re: S00A is unreachable here -- the new-game path crashes on a cache it cannot build
Drive 4 worked. With focus detected and the detector validated live against a known transition (NEW GAME, down, LOAD GAME -- CONTROL PASSED), the drive navigated and pressed through, and every step confirms against a committed capture: main menu +0.999, newgame-difficulty +0.999, newgame-selectdata-crash +0.997. Then the guest throws, PC 0x82307128 times 349, and no S00A voice stream ever decodes. It is on the new-game path rather than the boot: the log order is ADV attract, then BGM_103 menu music, then the throw. So it is not the ~100 s boot throw that title-crash-stl-tree.md documents. That page attributes the throw to an incomplete on-disc cache and Q4 s note cites it for this crash. The attribution survives, but not through the container the page names. aab216c3 is complete here at 7 files. The line immediately before the exception resolves \1b556564\9\00c8dcd, and 1b556564 holds exactly one file plus a stray 1b556564900c8dcd.tmp -- precisely the page s run C, partially rebuilt, which throws. So the new-game path builds a different cache container from the title path and that one is incomplete. The page s remedy does not transfer. It restores a previously complete cache, and no complete 1b556564 has ever existed here: the game crashes while building it, leaving the .tmp, so the cache cannot complete and re-running does not escape it. Its own run B shows a fully cold cache throws as well, so deleting does not help. Consequence recorded: the centre-channel voice result stays resting on ADV alone, because the corroborating asset is behind a crash that is outside menu-port scope. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QsEPXWVaEpyfudtR6re1Pd
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@@ -1,4 +1,8 @@
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# 🔴 The `S00A` capture failed — the menu's initial focus was TUTORIAL, not NEW GAME
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# 🔴 `S00A` is unreachable here — the new-game path crashes on an on-disc cache it cannot finish building
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**Four drives.** The first three failed on tooling and are recorded below because
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each defect is live in shared scripts. The fourth drove perfectly and hit a
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**guest crash**, which is the real answer.
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**Classification: measured.** Two drives, 2026-08-29. Reported as a **route
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finding** rather than retried silently, because the cause is a defect in shared
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@@ -90,3 +94,66 @@ The offset-independent check settles it without needing that geometry at all:
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NEW GAME → EXTRAS. ✅ **The port's identification stands.** ⚠️ And as they
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themselves noted, it identifies *one frame*, not a rule: Q5's instability is
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untouched.
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---
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## ✅ Drive 4 — the drive worked; the GAME crashes at `SELECT DATA`
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With focus detected and the detector validated **live against a known
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transition** (`NEW GAME` → ⬇ → `LOAD GAME`, expected `LOAD GAME`, **CONTROL
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PASSED**), the drive navigated to `NEW GAME` and pressed through. Every step is
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confirmed against a committed capture:
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| step | correlates with | r |
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|---|---|---|
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| after navigation | `main-menu-items.png` | **+0.999** |
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| after Ⓐ | `newgame-difficulty.png` | **+0.999** |
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| after Ⓐ (NORMAL) | `newgame-selectdata-crash.png` | **+0.997** |
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Then the guest throws: **`PC: 0x82307128` ×349**, one
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`Guest attempted to throw a C++ exception!`. No `S00A` voice stream ever decodes.
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✅ **It is on the new-game path, not the boot.** Ordering in the log is
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`ADV` (attract) → **`BGM_103`** (menu music, i.e. the menu was reached) → throw →
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crash dumps. So this is *not* the ~100 s boot throw that
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[`title-crash-stl-tree.md`](title-crash-stl-tree.md) documents.
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## 🟡 Refining that page — the mechanism holds, the container does not
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That page attributes the throw to an **incomplete on-disc cache**, and Q4's note
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says the `SELECT DATA` crash "is already in the corpus", citing it. **Checked,
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and the attribution survives — but not via the container the page names.**
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| cache container | state here | |
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|---|---|---|
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| **`aab216c3`** — the one the page names | **7 files, complete** | not the trigger |
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| **`1b556564`** — resolved immediately before the throw | **1 file + `1b556564900c8dcd.tmp`** | ⚠️ exactly the page's **run C**, "partially rebuilt (1 file + a `.tmp`) → 1 GUEST-THROW" |
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The log line before the exception is
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`HostPathDevice::ResolvePath(\1b556564\9\00c8dcd)`. So the **new-game path
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builds a different cache container from the title path**, and it is that one
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which is incomplete.
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🔴 **And the page's remedy does not transfer.** Its fix is to restore a
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*previously complete* cache (run D). **No complete `1b556564` has ever existed in
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this container** — the game crashes while building it, leaving the `.tmp`, so the
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cache cannot complete and the crash cannot be escaped by re-running. The page's
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own run B shows a fully cold cache throws too, so deleting it does not help
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either.
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## The answer
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❔ **`S00A` is not obtainable in this container**, and the reach is:
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* the drive is **not** the obstacle — four screens confirmed against committed
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captures at r ≥ 0.997, and the focus detector passed a live transition control;
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* the obstacle is a **guest crash** with a known site and a known class of
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trigger;
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* the documented remedy needs an artefact — a complete `1b556564` — that has
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never existed here and that the game cannot produce because it crashes
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mid-build.
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⚠️ **Consequence for the voice finding:** the centre-channel result stays resting
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on `ADV` alone. `S00A` was wanted because its second stream is digital silence
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where `ADV`'s is a 0.60 × copy; that corroboration is **not available from this
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container** without first solving a crash that is outside the menu-port scope.
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