agents: the splash does not animate, and three instruments could not see it
A human on a GPU at ~140 fps: "the logos just switch, there is no animation at
all." Measured from a real boot with --film at 0.05 s, then per-frame change:
splash moves 1.30 s of 7.95 s = 16.4 %
publisher splash 0.30 s of motion, then 3.20 s FROZEN
developer splash 0.35 s + 0.25 s, then 2.40 s FROZEN
distinct luma states in 7.95 s 26
A 45-unit build-in cannot be drawn in 26 states, and a fade does not hold one
picture for 3.20 s. The frame counter says 24.8 fps achieved; both are true --
the port is DRAWING 25 times a second and CHANGING almost never.
🔴 Why every check passed, which matters more than the bug:
frozen sweep drives the clock BY HAND -- proves the renderer can draw
pose N, never that the poses are drawn in sequence
settled compare 0.01 % against the capture -- a screen frozen 84 % of the
time matches a settled reference PERFECTLY, that is what
frozen means
achieved fps counts frames DRAWN -- the same pixels 25x/s scores
identically to animating
Every one measured throughput or a pose. None measured CHANGE. Same shape as
InputEventAction bypassing the input map: the instrument sat below the thing
that was broken, so the break could not appear in it.
tools/motion-census closes the class. It measures change and nothing else, and
its --selftest asserts it separates a fade (97.4 % moving) from a switch (2.6 %)
from a frozen film (0.0 %) -- a detector that cannot tell those apart would
report the same green line on all three.
Both briefs: this is the SOLE focus. The port reproduces before changing
anything and gates every fix on a film rather than a still. The decoder maps the
whole pipeline end to end -- disc bytes, the game's per-frame update (does it
interpolate between keyframes or hold?), what is submitted per frame, and what
Canary does to it before a capture records it -- delivered as a SERIES, not a
settled value.
The port should also record the refutation against itself: H2 reads ANSWERED on
the strength of the frozen sweep. The mechanism half stands, the blur is a baked
companion texture. The behaviour half does not.
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# Play-test, 2026-09-02 — **the splash does not animate at all**
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**This is the only thing either agent works on until it is fixed.**
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The human, watching the port on real hardware, on a GPU, at ~140 fps:
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> *"The port does no blur animation at all! I cannot discern if there is any
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> animation at all. The logos just switch without the animation."*
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## Measured, not paraphrased
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Filmed from a **real boot** at 0.05 s (`--film`), then per-frame change measured
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with [`tools/motion-census`](../../tools/motion-census):
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| | |
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|---|---|
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| splash moves | **1.30 s of 7.95 s — 16.4 %** |
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| publisher splash | 0.30 s of motion, then **3.20 s frozen** |
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| developer splash | 0.35 s + 0.25 s, then **2.40 s frozen** |
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| distinct luma states in 7.95 s | **26** |
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A 45-unit build-in cannot be drawn in 26 states, and a fade does not hold one
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picture for 3.20 s. **This is a switch with a flicker on either side.**
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The frame counter says 24.8 fps achieved. Both are true: the port is *drawing*
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25 times a second and *changing* almost never.
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## 🔴 Why three instruments all said it was correct
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This is the part that matters more than the bug, because it is the fourth time
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this shape has cost a milestone.
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| instrument | what it proved | what it could not see |
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|---|---|---|
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| **frozen sweep** (`--time=`, 3 units a step) | the renderer CAN draw pose *N* | whether the poses are ever drawn **in sequence, while running** |
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| **settled comparison** (0.01 % against the capture) | the resting pose is right | a screen frozen 84 % of the time matches a settled reference **perfectly — that is what frozen means** |
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| **achieved-fps counter** | frames are being drawn | drawing the **same pixels** 25×/s scores identically to animating |
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> **Every one measured throughput or a pose. Not one measured CHANGE.**
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That is why the port could write *"the companion quads are drawn, verified by a
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frozen sweep"* and be simultaneously right and useless: the sweep drives the
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clock by hand. It is the same defect as `InputEventAction` bypassing the input
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map — **the instrument sat below the thing that was broken**, so the thing that
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was broken could not appear in it.
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`tools/motion-census` exists to close this class. It measures change and nothing
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else, and its `--selftest` proves it separates a fade (97.4 % moving) from a
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switch (2.6 %) from a frozen film (0.0 %) — because a detector that cannot tell
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those apart would report the same green line on all three.
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## What both agents do now
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**Nothing else.** Not the clock rate, not the plate, not blend, not audio. This
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first.
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### Port
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1. **Reproduce it** with `--film` + `motion-census` before changing anything, and
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quote the numbers. If your run does not reproduce 16.4 %, say so — the
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disagreement is then the finding.
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2. **Find why the clock does not advance the poses.** Candidates, unranked and
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none established: the keyframe interpolation returns the same pose for a
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range of *t*; `rest()`/plateau logic snapping to an endpoint; the group clock
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not integrating; interpolation between keyframes not happening at all
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(nearest-keyframe rather than lerp); the screen advancing by *keyframe index*
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instead of by time.
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3. **Every fix is gated by a film**, never by a still. A change that improves a
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settled frame and leaves the film at 16 % has not fixed this.
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4. `motion-census` goes into `check-all`, so a future regression fails a check
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instead of waiting for a human.
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### Decoder — **map the whole graphics pipeline, end to end**
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The human's instruction, in their words: *"get the whole graphics pipeline, from
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the xex/pe + the disc files to the final screen displayed, and take Xenia Canary
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processing into account too."*
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So: one continuous account, each stage with evidence and each labelled by the
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instrument that produced it —
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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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Specifically, and none of it inferable from a file alone:
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* **The game's per-frame update.** Which code advances a UI group's clock, in
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what units, and what it does *between* keyframes — does it interpolate, or
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hold to the next key? That single question decides whether the port should
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lerp at all. It is in the image; find the function.
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* **What the game submits per frame during the splash** — the draw list frame by
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frame, not one settled frame. If the alpha changes, it changes *somewhere*
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observable: a vertex colour, a PS constant, a blend factor, a texture swap.
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**Name which, with the per-frame series.**
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* **What Canary does to it.** Present cadence, any resolve/scaling/gamma between
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the guest's draw and the pixels a capture records. A capture is evidence about
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*Canary's output*, and the difference between that and the guest's intent has
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bitten this corpus before (the `kernel_display_gamma_type` entry).
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⚠️ **Deliver a per-frame SERIES, not a settled value.** Follow
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[`TEMPORAL-VERIFICATION.md`](TEMPORAL-VERIFICATION.md): film it, align by
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content, report ordering/counts/durations. The port needs to know what the
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alpha *trajectory* is, and a single frame cannot carry one.
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## And this is a refutation the port should record against itself
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`BLOCKED.md` H2 currently reads ✅ **ANSWERED**, on the strength of the frozen
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sweep. The mechanism half stands — the blur is a baked companion texture, that
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is decoded and correct. **The behaviour half does not**: the port draws those
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quads and does not animate them, so *"the companions are drawn"* was true and
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did not mean what the row used it to mean.
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@@ -1,7 +1,58 @@
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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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## 🔴 CURRENT FOCUS, set by the human 2026-09-01: THE LOGO SPLASHES, EXACTLY
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## 🔴🔴 SOLE FOCUS, set by the human 2026-09-02: THE WHOLE GRAPHICS PIPELINE
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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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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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publisher logo frozen **3.20 s**, and the whole thing takes **26 distinct luma
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states**. The port draws the right quads in the right places and never moves
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them.
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Your half is not the port's bug. It is that **nobody can say what the game does
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between keyframes**, so nobody can say what the port should be doing.
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### The deliverable, in the human's words
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> *"Get the whole graphics pipeline, from the xex/pe + the disc files to the
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> final screen displayed. Take Xenia Canary processing into account too."*
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One continuous account, each stage carrying its evidence and its `⟨instrument⟩`:
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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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Three questions that are load-bearing and none answerable from a file alone:
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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 does it do BETWEEN keyframes** — interpolate, or hold to the
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next key? That single answer decides whether the port should lerp at all. It
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is in the image. Find it.
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2. **What is submitted per frame during the splash** — the draw list frame by
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frame, not one settled frame. If alpha changes it changes *somewhere*
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observable: a vertex colour, a PS constant, a blend factor, a texture swap.
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**Name which, and give the per-frame series.**
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3. **What Canary does to it** — present cadence, and any resolve, scale or gamma
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between the guest's draw and the pixels a capture records. A capture is
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evidence about *Canary's output*; the gap between that and the guest's intent
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has bitten this corpus before (`kernel_display_gamma_type`).
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⚠️ **Deliver a SERIES, not a settled value.** Follow
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[`TEMPORAL-VERIFICATION.md`](TEMPORAL-VERIFICATION.md): film it, align by
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content, report ordering and counts and durations. The port needs the alpha
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*trajectory*; a single frame cannot carry one.
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[`../../tools/motion-census`](../../tools/motion-census) measures change and
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nothing else — use it on your own captures too, and note that three of the
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port's instruments passed a frozen screen because each measured throughput or a
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pose rather than change.
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## Previous focus, 2026-09-01 (still live, but AFTER the above)
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A human played the port on real hardware and reported that the splashes are
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**close but not right** — the fade/blur is more pronounced in the game — and that
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@@ -1,6 +1,53 @@
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You are the **Port**. Build the Godot menu shell, one milestone at a time.
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## 🔴 CURRENT FOCUS, set by the human 2026-09-01: THE LOGO SPLASHES, EXACTLY
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## 🔴🔴 SOLE FOCUS, set by the human 2026-09-02: THE SPLASH DOES NOT ANIMATE
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**Read [`../agents/PLAYTEST-2026-09-02.md`](../agents/PLAYTEST-2026-09-02.md)
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first. Work nothing else until this is fixed** — not the clock rate, not the
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plate, not blend, not audio.
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> *"The port does no blur animation at all. The logos just switch."*
|
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|
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Measured from a real boot, not paraphrased: **the splash moves 1.30 s of 7.95 s
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(16.4 %)**, the publisher logo is **frozen for 3.20 s**, the developer logo for
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2.40 s, and the whole 7.95 s takes **26 distinct luma states**. A 45-unit
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build-in cannot be drawn in 26 states.
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🔴 **Your three instruments all passed this, and the reason is the point:**
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* the **frozen sweep** drives the clock by hand — it proves the renderer can
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draw pose *N*, never that the poses are drawn in sequence while running;
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* the **settled comparison** scored 0.01 % — a screen frozen 84 % of the time
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matches a settled reference *perfectly*, because that is what frozen means;
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* the **achieved-fps counter** counts frames DRAWN — drawing the same pixels
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25×/s scores exactly like animating.
|
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|
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**Every one measured throughput or a pose. None measured CHANGE.** Same shape as
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`InputEventAction` bypassing the input map: the instrument sat below the thing
|
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that was broken.
|
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|
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**Use [`tools/motion-census`](../../tools/motion-census)** — it measures change
|
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and nothing else, and its `--selftest` proves it separates a fade from a switch
|
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from a frozen film. Order of work:
|
||||
|
||||
1. **Reproduce first**, with `--film` + `motion-census`, and quote the numbers.
|
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If you do not get ~16 %, that disagreement is the finding — say so.
|
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2. **Find why the poses do not advance.** Unranked, none established:
|
||||
interpolation returning one pose across a range of *t*; `rest()`/plateau
|
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snapping to an endpoint; the group clock not integrating; nearest-keyframe
|
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instead of lerp; advancing by keyframe *index* rather than by time.
|
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3. **Every fix is gated by a FILM, never a still.** A change that improves a
|
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settled frame and leaves the film at 16 % has not fixed this.
|
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4. Put `motion-census` in `check-all` so the regression fails a check instead of
|
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waiting for a human.
|
||||
|
||||
⚠️ **And record the refutation against yourself.** `BLOCKED.md` H2 reads ✅
|
||||
ANSWERED on the strength of the frozen sweep. The *mechanism* half stands — the
|
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blur is a baked companion texture, decoded and correct. The *behaviour* half does
|
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not: you draw those quads and do not animate them, so "the companions are drawn"
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was true and did not mean what the row used it to mean.
|
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## Previous focus, 2026-09-01 (still live, but AFTER the above)
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A human played this port on a real controller for the first time. Read
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[`../agents/PLAYTEST-2026-09-01.md`](../agents/PLAYTEST-2026-09-01.md) **before
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||||
Reference in New Issue
Block a user