5 Commits

Author SHA1 Message Date
Sylpheed RE agent
7927f6c3b7 docs: a fourth paint order attempted; the title is intermittent, not input-bound
The tie-break needs a fourth measured screen with a tied group, and OPTIONS is
three d-pad steps from the main menu, avoiding the NEW GAME hang. It was not
reached.

Advancing past the title is intermittent: 1 success in 3 attempts today with the
same binary, profile and procedure.

Attempt 1 stalled before the title existed. The guest was alive - RSS steady at
598MB and the keystroke poll counter climbing past 15000 - but the screen was
black and screen_children.py found ONLY the splash object resident. So that
failure is not a presentation problem: the game never constructed the title.
Being able to separate "stalled before building the screen" from "built but not
presenting" is new, and it is what the reader is for.

Attempt 2 reached the title at 265s and refused four presses - (A) at 0.25s,
0.25s and 0.5s, START at 0.3s - every one of them logged as DELIVERED to the
guest. Third independent confirmation that input delivery is fine and the game
simply does not act on the press. Waiting longer does not help either: presses
were spread from 10s to about 4 minutes after the title appeared, while the
earlier successful run's press landed within seconds.

Records the log as evidence and states the next probe: it has to be guest-side
now, on whatever consumes the keystroke, since the input path is excluded.
2026-08-19 09:56:32 +00:00
Sylpheed RE agent
03aeb1be7e docs: input was never the blocker; the third permutation came from the main menu
The game receives the (A) press - measured, vk=5800 flags=0001, out of ~6500
polls. Input delivery was never broken; four harness bugs were, and with those
fixed the boot goes title -> one (A) -> main menu.

GP_DIALOG DIFFICULTY is still unreached (NEW GAME hits the standing black-screen
hang), but the main menu carries two primitives, which is what the question
needed. Records the slip in the instrumentation too: logging on XSUCCEEDED
counts X_ERROR_EMPTY as success and buried the two real keystrokes under 6499
empty polls.

Next step is now STATIC: a primitive's position is stable by role across three
measured screens but nothing in the file predicts it, so dump the full 60-byte
declaration entries - four words unread - and look for a word that sorts like
the measured orders.
2026-08-19 08:57:01 +00:00
Sylpheed RE agent
a112bc9feb tools: fix four boot-harness bugs; find the swallowed-keystroke cause and refute it
Chasing why (A) does not advance the title turned up four harness bugs, one real
root cause, and a refutation of that root cause as the explanation.

FIXED, each verified:
  * boot_menu.sh sent the emulator stdout to /dev/null, which is why none of the
    rest was visible. It now keeps a log and prints its path.
  * skip_intro.sh probed pixel (625,618) for the green (A) glyph - a 1280x720
    coordinate. screenshot returns the 1279x675 game surface, where that point
    is on the copyright line and reads (8,17,31). Symptom: a 600s TIMEOUT with
    the title on screen. Now classified with screen_id.py; next boot printed
    "TITLE at 239s -> A".
  * skip_intro.sh no longer taps through the movies. Making that press real (the
    vgamepad fix) was a REGRESSION: the boot then reached the title in 90s and
    that title accepted nothing. menu_draw_capture.sh records the same finding
    independently.
  * boot_menu.sh signs in whichever profile exists instead of a hard-coded XUID.

ROOT CAUSE FOUND: naming a XUID with no profile behind it opens a sign-in
dialog, xam_dialogs_shown_ goes to 1, and IsUIActive() then discards every
XamInputGetKeystrokeEx. Measured 8,388,601 swallowed calls in one boot with the
pad log showing presses arriving normally throughout. Only B13EBABEBABEBABE
exists on disc; the script asked for E0300000EFBEA3D4. Signing in the real
profile takes the swallow count 8,388,601 -> 0.

AND REFUTED: that is not why the title is stuck. With a valid profile and zero
swallowed keystrokes, a single (A) on the title that ends the boot still does
nothing. The dialog bug was real and worth fixing; it is not the explanation.

Next probe is specific: --log_mask=13 records no kernel calls, so it is not even
known whether the game polls at the title. A log on the SUCCESSFUL
XamInputGetKeystrokeEx return, mirroring the one already on the swallow path,
answers it in one boot.
2026-08-19 08:21:08 +00:00
Sylpheed RE agent
0063d18462 docs: the boot log confirms the vgamepad failure verbatim
'skip_intro.sh: line 44: vgamepad: command not found' right after 'movie -> skip
A'. Every '-> skip A' and 'TITLE -> A' this harness has printed pressed nothing,
which is also why the intro movie ran to 434s: it was never skipped.
2026-08-19 07:49:37 +00:00
Sylpheed RE agent
52a77118ee docs+tools: screen_children.py, validated; the third paint order is blocked on input
screen_children.py walks every resident screen object (vtable 0x820b30b4), reads
the element array at +0x08 and the child array at +0x30, and prints the paint
permutation with each pivot. Validated in one run off the live title: it
reproduces BOTH previously measured orders character-for-character - the splash
[0,2,4,6,1,3,5] and the 24-element title permutation - so the next screen it is
pointed at can be trusted.

The screen that matters was not reached. GP_DIALOG DIFFICULTY carries exactly
one primitive and would say whether the game paints it first or last, which is
the bit that decides where primitives belong. But (A) does not advance the title
screen at holds of 0.10, 0.25 or 0.40s, and neither does START, with the pad
verified end to end: pad.py writes /tmp/xenia_pad.txt, the emulator runs with
--hid=file --pad_file pointing at it, and the mtime updates on every press. The
title is unambiguously the interactive one - PRESS (A) BUTTON is rendered.

Recorded as a blocker rather than worked around. Next step is specific: boot with
the emulator stdout kept and read the [RE-INPUT] IsUIActive log already present
on the canary branch, which would say whether the keystroke is being swallowed
emulator-side.
2026-08-19 07:48:58 +00:00