Nothing here changes what a tool computes; it changes where tools look.
- tools/re-capture: 33 censuses globbed /work/sylph_extract, a path that has
existed nowhere since /work became a clone, so they matched nothing and
printed empty results. They now resolve the disc through a new disc.py
from $SYLPHEED_DISC and exit loudly without it (the #44 fix, generalised).
Nine scripts that imported siblings from the retired Reborn checkout or an
old session scratchpad now import from their own directory. unitgroup.py
only needs the variable when --pak is not given.
- sylpheed-xex: the loader only ever uses the XEX2 retail key. The dead
devkit key and a doc comment claiming a devkit fallback that does not
exist are gone; Project Sylpheed is a retail XEX2, so no XEX1 key either.
- sylpheed-viewer: real_font_rasterizes looked for /tmp/sylph_extract and so
always skipped. It reads $SYLPHEED_DISC now, and passes against the disc.
- Comments and docs that named xenia-rs, the Reborn repository or /work/*.pe
as places to look now name sylpheed.db, Canary's ppc_context.h and the
flat .pe; docs/re/README.md no longer says the native Canary build does not
run.
Historical records keep their original paths: findings that were measured
against /work/xenia-rs/sylpheed.db still say so.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Last iteration concluded the freeze is "entering MISSION SELECT" and made
avoiding that screen the next experiment. Ran it; the conclusion was too
narrow.
First, a liveness metric that actually separates the states: two frames five
seconds apart, percentage of pixels changed. The menu animates, so healthy is
99.80-99.97% and frozen is 0.00%. No navigation script needed, and no
classifier. Committed as tools/re-capture/route_liveness_probe.sh; this is what
should have been used from the first run.
Then the menu's FIRST item, NEW GAME, which never touches MISSION SELECT:
main menu 99.80% alive
after A on NEW GAME 7.33%
after the next A 0.00% -- frozen, and screen_id calls it "flight"
with the same 134217728-byte AllocRange failure in the log.
So the correct statement is broader: the game freezes on the first content load
after the main menu, whichever item is taken. MISSION SELECT was just the route
every earlier run used. "Avoid MISSION SELECT" is withdrawn -- there is nothing
to avoid, and that also puts the memory account back at the centre, since ~379
MB live plus a 128 MB content load fails on any route.
Worth repeating because it caught me twice: screen_id.py called a frozen frame
"flight" on a run that never left the menus. Liveness first, classification
second.