port: census -- the port draws exactly TWO travelling lights

The human reports the real game shows multiple, possibly more than two, running
along blue PCB-like traces, and cannot tell whether it is one light per line or
one glow spanning several.

Census of declared travel over every title element: only pteff03 (2160 px) and
pteff03a (2560 px) move as lights. The logo pair travels 300 px but is the logo
sliding in. Everything else -- pteff00/01/02/04, ptlogo_back2eff and eff1..5,
ptlogoall_eff/eff2, ptcopyright, ptbase2 -- declares no travel at all.

So the port renders two full-height streaks crossing the screen where the human
describes a population of smaller lights. Both agents had been asking WHEN the
sweep starts; the port may have the wrong effect altogether, and 'starts too
early' is what a wrong effect looks like to someone not reading keyframes.

Limit flagged on the Decoder's scan: it covered quads taller than 1.2 NDC, so it
cannot count small per-trace lights. pteff03a's absence stands (3.62 NDC); 'only
one travelling quad exists' does not generalise below the filter.

Limit flagged on this census: it reads DECLARED positional keyframes, so it
cannot see UV-scroll or shader-driven motion -- now a live possibility.
This commit is contained in:
Sylpheed port agent
2026-09-02 18:56:57 +00:00
parent 6213c92ce2
commit 8c282e4249

View File

@@ -383,3 +383,64 @@ its leaf reaches α=128 well inside the captured window.
**Nothing is deleted and the renderer is unchanged**, pending one five-second
human look: one streak, or two?
---
# Unit e — the port draws exactly TWO travelling lights, and the human reports more
The human, watching the real game: *"I think multiple, possible more than two…
The lights move on blue lines looking like PCB board lines. And frankly I cannot
tell if the game renders a light per line or uses a light that is shown around
multiple, close lines."*
That is a different question from the one both agents had been asking, and it is
worth having the port's own number first.
## Census of every element on the title that travels
| element | x travel | note |
|---|---|---|
| `ptlogo1` / `ptlogo2` (×3 instances) | 300 px | the **logo** sliding in, t=34…251 — not a light |
| **`pteff03`** (leaf of `ptloop01`) | **2 160 px** | left → right |
| **`pteff03a`** (leaf of `ptloop02`) | **2 560 px** | right → left |
Every other title element — `pteff00`, `pteff01`, `pteff02`, `pteff04`,
`ptlogo_back2eff` and `…eff1…5`, `ptlogoall_eff`, `ptlogoall_eff2`,
`ptcopyright`, `ptbase2` — **declares no positional travel at all.** They fade in
and out in place.
> **The port renders exactly two moving lights.** The human describes multiple,
> possibly more than two, running along individual PCB traces.
## What that reframes
Both agents had been asking *when* the sweep starts. If the game's effect is a
population of small lights on separate traces and the port's is two full-height
streaks crossing the screen, then **the port may have the wrong effect
altogether**, and "starts too early" is what a wrong effect looks like to someone
who is not reading keyframes.
⚠️ **And it puts a limit on the capture result.** The Decoder's scan that found
`pteff03a` absent covered every quad **taller than 1.2 NDC**. Small per-trace
lights are far below that, so that scan cannot count them — it is exhaustive over
full-height streaks and silent about the population in question. `pteff03a`'s
absence stands (it would be 3.62 NDC); *"only one travelling quad exists"* does
not generalise beyond tall quads.
## ⚠️ A limit of this census
It reads **declared** keyframes. An element with a single keyframe shows as
"visible 0…0" here and is in fact held and drawn — `ptbase2`, the background, is
the obvious case. So the visibility column understates; **the travel column is
the load-bearing one**, and travel is what a moving light needs.
It also cannot see motion that is not positional — a scrolling UV, a texture
animation, or a shader would move light along a trace while declaring no travel
at all. **Nothing in this export declares such a thing**, but the port would not
know if the game did it that way, and that is now a live possibility rather than
a remote one.
## Not covered
Whether the game's lights are one-per-trace or one glow spanning several — the
human says they cannot tell, and it is the Decoder's screenshots to settle.