The investigation that got here follows, kept in full because most of it is refutations that were worth the cost.