ui-prm-primitives recorded that where a .prm paints on a screen without a measured order is unsolved. For the developer splash it is now measured. Every frame opens with two full-screen draws before any sprite. The second is untextured in all 212 frames with a constant vertex colour of FF000000 -- opaque black -- matching palogo_eff0.prm's declaration exactly: kind 0x10, pivot (640,360) -> 1280x720, one keyframe, a = 255. So the splash backdrop is an opaque black full-screen quad from the bundle itself, painted behind every sprite, which is why a splash render needs --black rather than the default backdrop. Not a general rule, and said so: the measured main-menu order puts pteff02.prm at position 4 and pteff00.prm LAST, the latter being the screen-transition fade. And a correction to an existing row. measured_paint_order returns [0, 2, 4, 6, 1, 3, 5] for the splash, described as "the .prm, then all three glows, then the three logos". But the glows and the logos never appear in the same frame -- 0 overlapping frames in 235 -- and two elements that never co-occur have no observable relative depth. Between those halves the vector records the order they were SEEN IN, not a front-to-back relationship. That does not make the render wrong, and element 0 is a real depth observation since the .prm co-occurs with everything. But the type of the claim matters: reading the vector as depth invites compositing all seven elements at once, which is exactly what does not reproduce the screen. METHOD: two things that never co-occur have no observable relative order; when recording an order, note which pairs actually appeared together.
228 lines
11 KiB
Markdown
228 lines
11 KiB
Markdown
# `.prm` elements are untextured full-screen quads, and `kind` bit `0x10` says so
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**Status:** ✅ `CONFIRMED` statically across all 965 screen builds on the disc.
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🔴 **Drawing them at `Element::rest()` is refuted** — it would black out the
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title screen. ❔ the resting rule for a fade group is unsolved, and that is the
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blocker on actually compositing them.
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## What they are
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Every composite the port produces is missing its `.prm` elements: they resolve to
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no sprite, so `compose` skips them. 369 of them exist. Swept over the disc:
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| | |
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|---|---|
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| `.prm` elements in screen builds | **369** |
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| …with a RATC child of their own name (a payload) | **0** |
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| …with `kind & 0x10` set | **369** |
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| non-`.prm` elements with `kind & 0x10` set | **0** |
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| …with `pivot × 2 == 1280×720` (the design space) | **361** |
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| …resting at scale 100 %, position (0,0) | 361 / 356 |
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Three things follow, none of them inferred:
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1. **They carry no texture.** Not one has a payload child; there is nothing in
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the bundle for them to draw. `.prm` is a primitive, not a sprite.
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2. **The format marks them.** `kind & 0x10` and the `.prm` extension agree with
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**zero exceptions in either direction**. A port can classify an element as a
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primitive from the declaration table alone, without parsing filenames — which
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is what a decoded field is for.
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3. **They are screen-sized colour fills.** 361 of 369 are exactly the design
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space at 1:1 in the corner. The 8 that are not are small coloured quads
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(844×600 at (291,60), and two degenerate 0×720).
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## Where the colour is
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The keyframe's `fade` word, ARGB — the field named for the alpha ramp it drives
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on a sprite. On a `.prm` there is no sprite to modulate, so it *is* the fill.
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Resting values across the disc:
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```
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189 0x00000000 (transparent — nothing on screen)
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102 0xff000000 (opaque black)
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32 0x7f000000 6 0x60ff0000 (red) 6 0x0000ffd4 (cyan)
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20 other blacks 6 0x008000ff (violet) 2 0xf0ffffff (near-white flash)
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```
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Overwhelmingly **black at some alpha**: these are the screen's fade-to-black,
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dim-behind-a-menu and flash layers. That matches the standing note on
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`ComposeOptions::backdrop`, which describes the compositor's dim slate as a
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stand-in for "the PRMD dim-quad" — this is that quad, and it is in the file.
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## Drawing them (2026-08-19)
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`fill_quad` composites a primitive as a solid rectangle of the keyframe's `fade`
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colour, `pivot × 2` in size, placed and scaled exactly as a sprite is. It is
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behind `ComposeOptions::include_primitives` / `screen render --primitives`, and
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**off by default** — for a reason that is itself the result of this iteration.
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On the title screen, whose paint order is ground truth, it is measurably right:
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| composite | mean luminance | vs capture | mean abs diff |
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|---|---|---|---|
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| primitives off | 76.30 | **+18 %** | 16.07 |
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| primitives on | **63.72** | **−1.3 %** | **13.08** |
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(capture mean 64.58). The composite was ~40 % too bright in the background
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regions; `pteff02.prm`, a 25 % black dim, is what was missing. The wordmark is
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*not* dimmed by it — the measured order paints that quad at slot 4, beneath the
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logo — and the fraction of wordmark pixels above 200 moves 29.9 % → 28.2 %
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against the capture's 26.8 %.
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[The composite](../captures/ui-layout/title-composited-with-primitives.png).
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Edge correlation goes 0.9538 → 0.9480, which sounds like a loss and is not
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informative: a uniform dim scales gradients uniformly, so a normalised edge
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correlation barely sees it. Brightness is the metric that discriminates here, and
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it moves 20 percentage points toward the capture.
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## Refuted twice, and the second one is the blocker
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**Refuted: you cannot draw them at `Element::rest()`** — as the old longest-dwell
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rule computed it. The title's `pteff00.prm` runs opaque → transparent →
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transparent → opaque, a screen transition whose resting pose is the transparent
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plateau, and it paints **last**; the old rule picked the opaque endpoint, i.e.
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the whole screen. That is fixed — [`ui-resting-pose.md`](ui-resting-pose.md).
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**Refuted: the derived paint order does not place them.** This is what keeps the
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flag off. A primitive has no `T8aD` header, so it has **no layer key**, and
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`derived_paint_order` sorts the keyless to the very end. `GP_DIALOG`'s
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`pzeff00.prm` is a *single* keyframe of opaque black at full screen; painted last
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it wipes the build. Measured: of the 125 builds that draw a visible primitive,
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**36 come out more than 99 % one colour** with the derived order.
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And no simple default fixes it, because the two screens read off the running game
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disagree with each other:
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* the developer-logo splash paints `palogo_eff0.prm` **first** — it is the black
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backdrop the logos sit on;
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* the title paints `pteff02.prm` at slot **4**, beneath the wordmark, and
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`pteff00.prm` **last**, as the fade-out.
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So a primitive's position is real, per-element, and not derivable from anything
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decoded so far. "Primitives first" would break the title's fade-out; "primitives
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last" wipes 36 builds; "keep declaration position" was checked against the title
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and fails there too — `pteff00.prm` is element 8, declared among the wordmarks,
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and the game paints it 23rd.
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A disc test measures the damage (36 / 125 / 0-by-default) rather than asserting
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the feature works, so the number stays honest and changes when the ordering is
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solved.
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Worth seeing anyway: the DIFFICULTY dialog
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([capture](../captures/ui-layout/dialog-difficulty-with-primitives.png)) renders
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legibly with its 50 % dim — an early false alarm said 36 `GP_DIALOG` builds went
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"100 % black", which was a crude near-black pixel threshold, not a black screen.
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The genuinely wiped ones are a different set, wiped by an *opaque* quad.
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## What is not settled
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## Where a primitive paints — refuted in the file, measured in the game (2026-08-19)
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**🔴 Refuted: the key is not in the bundle.** Two places were checked and both
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are empty:
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* the **declaration entry**'s four unread words are constant across every
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element of all three measured screens — `+28` = 0, `+36` = `0xffffffff`,
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`+56` = 0, and `+44` is a button ordinal (1…5 on the menu's five buttons,
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`0xffffffff` everywhere else). No key there.
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* the **bundle carries no data at all** for a primitive. The menu build declares
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`pteff00.prm`, `pteff02.prm` and `pteff05.t32` and has **zero** RATC children
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for any of them — its 34 children are 21 `T8aD` sprites and 13 `.rat` records,
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none of them named for a primitive.
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So the layer a primitive draws on comes from the game's own code, not the file.
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**✅ But it is consistent, which makes a per-name table honest.** Bracketing each
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unkeyed element between its measured neighbours' keys:
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| element | title screen | main menu | splash |
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|---|---|---|---|
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| `pteff05.t32` | — | (0x8010, 0x8040) | — |
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| `pteff04.t32` | (0x8010, 0x8040) | — | — |
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| `pteff02.prm` | **(0x8010, 0x8040)** | **(0x8010, 0x8040)** | — |
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| `pteff00.prm` | (0x8100, end) | (0x8110, end) | — |
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| `palogo_eff0.prm` | — | — | (start, 0xa100) |
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`pteff02.prm` falls in the **same interval on both** screens it appears on, the
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fade quad is past the maximum on both, and the splash backdrop is below the
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minimum. `ui_layout::implied_layer_key` records exactly these, and nothing more —
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an unlisted primitive keeps `u32::MAX` and still sorts last.
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With it, `derived_paint_order` produces **the same layer-key sequence as the
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order read off the running game on all three measured screens**, primitives
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included, and matches element-for-element on four of the five bundle instances
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(the fifth is the title, which differs only inside its tied groups — a separate
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open question). Pinned by
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`the_derived_order_puts_every_element_in_the_right_layer_group`.
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This does **not** make `include_primitives` safe by default: the 36 builds that
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come out one colour are wiped by `pzeff00.prm` and `pceff00.prm`, whose positions
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have never been measured, so they are not in the table.
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## What is not settled
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* ❔ **Where an *unmeasured* primitive paints.** The blocker, unchanged for the
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ones not in the table. It has no layer
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key and the two measured screens rule out every constant default. The cheapest
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next step is a third measured order from a screen that carries a primitive —
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the `GP_DIALOG` DIFFICULTY box is reachable from the main menu and has exactly
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one, so a runtime child-list read there would say whether its dim is first or
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last.
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* ❔ **Blend mode.** A dim quad at `0x7f000000` is presumably straight alpha over
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what is beneath, but the flash (`0xf0ffffff`) and the coloured ones
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(`0x60ff0000`) may well be additive. Nothing measured.
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* ❔ **The 8 non-full-screen ones**, including two with a zero dimension.
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* 🟡 `kind = 0x3010` (38 elements) is `0x10` plus `0x3000`, the button-record
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bits — a primitive that is part of a button. Unexamined.
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---
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## ✅ Measured on the splash: the `.prm` paints FIRST, full-screen, opaque black
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**2026-08-29.** This page recorded that where a `.prm` paints "on a screen
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without a measured order is unsolved". For the developer splash it is now
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measured, from the 235-frame draw capture.
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Every frame begins with two full-screen draws before any sprite:
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```
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f120: [1280x720] [1280x720] [499x241] …
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^clear ^this one
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```
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The second is **untextured** in all **212** frames, with a constant vertex colour
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of **`FF000000`** — opaque black. That matches `palogo_eff0.prm`'s declaration
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exactly:
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| declared | observed |
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|---|---|
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| `kind = 0x10` (the primitive marker) | untextured draw |
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| pivot (640,360) → **1280×720** | 1280×720 quad |
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| **one** keyframe, `a = 255` | constant across 212 frames |
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| — | vertex colour `FF000000` |
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So the splash's backdrop is an **opaque black full-screen quad from the bundle
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itself**, painted behind every sprite — not a clear colour, which is why our
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splash renders need `--black` to match.
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⚠️ **Not a general rule.** The measured *main menu* order puts `pteff02.prm` at
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position 4 and `pteff00.prm` **last** — that one is the screen-transition fade.
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A `.prm` paints where its screen's order says; the splash's happens to be first.
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## ⚠️ And the splash's "measured paint order" is a SEQUENCE, not a depth order
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`measured_paint_order` returns `[0, 2, 4, 6, 1, 3, 5]` for the splash, commented
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*"the full-screen `.prm`, then all three glows, then the three logos"*.
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The draw capture shows the glows and the logos **never appear in the same frame**
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— 0 overlapping frames in 235 ([group start time](ui-group-start-time.md)). Two
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elements that never co-occur have **no observable relative depth**. What that
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vector records between its glow half and its logo half is the *temporal* order
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they were seen in, not a front-to-back relationship.
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🟡 This does not make the render wrong — compositing them in that order is
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harmless, and the ✅ for element 0 (the `.prm` first) *is* a real depth
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observation, since it co-occurs with everything. But the type of the claim
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matters for a consumer: **treating the vector as depth invites compositing all
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seven elements at once, which is exactly what does not reproduce the screen.**
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