# ✅ The five screens, end to end — what each one is actually worth **Status:** ✅ measured, 2026-08-29. One page, because the answers for these five screens are otherwise spread across a dozen documents and none of them says how good the result *is*. Rendered with `sylpheed-cli screen render` (adding `--all --black` for the two splash halves) and correlated against the committed live captures. | screen | build | elements 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** — searched ±2 px in both axes — so placement and scale are right and the residual is tone and detail, not geometry. ## Every omission is accounted for The counts are not slack; each undrawn element has a reason already documented: | screen | not drawn | why | |---|---|---| | title | `ptlogo1`×2, `ptlogo2`×2 | `kind & 0x4` **ghost instances** — the draw capture shows one quad per wordmark | | | `pteff00.prm`, `pteff02.prm` | `.prm` primitives, off without `--primitives` | | | `ptloop01.rat`, `ptloop02.rat` | `loop*` animations, off without `--animated`; at rest both sit off-screen | | | `pteff04.t32` | the **`8AX` name mismatch** — the art *is* on screen, drawn via `ptbase2` ([8AX](structures/ui-8ax-fullres-background.md)) | | main menu, `EXTRAS` | 2 `.prm` + 2 `loop*` + `pteff05.t32` | same three reasons | | both splashes | `palogo_eff0.prm` | `.prm` primitive | 4 + 2 + 2 + 1 = 9 on the title; 2 + 2 + 1 = 5 on each menu; 1 on each splash. **Nothing is unexplained.** ## What the residual is, per screen Ranked by what a port would notice: 1. **Tone.** The capture is darker than the composite by a gamma of ≈1.34–1.49 ([tone curve](structures/ui-render-tone-curve.md)) — the game's own display ramp, not an emulator artefact. This is the largest single contributor to the 0.94–0.96 rather than higher. 2. **`8AX` resolution.** The background is drawn from the 640×360 `ptbase` upscaled 2×, where the game uses the native 1280×720 `8AX` ([measured](structures/ui-8ax-fullres-background.md), two screens at 68 % of ceiling). 3. **Paint-order ties on `EXTRAS` only.** One drawable overlapping tie (`ptframe3`×`ptframe4`), and the capture is consistent with our order ([check](structures/ui-paint-order-derived-check.md)). The other four screens use orders measured from the game. 4. **Rotation is decoded but not rendered** — and does not affect any of these five at rest ([rotation](structures/ui-keyframe-rotation.md)). ## Reach * These are **static composites at the resting pose** against **single frames**. Nothing here says the animation is right; Q1's interpolation law is settled but a multi-keyframe group's absolute timing is not ([time unit](ui-keyframe-time-unit.md)). * Correlation on a whole frame is dominated by large areas. It is a sanity figure, not a per-element check — the per-element work is in the documents linked above.