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Syplheed-Reborn/docs/port
Sylpheed RE agent 7156591654 re(ui): re-establish selective activation by killing the alternative statically
Last iteration I withdrew "a bundle is a palette" because the evidence
did not choose between selective activation within one bundle and two
compositions shown in sequence. The alternative can be killed from the
disc, which I had not tried.

Hypothesis 2 needs a bundle declaring the GLOWS WITHOUT THE LOGOS. There
is none. Every GP_TITLE entry carrying palogo elements:

  10, 13 (publisher twins)  palogo_eff0.prm, palogo_sqex, palogo_sqex_eff
  11, 14 (developer twins)  palogo_eff0.prm + all three logos + all three glows

Four entries, and each developer entry declares the complete set of six.
So whichever bundle was active across frames 94-211 -- entry 11, entry
14, or both in turn -- it declared the logos and the glows, while the
game drew two sprites at a time in disjoint phases.

Therefore only a subset of a bundle's elements is drawn at any moment,
whatever the bundle-loading story is. The conclusion no longer depends on
resolving how many bundles are involved, which is why the texture-base
test's failure stopped mattering.

So the claim is reinstated -- this time by eliminating the alternative
rather than by assuming it away. What worked was not a better capture but
asking what the competing hypothesis would REQUIRE on the disc and
finding it absent.

METHOD: a hypothesis that predicts an artefact can be killed by looking
for the artefact, which is often far cheaper than measuring the behaviour.
2026-08-29 04:56:13 +00:00
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