diff --git a/docs/port/DECISIONS.md b/docs/port/DECISIONS.md index ab5c9099..e582b619 100644 --- a/docs/port/DECISIONS.md +++ b/docs/port/DECISIONS.md @@ -16515,3 +16515,44 @@ number could not settle this even at peak α. ⚠️ Their gate `wait_plate_pulse.py` fires on a green-glyph count in [500, 2500] and has logged 740 and 1004, so the window may come free or may sit outside [35, 50] entirely. Their caveat, carried across rather than assumed away. + +### The plate identification is confirmed by size; the frame spacing does NOT fit my ramp + +Reading the Decoder's existing title draw log from the ref +(`captures/ui-draws/blend-title-2026-08-31.log`), the additive quad they point at +is draw 8/19/…, `blend=0x01010101`, per-vertex `col=44FFFFFF` / `43FFFFFF` / +`38FFFFFF` — α **68, 67, 56**. + +✅ **Identification confirmed independently, by size.** The quad measures +**537.6 × 75.6** px and `ptbtn00f.png` ships at **537 × 76**. That is the plate's +highlight, and it settles it without using their attribution. + +✅ **And their free check on my ramp holds:** all three alphas are ≤ my declared +peak of **80**, none equals a keyframe value, so the game interpolates rather than +steps. Two independent decodes agreeing — mine from the export, theirs from the +command stream. + +🔴 **But the frame-to-frame spacing does not fit, and I am recording that rather +than passing over it.** `HANDOFF` Q1 gives **2 units per rendered frame**. On my +falling segment (slope −1.744 α/unit) that predicts, from α=68: + +| | frame 1 | frame 2 | frame 4 | +|---|---|---|---| +| observed | 68 | **67** | **56** | +| my ramp at 2 units/frame | 68 | 64.5 | 57.6 | +| at 1 unit/frame | 68 | 66.3 | 62.8 | +| at 0.5 | 68 | 67.2 | 65.4 | + +**No constant rate fits both steps** — 0.5 matches frame 2 and misses frame 4 by +9; 2 matches frame 4 and misses frame 2 by 2.5. + +⚠️ **Three candidates and I cannot separate them:** my ramp is wrong somewhere; the +log's frame numbering is *captured* frames rather than engine frames (**it skips +from 2 to 4**, so it is demonstrably not a dense engine sequence); or emulator +pacing varies between them. The middle one is the most likely and the cheapest to +check, and it is theirs. + +📌 This does **not** disturb the ramp's *shape* or *ceiling*, which the alphas +confirm. It disturbs only the claim that I could pose my renderer at their captured +instant by stepping units — so the vertex alpha remains the right readout, and +**inferring the phase from a frame index would have been wrong.**