re: fix wait_title.sh's stale oracle; the JP title still is not reached

Last iteration's "never reached the title in 787 s" was a broken tool
reporting on the world. wait_title.sh was still sampling the single pixel
(625,618) that is_title.py had already been written to replace -- its
docstring says why: a 1280x720 coordinate sampled against the 1279x675
game surface, so it always reads the copyright line. The replacement sat
in the same directory. wait_title.sh now delegates to it.

is_title.py passes its own controls before being trusted here: 753
green-glyph pixels on the committed English title capture, 327 on the
main menu, threshold 400.

Re-ran with the working oracle and the profile flag the English captures
use. The game STILL did not present the interactive title -- but that is
now a measurement rather than an artefact: not one frame showed a single
green-(A) glyph pixel, and content correlation against either build-7
render never exceeded 0.22. Canary was alive and polling
XamInputGetKeystrokeEx (601 calls), sitting in the attract movie.

So the open question narrowed again, and is written into MISSION.md:
whether the attract loop returns to the INTERACTIVE title without a pad
press. title_states_capture.sh claims it does on the English boot with no
pad input; if that holds, the difference is the locale.

Nothing decided about the keyframe-time association or the rest() rule.
Emulator stopped, lock cleared, locale restored to English.
This commit is contained in:
Sylpheed RE agent
2026-08-29 00:21:44 +00:00
parent 948273883f
commit 23f12a3710
4 changed files with 49 additions and 12 deletions

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@@ -114,12 +114,26 @@ independent landmarks rather than guessed:
`XLanguage::kJapanese = 2` (`xbox.h:307`). Writing 2 there and restoring `XLanguage::kJapanese = 2` (`xbox.h:307`). Writing 2 there and restoring
afterwards is using canary's own persistence, not patching its code. afterwards is using canary's own persistence, not patching its code.
**🟡 Still not settled, for a smaller reason.** A run with the locale set to **🟡 Still not settled — two runs, and the reason moved again.**
Japanese booted fine, but **never reached the title in 787 s**`wait_title.sh`'s
green-Ⓐ oracle never fired, and burst-sampling 8 frames found none correlating *Run 1 (2026-08-28)* reported "title not seen" in 787 s. **That was a broken
above 0.18 with either build-7 render. The run sat in the attract loop. So this tool, not the game.** `wait_title.sh` still carried the single-pixel oracle that
needs a *longer or pad-driven* run, not a rebuilt emulator. The locale was `is_title.py` was written to replace — a 1280×720 coordinate sampled against the
restored to English afterwards. 1279×675 game surface, so it always reads the copyright line. Fixed; it now
delegates to `is_title.py`.
*Run 2 (2026-08-29)*, with the working oracle and the profile flag the English
captures use, **still did not reach the interactive title.** Not one frame in the
run showed a single green-Ⓐ glyph pixel, and content correlation against either
build-7 render never exceeded **0.22**. The game sat in the attract movie
throughout, polling `XamInputGetKeystrokeEx` (601 calls) — i.e. alive and waiting
for input, not hung.
🟡 **So what is untested is whether the attract loop returns to the *interactive*
title without a pad press.** `title_states_capture.sh` claims it does, with no
pad input, on the English boot — that is the next thing to check, and if it holds
then the difference is the locale and worth its own note. The locale is restored
to English; `set_console_language.py ja` flips it back in one command.
⚠️ Neither question blocks the five menu screens. Q1's *interpolation law* is ⚠️ Neither question blocks the five menu screens. Q1's *interpolation law* is
settled and only multi-keyframe absolute timing is open; `rest()` differs from settled and only multi-keyframe absolute timing is open; `rest()` differs from

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@@ -442,3 +442,12 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
landmarks, no offset assumed, and the check re-runs every invocation — so the landmarks, no offset assumed, and the check re-runs every invocation — so the
tool fails loudly if the layout moves instead of silently patching a tool fails loudly if the layout moves instead of silently patching a
neighbouring field. neighbouring field.
* **A stale oracle reports the world, not itself.** A 787 s run concluded "the
game never reached the title". It had, repeatedly: `wait_title.sh` was still
sampling the single pixel (625,618) that `is_title.py` had already been written
to replace — a 1280×720 coordinate against a 1279×675 game surface, always
reading the copyright line. The replacement existed *in the same directory*,
with a docstring naming the bug. Before believing a negative from a probe,
check whether something in the toolkit already supersedes it, and run the probe
against a known-positive capture first — `is_title.py` scores 753 on a real
title frame and 327 on the main menu, which takes one command to confirm.

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@@ -421,3 +421,8 @@ neighbourhood, not just the line.
capture is still not *taken* — a Japanese run never reached the title in 787 s capture is still not *taken* — a Japanese run never reached the title in 787 s
— but it needs a longer run, not a rebuilt emulator. — but it needs a longer run, not a rebuilt emulator.
[`tools/re-capture/set_console_language.py`](../../tools/re-capture/set_console_language.py) [`tools/re-capture/set_console_language.py`](../../tools/re-capture/set_console_language.py)
* "the Japanese-locale run never reached the title in 787 s" → **the measurement
was broken, not the run.** `wait_title.sh` carried the superseded single-pixel
oracle. Re-run with `is_title.py`: the game still did not present the
interactive title, but that is now a measured statement (zero green-glyph
pixels, correlation ≤ 0.22 to either build-7 render) rather than an artefact.

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@@ -1,16 +1,25 @@
#!/usr/bin/env bash #!/usr/bin/env bash
# Poll the framebuffer for the "PRESS (A) BUTTON" title screen (the green A glyph # Poll the framebuffer for the "PRESS (A) BUTTON" title screen and tap A the
# at ~625,618) and tap A the instant it appears — the title auto-returns to the # instant it appears — the title auto-returns to the attract loop after a few
# attract loop after a few seconds, which is why a human-paced tap misses it. # seconds, which is why a human-paced tap misses it.
#
# 🔴 FIXED 2026-08-29. This used to sample the SINGLE PIXEL (625,618) and test it
# for green. That is the exact oracle `is_title.py` was written to replace, and
# its docstring says why: it is a 1280x720 coordinate sampled against the
# 1279x675 game surface, so it always reads the copyright line. The stale copy
# survived here and cost a 787 s run that reported "title not seen" while the
# game was cycling through the title perfectly normally.
# Now delegates to is_title.py, which COUNTS the green (A) glyph's pixels
# anywhere in the frame — geometry-independent, and it passes its own controls
# (753 px on a real title capture, 327 on the main menu, threshold 400).
set -u set -u
export HOME=/sylph-home/re export HOME=/sylph-home/re
TMP=/tmp/title-probe.png TMP=/tmp/title-probe.png
deadline=$(( SECONDS + ${1:-900} )) deadline=$(( SECONDS + ${1:-900} ))
while [ $SECONDS -lt $deadline ]; do while [ $SECONDS -lt $deadline ]; do
if screenshot "$TMP" >/dev/null 2>&1; then if screenshot "$TMP" >/dev/null 2>&1; then
read -r r g b < <(convert "$TMP" -format "%[fx:int(255*p{625,618}.r)] %[fx:int(255*p{625,618}.g)] %[fx:int(255*p{625,618}.b)]" info:) if python3 "$(dirname "$0")/is_title.py" "$TMP" >/dev/null 2>&1; then
if [ "$g" -gt 130 ] && [ $((g - r)) -gt 45 ] && [ $((g - b)) -gt 45 ]; then echo "TITLE detected at ${SECONDS}s — tapping A"
echo "TITLE detected (rgb $r,$g,$b) at ${SECONDS}s — tapping A"
vgamepad tap A 200 vgamepad tap A 200
exit 0 exit 0
fi fi