re: the game surface is rendering BLACK -- check that before explaining absences
The named experiment was to attach the fast probe at t=0 so the boot title could not be missed. Done, default config, English: 2391 frames in 600.4 s = 3.98 fps; max glyph 0; hits 0 Ten minutes sampled four times a second FROM LAUNCH, no green-(A) glyph. So "the plate only shows in an early boot window I keep missing" is mine and refuted -- the third explanation refuted in three iterations. Then the check that should have come first. Splitting the raw root grab into bands: y 0- 44 (GTK menu bar) 100.00% non-black mean 210.50 y 45-719 (game surface) 0.08% non-black mean 0.07 The game is rendering black, reproducibly across back-to-back samples, while the guest is alive and polling input (XamInputGetKeystrokeEx past 1201 calls) and MEM-WATCH keeps reporting. The crop and every pixel oracle were correct; there was nothing on the surface to detect. What this does NOT do is retroactively explain the earlier failures, and claiming so would be the fourth over-reach in a row. Those runs had content: run 2 sampled mean 33.1, run 3's classifier measured real frame-to-frame rmse, the gamma_type=0 run measured mean 122.8. The failure mode CHANGED over the session; black is the newest and worst. Hypothesis for the regression, untested: canary's shader/pipeline cache is 47 MB and was last written 23:49 on Aug 28, during the failed runs, and this session has kill -9'd the emulator repeatedly. The test is to move cache* aside and boot again -- one line and one run, not done. Two METHOD lines: ask whether the screen is drawing anything before explaining why a feature of it is missing; and a newly found fault does not retroactively explain older failures.
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@@ -518,3 +518,17 @@ agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
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happened not to be the cause — the most seductive kind, because fixing it feels
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like confirmation. A plausible mechanism that explains a failure is a
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hypothesis, and the fix is its experiment, not its proof.
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* **Ask whether the screen is drawing anything before explaining why a feature of
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it is missing.** Four iterations produced four explanations for "the title is
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not detected" — a stale oracle, the locale, the sampling rate, a one-shot boot
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window — and three of them were refuted in turn. Splitting a raw root grab into
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bands then showed the game surface at **0.08 % non-black, mean 0.07**: it was
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rendering black. The check costs one command and belongs at the *front* of that
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sequence, not after the fourth hypothesis. A detector reporting absence is
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ambiguous between "the feature is not there" and "nothing is there".
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* **A newly found fault does not retroactively explain older failures.** The
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black surface is real and reproducible *in the run where it was measured*.
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Earlier runs in the same session had measurable content (mean 33.1, mean 122.8,
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non-zero frame-to-frame rmse), so the failure mode changed over the session.
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Reaching back to re-explain earlier results with the newest cause would have
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been the fourth over-reach in a row.
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