re: one A skips the intro, and NEW GAME was never a hang
Two corpus claims died in one boot, and both were costing us. Q9's last row: a movie IS skippable with a single A. One tap ~45s into the boot put the title up at ~57s, against a ~193s no-input baseline measured over three boots, and Canary's own keystroke counter went 3->4 so exactly one press was delivered. The skipped-to title is fully functional -- it draws the PRESS A plate and a second A opens the main menu. What actually breaks the boot is hammering: the 88-press run in the traps doc. The scripts' "tapping breaks the title" comment is too broad and costs every scripted boot two and a half minutes. Q4's last row: A on NEW GAME does not hang. It opens DIFFICULTY (EASY/NORMAL/HARD/BACK, focus on NORMAL), then SELECT DATA, and only then does the guest throw -- at PC 0x82307128, which is inside sub_823070B0, the cache-manager STL erase this corpus already documents and which has nothing to do with the menu path. The screen sat unchanged for 90s because it was a menu waiting for input from a loop that never pressed anything. That is now a METHOD line: a screen that never changes is not necessarily hung, and the fix is to look at it and press something. Also METHOD: never run ps -ef in this container -- all three long-lived processes carry the entire loop prompt as argv.
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@@ -75,3 +75,45 @@ transition, and works under `--gpu=null` with no screenshots at all. ⚠️ Note
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those values are **not** GamePart ids — `GP_TITLE` is GamePart 0 and `GP_EXTRAS`
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is 5, but the word reads 1 and 4 — so it is a third enumeration and mapping it to
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the id table is itself unfinished work.
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## ✅ `NEW GAME` — measured 2026-08-28, and it is not a hang
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The one destination this page could not test has been driven. **Ⓐ on `NEW GAME`
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does not hang.** It opens two more menus first:
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```
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NEW GAME -> DIFFICULTY -> SELECT DATA -> guest crash
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```
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* **`DIFFICULTY`** — `EASY` / `NORMAL` / `HARD` / `BACK`, footer
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`Ⓐ : OK Ⓑ : Back`, opening focused on **`NORMAL`**
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([capture](captures/newgame-path/newgame-difficulty.png)). It sat unchanged for
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90 s with the emulator healthy — a menu waiting for input, which is exactly
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what "a standing hang" looks like to a screenshot loop that never presses
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anything.
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* Ⓐ on `NORMAL` → **`SELECT DATA`**, a save-slot picker headed
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`Current Storage: Dummy HDD`, prompting to pick a file for the auto-save.
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* Then the guest throws, and Xenia pauses with `PC: 0x82307128`
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([capture](captures/newgame-path/newgame-selectdata-crash.png)).
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**That crash is already in the corpus and is not new**: `0x82307128` is inside
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`sub_823070B0`, the cache-manager STL erase documented in
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[`title-crash-stl-tree.md`](title-crash-stl-tree.md), whose trigger is an
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incomplete on-disc shader/code cache — not the menu path. The corpus also already
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holds `captures/select-data-crash.png`.
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So Q4's last row closes as **measured**:
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| button | screen it opens |
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|---|---|
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| `NEW GAME` | **`DIFFICULTY`** (then `SELECT DATA`) |
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🟡 The GamePart ids for these two are unmeasured, like the rest — `24 GP_DIALOG`
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and `3 GP_LOAD` / `2 GP_SELECT_STORAGE` are name-match candidates and nothing
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more.
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### Initial focus — a fourth data point, and it still varies
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This boot opened the main menu on **`NEW GAME`**. Running tally across four
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boots of the same harness: `TUTORIAL`, `TUTORIAL`, `NEW GAME`, `NEW GAME`.
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Unchanged conclusion: **do not hardcode it.**
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