compose now sorts elements by the word at +0x08 of their sprite's T8aD header instead of painting in declaration order, for every build except the two whose measured order is hard-coded. That word is non-decreasing in the order the game actually paints both measured screens, so every screen nobody has captured now gets its layering from the file rather than from the declaration table, which is provably not the paint order. Verified with artifacts and both ways, not by a green build: the disc test asserts the measured orders never invert the key and that the composite's key sequence is sorted, and reading the word from +0x0c instead makes it fail; the title composites identically; and GP_MISSION_SELECT — uncaptured — now composites cleanly, committed as a capture. Two things recorded rather than smoothed over: ties keep declaration order because the game breaks them some other way that is not known, and the developer-logo splash has no .rat child, so is_build rejects it and the compositor never sees that bundle at all — its measured order is inert in practice and screen render cannot draw it.
4.3 KiB
The paint order comes from a layer key in the T8aD sprite header
Status: ✅ CONFIRMED on both screens whose paint order has been measured —
the key is non-decreasing in paint order on every element that has a sprite,
20 of 24 on one and 6 of 7 on the other. 🟡 ties are not explained. ❔ the field's
full meaning (it looks like flags, not a plain depth).
The field
Every T8aD sprite begins with a 44-byte header. The word at +0x08 —
untouched by this project's decoder, which reads width/height/tile-count at
+0x14/+0x18/+0x1c — sorts the screen.
Read in the order the game paints them (ui-screen-runtime.md has how that order
was measured — off the live child list, checked against a draw capture):
GP_TITLE build 4, the title screen
| paint slot | element | sprite | +0x08 |
|---|---|---|---|
| 0 | 9 | ptbase2 |
0x8000 |
| 3 | 10 | pteff04 |
0x8020 |
| 5 | 6 | pteff01 |
0x8040 |
| 6 | 20 | ptlogo_back2eff |
0x8081 |
| 7 | 19 | ptlogo_back2 |
0x8082 |
| 8–12 | 14,15,18,16,17 | back2eff1…5 |
0x8083 ×5 |
| 13–19 | 0,2,4,7,1,3,5 | ptlogo1/tm/ptlogo2 |
0x80a0 ×7 |
| 20 | 22 | ptlogoall_eff |
0x80a8 |
| 21 | 23 | ptlogoall_eff2 |
0x80a9 |
| 22 | 21 | ptcopyright |
0x8100 |
GP_TITLE entries 11/14, the developer-logo splash
| paint slot | sprite | +0x08 |
|---|---|---|
| 1–3 | the three _eff glows |
0x a100 ×3 |
| 4–6 | the three base logos | 0x a110 ×3 |
Both are ascending, with no inversion anywhere. On the splash it explains the
whole permutation — the glows sort before their logos because 0xa100 < 0xa110,
which is why the declaration table's interleaving (base, glow, base, glow) is not
what you see.
Why this matters
It is the first file-derivable account of the paint order. Everything checked before it failed: declaration order and its reverse, the placement region, the RATC child order, keyframe start and rest times, resting Y, the runtime element record's fields, and every other build's table. This is a per-sprite value the port can read directly.
What is not settled
- Ties. Two groups share a key (
0x8083×5 and0x80a0×7) and the game paints them in an order that is not the declaration order —14,15,18,16,17and0,2,4,7,1,3,5. Something breaks those ties and it is not known. For the port it may not matter (tied elements are same-layer, and the threeptlogo1/ptlogo2instances are the ghosts that are not drawn at rest), but it is unmeasured, not proven harmless. - The field's meaning.
0x8000,0x8020,0x8040,0x8081…0x8100on one screen and0xa100/0xa110on another look like flag words with a layer in some of the bits rather than a plain integer depth. Sorting on the whole word works on both screens; which bits actually carry the layer is unknown. - Two screens is two screens. A third measured permutation would either promote this to a rule or break it. The cheapest one available is any screen whose object is resident at the same time as the title's.
Landed in the compositor (2026-08-19)
ui_layout::compose now paints in the derived order — a stable sort of the
elements by sprite_layer_key — for every build except the two whose measured
order is hard-coded, which stay as the ground truth they are. Elements with no
sprite (the .prm primitives) have no key; they keep their declaration position
among themselves and compose skips them anyway.
Verified three ways rather than by a green build:
- a disc-gated test asserts the measured orders are non-decreasing in the key
and that the composite's key sequence comes out sorted — and it was checked
both ways: reading the word from
+0x0cinstead of+0x08makes it fail; - the title still composites identically (its measured order is used);
- a screen nobody has captured —
GP_MISSION_SELECT— now composites cleanly (capture).
Found on the way, and worth its own line: the developer-logo splash bundle
has no .rat child, so ui_layout::is_build rejects it and the compositor never
sees it. Its measured order is therefore inert in practice, and the splash cannot
be rendered by screen render at all. That is a separate gap in what counts as a
"build", not a paint-order question.