re: first audit of INDEX against the pages it links -- 3 of 8 rows were stale
INDEX is read every iteration and is the first thing a new reader meets, and I had admitted three times to never auditing it. Found by accident: I was about to spend a boot measuring whether A skips a movie because INDEX said 🟡, when movie-binding.md had it settled since 2026-08-28 with a three-boot baseline and a delivery counter, and HANDOFF carried it correctly. The staleness was in the index alone. Three stale rows fixed: movie skippability, SE audio extractability, and B leaving the main menu. Five other hits read and left alone -- index and page were talking about different clauses. One of the three should have been caught by check_refuted.py: REFUTED holds the same dead claim with a different second clause, and the register matches exact wording. Its docstring documents that weakness; this is the first live instance. Also flags a within-page contradiction not fixed here: menu-audio-cues.md line 81 still heads a section saying SE audio is not extractable, which its own line 189 refutes. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
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@@ -153,11 +153,11 @@ files, which is how the same ground got covered twice.
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| [`title-crash-stl-tree.md`](title-crash-stl-tree.md) | The title-screen crash is an STL `map`/`set` erase on a bad iterator | ✅ CONFIRMED — the guest throws std::out_of_range from an STL |
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| [`ui-paint-order-third-permutation.md`](ui-paint-order-third-permutation.md) | A third measured paint order — tool built and validated, screen not reached | ✅ the reader works and is CONFIRMED against both previously |
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| [`ui-quad-class-foothold.md`](ui-quad-class-foothold.md) | The guest's UI quad class — a foothold found from the capture's vertex layout | 🟡 PROBABLE for the identification below (it is a static read, but |
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| [`menu-navigation-semantics.md`](menu-navigation-semantics.md) | The title menu — how it moves, and where each button goes | ✅ measured: wraps both ends, Ⓑ restores focus, ⬅➡ inert; all 5 destinations driven. 🟡 GamePart id is a name match. 🟡 **Ⓑ leaving the MAIN menu downgraded 2026-08-29** — uncited, and the main menu is the only screen whose footer omits Ⓑ (0 glyph px in frame vs 514/518 elsewhere). ✅ **MISSION SELECT's stuck cursor was a LOCKED stage list** — labels have three brightnesses, locked 104 / unfocused 183 / focused 254 |
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| [`menu-navigation-semantics.md`](menu-navigation-semantics.md) | The title menu — how it moves, and where each button goes | ✅ measured: wraps both ends, Ⓑ restores focus, ⬅➡ inert; all 5 destinations driven. 🟡 GamePart id is a name match. ✅ **Ⓑ leaving the MAIN menu re-measured 2026-08-30** — goes to the title, delivery-confirmed, ≤ 0.4 s, no loading screen, and the plate is re-drawn ~7 s later; ~~downgraded 2026-08-29 as uncited~~, and the main menu is the only screen whose footer omits Ⓑ (0 glyph px in frame vs 514/518 elsewhere). ✅ **MISSION SELECT's stuck cursor was a LOCKED stage list** — labels have three brightnesses, locked 104 / unfocused 183 / focused 254 |
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| [`screen-transitions.md`](screen-transitions.md) | Between two screens — a fade through black, and where its timing lives | ✅ the fade quad's keyframe group is decoded (disc-wide: per-pak all-or-nothing; `GP_TITLE` = the 6 screens, not the 6 overlays); the ~0.4 s fade-OUT is measured, not on the disc |
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| [`menu-audio-cues.md`](menu-audio-cues.md) | Menu audio — the event vocabulary is on the disc, the binding is not | ✅ `SE_UI_*` cue names/ids decoded and `BANK_SE`→`Static.slb` (0/322 in FILES); 🟡 event binding is a name match; ❔ `Static.slb` has no wave boundaries, so SE audio is not extractable |
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| [`menu-audio-cues.md`](menu-audio-cues.md) | Menu audio — the event vocabulary is on the disc, the binding is not | ✅ `SE_UI_*` cue names/ids decoded and `BANK_SE`→`Static.slb` (0/322 in FILES); 🟡 event binding is a name match; ✅ **SE audio IS extractable** — the waves are located in `Static.slb` by playing them (move `0x1ec0`, confirm `0x5d6c0`, back `0x0ec0`); ~~❔ `Static.slb` has no wave boundaries, so SE audio is not extractable~~ is **refuted** and was still asserted here |
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| [`boot-config-and-gamepart-registry.md`](boot-config-and-gamepart-registry.md) | What the game reads at boot — `config.ini`, and which GameParts exist | ✅ `config.ini` selects the language (the disc's only config); ❔ its `[SYSTEM]` is empty so the boot order is not in config; 🟡 24/29 ids bind to a class, `GP_ADVERTISE_DEMO` is never registered |
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| [`movie-binding.md`](movie-binding.md) | Which movie plays where — boot intro, attract loop, new-game intro | ✅ decoded from the movie manifest (`ADVERTISE_MOVIE`→`ADV.wmv`, `MS00A`→`S00A.wmv`); attract identity confirmed independently by frame matching; 🟡 skippability unsettled |
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| [`movie-binding.md`](movie-binding.md) | Which movie plays where — boot intro, attract loop, new-game intro | ✅ decoded from the movie manifest (`ADVERTISE_MOVIE`→`ADV.wmv`, `MS00A`→`S00A.wmv`); attract identity confirmed independently by frame matching; ✅ **skippability settled 2026-08-28: one Ⓐ skips a movie** — title at 57 s against a 193/196/193 s three-boot baseline, the press proved singular by Canary's own delivery counter (3→4), and the skipped-to title fully functional. ~~🟡 skippability unsettled~~ was stale here while the page and `HANDOFF.md` both had it answered |
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| [`ready-room-probe.md`](ready-room-probe.md) | S1 — the Ready Room probe: no-go, and not for the reason expected | ✅ it is 2D and enumerates (60 builds), but the pak is briefing/tactical-map content; and `kind == 0x3002` finds 0 buttons there |
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| [`ui-title-build-map.md`](ui-title-build-map.md) | Which `GP_TITLE` build is which screen state | ✅ CONFIRMED for title / `PRESS Ⓐ` / main menu / `EXTRAS` against live captures; the archive is 8 screens × EN/JP, and "6/8/9 are submenus" is withdrawn ✅ **2026-08-29: the two "unidentified `DELTASABER` plates" are the LOADING screen** — builds 0/1 the plain variant, 10/11 the dressed one, decoded from their `pgloading_*` element names, and the executable (`sub_821C4EB0`, bytes checked in the image) names exactly five title-side screens: `TITLE_SCREEN`, `BUTTON`, `TITLE_MENU`, `LOADING`, `LOADING2`. 🟡 which loading bundle takes which of the two names is undecided. 🟡 the English member of a pair is the one in the first half of `GP_TITLE.p00` — 8/8 structurally, 3/3 where a capture can check it. |
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| [`ui-title-paint-order-capture.md`](ui-title-paint-order-capture.md) | The title screen's paint order, measured from the guest's draw submissions | ✅ CONFIRMED — the order in which the running game paints the title |
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