agents: P5's gate is MET, and four findings from the same walk
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"Menu walk and navigation is fine. Video skips too. Extras open. New Game
   shows new game intro video."  -- 2026-09-02

P5 is done. Its gate was "a human clicks through it", the retro said it had been
waiting on that and not on code for the whole milestone, and it has happened.
PORT-MISSION.md updated. The NEW GAME gap is accepted as-is.

Four findings, three of them the Decoder's:

F1 THE MENU REPEATS ON A HELD DIRECTION AND OURS DOES NOT. One step per
   deflection was authored as the conservative choice because nobody knew; a
   human has now watched the real game and it repeats, "at a medium pace... slow
   enough to see which item is selected". That settles the existence half of H1
   against us. The RATE is still unmeasured and must not be guessed -- the
   description bounds it and supplies no number. Decoder measures initial delay
   and repeat interval as frame counts; the port implements the mechanism and
   waits for the numbers.

F2 THE SFX ARE TOO LOUD BECAUSE THERE IS NO MIX AT ALL. Measured: confirm
   -17.7 dB mean / -0.0 dB peak, 3 dB hotter in mean than the music and 6.4 dB
   above move. No volume or gain value exists anywhere in export/ or authored/,
   so every clip plays at unity on one bus. Decoder: is per-cue or per-bus gain
   on the disc -- the cue table is the obvious place and cue 1103 is already
   decoded. Port: gains at PLAYBACK as data, and explicitly NOT normalisation in
   the exporter, which destroys the relationship between clips and cannot be
   undone by a modder.

F3 SOMETHING IS MISSING ON THE TITLE SCREEN. The export carries one music file
   and the port plays nothing on the title. Which cue does the title play, and
   is there a sting on the plate or on accept? A negative needs a positive
   control: find the menu's cue by the same method first.

F4 (A) SKIPS FORWARD THROUGH THE BOOT AND WE IMPLEMENT TWO OF THREE PRESSES.
   In the game: skip video, reveal plate immediately, accept plate. The middle
   one is missing here. Whether the game snaps both clocks forward or only
   reveals the plate is a question, not a detail -- and it is a cheap second
   route to the plate-arrival question, since a press that skips to the plate
   says where the game thinks the plate belongs.

H3, the plate delay, is ACCEPTED -- "feels the same... sufficient". Left
unattributed rather than closed green.
This commit is contained in:
MechaCat02
2026-09-02 18:32:38 +02:00
parent 0ba7542547
commit 18620e99aa
4 changed files with 179 additions and 14 deletions

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@@ -37,9 +37,39 @@ The three load-bearing questions stand, and the first is now the most valuable:
3. **What Canary does to it** before a capture records it — present cadence,
resolve, scale, gamma.
Also open and yours: **H1** — does a held direction repeat in the menus, and at
what rate? The 61 % arm threshold you decoded is adopted; one step per deflection
is still authored.
### 🔴 Four asks from the 2026-09-02 menu play-test — [`PLAYTEST-2026-09-02-menus.md`](PLAYTEST-2026-09-02-menus.md)
P5's gate is **met** (a human walked the menus). These came out of the same
session, and three of the four are yours. They are ahead of the pipeline work
because the port is blocked on two of them.
1. **F1 — MEASURE THE MENU REPEAT RATE.** The human watched the real game: a held
direction **repeats**, *"at a medium pace… slow enough to see which item is
selected"*. That settles the existence half of H1 against our authored
one-step-per-deflection. Two numbers, and the port will not move without
them: the **initial delay** before the first repeat, and the **repeat
interval** after it. Frames between cursor moves at a stated present rate — a
count, not a stopwatch. Also: does the d-pad differ from the stick? Does it
accelerate while held, or stay flat?
2. **F2 — IS THE AUDIO MIX ON THE DISC?** The SFX are too loud and there is **no
gain value anywhere** in the export; `confirm` peaks at 0.0 dBFS and sits
3 dB above the music in mean. A cue record commonly carries a volume beside
its wave index, and you already decoded `sub_821C5580` playing cue 1103. If
per-cue or per-bus gain is there it is **decoded** and nobody has to choose.
If it provably is not, say so with reach.
3. **F3 — WHAT DOES THE TITLE PLAY?** A human says something is missing there.
Which cue, if any, does the title screen play, and is there a **sting** when
the plate appears or when Ⓐ is accepted? ⚠️ A negative needs a positive
control (R4): show the method finding the *menu's* cue before concluding the
title has none.
4. **F4 — WHAT DOES Ⓐ DO TO THE CLOCKS?** In the real game, Ⓐ during the title
build-in **reveals the plate immediately** — so the boot takes three presses:
skip video, reveal plate, accept plate. Does the game snap both clocks
forward, or only reveal the plate? 📌 This is also a **cheap second route to
the plate-arrival question**: a press that skips to the plate tells you where
the game thinks the plate belongs. And it is a third input the boot title
accepts, which narrows `REFUTED.md`'s *"any title after the first refuses
input"* further.
⚠️ Deliver a **series, not a settled value** — see
[`TEMPORAL-VERIFICATION.md`](TEMPORAL-VERIFICATION.md), and note that the port's