port: P7 -- the new-game intro plays, and the two screens it skips are named out loud

S00A has been exported since P4; what P7 needed was something to play it and a
defined place to land. Both are here, and the interesting part is the gap.

The real chain is NEW GAME -> DIFFICULTY -> SELECT DATA -> (A) on a save slot ->
~4.5 s -> S00A. DIFFICULTY and SELECT DATA are MEASURED destinations that are not
GP_TITLE builds, so no screen file exists to go to. The port jumps from NEW GAME
to the one thing in that chain it has -- and the whole design is about not
letting that read as a sequence:

  * MenuFlow.accept returns a new kind, `video`, rather than folding this into
    `blocked`, because the caller has to announce the skip and a distinct kind is
    what forces it to;
  * the runtime prints the skipped screens by name on every run;
  * flow.json carries `skipped_chain` as DATA, so what is missing lives beside
    the decision instead of inside a GDScript string.

After the movie the port returns to the title. Authored, and it has to be: the
game goes into mission 1 and gameplay is out of scope. The ~4.5 s before the
movie is left EMPTY on purpose -- GP_TITLE does carry a loading screen and 4.5 s
is about the right shape for one, which is exactly why that belongs in BLOCKED.md
and not in flow.json.

`--script`'s 20 s per-step timeout would have killed every movie run at step 1.
Raising the constant would have been wrong the other way: a movie stuck at frame
0 would then hang the job, and a job that waits is worse than one that fails. The
test is now LIVENESS -- while get_stream_position() advances the deadline moves
with it, and a stalled movie still trips the same 20 s.

Found while looking: GP_TITLE's four unnamed builds (entries 0, 1, 12, 15) are
LOADING screens -- every element in all four is pgloading_*, and LOADING is one of
the three names the decoder read out of the title part's state function. NOT
renamed here: which member of each pair is which locale is an inference, and a
name stops being questioned once written. Handed over.

One of them is a second casualty of the rest.t problem, and a worse one:
pgloading_eff00.prm rests OPAQUE BLACK at t=38, so anything drawing that screen
at its declared rest paints a black rectangle over all of it. The title's case
only dimmed a frame.

REFUTATION, attempted and SURVIVED: HANDOFF says "exactly the six screen builds
carry the black .prm quad while the six overlays do not". Counting bundles with a
full-screen black primitive gives 8 and 4 -- build_12/15 carry one too. But
theirs runs black -> held -> clear where the transition quad runs black -> clear
-> black, so read strictly as "the quad whose group is the transition" the claim
holds. Recorded anyway: there are two kinds, and the naive census over-counts.

Gate: NEW GAME -> S00A plays 93.75 s against a declared 93.9 -> title, with
98.453 s recorded off the Master bus. What that does NOT show is that S00A's own
audio is in the mix -- bed and movie were not separated in this run, and the
write-up says so.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WM5XL4HfrHuxz8RiMWdCMC
This commit is contained in:
Sylpheed port agent
2026-08-29 13:12:41 +00:00
parent 59fba56a0f
commit d45da73bba
5 changed files with 255 additions and 1 deletions

View File

@@ -110,7 +110,22 @@
"goto": null,
"goto_name": "DIFFICULTY",
"goto_name_kind": "name match, not measured",
"blocked": "DIFFICULTY is not in this export. MEASURED destination (EASY/NORMAL/HARD/BACK, opening on NORMAL, then SELECT DATA) but it is not a GP_TITLE build, so there is no screen file to go to yet."
"blocked": "DIFFICULTY is not in this export. MEASURED destination (EASY/NORMAL/HARD/BACK, opening on NORMAL, then SELECT DATA) but it is not a GP_TITLE build, so there is no screen file to go to yet.",
"skipped_chain": [
"DIFFICULTY",
"SELECT DATA"
],
"skipped_chain_why": "THE PORT SKIPS TWO MEASURED SCREENS HERE, AND IT SAYS SO OUT LOUD RATHER THAN PRETENDING. The real chain is NEW GAME -> DIFFICULTY -> SELECT DATA -> (A) on a save slot -> ~4.5 s -> S00A. DIFFICULTY and SELECT DATA are MEASURED destinations (HANDOFF Q4) but neither is a GP_TITLE build, so there is no screen file to go to. The port jumps from NEW GAME to the one thing in that chain it has, and the runtime prints what it skipped on every run. This is a GAP, not a sequence: nobody may read the port's behaviour here as what the game does.",
"then_video": "S00A",
"then_video_why": "P7. HANDOFF Q9, DECODED from the movie manifest: MS00A -> S00A.wmv is the new-game intro, 93.9 s. Its POSITION is measured as well -- the movie starts ~4.5 s after (A) on the save slot, matched off the running game at 0.96-1.000 with a strictly monotone playhead over 25 consecutive 0.5 s samples.",
"unobserved_why": "WHAT FILLS THE ~4.5 s between the save slot and the movie is NOT KNOWN. The oracle run that would have shown it hit the already-documented sub_823070B0 cache crash after SELECT DATA. GP_TITLE does carry a LOADING screen -- entries 0/1 and 12/15, whose elements are every one of them named pgloading_* -- and LOADING is in the game's own screen vocabulary, but nobody has watched it appear here and the port does NOT put it in the chain on that basis.",
"skippable": true,
"skippable_why": "HANDOFF Q9, MEASURED: one (A) press skips a movie -- the title was reached at 57 s against a 193 s baseline. Same rule the boot intro already uses.",
"after_video": {
"goto": "title",
"kind": "authored",
"why": "AUTHORED, and it has to be: the game goes into MISSION 1, and gameplay is out of scope (PORT-MISSION section 7). P7's gate asks for 'plays, then returns to a defined state' -- this is that state. The title is chosen over the main menu because the boot's own end state is the title, so a run that finishes the new-game intro lands somewhere a player can start again from. Nothing measured says the game does this."
}
},
"ptbtn02": {
"label": "LOAD GAME",