re: bgm-two-stems.md said the menu's bank is undecodable from the disc, and its own page decodes it
The Status line and the section heading both read 'undecodable from the disc' while a later section of the same page decodes it three ways, one of them static from the executable -- GamePart_Title's handler does li r5, 1103. A reader who stops at the top concludes the opposite of what the page establishes. The surviving content is the reason the CUE TABLE cannot answer it: 32 BGM cues named by number with no screen name, with SOUNDS, FILES and the bank headers all searched. A negative about one search location, written as a negative about the disc -- the same method-versus-subject error as the SE-audio heading, in the first line a reader sees. It propagated: the port's BLOCKED.md carries 'which BGM the menu plays -- not on the disc' in the same words. Found by applying sylpheed-port's 'get the category right' discipline to my own noisy impossibility sweep, after measuring what the false positives actually were rather than assuming they were infrastructural. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
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@@ -3,7 +3,7 @@
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**Status:** ✅ `CONFIRMED` for the structure — **decoded**, with a disc-wide check
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**Status:** ✅ `CONFIRMED` for the structure — **decoded**, with a disc-wide check
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over all 32 BGM banks. 🟡 for the *role* of the second wave — **measured** by
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over all 32 BGM banks. 🟡 for the *role* of the second wave — **measured** by
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signal analysis, and the two readings that survive are named below. ❔ which bank
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signal analysis, and the two readings that survive are named below. ❔ which bank
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is the menu's music is **undecodable from the disc**, with the reach stated.
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is the menu's music was recorded here as **undecodable from the disc** — 🔴 **that was wrong and is corrected below**: it is **decoded**, `BGM_103`, named by the executable itself. The negative was true of the **cue table**, not of the disc.
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Answers [MISSION Q10](../../port/MISSION.md). It also **withdraws the premise**: the
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Answers [MISSION Q10](../../port/MISSION.md). It also **withdraws the premise**: the
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handoff said `BGM_001.slb` is *three* sub-waves of 10 KB / 4.47 MB / 4.67 MB. The
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handoff said `BGM_001.slb` is *three* sub-waves of 10 KB / 4.47 MB / 4.67 MB. The
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@@ -162,7 +162,21 @@ over mono content). What would settle it is a runtime observation — whether th
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game submits both waves to the mixer at once — which needs an emulator with audio
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game submits both waves to the mixer at once — which needs an emulator with audio
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this container does not have.
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this container does not have.
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## ❔ Which bank is the menu's music — undecodable, and here is the reach
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## ~~❔ Which bank is the menu's music — undecodable, and here is the reach~~
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> 🔴 **SUPERSEDED by this page's own "The menu's music is `BGM_103`" section
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> below.** The heading is **false as written**: the bank *is* determined on the
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> disc — `GamePart_Title`'s phase handler does `li r5, 1103` — so a reader who
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> stops here concludes the opposite of what the page establishes.
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>
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> What survives is the reason the **cue table** cannot answer it: its 32 BGM cues
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> are named `BGM_001`…`BGM_109`, pure numbers, with no screen name anywhere, and
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> `SOUNDS`, `FILES` and the bank headers were all searched. That is a negative
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> about **one search location**, and it was written as a negative about the disc.
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>
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> ⚠️ It propagated: the port's `BLOCKED.md` carries *"which BGM the menu plays —
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> ❔ not on the disc"* in the same words.
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The cue table binds cue names to sound ids and banks
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The cue table binds cue names to sound ids and banks
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([`sound-cue-table.md`](sound-cue-table.md)), and its **32 BGM cues are named
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([`sound-cue-table.md`](sound-cue-table.md)), and its **32 BGM cues are named
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