The three orders the derived rule was built from all live in GP_TITLE.pak, so
they cannot confirm it - the rule was fitted to them. These two are from
GP_SAVE_LOAD.pak, read off the running game now that the Canary threading fix
makes the main menu dependable.
The 9-element slot-list header composites EXACTLY as the sort predicts, on all 6
instances of it, and nothing about this screen was fed into the rule:
measured 7 8 0 1 2 3 4 5 6
derived 7 8 0 1 2 3 4 5 6
including TWO tied groups (0xb102 x2 and 0xb210 x5) that both come out in
declaration order, and the unkeyed pfeff00.prm fade quad last.
The 13-element save/load frame differs in exactly the two open questions and no
new ones: two unkeyed pfbase.tbm backgrounds paint FIRST where the sort puts the
keyless last - the splash's palogo_eff0.prm behaviour in a different file type,
so implied_layer_key now covers it - and the 0xb100 group of four paints
10,11,8,12 where declaration order is 8,10,11,12.
That second point is a SECOND screen with a mis-ordered tie, which is what the
question needed, and it immediately kills a candidate: 10 and 11 are kind=0x2002
while 8 and 12 are 0x0000, so "descending kind then declaration index"
reproduces 10,11,8,12 exactly - and then fails both title groups, where every
element of 0x8083 is kind 0 and where 0x80a0 would predict 2,3,4,5,0,1,7 against
a measured 0,2,4,7,1,3,5. Seven candidates refuted now.
16 disc tests green.
326 lines
15 KiB
Markdown
326 lines
15 KiB
Markdown
# The paint order comes from a layer key in the T8aD sprite header
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**Status:** ✅ `CONFIRMED` on both screens whose paint order has been measured —
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the key is **non-decreasing in paint order on every element that has a sprite**,
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20 of 24 on one and 6 of 7 on the other. 🟡 ties are not explained. ❔ the field's
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full meaning (it looks like flags, not a plain depth).
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## The field
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Every `T8aD` sprite begins with a 44-byte header. The word at **`+0x08`** —
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untouched by this project's decoder, which reads width/height/tile-count at
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`+0x14`/`+0x18`/`+0x1c` — sorts the screen.
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Read in the order the game paints them (`ui-screen-runtime.md` has how that order
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was measured — off the live child list, checked against a draw capture):
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**`GP_TITLE` build 4, the title screen**
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| paint slot | element | sprite | `+0x08` |
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|---|---|---|---|
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| 0 | 9 | `ptbase2` | `0x8000` |
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| 3 | 10 | `pteff04` | `0x8020` |
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| 5 | 6 | `pteff01` | `0x8040` |
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| 6 | 20 | `ptlogo_back2eff` | `0x8081` |
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| 7 | 19 | `ptlogo_back2` | `0x8082` |
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| 8–12 | 14,15,18,16,17 | `back2eff1…5` | `0x8083` ×5 |
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| 13–19 | 0,2,4,7,1,3,5 | `ptlogo1`/`tm`/`ptlogo2` | `0x80a0` ×7 |
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| 20 | 22 | `ptlogoall_eff` | `0x80a8` |
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| 21 | 23 | `ptlogoall_eff2` | `0x80a9` |
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| 22 | 21 | `ptcopyright` | `0x8100` |
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**`GP_TITLE` entries 11/14, the developer-logo splash**
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| paint slot | sprite | `+0x08` |
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|---|---|---|
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| 1–3 | the three `_eff` glows | `0x a100` ×3 |
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| 4–6 | the three base logos | `0x a110` ×3 |
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Both are **ascending, with no inversion anywhere**. On the splash it explains the
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whole permutation — the glows sort before their logos because `0xa100 < 0xa110`,
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which is why the declaration table's interleaving (base, glow, base, glow) is not
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what you see.
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## Why this matters
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It is the first **file-derivable** account of the paint order. Everything checked
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before it failed: declaration order and its reverse, the placement region, the
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RATC child order, keyframe start and rest times, resting Y, the runtime element
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record's fields, and every other build's table. This is a per-sprite value the
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port can read directly.
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## What is not settled
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* **Ties.** Two groups share a key (`0x8083` ×5 and `0x80a0` ×7) and the game
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paints them in an order that is *not* the declaration order —
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`14,15,18,16,17` and `0,2,4,7,1,3,5`. Something breaks those ties and it is not
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known. For the port it may not matter (tied elements are same-layer, and the
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three `ptlogo1`/`ptlogo2` instances are the ghosts that are not drawn at rest),
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but it is unmeasured, not proven harmless.
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* **The field's meaning.** `0x8000`, `0x8020`, `0x8040`, `0x8081`… `0x8100` on
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one screen and `0xa100`/`0xa110` on another look like flag words with a layer
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in some of the bits rather than a plain integer depth. Sorting on the whole
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word works on both screens; which bits actually carry the layer is unknown.
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* **Two screens is two screens.** A third measured permutation would either
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promote this to a rule or break it. The cheapest one available is any screen
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whose object is resident at the same time as the title's.
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## Landed in the compositor (2026-08-19)
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`ui_layout::compose` now paints in the **derived** order — a stable sort of the
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elements by `sprite_layer_key` — for every build except the two whose measured
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order is hard-coded, which stay as the ground truth they are. Elements with no
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sprite (the `.prm` primitives) have no key; they keep their declaration position
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among themselves and `compose` skips them anyway.
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Verified three ways rather than by a green build:
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* a disc-gated test asserts the measured orders are **non-decreasing** in the key
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and that the composite's key sequence comes out sorted — and it was checked
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both ways: reading the word from `+0x0c` instead of `+0x08` makes it fail;
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* the title still composites identically (its measured order is used);
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* a screen nobody has captured — `GP_MISSION_SELECT` — now composites cleanly
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([capture](../captures/mission-select-derived-order.png)).
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**Found on the way, and worth its own line:** the developer-logo splash bundle
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has no `.rat` child, so `ui_layout::is_build` rejects it and the compositor never
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sees it. Its measured order is therefore inert in practice, and the splash cannot
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be rendered by `screen render` at all. That is a separate gap in what counts as a
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"build", not a paint-order question.
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## What the change did to the screens that were already verified (2026-08-19)
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The derived order is applied to **every** build on the disc on the strength of
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two measured screens, so the first thing owed to it is a check of what it did to
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the screens the corpus had already validated against the running game. Two exist:
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the tutorial PAUSE menu and the title main menu
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(`../captures/ui-layout/pause-tutorial-real-vs-rebuilt.png`).
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Rendered both ways — `compose` as committed, then with `compose` temporarily
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reverted to declaration order — and diffed:
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| screen | pixels differing | RMSE | max per-channel delta |
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|---|---|---|---|
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| tutorial PAUSE | 35 162 / 921 600 (3.8 %) | 0.52 % | 45 / 255 |
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| title main menu | 9 911 / 921 600 (1.1 %) | 0.36 % | 34 / 255 |
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**No layout regression.** Side by side the two renders are indistinguishable:
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every panel, label and glyph is in the same place at the same size. What moved is
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confined to pixels where translucent sprites overlap — the glows around PAUSE,
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the OBJECTIVE / DEFEAT CONDITION / HINT header bars, the menu underlines — i.e.
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the order the blends compose in, which is exactly what a paint-order change is
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supposed to touch and nothing else.
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🟡 **Which of the two is more faithful on these two screens is NOT settled.** A
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difference of ≤45/255 on a few per cent of pixels is not decidable against the
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committed side-by-side oracle, and there is no fresh framebuffer capture of
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either screen to diff at that magnitude. The derived order is kept because it is
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the rule measured off the game on the two screens where the order *is* known, not
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because it was shown to be better here. If a capture of the PAUSE menu is ever
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taken, this is the first thing to check it against.
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### Corpus-wide, and not a no-op
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A disc-gated test (`every_composite_paints_in_layer_key_order`) composes every
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build on the disc and asserts the draw list is strictly increasing in
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`(layer key, declaration index)`. It also counts how far the rule reaches:
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> **341 of 965 builds (35 %) are reordered** by it.
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That matters for how much credit the rule gets. Had it been a near-no-op, the two
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measured screens would be the entire evidence base; instead a third of the disc's
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screens now composite in an order no capture has checked. The test asserts the
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share stays above a quarter, so a future change that quietly collapses the rule
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back to declaration order fails here instead of passing silently.
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## A third measured permutation — the main menu (2026-08-19)
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Read off the running game with `tools/re-capture/screen_children.py`, and
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identified in the file by its pivot signature: **`GP_TITLE.pak` ratc-index 8**,
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the NEW GAME / LOAD GAME / TUTORIAL / OPTIONS / EXTRAS screen, 16 elements.
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```
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paint order (child slots): 1 3 4 2 5 8 9 6 7 15 10 11 12 13 14 0
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```
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| slot | element | | slot | element |
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|---|---|---|---|---|
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| 0 | 1 `ptbase.t32` | | 8 | 7 `ptframe2` |
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| 1 | 3 `ptloop01` | | 9 | 15 `ptmsg` |
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| 2 | 4 `ptloop02` | | 10–14 | 10–14 `ptbtn01`…`ptbtn05` |
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| 3 | 2 `pteff05` | | 15 | **0 `pteff00.prm`** |
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| 4 | **5 `pteff02.prm`** | | | |
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| 5–7 | 8 `pteff10`, 9 `pteff12`, 6 `ptframe1` | | | |
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**This is the first measured screen with TWO primitives**, and they land in
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different places — which is the point. `pteff02.prm` (the 25 % black dim) paints
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4th, beneath the whole UI; `pteff00.prm` (the screen-transition fade, resting
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transparent) paints **last**. Both match their positions on the title screen
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exactly, where `pteff02.prm` is also slot 4 and `pteff00.prm` is also last.
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So a primitive's place is **per-element and stable by role** across screens:
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| primitive | role | measured position |
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|---|---|---|
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| `palogo_eff0.prm` | opaque black backdrop | **first** (splash) |
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| `pteff02.prm` | 25 % dim under the UI | **slot 4** (title *and* menu) |
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| `pteff00.prm` | screen-transition fade | **last** (title *and* menu) |
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It is still not *derived* — a primitive has no `T8aD` header and so no layer key
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— but there are now three permutations to test a candidate against instead of
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two, and the candidate has to live in the 60-byte declaration entry.
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### Verified against the live capture
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The order is wired into `measured_paint_order` (keyed by element names, so both
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language builds get it). Composited with `--primitives` and edge-correlated
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against a framebuffer capture taken in the same session
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([capture](../captures/main-menu-oracle.png),
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[composite](../captures/ui-layout/main-menu-composited.png)):
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> **0.9591 at shift (0, 0)**
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That is a *third* screen confirming the whole stack at once — paint order,
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resting pose, `fade` alpha and primitives — on a capture this project had not
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seen before.
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### Not settled
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* ❔ `ptframe1`/`ptframe2` rest at `0x00ffffff` (alpha 0) and are therefore not
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drawn, but the capture shows the menu frame plainly. Either the resting rule
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picks the wrong plateau for them or the frame is drawn by something else.
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* ❔ The derivation for primitives. Three permutations now, still no rule.
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## The tie-break: still unsolved, and now measured down to the pixel (2026-08-19)
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With the layer key and the primitives' implied keys in place, the tie-break —
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how the game orders elements that **share** a key — is the only thing left
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between the derived order and ground truth. Three measured screens now constrain
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it.
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**On the menu and the splash it does not bite.** Every tied group there comes out
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in declaration order, which is what the stable sort already gives:
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| screen | tied group | measured |
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|---|---|---|
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| menu | `0x8010` ×2 | 3, 4 |
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| menu | `0x8050` ×2 | 6, 7 |
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| menu | `0x8110` ×5 | 10, 11, 12, 13, 14 |
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| splash | `0xa100` ×3 | 2, 4, 6 |
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| splash | `0xa110` ×3 | 1, 3, 5 |
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**The title is the one screen that discriminates**, and nothing predicts it:
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```
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0x8083 ×5 measured 14, 15, 18, 16, 17 (eff1, eff2, eff5, eff3, eff4)
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0x80a0 ×7 measured 0, 2, 4, 7, 1, 3, 5 (logo1×3, tm, logo2×3)
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```
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### Refuted
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| candidate | result |
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|---|---|
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| declaration order | interleaves the logos (`0,1,2,3,4,5,7`); wrong |
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| **RATC child order** | groups the logos correctly but puts `tm` last, and leaves `0x8083` in `eff1..eff5`; **exact on the menu and splash, wrong on the title** |
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| first keyframe time | `0x8083` times are 52, 56, **62**, 58, 60 — the measured order is not sorted by them |
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| resting keyframe time | same shape, same failure |
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| resting X or Y | `0x8083` rests at x = 938, 938, 64, 788, 447 — unsorted either way |
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| `T8aD` header `+0x00`, `+0x04`, `+0x0c`, `+0x10` | identical within a group, or unsorted |
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Child order deserves a note: it is a *strict improvement* over declaration order
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(7 misplaced positions on the title instead of 9, and it recovers the
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logo1×3 / logo2×3 grouping), and it is exactly right on the two other screens.
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It was **not** adopted, because on the only screen that can tell the two apart it
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is still wrong, and a rule that is wrong there buys nothing a stable sort does
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not already give.
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### What it costs, exactly
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`order_disagreements_that_change_pixels_are_pinned` measures the damage rather
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than assuming it. Across all three measured screens:
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* **3** disagreeing pairs of *drawn* elements (repeat instances and faded-out
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elements are skipped, so they cannot count);
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* all 3 have overlapping bounding boxes;
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* **2** actually share opaque pixels — `ptlogo_back2eff5` against `eff3`
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(22 568 px) and against `eff4` (32 395 px). The game paints `eff5` third in the
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group, the sort paints it fifth, and those blended glow pixels differ.
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The third pair is the instructive one. `ptlogo2` and `ptlogo_tm` overlap by two
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columns — the wordmark decodes 992 px wide and reaches x=1129, the trademark
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starts at x=1127 — but the wordmark is **fully transparent** there, so the order
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cannot matter. A bounding-box test called this a defect; reading the alpha says
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it is not. That is why the test reads pixels.
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So the residual error in the derived order is confined to **one element's blend
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on one screen**, and it is pinned: a change that makes it worse fails the test.
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## Two more measured orders — and the first independent confirmation (2026-08-19)
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The three orders the derived rule was built from all live in `GP_TITLE.pak`, so
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they cannot confirm it: the rule was fitted to them. These two are from
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`GP_SAVE_LOAD.pak`, read off the running game after the Canary threading fix made
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the main menu reachable ([capture](../captures/load-game-oracle.png)).
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### ✅ The slot-list header — exact, without being told anything
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`GP_SAVE_LOAD` ratc-indices 1/4/5/21/27, 9 elements:
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```
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measured 7 8 0 1 2 3 4 5 6
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derived 7 8 0 1 2 3 4 5 6 EXACT, on all 6 instances
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```
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| element | key |
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|---|---|
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| 7 `pffocus1.rat`, 8 `pfslot1f_scr.rat` | `0xb102` **tied ×2** |
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| 0 `pftitlebase` | `0xb200` |
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| 1–5 `pfeff11`…`pftitle1` | `0xb210` **tied ×5** |
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| 6 `pfeff00.prm` | none → last |
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Both tied groups come out in **declaration order**, which is what the stable sort
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gives, and the unkeyed fade quad lands last. Nothing about this screen was fed
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into the rule. It is the first evidence that the layer key is a real ordering
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mechanism rather than a description of three screens in one pak.
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### 🟡 The save/load frame — differs in exactly the two known ways
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`GP_SAVE_LOAD` ratc-index 18/24, 13 elements (`is_build` rejects it, so the
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compositor never sees it — but it is just as good as *evidence*):
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```
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measured 0 1 2 3 4 5 6 7 10 11 8 12 9
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derived 2 3 4 5 6 7 8 10 11 12 9 0 1
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```
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1. **Unkeyed elements paint first, not last.** Elements 0 and 1 are
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`pfbase.tbm` — a `.tbm`, not a `.prm`, with no sprite and no key — and the
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game paints them before everything else. Exactly the splash's
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`palogo_eff0.prm` behaviour in a different file type, so `implied_layer_key`
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now covers it and the layer-key sequences agree.
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2. **A tied group in a non-declaration order.** `0xb100` holds 8 `pfwin`,
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10 `pfbtn0`, 11 `pfbtn1`, 12 `pfmsg`, and the game paints
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**10, 11, 8, 12**.
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That second point is the tie-break question again — and it is now on a *second*
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screen, which is what it needed.
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### 🔴 Refuted: the tie-break is not `kind`
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The new group is suggestive: 10 and 11 are `kind = 0x2002` and 8 and 12 are
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`0x0000`, so "descending `kind`, then declaration index" reproduces
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`10, 11, 8, 12` exactly. It does not survive the title:
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* `0x8083` ×5 — every element is `kind = 0x0000`, so the rule predicts
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declaration order `14,15,16,17,18`; the game paints `14,15,18,16,17`.
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* `0x80a0` ×7 — kinds are `0x0` and `0x4`, so the rule predicts
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`2,3,4,5` then `0,1,7`; the game paints `0,2,4,7,1,3,5`.
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So `kind` is not it either, and the count of refuted candidates is now seven:
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declaration order, RATC child order, first keyframe time, resting time, resting
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X/Y, the `T8aD` header words, and `kind`.
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