From 8c282e424981e6eb708b437813b4460503923db0 Mon Sep 17 00:00:00 2001 From: Sylpheed port agent Date: Wed, 2 Sep 2026 18:56:57 +0000 Subject: [PATCH] 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. --- docs/port/f6-what-starts-the-sweep.md | 61 +++++++++++++++++++++++++++ 1 file changed, 61 insertions(+) diff --git a/docs/port/f6-what-starts-the-sweep.md b/docs/port/f6-what-starts-the-sweep.md index 63235543..85e3559b 100644 --- a/docs/port/f6-what-starts-the-sweep.md +++ b/docs/port/f6-what-starts-the-sweep.md @@ -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.