fill_quad composites an untextured primitive as a solid rectangle of the keyframes fade colour, pivot x 2 in size, placed and scaled exactly as a sprite is. Behind ComposeOptions::include_primitives and screen render --primitives. On the title screen, whose paint order is ground truth, it is measurably right: mean luminance 76.30 -> 63.72 against the captures 64.58, i.e. from +18% to -1.3%, and mean absolute difference 16.07 -> 13.08. The background was ~40% too bright; pteff02.prm, a 25% black dim, was what was missing. The wordmark is not dimmed by it because the measured order paints that quad at slot 4, beneath the logo. Edge correlation moves 0.9538 -> 0.9480, which is not informative here: a uniform dim scales gradients uniformly so a normalised edge score barely sees it. OFF BY DEFAULT, and that is the finding. A primitive has no T8aD header, so no layer key, and derived_paint_order sorts the keyless to the end. GP_DIALOGs pzeff00.prm is a single keyframe of opaque black at full screen; painted last it wipes the build. Of the 125 builds that draw a visible primitive, 36 come out >99% one colour with the derived order. No constant default works, because the two screens read off the running game disagree: the splash paints its primitive FIRST (the black backdrop) while the title paints one at slot 4 and another LAST (the fade-out). Declaration order fails the title too. A disc test measures the damage rather than asserting the feature works, so the number moves when the ordering is solved. Also records a false alarm worth keeping: a first pass reported 36 GP_DIALOG builds at "100% black", which was a crude near-black pixel threshold and not a black screen - those dialogs are dimmed 50% and perfectly legible. The genuinely wiped builds are a different set.
6.5 KiB
.prm elements are untextured full-screen quads, and kind bit 0x10 says so
Status: ✅ CONFIRMED statically across all 965 screen builds on the disc.
🔴 Drawing them at Element::rest() is refuted — it would black out the
title screen. ❔ the resting rule for a fade group is unsolved, and that is the
blocker on actually compositing them.
What they are
Every composite the port produces is missing its .prm elements: they resolve to
no sprite, so compose skips them. 369 of them exist. Swept over the disc:
.prm elements in screen builds |
369 |
| …with a RATC child of their own name (a payload) | 0 |
…with kind & 0x10 set |
369 |
non-.prm elements with kind & 0x10 set |
0 |
…with pivot × 2 == 1280×720 (the design space) |
361 |
| …resting at scale 100 %, position (0,0) | 361 / 356 |
Three things follow, none of them inferred:
- They carry no texture. Not one has a payload child; there is nothing in
the bundle for them to draw.
.prmis a primitive, not a sprite. - The format marks them.
kind & 0x10and the.prmextension agree with zero exceptions in either direction. A port can classify an element as a primitive from the declaration table alone, without parsing filenames — which is what a decoded field is for. - They are screen-sized colour fills. 361 of 369 are exactly the design space at 1:1 in the corner. The 8 that are not are small coloured quads (844×600 at (291,60), and two degenerate 0×720).
Where the colour is
The keyframe's fade word, ARGB — the field named for the alpha ramp it drives
on a sprite. On a .prm there is no sprite to modulate, so it is the fill.
Resting values across the disc:
189 0x00000000 (transparent — nothing on screen)
102 0xff000000 (opaque black)
32 0x7f000000 6 0x60ff0000 (red) 6 0x0000ffd4 (cyan)
20 other blacks 6 0x008000ff (violet) 2 0xf0ffffff (near-white flash)
Overwhelmingly black at some alpha: these are the screen's fade-to-black,
dim-behind-a-menu and flash layers. That matches the standing note on
ComposeOptions::backdrop, which describes the compositor's dim slate as a
stand-in for "the PRMD dim-quad" — this is that quad, and it is in the file.
Drawing them (2026-08-19)
fill_quad composites a primitive as a solid rectangle of the keyframe's fade
colour, pivot × 2 in size, placed and scaled exactly as a sprite is. It is
behind ComposeOptions::include_primitives / screen render --primitives, and
off by default — for a reason that is itself the result of this iteration.
On the title screen, whose paint order is ground truth, it is measurably right:
| composite | mean luminance | vs capture | mean abs diff |
|---|---|---|---|
| primitives off | 76.30 | +18 % | 16.07 |
| primitives on | 63.72 | −1.3 % | 13.08 |
(capture mean 64.58). The composite was ~40 % too bright in the background
regions; pteff02.prm, a 25 % black dim, is what was missing. The wordmark is
not dimmed by it — the measured order paints that quad at slot 4, beneath the
logo — and the fraction of wordmark pixels above 200 moves 29.9 % → 28.2 %
against the capture's 26.8 %.
The composite.
Edge correlation goes 0.9538 → 0.9480, which sounds like a loss and is not informative: a uniform dim scales gradients uniformly, so a normalised edge correlation barely sees it. Brightness is the metric that discriminates here, and it moves 20 percentage points toward the capture.
Refuted twice, and the second one is the blocker
Refuted: you cannot draw them at Element::rest() — as the old longest-dwell
rule computed it. The title's pteff00.prm runs opaque → transparent →
transparent → opaque, a screen transition whose resting pose is the transparent
plateau, and it paints last; the old rule picked the opaque endpoint, i.e.
the whole screen. That is fixed — ui-resting-pose.md.
Refuted: the derived paint order does not place them. This is what keeps the
flag off. A primitive has no T8aD header, so it has no layer key, and
derived_paint_order sorts the keyless to the very end. GP_DIALOG's
pzeff00.prm is a single keyframe of opaque black at full screen; painted last
it wipes the build. Measured: of the 125 builds that draw a visible primitive,
36 come out more than 99 % one colour with the derived order.
And no simple default fixes it, because the two screens read off the running game disagree with each other:
- the developer-logo splash paints
palogo_eff0.prmfirst — it is the black backdrop the logos sit on; - the title paints
pteff02.prmat slot 4, beneath the wordmark, andpteff00.prmlast, as the fade-out.
So a primitive's position is real, per-element, and not derivable from anything
decoded so far. "Primitives first" would break the title's fade-out; "primitives
last" wipes 36 builds; "keep declaration position" was checked against the title
and fails there too — pteff00.prm is element 8, declared among the wordmarks,
and the game paints it 23rd.
A disc test measures the damage (36 / 125 / 0-by-default) rather than asserting the feature works, so the number stays honest and changes when the ordering is solved.
Worth seeing anyway: the DIFFICULTY dialog
(capture) renders
legibly with its 50 % dim — an early false alarm said 36 GP_DIALOG builds went
"100 % black", which was a crude near-black pixel threshold, not a black screen.
The genuinely wiped ones are a different set, wiped by an opaque quad.
What is not settled
What is not settled
- ❔ Where a primitive paints. The blocker, described above. It has no layer
key and the two measured screens rule out every constant default. The cheapest
next step is a third measured order from a screen that carries a primitive —
the
GP_DIALOGDIFFICULTY box is reachable from the main menu and has exactly one, so a runtime child-list read there would say whether its dim is first or last. - ❔ Blend mode. A dim quad at
0x7f000000is presumably straight alpha over what is beneath, but the flash (0xf0ffffff) and the coloured ones (0x60ff0000) may well be additive. Nothing measured. - ❔ The 8 non-full-screen ones, including two with a zero dimension.
- 🟡
kind = 0x3010(38 elements) is0x10plus0x3000, the button-record bits — a primitive that is part of a button. Unexamined.