Read off the running game with screen_children.py and identified by pivot signature as GP_TITLE.pak ratc-index 8, the NEW GAME / LOAD GAME / TUTORIAL / OPTIONS / EXTRAS screen: paint order: 1 3 4 2 5 8 9 6 7 15 10 11 12 13 14 0 It is the first measured screen carrying TWO primitives, and they land in different places, which is the point. pteff02.prm (the 25% dim) paints 4th, beneath the whole UI; pteff00.prm (the transition fade, resting transparent) paints last. Both match their positions on the title screen exactly. So a primitive's place is per-element and stable by role - backdrop first, dim at slot 4, fade last - and there are now three permutations to test a derivation against rather than two. Wired into measured_paint_order, keyed by element names so both language builds get it. The English build composited with --primitives edge-correlates at 0.9591 at shift (0,0) against a framebuffer capture taken in the same session - a third screen confirming paint order, resting pose, fade alpha and primitives at once, against a capture this project had not seen before. 13 disc tests green.
431 KiB
1280x720px
431 KiB
1280x720px