3490fba9e37d4dead70d7bcb14a5e5fdf656a99e
983 Commits
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3490fba9e3 |
re(ui): settle 8AX vs ptbase statically -- the game draws the full-res one
I had parked this as "needs a per-draw capture recording texture base addresses". It did not. 8AX (1280x720) and ptbase (640x360 at 200%) are the SAME artwork at two resolutions, which is exactly why comparing either against a capture is inconclusive -- and why comparing their DIFFERENCE is not. Compute 8AX - upscale(ptbase), the detail only 8AX has, and ask whether the capture contains it. Both candidates are first mapped into the capture's tone domain with the measured gamma; without that the residual is dominated by the tone difference and the test is blind. main menu corr +0.0475 controls +0.0032 shift, -0.0075 flip 68% of ceiling title corr +0.0634 controls +0.0095 shift, +0.0086 flip 68% of ceiling Two independent screens, both at 68% of the theoretical ceiling (sd of the 8AX-only detail over sd of the capture residual), 7-15x their matched controls. The controls preserve spatial correlation and destroy only alignment, so they are what "no signal" looks like. So the recommendation changes: resolve the name and draw 8AX at 1:1. Upscaling ptbase 2x is wrong, not merely softer. Still do not draw both -- an opaque layer over an identical one costs fill and hides later changes, and ptbase's element is the one carrying the keyframes, so a consumer needs its timing with 8AX's pixels. Also recorded and withdrawn: a cruder pixel-pair test gave 0.00-0.72 for upscales, 0.98 native and 1.01 for the capture -- apparently decisive. Additive noise raises both terms of that ratio equally and drives any value toward 1; fitting a noise term, both "native + noise" and "bilinear + noise" reproduce the observed numbers. The conclusion is right, that test does not establish it, and it is in REFUTED because the number looks conclusive and is not. Not shown: whether ptbase is also drawn underneath. 8AX is ~86% opaque and carries the same art, so it would hide it either way. |
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aaaa08b164 |
docs: the UI decode's own evidence images were unreachable -- 11 links repaired
The brief's rule is to commit reference data beside the finding so the port can be built without a disc. Nothing had ever checked that the docs' cited artifacts actually exist. doc_link_check.py walks every markdown file under docs/, resolves each relative link, and reports targets that are missing -- and separately targets that resolve to a ZERO-BYTE file, which looks fine in any listing. links resolving 1038 -> 1049 missing targets 16 -> 5 empty targets 0 -> 0 +11 resolving and -11 missing against 11 edits: the counts pair, which is the confirmation the pass did what it claimed and touched nothing else. Two of the sixteen were the evidence for the UI layout decode itself. structures/ui-rat-layout.md is what the port is built on, and its two figures -- backing "the tutorial PAUSE menu rebuilds pixel-accurately from its sprites" and "the same method reproduces the main menu" -- were written as captures/ui-layout/... from a file in structures/, one directory too shallow. The headline evidence for the decode could not be opened from its own document. Eleven links had the wrong relative depth with the target present. Each was rewritten only where exactly one candidate path resolved, so nothing was guessed; the first pass left three alone because equivalent spellings (captures/../captures/x) failed to collapse, and a second pass normalised them. Five remain genuinely absent and are left rather than invented: two point at MEMORY.md outside the repo, one at a header in the separate xenia-canary-native tree, and two name documents that were never written (weapon-datasheet-runtime.md, canary-build-verified-env-confound.md). None is port-relevant. A missing document is a different problem from a bad path and is not something a link fix should paper over. |
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7373035868 |
re: the port was still being told SE audio is undecodable -- it is not
A resolve-check on HANDOFF's own rows. Q8 read "SE audio is undecodable
from the disc -- no XACT container exists anywhere". menu-audio-cues.md
retracted exactly that ("### Retracting 'cannot be extracted'") and
locates three cues in Static.slb that decode to PCM: d-pad move 0x1ec0
(4 packets), (B) back 0x0ec0 (2), (A) confirm 0x5d6c0 (6), all mono
48 kHz. The retraction landed in docs/re/ and the page the port reads
kept the superseded text -- the fourth time in this corpus.
Writing the rule down has not worked, so there is a tool now.
handoff_lint.py flags every HANDOFF line making a strong negative claim
that links a doc containing retraction language. First run: found the Q8
row, plus one benign false positive (Q3 links a doc whose retraction is
about a sprite count, not about the tie-break -- checked, and HANDOFF
repeats none of the retracted figures). The lint also caught its own bug
first: it reported existing docs as missing because it joined a guessed
repo root, so it now resolves links relative to the file as markdown does.
Separately, EXTRAS's paint-order risk narrows twice more. Of its 15 tied
pairs only 2 overlap, and of those, ptloop01 x ptloop02 are loop*
animations compose skips by default -- so exactly ONE tie can be drawn:
ptframe3 x ptframe4, overlapping 102x132 px. Against live-extras.png that
contested region correlates +0.9622, better than the whole frame (+0.9440)
and inside the range of regions where order cannot matter (+0.8502 /
+0.9903). Consistent with our order, not proof: correlation cannot see a
swap between locally similar art.
15 -> 2 -> 1 -> consistent is now the whole paint-order risk on the five
screens, and HANDOFF says so.
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f7f9b555f6 |
re(ui): the paint-order tie-break is undecodable from the bundle
Q3 was delivered as "decoded: a u16 layer key at +0x0A". The audit last
iteration showed the key does not fully order a screen -- elements
sharing a key are tied, and on the title that tie-break decides two total
occlusions. This searches for what breaks the tie, and closes it as a
negative with reach.
The game paints the five tied ptlogo_back2eff glows in the order
eff1, eff2, eff5, eff3, eff4. Three static structures were searched:
1. The declaration table. Entries 14-18 are byte-identical apart from the
pivot, which is only half the sprite's own size.
2. The T8aD headers. All five carry identical +0x04 (0x8832) and
identical +0x08/+0x0A (32899, the key itself), differing only in
position and tile count. Searched exhaustively -- every offset
0x00-0x7f, u8/u16/u32, ascending and descending:
fields sorting to the MEASURED order: 0
fields sorting to the DECLARATION order (control): 64
The control is the point: 64 fields can be found that reproduce a
known ordering, so the scan finds ordering fields when they exist. It
finds none for the order the game uses.
3. The RATC child order -- a genuinely different permutation on other
screens -- gives eff1..eff5 here, declaration order again.
All three static orderings give eff1..eff5; the game gives eff1,2,5,3,4.
That agrees with ui-screen-runtime's conclusion from the other direction:
the game builds a reordered child list at load time and paints that.
Q3 now reads honestly: the layer key is decoded and orders 4 of the 5
measured bundles exactly; the tie-break within a key is undecodable, and
a consumer must use a measured order or accept declaration index as an
arbitrary stand-in. The port's exposure remains 2 overlapping tied pairs
on EXTRAS.
METHOD: an exhaustive field search needs a positive control, or "found
nothing" is worthless.
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ba47bdebe8 |
re(ui): measure the paint-order hedge -- exact on 4 of 5, and bound the rest
`compose` claimed the derived paint order "reproduces both measured orders up to ties". That sentence was never measured and was stale by one: there are three measured orders, not two. examples/paint_order_audit.rs checks it. main menu (entries 5, 8) derived == measured 0 inverted pairs developer splash (11, 14) derived == measured 0 inverted pairs title (entry 4) DIFFERS 8, all same-key ties So the claim holds and the exception is entirely ties -- but two of those ties are total occlusions, not near-misses. The tied family is the five ptlogo_back2eff glows (key 32899); back2eff5 is 1133x280 and FULLY CONTAINS back2eff3 (82,824 px^2 = 100% of the smaller) and back2eff4 (152,047 px^2 = 100%). Derived paints it on top of two glows it entirely covers; the game paints it underneath. A tie-break by declaration index can therefore be wrong by a whole layer. The title itself is unaffected -- it has a measured order. The port's actual exposure, per screen: title, main menu and developer splash all use MEASURED orders; the publisher splash is derived but has ZERO ties, so it is fully determined; EXTRAS is derived with 15 tied pairs of which only 2 OVERLAP. Two element pairs on one screen is the whole risk, and that is what HANDOFF now says -- not the raw 15, which would have overstated it 7x. Reach stated: this compares the derived order against orders measured from the game, not an independent derivation, so where no measured order exists only the tie exposure can be checked. Overlap uses pivot*2 as the element size at its resting placement. Stale comment in compose corrected. METHOD: a hedge in a code comment is an unmeasured claim; and count the cases that can bite, not the ones that match the pattern. |
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c3cf3c2e81 |
re: a title negative that survives its own cross-check
Three earlier "the title never appears" claims came from instruments later found broken -- a stale pixel oracle, a 41 s sampling interval, a freezing stream. This one carries its own evidence. title_probe_xchecked.py restarts its capture stream every 30 s AND prints its reading beside an independent `import` grab every 60 s: 1851 frames in 560.2 s = 3.30 fps cross-checks 9, disagreements 1 max glyph 0 t= 62s stream 6.05 | import 0.07 disagree (a fade, logos mid-transition) t=123s stream 7.40 | import 7.49 agree t=183s stream 8.18 | import 8.29 agree t=243s stream 0.23 | import 0.10 agree t=311s stream 89.68 | import 89.51 agree t=371s stream 80.97 | import 81.58 agree t=426s stream 117.43 | import 117.72 agree t=487s stream 77.71 | import 76.25 agree t=546s stream 70.43 | import 70.55 agree Eight of nine agree within 2%, fps held at 3.30 with no collapse to 1.60, and the surface moved through dark and bright phases. So the frames were live: over 560 continuous seconds from launch, sampled 3.3 times a second, the interactive title's green (A) plate never appears while the game renders throughout. The final frame correlates 0.0145 / -0.0047 / 0.0102 with our title / main menu / EXTRAS renders -- attract-movie content, not a UI screen. Why remains unknown. live-title-press-a.png with its 753 glyph pixels proves the title was reachable from this container on 2026-08-28, and clearing the shader cache fixed the black surface but not this. The two emulator-side questions (gamma control, 8AX vs ptbase) are therefore blocked on a characterised failure rather than a suspicion. Neither blocks the five menu screens, so I am returning to static work; the probe is committed for whoever picks it up. METHOD: a probe that cross-checks itself turns "no result" into a result. |
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46006406a4 |
re: the fast probe stalls -- its own dense negatives are withdrawn
Cross-checked the instrument built last iteration against an independent grabber while both watched the same screen, and it fails. A single long-lived ffmpeg x11grab stream degrades and then freezes: 862 frames in 540.1 s = 1.60 fps (it starts at 3.98) t=450/480/510/540 s: surface mean 5.21, identical every time At that same moment `import` read surface mean 125.65, and a freshly started ffmpeg stream read 122.43 -- agreeing with import to 3%. So the acquisition was broken, not the analysis: the stream replayed a stale frame while the screen was 24x brighter. That withdraws last iteration's headline. "2391 frames over 600 s from t=0, max glyph 0" cannot distinguish "the title never appeared" from "the stream froze early and repeated one frame 2391 times". Its 3.98 fps was measured over the first 20 s, before the degradation. Sample count is not coverage unless the samples are known independent. Fixed: the stream is now torn down and restarted every 30 s. Startup is ~0.3 s, cheap against the title's window, and it guarantees live frames. Separately, the cache hypothesis was tested and is SUPPORTED. cache, cache0, cache1, cache_host moved aside (to /tmp/xenia-cache-aside, not deleted) and the surface renders again: import reads mean 54.8 and 68.6 with 100% non-black warm content, against 0.07 and 0.08% non-black in the black run; 773 of 862 probe frames had >2% non-black. One run each side and many kill -9s before the black one, so it is supported, not proven -- the old caches are kept for reproduction. Still no title, but that number now comes from a stalling probe and establishes nothing either way. METHOD: validating a probe on static images tests its analysis, not its acquisition -- cross-check against an independent grabber during a run. |
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a3946e5005 |
re: the game surface is rendering BLACK -- check that before explaining absences
The named experiment was to attach the fast probe at t=0 so the boot title could not be missed. Done, default config, English: 2391 frames in 600.4 s = 3.98 fps; max glyph 0; hits 0 Ten minutes sampled four times a second FROM LAUNCH, no green-(A) glyph. So "the plate only shows in an early boot window I keep missing" is mine and refuted -- the third explanation refuted in three iterations. Then the check that should have come first. Splitting the raw root grab into bands: y 0- 44 (GTK menu bar) 100.00% non-black mean 210.50 y 45-719 (game surface) 0.08% non-black mean 0.07 The game is rendering black, reproducibly across back-to-back samples, while the guest is alive and polling input (XamInputGetKeystrokeEx past 1201 calls) and MEM-WATCH keeps reporting. The crop and every pixel oracle were correct; there was nothing on the surface to detect. What this does NOT do is retroactively explain the earlier failures, and claiming so would be the fourth over-reach in a row. Those runs had content: run 2 sampled mean 33.1, run 3's classifier measured real frame-to-frame rmse, the gamma_type=0 run measured mean 122.8. The failure mode CHANGED over the session; black is the newest and worst. Hypothesis for the regression, untested: canary's shader/pipeline cache is 47 MB and was last written 23:49 on Aug 28, during the failed runs, and this session has kill -9'd the emulator repeatedly. The test is to move cache* aside and boot again -- one line and one run, not done. Two METHOD lines: ask whether the screen is drawing anything before explaining why a feature of it is missing; and a newly found fault does not retroactively explain older failures. |
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e9924ff9e8 |
re: build the fast probe -- and it refutes the diagnosis that motivated it
Last iteration I blamed four failed runs on the probe sampling every ~41 s, slower than the title screen lasts, and withdrew three earlier conclusions on that basis. Building the fix tested the claim and killed it. The speedup is real and control-verified. One long-lived ffmpeg x11grab stream, raw RGB, glyph counted in numpy -- no per-sample process startup, no PNG encode, no convert -crop: wrapper `screenshot` 3.98 s per sample (emulator running) import -window root -> PPM 1.20 s long-lived x11grab stream 0.29 s 13.7x The counter is byte-identical to is_title.py: 753 on the committed title capture, 327 on the main menu. Pointed at a running game it says the opposite of what I expected: 332 frames in 85.3 s = 3.89 fps; max glyph 0 1674 frames in 420.0 s = 3.99 fps; max glyph 0 1674 consecutive samples over seven unbroken minutes, four per second, zero green-(A) pixels. Sampling rate was a real defect that happened not to be the cause. So "neither locale reaches the interactive title without a pad press" -- withdrawn last iteration for want of evidence -- is reinstated, now as a dense measurement, with its reach stated: a MID-RUN window only, silent about the boot title. Leading hypothesis, unconfirmed: the PRESS (A) plate appears only in the boot title window and the attract loop's title carries none, which is exactly what title_states_capture.sh was written to test. The experiment is to start the fast probe from t=0 rather than attach to a run already in progress. METHOD: fixing the instrument is how you test the explanation that blamed it -- a plausible mechanism is a hypothesis, and the fix is its experiment, not its proof. |
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cc4e5e04a7 |
re: the boot harness was blinking slower than the title -- diagnosed
Four consecutive runs failed to reach the interactive title, across two locales, two launch paths and two display-gamma settings. I attributed it in turn to a stale oracle, to the locale, and to the attract loop. It was none of those. one `screenshot` call, emulator running: 10.8 s one `screenshot` call, emulator killed: 0.117 s 92x, measured at a 1-minute load average of 1.80 -- so it is contention with the emulator through the X server, not background load. skip_intro.sh takes two grabs per iteration plus a numpy import, giving a median sampling interval of 41 s in the last run (38/82/41/20/30/30/35/ 47/46/45/44/43/21/19). The title lasts "a few seconds" before the attract loop reclaims it -- wait_title.sh's own header says so. The harness was sampling slower than the event it was waiting for. That also explains why runs at 16:43-18:05 the same day succeeded. Withdrawn as CAUSES, though the observations stand: "the JP run never reaches the interactive title", "neither locale reaches it without a pad press", and "the game sat in the attract loop for 604 s". The English control did control for locale -- it just shared the same defect. Also recorded: I set kernel_display_gamma_type = 0 for the gamma control run, which brightens the frame (mid-attract mean 122.8 vs 52.5/82.8 at type 2) -- and skip_intro classifies movie-vs-static on an ABSOLUTE rmse threshold, so the gamma change biased the very classifier the run depended on. Changing a display setting and a capture behaviour in one run confounds both. Config restored to type 2. The fix is not applied: make the probe cheap enough to outpace the title window (small region, no convert round trip, one long-lived process). Every remaining emulator-side question is waiting on that. |
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ee73de50be |
re(ui): put a number on the render-vs-capture tone difference
Closes an observation I left dangling last iteration ("the capture is ~4x
darker than the render") and puts a figure on the ❔ INDEX's texture row
already carried: exact gamma/sRGB fidelity untested because a hue
comparison cannot see it.
Geometry first: cross-correlating the main-menu capture against our
render over +/-6 px puts the best alignment at exactly dy=0 dx=0,
correlation 0.9466. Only the tone differs.
Two methods failed before one worked, and both failures are recorded.
Three dark patches gave "4x darker" -- the whole-frame best linear scale
is 0.914, so three patches from one region are not a transfer curve. A
pixel-wise fit over 854,685 pixels then produced a NON-MONOTONIC transfer
(render 96-127 mapping brighter than render 128-159) with mean abs error
10-14 for every candidate model. That is edge misalignment, not a tone
curve: at correlation 0.947 a bright pixel routinely lands on a dark one.
Flat patches fix it -- 16x16 blocks with std < 8 in BOTH images, a
threshold chosen from the counts (0/83/404/1055/1788 at std<3/5/8/12/20):
main menu 404 patches gamma 1.491 err 0.28 (best linear 0.276, 0.34)
EXTRAS 382 patches gamma 1.493 err 0.22 (best linear 0.273, 0.28)
title 506 patches gamma 1.338 err 1.08 (best linear 0.842, 9.02)
Reach, stated because it is narrow: those patches span only render values
~0-60, where gamma and a plain scale are nearly indistinguishable -- the
two menus decide nothing (0.28 vs 0.34, 0.22 vs 0.28) and only the title
separates them. Nothing constrains midtones or highlights.
The held-out control FAILED TO DISCRIMINATE and is reported as such: the
splash's 2918 flat patches are pure black (render 0-4), so every model
scores ~0.00. That is a test with no power, not corroboration.
Confound left open: this compares our composite to what canary DISPLAYS,
and canary applies kernel_display_gamma_type = 2 (BT.709). The exponent
may be its output stage. The discriminating run -- set it to 0, recapture,
refit -- needs one emulator session reaching the main menu and was not
done.
Classified measured, not decoded; HANDOFF says plainly that a port
applying it is authoring.
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2b4ec20f00 |
re(ui): a full-screen element is dropped on three port screens -- do not "fix" it
Audited what `screen render` silently omits on the port's five screens,
since an element the game draws but we skip is the one defect class the
port agent has actually hit. Everything is accounted for -- kind & 0x4
ghost instances, .prm primitives, loop* animations -- except pteff04.t32
on the title and pteff05.t32 on both menus. Those are kind 0x0, one
keyframe, rest a=255, pivot (640,360): full-screen and opaque.
Cause: the element declares pteff05.t32, but the T8aD behind its `opt `
link is registered under the name 8AX, so build.sprites.get() misses and
compose hits a silent continue. Bytes at 0x0e2035 of GP_TITLE entry 5:
opt ... 70 74 65 66 66 30 35 2e 74 33 32 00 38 41 58 54 38 61 44
p t e f f 0 5 . t 3 2 \0 8 A X T 8 a D
8AX is 1280x720 and present in all six title-family bundles; it is a
sprite in builds 4/5/6 and never an element.
It does not currently show, and that is the useful half. ptbase.t32 is
640x360 drawn at 200% and carries THE SAME ARTWORK: its 2x upscale
differs from 8AX by mean abs diff 2.05 (max 80), and our rendered
background is pixel-identical to 8AX in every patch sampled. So resolving
the name and drawing it in addition would double-draw an opaque
full-screen layer -- invisible as a doubling, which is worse than a
visible bug. Written into HANDOFF as a do-not-do.
The free win, offered and not taken: use 8AX at 1:1 and drop ptbase
instead of upscaling a half-res copy. That is a rendering choice and
ptbase's element carries the keyframes, so it is the port's call.
Not established: which of the two the game actually draws. Both carry the
same art, so pixels cannot separate them; it needs a per-draw capture
recording texture base addresses, since the two differ in size.
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7d07eb945f |
re: the title capture is not reachable here either; stopping this line
Run 3 used the proven path rather than my own probe: launched exactly as
boot_menu.sh does (DISPLAY=:98, --apu=sdl, /dev/shm/xenia_* cleared, the
existing profile signed in) and drove skip_intro.sh, the detector that is
documented to work and that is stricter than mine (glyph >= 800 AND a
static frame).
It classified every one of 20 samples over 604 s as "movie", waited them
all out, and timed out. A direct check at 604 s says it was right: zero
green-glyph pixels, screen_id = other, warm mean (69,53,40), correlation
0.09 with build 7. The game really was playing attract movies for ten
minutes.
Three runs, two locales, two launch paths, ~35 minutes of emulator time,
no interactive title. Either the attract loop is far longer than the
600-780 s windows tried, or something regressed since
live-title-press-a.png was captured -- that one came from a pad-driven
boot (
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8783adda14 |
re: the English control removes the locale from the title-capture problem
Two iterations framed the JP title capture as possibly locale-specific. It is not. Same flags, same oracle, English locale: 75 samples over 734 s, every one glyph = 0. The English boot does not present the interactive title either. Canary was alive throughout, polling XamInputGetKeystrokeEx (1801 calls); the frame at 734 s has content but correlates 0.15 with build 4's render and 0.05 with the main menu -- an attract-movie frame, not title art. So neither locale reaches the interactive title in ~12 minutes without a pad press. What is actually untested is the pad: pad.py and nav_to_flight.sh exist, and title_states_capture.sh reaches title states with a flag set this probe did not replicate (--log_ui_draws --ui_draw_capture_frames, plus xdotool window focus). It is a capture problem, not a locale one. MISSION.md updated. Also resolved a caveat I had given the port agent without checking it: "rotation is decoded but not rendered" does NOT affect their five screens at rest. Title, main menu, EXTRAS and both splash halves have ZERO top-level elements with a non-zero rotation. The only rotations on any of them are the title's two nested ptloop records (r = 30 and -45), and at rest those sit at x = 1521 and x = -839 -- a 399-wide sprite entirely off both edges of a 1280 screen. The caveat now applies only to animating the title build-in, where the sweeps cross the screen rotated. Two METHOD lines: run the control before theorising about the difference, and log every sample so a failure is a measurement rather than a silence. Emulator stopped, lock cleared, locale English. |
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f10edf1e79 |
re: fix wait_title.sh's stale oracle; the JP title still is not reached
Last iteration's "never reached the title in 787 s" was a broken tool reporting on the world. wait_title.sh was still sampling the single pixel (625,618) that is_title.py had already been written to replace -- its docstring says why: a 1280x720 coordinate sampled against the 1279x675 game surface, so it always reads the copyright line. The replacement sat in the same directory. wait_title.sh now delegates to it. is_title.py passes its own controls before being trusted here: 753 green-glyph pixels on the committed English title capture, 327 on the main menu, threshold 400. Re-ran with the working oracle and the profile flag the English captures use. The game STILL did not present the interactive title -- but that is now a measurement rather than an artefact: not one frame showed a single green-(A) glyph pixel, and content correlation against either build-7 render never exceeded 0.22. Canary was alive and polling XamInputGetKeystrokeEx (601 calls), sitting in the attract movie. So the open question narrowed again, and is written into MISSION.md: whether the attract loop returns to the INTERACTIVE title without a pad press. title_states_capture.sh claims it does on the English boot with no pad input; if that holds, the difference is the locale. Nothing decided about the keyframe-time association or the rest() rule. Emulator stopped, lock cleared, locale restored to English. |
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0f1c0f4e14 |
re: the JP-locale capture is not blocked -- I stopped one grep too early
Last iteration I wrote into MISSION.md that a Japanese-locale capture is impossible here, because user_language is DECLARE_int32 at four call sites with no DEFINE and no entry in xenia-canary.config.toml. That is true, and it was not the question. The language is PERSISTED: kernel_state.cc builds XConfig over <storage_root>/xconfig.settings, SetDefaults() only supplies a value when the file has none, and the file is writable. Checking where a setting is stored rather than where it is configured turned "blocked, needs a human decision" into a two-line edit. Withdrawn from MISSION.md; METHOD and REFUTED lines added. The field is located from struct landmarks rather than a hard-coded offset, and the check re-runs on every invocation so it fails loudly if the layout moves: music_volume 0.7f at User+449 -> BE float at 2727 -> User base 0x8e6 language at User+44 -> reads 1 (kEnglish) at 0x912 country at User+64 -> reads 103 (US) at 0x926 XLanguage::kJapanese = 2 (xbox.h:307). set_console_language.py wraps it with a backup and a --restore. The capture itself is still NOT taken, for a smaller reason than I claimed. A run with the locale set to Japanese booted fine but never reached the title in 787 s: wait_title.sh's green-(A) oracle never fired and burst-sampling found no frame correlating above 0.18 with either build-7 render -- the run sat in the attract loop. So it needs a longer or pad-driven run, not a rebuilt emulator. Emulator stopped, lock cleared, locale restored to English. Nothing is decided about the keyframe-time association or the rest() rule; this only changes what standing between us and deciding them. |
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6d246c7a97 |
re(ui): finish the top-level rotation census; record the JP-capture blocker
Two threads had converged on needing one capture this container cannot take, so this iteration records that and finishes something reachable. BLOCKED, written into MISSION.md rather than worked around: Q1's keyframe time association and the rest() rule for plateau-less elements both now hinge on a running capture of GP_TITLE build 7, the Japanese title. The console language is not settable here -- user_language appears only as DECLARE_int32 at four call sites with no DEFINE anywhere in the tree, and it is absent from the registered cvars in xenia-canary.config.toml. There is no flag to pass, and guessing one is specifically unsafe: run-canary's own header records that xenia calls ShowSimpleMessageBox from ParseLaunchArguments before logging starts, so a bad flag blocks forever with an empty log. Rebuilding canary to add the cvar would be improvising around the blocker; it needs a human decision. Neither question blocks the five menu screens. FINISHED: the disc-wide top-level rotation count, left running four iterations ago as a shell loop over `screen info --geometry` that never completed (it decodes every texture per build). Walking the placement region directly takes seconds. top-level elements with a keyframe group 15 493 carrying a non-zero rotation 2 152 (13.89 %) Both controls pass: GP_TITLE build 4 reports 0 (its rotations are the nested ptloop records) and GP_DIALOG build 0 reports the expected two. The control earned its place -- the first version indexed the pak with a `screen list` BUILD number and got 0 for a screen that has two, because GP_DIALOG build 0 is entry 2. GP_TITLE maps 1:1, which is how the assumption survived. METHOD line added. Two free corroborations of the rotation decode. The rotated population is dominated by tactical-map ship icons -- pbb_destroyer 444, pbr_destroyer 402, pbr_fighter 276 -- i.e. markers rotated to heading, the single largest use of the field on the disc. And GP_TITLE entry 7's Japanese wordmark pieces settle from ALTERNATING tilts: ptlogo3a r = 0, -14, -4, -1, 0, ... ptlogo3b r = 0, +14, +4, +1, 0, ... ptlogo3c r = 0, -14, -4, -1, 0, ... Same magnitudes, opposite signs, all decaying to upright. A misread field does not produce that. |
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b973d8cde3 |
re(ui): scale 0 means collapsed, not "unset" -- stop drawing it full size
blit() and fill_quad() both opened with
let sx_pct = if kf.scale_x == 0 { 100 } else { kf.scale_x };
so an element whose pose is collapsed to nothing rendered at FULL SIZE.
I first described this as "a 1-pixel sliver", reading the .max(1) in the
size arithmetic two lines below -- the guard above it meant .max(1) never
saw a zero. Read the whole function, not the lines you went looking for.
Control run before the change: if 0 meant "unset", something on the disc
would use it throughout. Nothing does.
elements with a keyframe group 15 493
at least one keyframe at scale 0 2 166
EVERY keyframe at scale 0 0
zero is a transient the element grows out of 1 762
ptlogo_eff3.t32 runs 0% -> 200%. An "unset" marker no element ever uses
throughout is not a marker.
Both functions now return without drawing when either scale is 0.
Reach: 24 of 24 renders byte-identical across GP_TITLE (all 16 builds),
GP_PAUSE_MENU and GP_OPTIONS -- additive on every screen the port needs.
195 elements have a guessed rest pose at scale 0 and 126 of those have a
non-zero alpha, so the old code painted them; all 126 are in
GP_READY_ROOM.pak, which S1 already declared a no-go. They are
tactical-map sprites at sx=0/sy=100, mid-horizontal-wipe, that the
coercion drew full-width.
So: a real correctness fix with no visible effect on the menu port.
Suite green, 122 passed / 0 failed across 3 suites at commit time.
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c2c69b02be |
re(ui): size the rest() guess disc-wide, and refute my own proposed fix
Follows up the defect found last iteration: rest()'s dwell fallback is
guessing whenever it runs. Two things were open -- how big it is, and
whether "rest = the last keyframe" is the fix. Both are now answered, and
the second is answered no.
plateau_census.py walks the placement regions directly instead of going
through `screen info --geometry`, which decodes every texture and cannot
do a disc-wide pass in reasonable time. Its control reproduces GP_TITLE
build 7's three fallback elements and names ptlogo_eff3.t32 among them
before counting anything.
elements with a keyframe group 15 493
no plateau -> rest pose is guessed 3 807 (24.57 %)
... current rule returns invisible 1 711 (44.9 %)
... current rule returns scale=0 195 ( 5.1 %)
the two candidate rules agree 1 911 (50.2 %)
195 elements get a rest pose with scale 0%, which is not a pose. And
disc-wide the choice of rule is not cosmetic: the candidates agree half
the time.
But the port's exposure is one element. Across main menu, EXTRAS, title
and the developer splash, 14 elements are plateau-less and the two rules
agree on 13. The single disagreement is palogo_anima_eff.t32.
And "last keyframe" loses there, on a control that needed no new capture:
the splash carries three sibling glows with identical structure and
identical times --
palogo_gamearts_eff 15:a=0 30:a=255 45:a=255 -:a=0 plateau -> visible
palogo_seta_eff 15:a=0 30:a=255 45:a=255 -:a=0 plateau -> visible
palogo_anima_eff 15:a=0 30:a=255 45:a=212 -:a=0 no plateau
-- differing in one byte. "Last keyframe" makes anima alone invisible
while its two siblings stay lit. The capture agrees weakly: box-mean
ratios capture/render are gamearts 0.717, seta 0.723, anima 0.772, and a
glow we drew that the game does not would put anima below its siblings,
not above.
So the defect is measured and the fix is still undecided. Nothing in the
decoder changed.
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b947fa8e8e |
re(ui): withdraw the render evidence -- rest()'s dwell fallback is unsound
Last iteration I reported a 13.1% render change in GP_TITLE build 7 as
evidence AGAINST the keyframe-time shift, arguing that language twins
should match in brightness. Withdrawn. Localising the diff to an element
shows it is not about the time association at all.
The element is ptlogo_eff3.t32, a transient bloom:
46: (98,42) 100%,100% a=0
61: (108,72) 0%,0% a=0
103: (108,72) 200%,200% a=255 r=80
-: (108,72) 0%,0% a=0 r=150
No two adjacent poses are equal, so there is no plateau, and rest() falls
through to its longest-dwell fallback. The longest gap is 61->103, during
which the sprite grows from nothing to 200% at full alpha and then
collapses. The rule returns whichever end of that movement the indexing
lands on: the invisible frame as decoded, the 200% peak shifted. An
896x389 sprite at 200% is larger than the screen, which accounts for the
entire 13.1% and the entire 4.9-unit luminance gap. I was comparing a
heuristic against itself.
The defect generalises, and structurally. A dwell gap is time spent
interpolating FROM pose k TO pose k+1; neither pose is held during it
unless the two are equal -- which is a plateau, and the plateau path has
already returned by then. So the fallback is guaranteed to be guessing
every time it is reached, under any reading of the times. Every element
with no two adjacent identical poses has a guessed rest pose, in our
renderer and in anything built from it.
Consequences: the case FOR the shift (26x on the hold:fade-out ratio) is
no longer opposed by render evidence -- 10 of 11 builds byte-identical,
the 11th differing only through this heuristic. It is still not adopted,
now because it flips this element to the visibly wrong answer, so the
shift and a decision about plateau-less elements must land together, and
neither half has a capture to verify against.
Default-mode suite green (122 passed, 0 failed across 3 suites so far).
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6f23f4d113 |
re(ui): the keyframe-time shift is favoured 26x by timing, rejected by a render
Follow-up on last iteration's unadopted candidate (+36 holds the NEXT pose's time, not its own). Two new results, pointing opposite ways, and both are reported. FOR, and calibration-free: the observed full-alpha hold : fade-out ratio on palogo_gamearts is 83 : 13 frames = 6.38. The shifted reading predicts 8.00. The current reading predicts 0.25 -- off by 26x. With the glow's 2 units/frame fixed and nothing else free, the current reading says the logo holds full alpha for 2.0 frames; the capture holds it for 83. This is no longer the shape argument the candidate rested on. Also for: rest()'s plain max-dwell fallback picks a=0 -- a transparent pose, for a publisher logo -- under the current reading, and the visible a=255 hold under the shift. Only the rest_plateau special case rescues the render today, and that is the case the port agent reported a bug in. AGAINST: rendering every build of six UI paks under both readings, 10 of 11 compared are byte-identical and one changes -- GP_TITLE build 7, the Japanese twin of build 4, by 13.1% of pixels. Build 4, the one verified against a live capture, is unchanged either way, so the single build the shift moves is the one with no capture to adjudicate it. The proxy goes against the shift: language twins are the same artwork, and build 7 reads 70.94 mean luminance as decoded against build 4's 71.41, but 76.32 shifted. Correlation does not separate them (0.6206 vs 0.6201). These constrain different things -- timing versus pose selection -- and rest() is a heuristic layered on the times, so moving the times moves its tie-breaks. Adopting the shift means revisiting that heuristic in the same change, with no build-7 capture to verify against. Default UNCHANGED. Experiment reachable via SYLPHEED_KF_TIME_SHIFT=1. Shifted-mode suite: 122 passed, 0 failed across 3 suites at commit time. |
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531840b417 |
re(ui): Q1 -- the interpolation law holds, the group timeline does not
Q1's gate asks whether the ramp is linear. It is, and that result stands: it rests on the splash's _eff glows, which reproduce exactly. This adds the part that does not. The test is a calibration, not a fit. Fix the clock on palogo_gamearts_eff -- declared 15-unit fade-in 0@15 -> 255@30 against captured alphas 34,68,102,136,170,204,238, a constant step of 34, giving t = 2f - 171 -- then check that against the glow's own next landmark: its declared hold ends t=45, predicted frame 108.0, observed last full-alpha frame 107. Then apply it to palogo_gamearts in the same bundle and the same frames, with no free parameter left: declared a=232 at t=206 -> frame 188.5, observed alpha 255 declared a= 32 at t=210 -> frame 190.5, observed alpha 255 The logo is still at full alpha nine frames after it should read 32; its fade-out runs ~17 frames late; its declared 80-frame fade-in is never drawn. Not culling -- the same element is submitted down to a=7 on the way out. Calibration-free version: the declared fade-out spends 12 of 16 units dropping 23/255 of the alpha, and the capture has no such plateau. Candidate, offered and NOT adopted: if +36 held the NEXT keyframe's time, the fade-out shape fits (RMS 4.05 vs 12.13, two elements) and the decoder's "last block's time is unreadable" special case disappears -- the last block would simply have no successor. Rejected for now because it explains neither the missing fade-in nor the lateness, and because the _eff elements cannot discriminate between the readings at all (with four blocks the shift only relabels the phases). Decoder unchanged. Also withdrawn, mine, within the iteration: "the _eff glows hold a constant alpha 33". They ramp 34 -> 255 in steps of 34. I printed the series minimum and read it as its range, with a "14 distinct colours" column sitting next to it saying otherwise. |
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f11fde51e5 |
re(ui): rotation is not nested-only, and the pivot-anchored scale is measured
Two corrections and one new confirmation, all from finishing the sweep I left running last iteration. Refuted, by my own sweep, within the hour: "rotation appears to live only in nested .rat leaf records". That held for GP_TITLE, GP_BUNK and GP_CHALLENGE -- the three archives the sweep had reached when I wrote it -- and fails on GP_DIALOG and GP_DEBRIEFING_PILOTLOG, which rotate top-level elements. Scoping the claim made it cheap to withdraw, but the sentence should have waited for the sweep. Those top-level cases are the best evidence on the disc, and they show up in `screen info --geometry` without a hex dump. GP_DIALOG build 0: pceff03/pceff04 ramp r = 90 -> 30 -> 10 -> 3 -> 0 while alpha ramps 0 -> 255 and they slide into place -- a swing-in settling upright. Build 6: pzeff02 ramps 43 -> 61 -> 75 -> 90 while scaling 112% -> 200% and fading to 0 -- a spin-out. Rows committed as reference data. New: the pivot-anchored scale term in blit, kf.x - pivot*(scale-100)/100, was implemented and reasoned about but never measured, because every element previously examined sits at 100% scale where the term is exactly zero. The ptloop pair scale 600% and 800%, where it is worth 450 and 630 px. Formula predicts centre y = 360.0 for both; capture measures 359.1 and 360.0. Top-left anchoring predicts 810 and 990. Horizontally it makes t-from-position agree with t-from-alpha to 0.33 / 0.65 units against ~8 without it. That agreement does NOT prove linear interpolation -- both fields were inverted through the same linear map, so a shared easing curve cancels. It shows position and alpha ride one shared parameter. Recorded as such. The disc-wide sweep is still running; the count is incomplete, the existence is settled. |
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67fa1a1b0b |
re(ui): decode keyframe +12 as screen-plane rotation in degrees
The rotated quads on the title screen come from the keyframe block after all. The earlier negative -- "every GP_TITLE build 4 element has all three angle words at zero" -- read the right bytes over too small a region: it walked the top-level declaration table, and the rotated elements are the nested leaf records ptloop01.rat / ptloop02.rat. Confirmed against the framebuffer rather than against our own renderer. The two records declare +12 = 30 and -45; the GPU capture submits their quads at +30.26 and -45.28 degrees -- magnitude and sign, two different values. Corroborated by shape in GP_BUNK 117ca14f, where +12 ramps 0 -> 360 with position, scale and alpha constant: a spin in place. Identifying which draw it was needed edge lengths, not bounding boxes: 400x1076 and 400x1444 against pteff03/pteff03a 399x180 at the elements' two different declared scales, 600% (1080) and 800% (1440). The same test names three known-positives in the capture (ptlogo1, ptcopyright, ptbtn00), so it passes its own control. Keyframe gains rotation_deg plus unknown_4/unknown_8, carried rather than dropped. NOT rendered -- ui_layout::blit is axis-aligned only, so the reference renderer and the port will both draw these upright until a rotating blit exists. The census tool ships with the trap that broke its first version: nested RATC blobs are not 4-byte aligned, so an aligned scan found 0/3 of its own control blocks and missed 16 341 blocks. Disc-wide +12 is non-zero in 14.50 % of 83 862 blocks. sylpheed-formats tests, SYLPHEED_DISC set: 131 passed, 0 failed across the 6 suites finished at commit time; the run had not yet completed. |
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130ad8d1b3 |
re: the skewed draw is not the swoosh -- refuting the identification five
iterations of work were built on I flagged last iteration that "draw 2 is the swoosh" was an inference I had never checked. Checking it took one line, and it is wrong. Converting the quads from NDC to screen space: quad A spans y -209 to 925, quad B spans y -292 to 1012. Both cover the full screen height and run well off it. The swoosh, ptlogo_back2, rests at (71,126) and is a 234-pixel band at y 126 to 360. Draw 2 is not it. A candidate offered as one: the two ptloop sweeps. pteff03a is 399x180 with element scale (100,800), so 399x1440, and pteff03 carries (100,600) -- two long thin sprites, two quads, and the drawn vertex alphas 0xC3 and 0xB6 sit inside the 0x80 to 0xff ramp those records declare. Not confirmed; no texture or position match was made. If that is right it matters, and I have written it conditionally rather than acting on it: our renderer parks those sweeps at their final keyframe, both off screen, and draws nothing, while the game draws them across the screen. That would mean the capture caught them mid-sweep inside their t=150 to 600 window, and that the "groups hold" reading needs re-examining for those two elements. What this cost is worth stating plainly. Five iterations -- the additive blend test, the pivot analysis, the vertex-colour capture -- were built on an identification made by elimination on one screen and never checked against the draw's own coordinates. The eliminations themselves stand, because each was measured against the capture rather than against the identification. The chain that pointed them at ptlogo_back2 did not. METHOD takes the general form. |
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5115b4894a |
re: three angle fields found in the keyframe -- and they are not the
title's rotation Looking for where the rotated quads come from, the obvious candidates were the three keyframe words at +4, +8 and +12 that ui_layout.rs documents as zero. They are not zero. Across 72287 keyframe blocks disc-wide they are non-zero in 4.81, 4.56 and 15.82 percent of blocks, and read as signed values clustering on 180, -180, 90, -90, 120 and 22 -- degrees. Three of them, so plausibly rotation about three axes. I have marked that amber because it is the shape of the numbers and nothing more; no observed rotation has been tied to a value. The doc comment is corrected regardless: "0 on every frame seen" was an artefact of the sample. And they do not explain the screen I was chasing. Every element of GP_TITLE build 4 has all three at zero, element by element, while the game demonstrably submits rotated parallelograms there. So the title's rotation comes from outside the keyframe data and is still unidentified. One correction to my own last write-up, flagged rather than left: I stated that the skewed draw IS the swoosh. It is the only skewed geometry in the capture and the swoosh is the only diagonal element on the screen, so the inference is reasonable -- but I never confirmed it by matching the draw's texture or screen position to that element, and I should have said so the first time. |
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0ecb20bdbc |
re: the swoosh is solved -- the game draws it as rotated quads and our
blit cannot Ran the route I corrected last iteration, and it answered the question I had classified as undecodable. First the ninth candidate died: every vertex colour in the whole capture is <alpha>FFFFFF, white RGB with only alpha varying. The game passes no colour, so that hypothesis is refuted from the running game rather than from the file. Then the geometry gave it away. Draw 2 submits TWO PARALLELOGRAMS, neither axis-aligned -- edges (0.54,-0.56) and (0.44,0.79), roughly 45 and 61 degrees, both extending to y=+/-1.81 in NDC, well off screen. That is the diagonal Z stroke. And ui_layout::blit walks rows and columns of an axis-aligned rectangle; it has no rotation at all. So we blit the sprite upright where the game draws it skewed, which is exactly the signature I measured: right on average at +1.83, right in position with the correlation peaking at zero shift, wrong in structure at 0.70. Nine candidates, and the answer was never going to be a field, because the difference is not in the sprite -- it is in how the quad is built. Two things left open and written as such. The decoded keyframe carries fade, scale, tint, x, y and time and NO rotation, so where the rotation comes from is not decoded. And the pink-versus-white reading I have been carrying was a visual comparison of two differently-shaped renderings; it should be re-checked after geometry rather than treated as a separate defect. |
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6930d301c1 |
re: full suite green, and correcting the route I recommended last
iteration Two loose ends, both on my own work. The disc-gated suite finally completed: all six binaries, 131 passed, 0 failed, one pre-existing ignored. So the rest() fix and the T8adImage flags field are fully verified rather than verified-on-three-binaries. The reason earlier attempts produced empty logs was that the tool timeout's SIGTERM reached the whole process group; setsid nohup survives it, which is now a METHOD line. And a correction that matters more. Last iteration I closed the swoosh as undecodable from the disc and named a per-draw GPU capture as the next route, "because it reads the actual blend state". It does not. Reading command_processor.cc, each captured draw records primitive type, index count, index-buffer address, VS and PS ucode hashes, the pixel shader's texture bindings, and vertex attribute 0 of binding 0. There is no RB_BLENDCONTROL dump. So the route splits, and I have said so rather than leaving the wrong version standing: the capture can test a per-draw VERTEX COLOUR today with no code change, which would explain white-versus-pink directly, and getting the blend mode itself needs a Canary change to dump the blend registers. Either way it is instrumentation rather than another field. The general lesson goes in METHOD too: validate a recommendation before leaving it as advice. A named next step is a claim like any other, and I made it without checking. |
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e10a6d6f2c |
re: the capture is settled after all, and the swoosh is undecodable from
the disc Testing my own caveat instead of leaving it hanging. I had worried the plate-free title capture at t=4.0s was too early, since elements carry keyframes out to t=600 and I had judged "settled" from mean luminance, which cannot see a thin sprite still moving. The plate sits at y 550-600 and the swoosh band at y 112-225, disjoint, so a LATE capture works even with the plate present. The band correlates 0.7342 at t=4.0s and 0.7353 at t=21.5s -- identical to a thousandth over 17.5 seconds, with the band mean flat at 127. So the band is settled by 4 seconds, the capture I handed the port agent is sound, and my caveat is withdrawn. It also corroborates the earlier finding that groups hold: nothing crosses that band in 22 seconds. That was the seventh candidate for the swoosh and the last one that was not a format field. Pivot is inert at scale 100 and there is no displacement anyway; fade is white-with-alpha; tint is white; the texture is blue-leaning; additive via +0x04 bit 0x02 makes everything worse; the capture is settled. The residual is stable and modest -- band mean +1.83, edge-correlation 0.70 against 0.92 frame-wide. So I have classified it rather than generating an eighth candidate: undecodable from the disc, with the reach written out. And I have named where a next attempt should start, which is not another field -- a per-draw GPU capture of the running guest reads the actual blend state, vertex colours and draw order for that band instead of inferring them from the file. That is where static RE stops here. |
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5d02d5cd60 |
re: additive blending refuted, the swoosh is not displaced, and the
residual is smaller than I said Testing the candidate I raised last iteration rather than carrying it. Blending bit-0x02 sprites additively moves every measure the wrong way -- whole-frame mean diff +0.55 to +1.04, swoosh-band mean +1.83 to +3.98, band edge-correlation 0.6971 down to 0.5578. So the bit is real and independent but does not select an additive blend. I reverted the experiment and kept the word as T8adImage::flags, documented and not acted on; the render is byte-identical to before. Second refutation: the swoosh is not displaced. Shifting the band over plus or minus 80 by 8 pixels peaks sharply at zero, 0.7342, falling to 0.22 at 24 px. So the pivot story is dead twice over -- inert at scale 100, and no displacement to explain anyway. And I have restated the residual, because earlier sections overstated it. The +16 to +34 band tiles I quoted were measured WITHOUT --primitives. With the dim drawn the band's average is nearly right at +1.83; what is wrong is its structure, tiles running -38.6 then +33.8 and cancelling. Six candidates eliminated now and none confirmed. One caveat I owe the port agent about the capture I gave them: it is at t=4.0s, roughly 174 keyframe units into a screen whose elements have keyframes out to t=600. I judged "settled" from mean luminance, which cannot see a thin sprite still moving. It is settled for the bulk of the screen and not proven settled for every element -- which is a live alternative explanation for a structural difference in exactly the band the sweeps cross. METHOD: cargo build passing does not mean cargo test compiles. Adding the field built the library in 1.48s and broke two test-only struct literals; cargo test failed with exit 101. |
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e0d02dce71 |
re: a candidate blend flag -- T8aD header +0x04, bit 0x02
Continuing the swoosh. Last iteration ended with "the next step is finding where a blend mode would be encoded, and I do not know the format carries one". It does carry a candidate. The kind field is not it -- the swoosh sprites are kind 0x0, the same as ordinary ones. But the T8aD header word at +0x04 splits the title's sprites exactly along effect versus normal: pteff01, pteff03a, ptlogo_back2eff1..5 and both ptlogoall_eff are 0x8832, while ptlogo1, ptlogo2, ptlogo_tm, ptbase2, ptlogo_back2 and ptcopyright are 0x8830. One bit, 0x02. Disc-wide it behaves like a real flag rather than an artefact: 19216 sprites, 18 distinct values, bit 0x02 set in 27.1 percent, and it toggles against otherwise identical words -- 0x8830 against 0x8832, 0x0830 against 0x0832, 0x0810 against 0x0812, 0x0030 against 0x0032. Marked as correlation and not decode, because nothing here shows the bit MEANS additive. The one thing that makes it more than a guess is ptlogo_back2eff, which carries 0x8830 despite having eff in its name -- so the split is the field's and not my pattern-matching on names. The test is to blend bit-0x02 sprites additively and re-correlate the title against the plate-free capture. METHOD gets the trap that cost the first attempt: searching for a sprite's name and taking the next T8aD returns the SAME header for every sprite, because the names all live together in the declaration table. It failed its own control at once -- different sprites reporting identical dimensions -- and the fix was to match on width and height instead of on proximity. |
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c10802536f |
re: the pivot mismatch cannot be the swoosh's cause -- refuting my own
candidate with the check I named Last iteration I offered the pivot mismatch as a quantified candidate for the swoosh rendering too thick, and said explicitly that whether it bites depends on which pivot the compositor uses and that I had not checked. I checked. blit takes the drawn size from the TEXTURE and uses the pivot only as the scale anchor, kf.x minus pivot times scale-minus-100 over 100. At scale 100 that term is zero. And every one of the seven swoosh elements -- ptlogo_back2, its glow and the five eff segments -- reports a single scale of (100,100) across all its keyframes. So the mismatch, real as it is in the data, cannot move or resize the swoosh in our render. Refuted, under my own name. It is not harmless everywhere, and I have said where it does bite: ptlogo1 and ptlogo2 run 100, 101, 103, 112, 150 during the build-in, so there the wrong pivot really does displace them -- during the animation rather than at rest. What that leaves is the blend, by elimination rather than by evidence. Position and size are the texture's own and right, fade is white-with-alpha, tint is white, the texture is blue-leaning rather than pink. Seven overlapping sprites at 5 to 23 percent opacity stacked with plain alpha-over saturate toward opaque white, which is what we draw and would read as thicker beside the game's thin coloured stroke. Recorded as the remaining candidate and explicitly not as a diagnosis -- no blend mode has been identified in the data. |
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2a0afc1405 |
port: land the pivot finding on the handoff (third assertion miss)
The scripted HANDOFF edit asserted on text an earlier edit had rewrapped, so the pivot and colour findings landed in docs/re and not on the page the port agent reads. Third time this session; METHOD now says the rule was insufficient and names the mechanical fix. |
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e249b2e2ff |
re: the swoosh's pivot belongs to the Japanese sprite, and the colour is
not in any field I can find Chasing the swoosh defect. The colour half is a clean negative and the geometry half now has a number. Ruled out for the colour: every keyframe of every swoosh element carries fade 0x??ffffff -- white RGB with only the alpha varying -- and no tint is anything but white. The texture is not pink either; ptlogo_back2 decodes blue-leaning at (175,174,198) and its glow warm at (255,253,234). So the magenta edge the game draws comes out of blending, and I have said that rather than leaving "wrong colour" as an undifferentiated mystery. The geometry half: the declared pivot does not match the element's own texture. Build 4's ptlogo_back2 pivot is (500,117), which is exactly half the JAPANESE sprite at 1000x234, not half its own English one at 1118x262 -- off by 59 px, the right order to make the swoosh too thick and extend too far right. The layout record is authored once and shared while the sprites are swapped per language, which ui-rat-layout.md warns about in general; this is that warning measured on the screen where our render disagrees with the capture. It cuts both ways -- the Japanese build's ptlogo1 is off by 40. Marked as a quantified candidate rather than a diagnosis, because whether it bites depends on which pivot our compositor uses and I did not check. One METHOD line, because the first version of that check was misleading: a pivot-equality test conflates rounding with real breakage. Equality flagged 74 percent of title elements. Split by magnitude it is 17 exact, 54 off by a pixel from odd dimensions, and 24 genuinely off -- and those 24 are the finding. |
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cdb5a99def |
re: the title "slab" is the logo swoosh drawn white and thick, and it
lands on the known tie-break group Chasing the residual I left open last iteration, and it turns out I had attributed the port agent's slab to the wrong thing. First the refutation. My hypothesis was that our dim is applied over the whole frame rather than beneath the UI where its layer key puts it. If that were true the logo would render too dark. It reads +2.36 against a background of -0.74, so the compositor honours the paint order and the hypothesis is dead. What the residual actually is: with the dim in place the error is not uniform but concentrated in one band, running -38.6 in one tile and +33.8 three tiles to its right. Cropping that band from capture and render shows it immediately -- the game draws the logo's Z swoosh thin with a pink edge, and we draw it thick and solid white. That, not the missing dim, is the washed-out slab over the title logo the port agent reported. The dim explains a uniform +13; this explains the slab. The elements are ptlogo_back2, its glow, and the five ptlogo_back2eff1..5 segments -- which are also the group carrying this corpus's known unsolved paint-order tie-break at key 0x8083, on the same screen. I have recorded that as a lead and explicitly not as a diagnosis, because a blend-order swap is a poor explanation for white instead of pink and I would expect a second cause. |
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d217c07db2 |
re: the title's arrived pose is rest, and the washed-out slab is a
MISSING dim quad Both halves of what the port agent could not settle, answered against the plate-free capture rather than against another renderer. Rendering build 4 and edge-correlating to the capture of the real screen gives 0.9163 at zero shift, 0.92/0.78/0.93 per band. The geometry of rest is the title's arrived pose, so the timeline is not needed there. The slab is the more useful half, and it is inverted from how it looked. rest alone renders uniformly +13.14 too bright, R +12.35, G +13.58, B +13.48. Drawing the .prm primitives collapses that to +0.55. The element is pteff02.prm, the 25 percent dim at rest t=46 with fade 0x40, and --primitives is OFF BY DEFAULT. So the washed-out cyan slab is not something being drawn that should not be; it is a dim that should be drawn and is not, and because the title art is blue-dominant the shortfall reads as a cyan wash. Any consumer of screen render that omits --primitives on this screen gets it. Two residuals recorded rather than tidied. With the dim drawn the mean is essentially exact but per-pixel agreement gets slightly WORSE -- edge-correlation 0.9163 down to 0.9066 and pixels off by more than 20 rising from 108051 to 162636 -- so the dim's average contribution is right while its application is not exactly the game's. And separately the per-tile map shows a +25 to +38 hot spot on the upper-right Z swoosh, which a capture from the first iteration of this work already showed pink in the game and white in ours. Same region, still undiagnosed. |
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5414db34bf |
re: the rest() fix gets its disc-wide check, and one question back to the
port agent Closing the two things I flagged as unconfirmed when I committed the fix. The unit gate is green: cargo test -p sylpheed-formats with SYLPHEED_DISC set gives 131 passed, 0 failed across six binaries including the disc-gated ones. The earlier background run that produced an empty log had died with SIGTERM, which is why it looked like nothing happened. And the disc-wide check the classification requires. Reimplementing both rules over every RATC bundle on the disc -- 2859 bundles, 13991 elements with at least two keyframes -- the fix moves rest for 30 elements, which is 0.21 percent. Four go invisible to visible. Zero go visible to invisible, which is the safety property I wanted and did not have when I committed. The four are ptframe1 and ptframe2 in GP_TITLE entries 5 and 8, the same pair once per language. That surfaces a discrepancy worth handing back rather than smoothing over. On the English main menu exactly TWO elements satisfy the port agent's pose-equality condition, not six, so their six must span the whole twelve-screen export. That fits their own observation that the timeline and rest differ in exactly one region, the bounding box of ptframe1 and ptframe2 and nothing else. But if any of their other four have a TRANSPARENT trailing run, my alpha rule leaves them alone deliberately -- that exclusion is what protects PAUSE -- so I have asked which screens they are on and whether a capture shows any of them drawn. If one is, the alpha rule is incomplete and needs a third discriminator. |
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4bc970688f |
re: rest() fixed -- a trailing keyframe run is the hold when it is
VISIBLE, not when its pose repeats The port agent's report was right about the defect and about which elements it hits, and its proposed condition does not survive the case the exclusion was written for. Their test -- the final untimed keyframe has the same pose as the last timed one -- is also true of pgptitle.rat, whose trailing run is two identical transparent frames. Adopting it would erase the word PAUSE again, which a committed capture disproves. What separates the two is alpha: an exit fades the element out so its last keyframe is transparent, while an element with no exit ends on the pose you can see. So rest_plateau now accepts a trailing run exactly when it is visible. Verified against a capture rather than against another renderer, which is the point their own report made: ptframe1's rest moves from (620,108) t=16 to (440,108) t=62; the changed pixels are 10082 in a bounding box of x 440-839, y 108-577, which is exactly the 400x470 at (440,108) they predicted; and correlation against main-menu-oracle.png over that region improves from 0.9596 to 0.9748. The PAUSE wordmark is unchanged across all three pause builds. This also closes a question ui-paint-order-key.md has carried for a while, that ptframe1 and ptframe2 rest at alpha 0 while the capture shows the menu frame plainly. One trap cost most of this iteration and goes in METHOD: CARGO_TARGET_DIR is redirected in this container, so ./target/debug/sylpheed-cli is hours stale and every render I made against it was old code. Byte-identical before and after reads as "no effect" when it actually means "you ran the old binary". The full disc-gated test suite was still executing when this was committed; the verification above is artifact-based. |
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ed4e5c7b37 |
re: build 4 captured without the plate, and keyframe groups hold rather
than loop The port agent ranked a plate-free capture of build 4 above any further static RE, so that came first. B from the main menu returns to the title and the plate fades in a beat later, which opens a clean window. Recorded at 20 fps from the press: the art appears at 1.10 s, builds in to 3.70 s, sits settled and unobstructed until 5.00 s, and the plate arrives at 5.10 s -- the band jumps from 282 to 3755 bright pixels. Committed the frame at 4.0 s as the reference for the cyan glow slab they report drawing and the game not having. Their other sub-question -- whether a keyframe group loops or holds -- falls out of the decoded sweeps plus a measurement I already had, and the two agree. ptloop01's final keyframe parks pteff03.t32 at x=1521 and ptloop02's parks pteff03a.t32 at x=-839, both off-screen on a 1280-wide design; and over 18 s of settled title the centre tiles sit at sd <= 0.01 when a looping group would recross the screen every 7.5 s. So groups HOLD at the last keyframe. The loop*.rat name is misleading. Also recorded, in the corpus rather than only in their report: the rest_plateau bug, with their exact identifying condition -- the final untimed keyframe has the same pose as the last timed one -- the six elements it misses on main_menu, and the bracket it drops. That closes an open question ui-paint-order-key.md has carried for a while about ptframe1 and ptframe2 resting at alpha 0 while the capture shows the frame plainly. Same two elements, same cause. Not fixed yet; the change is in ui_layout's rest(). And a METHOD line I would not have written myself: two renderers agreeing is not evidence the field is right. Their composite and screen render matched to 3/255 on main_menu and both omitted two elements the game draws, because both read one field through one decoder. |
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1b95001feb |
re: the last keyframe time is the chunk terminator -- observed, not
assumed Continuing the pulse's cycle length, which I had called a structural limit of the format. It is, and now I can show it rather than assert it. Dumping past what I thought was the final keyframe found an EIGHTH block: fade 0x00ffffff at the same position, so the glow returns to fully transparent and the pulse is a closed cycle rather than a one-shot ramp. That is worth having on its own -- the port knows the animation ends where it starts. And the eighth block's time slot contains the four bytes "end ", the record's ASCII terminator. So the corpus's rule that a group's last block has no time of its own holds here in a second form: not the next group's element index, but the chunk terminator. The value does not exist. That goes into ui-rat-layout.md, because it generalises beyond this record. The measured 2.3 s would need a final step of about 33 units. I have written that number down explicitly labelled as fitted to the measurement rather than read from the file, so nobody later re-derives it as a decode. One thing I had half-assumed and can now rule out: the word at +0x004 is not a keyframe count. It reads 60 here with 8 keyframes and 30 in the loop records with 3. Unknown, and marked so. |
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c176fa53bc |
re: the 2.3 s pulse is the PRESS (A) plate, not the title
Closing the residual I left explicitly unidentified last iteration, and correcting my own claim twice over in the process. The cheap test first: is the oscillation global? No -- the bottom-right corner is flat at sd 0.003 and uncorrelated with the whole frame. So a per-tile amplitude map over an 8x6 grid, which localises it hard: sd 7.65 in the band x 318..954, y 560..672 at lag 2.3 s, against 0.06 on the wordmark. That band is the PRESS (A) BUTTON plate's rest position. Decoding ptbtn00f.rat, the plate's highlight variant, gives the pulse itself: alpha 0x00 -> 0x06 -> 0x4a -> 0x50, held, then back down through 0x4a to 0x06 across t=6..105. A glow that fades in and out, which is exactly what a press-start prompt does. So "the title screen loops at 2.2 s" was wrong in both halves. The title ART is near-static apart from the two decoded sweeps at 7.5 s and 9.5 s; what pulses is the PLATE, and the plate is build 2, not build 4. REFUTED carries it under my own name. Still amber, and said so rather than rounded off: the cycle LENGTH is not readable. The keyframe group's last block has no time -- that slot belongs to the next group -- so the declared span is at least 105 units, 1.75 s, against a measured 2.3 s. Consistent with a final block extending the tail. Not confirmed. |
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83293c3f81 |
port: land the loop decode on the handoff, and note the edit trap
Second iteration running where a scripted HANDOFF edit failed its assertion on rewrapped text, leaving the port's page stale while docs/re had the finding. Patched by reading the file first, and METHOD now says to check the commit's file count for a silently dropped edit. |
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3717293fa9 |
re: the loop records decode -- and they are not what I measured
Two of my own claims from last iteration die here, and the decode is the thing that kills them. Searching for the SHAPE instead of an assumed count found it immediately: fade words matching 0x??ffffff at alternating strides of 24 and 16, which is a 40-byte block carrying fade at +0 and tint at +24 -- exactly the build layout, starting at +0x68. So "a leaf record's keyframes are not in the build's 40-byte layout" is withdrawn. They are. My scan failed because I demanded 29 strictly-increasing times, having read the word at +0x004 as a keyframe count; the records hold THREE. Decoded, both are horizontal light sweeps. ptloop01 runs pteff03.t32 from x=-639 to x=1521 over t=150..600, which is 450 units or 7.5 s; ptloop02 runs pteff03a.t32 the other way over 570 units or 9.5 s. Which refutes the second thing. Last iteration I attributed the measured 2.2 s oscillation to these elements because build 4 declares them -- association, not evidence. A 7.5 s cycle would give about three peaks in a 22 s capture and I counted eight. So the loops are not what I measured, the 2.2 s stands as a measurement, and its source is now explicitly unidentified rather than wrongly assigned. METHOD gets the general form, because it is what cost the previous iteration: do not hard-code an expected element count into a structure scan. Scan for the shape and let the count fall out. |
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00ce0f33d0 |
port: carry the loop-cycle negative into the handoff
The previous commit's handoff edit failed its own assertion -- the text had been rewrapped since I wrote the pattern -- so the finding landed in docs/re and REFUTED but not on the page the port agent actually reads. An answer not reachable from HANDOFF.md has not been delivered. |
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a048910497 |
re: the loop record is located, its cycle is still not readable
Continuing the one gap from last iteration -- turning the title's measured 2.2 s loop into a decoded cycle. It did not turn. The record itself is found and partly confirmed. ptloop01.rat is an opt-linked leaf RATC at 0xbb5966 in build 4, placing pteff03.t32, with 0x1e -- thirty -- in the high half of the word at +0x004, which is the ~30 keyframes ui-rat-layout.md predicts for a loop record. Its pivot fields read 200 and 90, matching exactly what screen info prints for ptloop01, so this is the right blob and the header offsets hold. The times are not there. A build's keyframes are 40-byte blocks with the time at +36; scanning every 4-byte-aligned start across a 0xC0 window for 29 strictly increasing values at that stride finds nothing, in either loop record. So a leaf record's keyframe layout is NOT the build placement layout, which is now a line in REFUTED because it is the obvious first assumption and it is wrong. The 2.2 s stays measured and the port hardcodes it. What the next attempt inherits is the record's address, a confirmed pivot, and one layout ruled out -- which is the useful part of a negative. |
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5f3d8f86a4 |
re: the title loops at about 2.2 s -- and the build-in test I intended
did not work I set out to do for the title what worked for the splash: measure the build-in and check it against the declared keyframes. That part failed, and I am recording the failure rather than the number. It failed for two reasons, both mine. The title was reached by skipping the movie with A, which cuts to black and brings the title up on a path that may not be the normal one. And the visible rise, about 2.7 s, is a luminance curve -- which screen-transitions.md already establishes is not the fade quad's ramp. So 2.7 s neither confirms nor contradicts build 4's declared 16 -> 261, four point oh eight seconds. They are not measuring the same thing, and I have said so instead of reporting a discrepancy. What the recording did establish is worth having anyway: the title never settles. Over 22 s the mean luminance oscillates continuously, peaks at 5.6, 7.8, 10.0, 12.7, 15.2, 17.1, 19.2 and 21.3 s, mean interval 2.24 s. Marked as about 2.2 s plus or minus 0.4 rather than a precise period, because peak-picking a low-amplitude signal is coarse. The mechanism was already decoded and I did not re-derive it: build 4 declares ptloop01.rat and ptloop02.rat, and loop*.rat is a looping sprite animation rather than a composition. What is new is the period, and that it runs forever. For the port that matters -- drawing the resting pose and stopping will look wrong. Not confirmed, and flagged: that 2.2 s is the loop's OWN declared cycle. screen info prints the element's placement keyframes but not the frame count inside the .rat, and I did not open it. |
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113c25aac1 |
re: the splash's timing is decoded, and the fade-out matches to 0.03 s
Closing the caveat I left last iteration -- the splash timing was +/-0.5s because I sampled at 2 fps, and at that rate I could not see ramps at all, only plateaus. Re-recorded at 10 fps: the splash FADES, both in and out, rather than cutting. And the bundles declare it. palogo_sqex.t32 carries keyframes [15 30 235 239 251 255] and palogo_gamearts.t32 [15 30 190 194 206 210], each with an _eff glow child on [15 30 45]. Under Q1's 1 unit = 1/60 s that is a 0.25 s ramp in, a 3.42 s or 2.67 s hold, and a 0.33 s fade out -- against measured holds of about 3.5 s and 2.4 s and fade-outs of about 0.3 s. The constant 0.35 s offset between declared and measured start is just that my recording's t=0 is when the WINDOW appears, not when the guest starts drawing. So the first screen's animation moves from measured to decoded: the port reads it off the disc instead of trusting my stopwatch. It also explains something the capture showed and I had no account for. The brightness overshoots on the way in -- peaks at 0.8 s, settles by 1.1 s -- which reads as a bloom. It is the _eff glow child, whose keyframes run 15 -> 30 -> 45, ramping in after the logo and back down while the logo holds. Mechanical, not a rendering artifact. |
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9f39e8ee72 |
re: the splash confirmed against the running game, and timed
Closing the amber I raised last iteration: the splash renders had no framebuffer capture to diff against. Recording the boot from the moment the window appears, at 2 fps, catches it before the movie. Both halves match their own render at zero shift, each with the OTHER half as a negative control: publisher frame 0.9146 against entry 10 and 0.027 against entry 11; developer frame 0.9792 against entry 11 and -0.033 against entry 10. The EN/JP twins score 0.876 and 0.966, so the test tells a screen from a different screen but cannot tell a pair apart, and I have said so rather than implying it discriminates. The recording also times the front of the boot, which Q6 and Q7 only had from the title onward: SQUARE ENIX from about 0.5 to 4.0 s, black, developer logos from about 5.0 to 7.5 s, black, then ADV.wmv from about 9.5 s. One trap avoided and written into METHOD. The frames around 9.5 to 12.5 s show SQUARE ENIX again in cyan, and read from the capture alone that is a third logo screen. It is not -- it is the intro movie's own opening, which the milestone-2 notes describe as white SQUARE ENIX plus cyan glow plus red diamonds. A logo appearing twice may be two different things. |
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b302558d26 |
re: the developer splash renders -- screen 1 of 5 finally has a composite
Two pages of this corpus disagreed. MISSION says the splash "is the RATC screen, which already renders"; ui-paint-order-key.md says it "cannot be rendered by screen render at all". Running the tool both ways settles it. screen list --all shows all 16 GP_TITLE entries instead of 12, and the four the default listing drops are the splash, each half shipped twice: entries 10 and 13 are the white SQUARE ENIX publisher logo, entries 11 and 14 the GAME ARTS / SETA / studio anima developer logos. Entry 11's seven elements are the three logos, their three _eff glows and the palogo_eff0.prm backdrop -- exactly the composition ui-paint-order-key.md had measured for the splash without being able to draw it. So the "cannot be rendered" line is wrong and is corrected in place. What is true is narrower and worth keeping: the splash is invisible to the DEFAULT listing because is_build wants a .rat child, so anyone who does not pass --all concludes it is missing. That goes in METHOD -- a default filter can hide a whole screen and the corpus will record it as absent. The payoff is for the port rather than for the RE: the first of the five screens now has a reference composite, which it did not have. Marked amber on one point -- there is no framebuffer capture of the splash in this repo, so the match to the running game is by description against the milestone-1 notes, not by pixels. |
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cc72f8b5a8 |
re: the phase transitions -- and withdrawing yesterday's refutation
because the test probed the wrong state Nine stores to the phase field this+132, control-gated on the 136 query returning at least the 18 known ones. Attributed to the handler each lives in, they give the phase graph: entry -> 2, then 2 -> 0 (splash), 2 -> 3, 3 -> 4, and 4 -> 2 on event 0. That last edge is the problem with what I did last iteration. The event-0 block sets TWO fields one instruction apart -- stw r28,136(r30) for state 0 and stw r11,132(r30) with r11 = 2 for phase 2. So B from the menu lands in PHASE 2, the same phase as the boot title, and the test I ran believing it probed phase 4 state 0 probed nothing of the kind. So the refutation is withdrawn. Worse for me and better for the idea: A working on the B-returned title is exactly what the hypothesis predicts, since phase 2 is the phase that references BUTTON. The hypothesis is back to untested, now consistent with two observations rather than one, and what it still needs is the attract-returned title's phase -- which no test so far has read. The measurement from that iteration stands, because it does not depend on the phase: the B-returned title accepts A, so only the ATTRACT-returned title is inert. I have said so explicitly in the page rather than letting the withdrawal take the good half down with it. METHOD gets the lesson: before testing "state X behaves like this", check your route actually reaches state X. When a transition writes more than one field, read the whole block and not just the store you were looking for. |