re: GP_DIALOG 2/3 ARE an English/Japanese pair -- measured, closing a withdrawn claim
The ja capture of DIFFICULTY is taken. EN and JP differ in 1.82 % of pixels, in four bands and nowhere else: the heading (DIFFICULTY -> 難易度選択), a 2 px ring shift, the BACK label (-> 戻る) and the footer. EASY/NORMAL/HARD do not appear in the differing set -- the Japanese release leaves the three difficulty names in Latin script. So 2/3 are a language pair, and the disc agrees quantitatively: 2.77 % of bytes differ against 1.82 % of pixels on screen. This closes the item left open when I withdrew 'an EN/JP pair' as a bare assertion, and it is now measured rather than inferred from the disc's convention. The JP screen also opens on NORMAL like the English one, and the sweep reproduced the reset finding in Japanese. Reach: one JP boot, one screen. It does not generalise -- GP_TITLE 4/7 is already known to differ by more than text. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
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docs/re/data/difficulty-is-a-language-pair.txt
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# Are GP_DIALOG entries 2/3 an ENGLISH/JAPANESE pair? ✅ YES -- MEASURED 2026-08-31.
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#
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# CLOSES the item left open when I withdrew "an EN/JP pair" as a bare assertion.
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# The byte comparison had established only "two builds, same element names, ~97.2 %
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# identical bytes" (dialog-0-1-is-a-duplicate.txt); that they are ENGLISH and
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# JAPANESE rested on the disc's convention, not on this screen. The untested step
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# was a `ja` capture, and it is now taken.
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#
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# ✅ THE ORACLE, both locales, same navigation
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# (captures/menu-nav/live-jp-difficulty.png against the English capture):
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#
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# EN vs JP DIFFICULTY: 1.82 % of pixels differ, in FOUR bands and nowhere else:
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# y 133..182 x 414..868 the HEADING "DIFFICULTY" -> 難易度選択
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# y 376..410 x 527..566 the ring, 2 px (EN row 395.0, JP 393.0)
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# y 516..551 x 585..679 the BACK label "BACK" -> 戻る
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# y 640..677 x 455..833 the FOOTER Select/OK/Back -> 選択/決定/戻る
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#
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# 📌 EASY / NORMAL / HARD DO NOT APPEAR IN THE DIFFERING SET. They are the same
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# Latin text in both builds -- the Japanese release leaves the three difficulty
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# names untranslated and changes only the heading, the BACK item and the footer.
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#
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# ✅ SO 2/3 ARE A LANGUAGE PAIR, and the disc agrees quantitatively: 2.77 % of
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# BYTES differ between the two entries, against 1.82 % of PIXELS on screen. A few
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# sprites change and the layout, the element set and three of the four labels do
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# not.
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#
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# ✅ AND THE JP SCREEN OPENS ON NORMAL, like the English one -- so the opening
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# item is not locale-dependent either. The sweep also reproduced the reset finding
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# in Japanese: in-cursor 1.3 from opened against 93.9 from where left, where
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# English gave 1.0 against 93.9.
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#
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# ⚠️ REACH: one JP boot, one screen. It does not establish that every EN/JP pair
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# on the disc differs only in text -- GP_TITLE 4/7, the title art, is already
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# known NOT to (entry 7 carries nine sprites entry 4 lacks).
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#
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# 📌 The first attempt at this run FAILED and the fix is why it worked: the reach
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# probe was doing a full menu->title->menu round trip and not coming back, leaving
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# the game off-menu. --reach-only stops once the menu is reached. Arriving is the
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# cheap part; the round trip was that probe's own experiment, not this caller's.
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#
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# Locale restored and verified at language = 1.
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