docs: one page saying how good the five screens actually are
The answers for the port's five screens were spread across a dozen documents and none of them said how good the result IS. Measured: screen build drawn corr vs capture alignment title 4 15/24 +0.9500 dy=0 dx=0 main menu 5 11/16 +0.9460 dy=0 dx=0 EXTRAS 6 13/18 +0.9440 dy=0 dx=0 publisher splash 10 2/3 +0.9600 dy=0 dx=0 developer splash 11 6/7 +0.9643 dy=0 dx=0 Every one aligns at exactly zero offset over a +/-2 px search in both axes, so placement and scale are right and the residual is tone and detail rather than geometry. The drawn/total counts are not slack. Each undrawn element has a reason already documented: kind & 0x4 ghost instances (4 on the title), .prm primitives off by default (2 per menu, 1 per splash), loop* animations off by default and off-screen at rest (2 per menu screen), and the 8AX name mismatch (1 per menu screen) whose art reaches the screen anyway via ptbase. 4+2+2+1 = 9, 2+2+1 = 5, 1. Nothing unexplained. The residual is ranked for a consumer: tone first (gamma 1.34-1.49, the game's own display ramp), then 8AX resolution, then one drawable paint-order tie on EXTRAS alone, then rotation-decoded-but-not-rendered which does not affect these five at rest. Reach stated: these are static composites at the resting pose against single frames, so nothing here speaks to animation, and a whole-frame correlation is a sanity figure rather than a per-element check.
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@@ -314,6 +314,20 @@ authored version can be deleted.
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on your five screens.
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[`structures/ui-paint-order-derived-check.md`](../re/structures/ui-paint-order-derived-check.md)
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* ✅ **How good are the five screens, actually?** One page with the numbers:
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[`five-screens-acceptance.md`](../re/five-screens-acceptance.md). Rendered and
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correlated against the live captures — title **0.9500**, main menu **0.9460**,
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`EXTRAS` **0.9440**, publisher splash **0.9600**, developer splash **0.9643**,
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and every one aligns at **exactly dy=0 dx=0** over a ±2 px search, so placement
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and scale are right and the residual is tone and detail rather than geometry.
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Every undrawn element is accounted for (ghost instances, `.prm` primitives,
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`loop*` animations, and the `8AX` name mismatch whose art is on screen anyway) —
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the counts add up exactly, with nothing unexplained. The residual, ranked: tone
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(γ≈1.4, the game's own ramp), `8AX` resolution, one `EXTRAS` paint-order tie,
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and rotation-not-rendered which does not affect these five at rest.
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⚠️ Reach: static composites at rest against single frames — this says nothing
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about animation.
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* **Menu order is geometric.** Buttons sorted top-to-bottom by resting Y. This is
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✅ correct for a vertical menu and is **not** a decoded neighbour graph — the
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disc's real navigation structure is unknown, and `opt ` is *not* a focus link
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