The compositor painted in declaration order, which the draw capture proved wrong — the title's background is declared ninth and paints first. The order the game uses is its runtime child list, and no decoded field reproduces it, so rather than leave the screen composited wrongly this lands the orders that HAVE been read off the running game and falls back to declaration order everywhere else. Two builds are covered: GP_TITLE's title build and the GAME ARTS / SETA / studio anima splash. Keyed by element names, which identify a build across paks and language variants. Rendering it exposed a second defect, and the same capture settles it: the kind = 0x4 elements are motion-trail ghosts, not resting content. The bundle declares three instances of each wordmark; the capture shows exactly ONE quad at each wordmark's position. Drawing them at their resting keyframe put three oversized PROJECT SYLPHEED copies across the composite. They are now skipped. Verified with an artifact, not a green build: the composite is committed (captures/title-composited-measured-order.png) and now reads as the title screen — background, planet, ship, wordmark, TM, copyright, correctly layered. The test is disc-gated and was checked BOTH ways: it passes as landed, and disabling the order table makes it fail. It reads one pak rather than every build on the disc — the first version used the all-builds helper and got the test process OOM-killed running alongside the other three.
672 KiB
1280x720px
672 KiB
1280x720px