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
Reported as a route finding rather than retried silently, because the cause is a
defect in shared harness tooling that will bite the next drive.
Drive 1 sat 396 s reporting other with two spurious menu hits while the guest was
healthy and decoding audio throughout. screen_id.py thresholds on green and only
returns title once the PRESS A plate has faded in, so it cannot see the
plate-less build-4 title this corpus documents. It also calls difficulty-screen a
menu. Both reproduce on committed frames, and newgame_path.sh, nav_probe.sh and
boot_menu.sh all gate on it.
Drive 2, with a classifier controlled 6/6, reached title_plate at t=398 s and
drove on -- into a TUTORIAL MISSION. The screen 60 s after the last A correlates
+0.960 with the committed tutorial-mission-reached-then-crash.png, and no S00A
voice stream ever decoded. newgame_path.sh s header assumes NEW GAME is the first
item so no d-pad movement is needed; that contradicts this corpus s own Q5
result, where four boots gave TUTORIAL, TUTORIAL, NEW GAME, NEW GAME.
Incidental corroboration: BGM_103 s two waves decoded on reaching the menu, an
independent runtime confirmation of the menu-music claim that HANDOFF rests on
static code and a disc census.
What is needed is a focus DETECTOR, and wrap-around means counting presses cannot
substitute -- up from the first item goes to the last. I do not have one: a
per-row brightness statistic failed its control, picking NEW GAME on the capture
whose filename says OPTIONS.
Also records a refutation attempt on the port s focus identification that FAILED.
Differencing the two captures and binning by row appeared to show NEW GAME and
EXTRAS changing, contradicting them. That was my error -- I placed row bands as
rest_y plus or minus 24, treating the resting position as a band centre. The
offset-independent check settles it: the changed bands are 254.9 design-y apart
against a button pitch of 80, so the two focused buttons are 3 apart and not 4 --
NEW GAME to OPTIONS. Their identification stands.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QsEPXWVaEpyfudtR6re1Pd