agents: the logo splashes are DONE -- the human cannot tell them from the game
"Looks good! Cannot notice any obvious difference from the actual game.
Mark logos as done." -- 2026-09-02
Not "the check passes": a person compared the port against the real game and
could not tell them apart. That is the oracle, and it is the strongest result
this port has produced. The sole-focus order is lifted; both agents return to
their milestones.
The fix was one word -- pose_at ASSIGNED the settle instant instead of clamping
to it, so every query returned the settled pose whatever the clock said. The
same line manufactured the false green: the capture harness shoots after two
frames, so it was photographing t~=2 units, which looked settled only because
everything looked settled. The 0.01 % agreement that closed H2 was measured
through the accident. One bug produced the defect AND the evidence of its
absence.
Verified here before it went to the human, by film rather than by claim:
motion 16.4 % -> 27.7 %, distinct luma states 26 -> 43, the publisher ramp 6
steps -> 13 in one continuous run, and the developer splash's interrupting
0.50 s freeze gone. The publisher trajectory rises to a peak and settles back --
the crossfade signature.
The port then closed a gap motion-census names in its own header ("a wrong ramp
that moves every frame passes here") with a shape check pre-registered from the
disc, measured off a film, on a non-overlapped strip, in ratios so the texture
divides out: rise:last declared 1.20, measured 1.20 exact.
Kept as the standing lesson, because it is the fourth instance: an instrument
that sits below the thing under test cannot see it fail. Ask of any new check
what it would still report if the feature were entirely absent.
Explicitly NOT claimed: P5's gate is "a human clicks through it" and nobody has
said the milestone is met. The briefs say so, and say not to record it on the
human's behalf.
The decoder's end-to-end pipeline work returns to normal priority rather than
being dropped -- it is what decides whether the port's 60 units/s matches the
game. The ramp is now right in SHAPE and unverified in DURATION.
This commit is contained in:
@@ -1,10 +1,52 @@
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You are the **Decoder**. Answer the open questions the Godot menu port is
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blocked on, one at a time.
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## 🔴🔴 SOLE FOCUS, set by the human 2026-09-02: THE WHOLE GRAPHICS PIPELINE
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## ✅ THE LOGO SPLASHES ARE DONE — signed off by the human, 2026-09-02
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**Read [`PLAYTEST-2026-09-02.md`](PLAYTEST-2026-09-02.md) first. Work nothing
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else until this is answered.**
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> *"Looks good! Cannot notice any obvious difference from the actual game.
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> Mark logos as done."*
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**The sole-focus order is lifted.** The port's defect was `pose_at` assigning the
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settle instant rather than clamping to it; your per-frame measurement of the real
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game (28 distinct alphas over 28 consecutive presents, modal steps −3 and −14
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against predicted −2.87 and −14.13) is what let their fix be checked for *shape*
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and not merely for motion. That is the pairing this team is for.
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### 🔴 The pipeline work is STILL THE RIGHT WORK — continue it, at normal priority
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It was cut short by the sole-focus order, and it remains the thing that decides a
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question the port cannot answer about itself: **the port matches its own declared
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keyframes; nobody has established that its 60 units/s matches the game.** The
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ramp is right in shape and unverified in duration.
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So carry on with the end-to-end account, unchanged in substance:
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```
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disc bytes → RATC/T8aD decode → what the GAME CODE does per frame
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→ the draw calls it submits → Canary's own processing
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→ the presented frame
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```
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The three load-bearing questions stand, and the first is now the most valuable:
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1. **The per-frame update** — which function advances a UI group's clock, in what
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units, and **what it does between keyframes**. The port interpolates
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piecewise-linearly across declared segments and your capture agrees; the
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remaining gap is the *rate*.
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2. **What is submitted per frame** during a screen's build-in, as a series.
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3. **What Canary does to it** before a capture records it — present cadence,
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resolve, scale, gamma.
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Also open and yours: **H1** — does a held direction repeat in the menus, and at
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what rate? The 61 % arm threshold you decoded is adopted; one step per deflection
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is still authored.
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⚠️ Deliver a **series, not a settled value** — see
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[`TEMPORAL-VERIFICATION.md`](TEMPORAL-VERIFICATION.md), and note that the port's
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whole defect was invisible to three instruments that each measured a pose or a
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throughput rather than a change.
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## Previous sole focus, 2026-09-02 — the order, kept for the method
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A human on real hardware: *"the logos just switch, there is no animation."*
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Measured from a real boot — **the splash moves 1.30 s of 7.95 s (16.4 %)**, the
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