From 6438316f24b75e5fe3609849cac61d9d5e4bf1bd Mon Sep 17 00:00:00 2001 From: MechaCat02 Date: Wed, 2 Sep 2026 18:39:13 +0200 Subject: [PATCH] agents: correct "both clocks" -- there is ONE, and F4 tests whether it is right I wrote "whether the game snaps both clocks forward" into yesterday's F4 and the human asked which clocks. There are none: authored/flow.json sets `clock: "shared"`, so the title's two composited builds -- build 4 the artwork (finishes t~=118) and build 2/3 the plate (full alpha t=236) -- run on ONE clock started together. Left standing, that phrasing sends an agent hunting for a second clock this corpus says does not exist. Corrected in both briefs and in the playtest page, marked as a correction rather than silently edited. And the question is better than I first framed it. `clock: "shared"` is AUTHORED, and the port's own plate-arrival-halves.md calls it "not falsified... not confirmed to better than ~20 % either", with an unresolved anchor disagreement inside one binary: the reconciliation picked t=118 while settle_time() returns 160 and the boot prints "settles at t=160". So F4 is a TEST OF THAT PREMISE, and the discriminator is observable -- press (A) early, while the wordmark is still building in, and watch the ARTWORK rather than the plate: advances the shared clock -> the artwork SNAPS to finished only forces the plate -> the artwork KEEPS ANIMATING its build-in Both briefs now say to answer F4 before building on `shared`, and tell the port not to choose what "jump" means. --- docs/agents/PLAYTEST-2026-09-02-menus.md | 38 ++++++++++++++++++++---- docs/agents/decoder-loop.md | 30 ++++++++++++++----- docs/agents/port-loop.md | 2 +- 3 files changed, 56 insertions(+), 14 deletions(-) diff --git a/docs/agents/PLAYTEST-2026-09-02-menus.md b/docs/agents/PLAYTEST-2026-09-02-menus.md index 021f847c..0d48b185 100644 --- a/docs/agents/PLAYTEST-2026-09-02-menus.md +++ b/docs/agents/PLAYTEST-2026-09-02-menus.md @@ -103,14 +103,40 @@ player gets past the boot. | Ⓐ #3 | activates the plate → main menu | ✅ implemented | * **Port:** Ⓐ during the title build-in should jump the sequence to the plate's - arrival rather than being swallowed. ⚠️ **Careful what "jump" means** — the - plate has a declared arrival at `t=238` and the title a build-in ending at - `t≈118`. Whether the game *snaps* both clocks forward, or only reveals the - plate and leaves the title where it is, is a question, not a detail. Ask if - the capture does not say. -* **Decoder:** what does Ⓐ do to the clocks? This is also a **second, cheap route + arrival rather than being swallowed. ⚠️ **Careful what "jump" means, and do + not choose it.** See below — it is a test of an authored premise, not a detail. +* **Decoder:** what does Ⓐ do to the clock? This is also a **second, cheap route to the plate-arrival question** — a press that skips to the plate tells you where the game thinks the plate belongs. + +### 🔴 F4 is a TEST OF `clock: "shared"`, which is authored and only ~20 % confirmed + +**Correction, by the human who wrote this page: an earlier draft said "both +clocks". There is only ONE.** `authored/flow.json` sets `"clock": "shared"`: the +title is two composited builds — build 4 the artwork, build 2/3 the plate — and +they run on **one clock started together**. Build 4's artwork finishes at +`t ≈ 118`; the plate reaches full alpha at `t = 236`. Saying "both clocks" would +send someone hunting for a second one that this corpus says does not exist. + +With that fixed, the question is sharp and **observable**: + +| if Ⓐ … | then pressing EARLY looks like | +|---|---| +| **advances the shared clock** | the title artwork **snaps** to finished, and the plate appears | +| **only forces the plate visible** | the artwork **keeps animating** its remaining build-in while the plate appears over it | + +So film a boot, press Ⓐ while the wordmark is still building in, and watch the +**artwork**, not the plate. + +📌 **Why this matters beyond the feature.** `clock: "shared"` is **authored**, and +`plate-arrival-halves.md` says in its own words that it is *"not falsified… not +confirmed to better than ~20 % either"*. There is also an unresolved anchor +disagreement **inside one binary**: the reconciliation picked `t=118`, while +`settle_time()` returns **160** and the boot prints `settles at t=160`. + +If Ⓐ snaps the artwork, that is evidence **for** one shared clock. If the artwork +carries on while the plate appears, the plate has a timeline of its own and the +authored premise is in trouble. **Answer F4 before building on `shared`.** * 📌 And it bears on `REFUTED.md`: *"any title after the first one refuses input"* is already narrowed to the attract-returned title. This is a third input the boot title accepts. diff --git a/docs/agents/decoder-loop.md b/docs/agents/decoder-loop.md index c02c84d2..e51986bf 100644 --- a/docs/agents/decoder-loop.md +++ b/docs/agents/decoder-loop.md @@ -62,14 +62,30 @@ because the port is blocked on two of them. 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 +4. **F4 — WHAT DOES Ⓐ DO TO THE CLOCK?** 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. + skip video, reveal plate, accept plate. + + 🔴 **This is a test of `clock: "shared"`.** The title is two composited builds + — build 4 the artwork (finishes `t≈118`), build 2/3 the plate (full alpha + `t=236`) — and the port's `authored/flow.json` runs them on **one** clock + started together. That premise is **authored**, and the port's own + `plate-arrival-halves.md` calls it *"not falsified… not confirmed to better + than ~20 %"*, with an unresolved anchor disagreement inside one binary + (`t=118` from the reconciliation, `160` from `settle_time()`). + + The discriminator is observable: **press Ⓐ early, while the wordmark is still + building in, and watch the ARTWORK, not the plate.** + + | if Ⓐ … | the artwork | + |---|---| + | advances the shared clock | **snaps** to finished | + | only forces the plate visible | **keeps animating** its remaining build-in | + + 📌 It is also a **cheap second route to the plate-arrival question** — a press + that skips to the plate says where the game thinks the plate belongs — and a + third input the boot title accepts, narrowing `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 diff --git a/docs/agents/port-loop.md b/docs/agents/port-loop.md index f6a4814e..b98505a4 100644 --- a/docs/agents/port-loop.md +++ b/docs/agents/port-loop.md @@ -32,7 +32,7 @@ difficulty select comes first in the real game and that the port announces it. | **F1** | **The menu REPEATS on a held direction. Ours does not.** One step per deflection was authored as the safe choice; the human has now watched the real game and it repeats. | **Implement the mechanism. Take the RATE from the Decoder — do NOT ship a placeholder interval.** An invented rate here is indistinguishable from a measured one later, and this is the exact field where that already cost us. | | **F2** | **SFX too loud, and there is no mix at all.** Measured: `confirm` −17.7 dB mean / **−0.0 dB peak**, 3 dB hotter than the music; no gain value exists anywhere in `export/` or `authored/`. | Add gains **at playback, as data** — a bus per kind. ⚠️ **Do NOT normalise in the exporter**: re-levelling destroys the relationship between clips and a modder cannot undo it. The Decoder is checking whether the mix is on the disc. | | **F3** | **Something is missing on the title screen** — a track or a sting. The export has one music file and the port plays nothing on the title. | Wait for the Decoder; nothing to author yet. | -| **F4** | **Ⓐ skips FORWARD through the boot, and we implement two of three presses.** Ⓐ#1 skips the video ✅, **Ⓐ#2 reveals the plate immediately ❌ missing**, Ⓐ#3 activates it ✅. | Make Ⓐ during the title build-in jump to the plate. ⚠️ Whether the game snaps **both** clocks forward or only reveals the plate is a question — ask rather than choose. | +| **F4** | **Ⓐ skips FORWARD through the boot, and we implement two of three presses.** Ⓐ#1 skips the video ✅, **Ⓐ#2 reveals the plate immediately ❌ missing**, Ⓐ#3 activates it ✅. | Make Ⓐ during the title build-in jump to the plate — but **do not choose what "jump" means.** 🔴 It is a **test of `clock: "shared"`**, which is authored and, in your own words, *"not confirmed to better than ~20 %"*. If Ⓐ advances the shared clock the artwork **snaps**; if it only forces the plate visible the artwork **keeps animating**. Those look different on an early press, so the oracle can settle it. **Answer it before building on `shared`.** (Correction: an earlier draft of this brief said "both clocks" — there is only ONE, and hunting for a second would waste an iteration.) | **H3, the plate delay, is ACCEPTED** — *"feels the same… sufficient"*. Stop working on it. Leave the row unattributed rather than closing it green.