The layer-key order was adopted from two measured screens and then applied to every build on the disc, so it owed a regression check against the screens the corpus had already validated against the running game. Rendered the tutorial PAUSE menu and the title main menu both ways and diffed: 3.8 % and 1.1 % of pixels differ, max delta 45/255 and 34/255, and the two renders are indistinguishable in layout — the change is confined to blends where translucent sprites overlap. No regression, but which order is more faithful on those two screens is unsettled and recorded as such. Adds a corpus-wide test asserting every composite's draw list is strictly increasing in (layer key, declaration index), streaming one pak at a time so it does not OOM alongside the other whole-disc tests. It reports the rule's reach: 341 of 965 builds are reordered, and it fails if that share collapses.
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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.
What the change did to the screens that were already verified (2026-08-19)
The derived order is applied to every build on the disc on the strength of
two measured screens, so the first thing owed to it is a check of what it did to
the screens the corpus had already validated against the running game. Two exist:
the tutorial PAUSE menu and the title main menu
(../captures/ui-layout/pause-tutorial-real-vs-rebuilt.png).
Rendered both ways — compose as committed, then with compose temporarily
reverted to declaration order — and diffed:
| screen | pixels differing | RMSE | max per-channel delta |
|---|---|---|---|
| tutorial PAUSE | 35 162 / 921 600 (3.8 %) | 0.52 % | 45 / 255 |
| title main menu | 9 911 / 921 600 (1.1 %) | 0.36 % | 34 / 255 |
No layout regression. Side by side the two renders are indistinguishable: every panel, label and glyph is in the same place at the same size. What moved is confined to pixels where translucent sprites overlap — the glows around PAUSE, the OBJECTIVE / DEFEAT CONDITION / HINT header bars, the menu underlines — i.e. the order the blends compose in, which is exactly what a paint-order change is supposed to touch and nothing else.
🟡 Which of the two is more faithful on these two screens is NOT settled. A difference of ≤45/255 on a few per cent of pixels is not decidable against the committed side-by-side oracle, and there is no fresh framebuffer capture of either screen to diff at that magnitude. The derived order is kept because it is the rule measured off the game on the two screens where the order is known, not because it was shown to be better here. If a capture of the PAUSE menu is ever taken, this is the first thing to check it against.
Corpus-wide, and not a no-op
A disc-gated test (every_composite_paints_in_layer_key_order) composes every
build on the disc and asserts the draw list is strictly increasing in
(layer key, declaration index). It also counts how far the rule reaches:
341 of 965 builds (35 %) are reordered by it.
That matters for how much credit the rule gets. Had it been a near-no-op, the two measured screens would be the entire evidence base; instead a third of the disc's screens now composite in an order no capture has checked. The test asserts the share stays above a quarter, so a future change that quietly collapses the rule back to declaration order fails here instead of passing silently.