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.
This commit is contained in:
@@ -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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Reference in New Issue
Block a user