49958ff09031864a4e77fb07660a85a9681a869f
13 Commits
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b9667c6c9a |
port: the PRESS A plate comes back after B, and it did not here
The Decoder measured that after B from the menu the plate is re-drawn (
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ec93d7d946 |
port: on_cancel half measured, and a MEASURED stamp removed from the other half
The Decoder measured B on the main menu -> title (
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a758f9b247 |
port: --focus was ignored on the menu path; focus rendering now verified against the oracle
live-main-menu-options-focused.png -- the only capture of a known focus state -- was untestable because --focus= parsed, was stored, and was overwritten by the authored initial focus on every _menu_enter. Every run logged focus ptbtn01 whatever was asked for. Now pushed into the menu model so navigation continues from where it was forced. With it working, each capture picks out exactly one button: ptbtn04 at 0.1355% against 0.70-0.82% for the others on the OPTIONS capture, and ptbtn01 at 0.0705% against 0.72-0.84% on the plain one. 5x and 10x discrimination. First time the port's focus rendering has been checked against the game at all -- the existing main_menu row uses an authored focus and could never have caught a focus error. Records in flow.json that live-main-menu.png shows NEW GAME focused, so the authored initial_focus matches the one frame it can be checked against -- and that this does NOT overturn Q5's measured instability. It stays authored. Adds main_menu_options to verify-capture at 0.13%. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF |
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be643ba58a |
port: withdraw 'the boot is known too fast' -- the splash dwells are declared and the port already played them
The Decoder measured both splashes over 3 cold boots: publisher t=0..255, developer t=0..210, the developer agreeing with wall clock to 1.1%. The port emits each declared value plus the 9-unit black hold, exactly. No code change. My error was the generalisation, not the arithmetic: build 4 is the title, whose exit is caused from outside its timeline, so it holds; a splash's exit is caused by nothing, so it plays out. I used the one boot screen the port is unaffected by to overturn the two it governs. Declining to scale by 9x while adopting the conclusion that implied was half a caution. Also refutes their two splash boundaries as not comparably anchored: 2.237 vs 2.414 units/frame in one boot, and the publisher has a glow symmetric with the developer's three. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF |
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b366e404ee |
port: the clock freezes at settle -- my window is the game's, and the boot is known too fast
The Decoder measured build 4's top-level clock stopping inside [160,236]. The exporter computes title's settle window as [160,236,198] from the file alone. Same interval, two independent methods -- the first evidence for the settle instant that does not come from our own renderer. ptcopyright reaching alpha 255 exactly at t=160 agrees from a third direction. Corrects a claim in three places: timing.json, flow.json and boot.gd all said a screen's dwell IS its keyframe group and the port reproduced 'the disc's own pacing'. Build 4 declares ~120 presented frames and dwelled ~1100. The decision to hold zero extra stands; the claim that it was faithful does not. Checks their two declared spans against the file: both exact, with a 106-vs-105 interval-convention quibble that changes nothing. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF |
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ffb54429fb |
port: S00A is closed as not obtainable, and Q5's shape is tighter than "unstable"
Three things folded in from the Decoder, none of which change the export. S00A IS NOT OBTAINABLE HERE and it is the game that stops it, not the drive. The drive works end to end -- main menu +0.999, newgame-difficulty +0.999, newgame-selectdata-crash +0.997, with the focus detector validated live against a known transition rather than trusted -- and then the guest throws at PC: 0x82307128 x349 with no S00A stream ever decoding. Recorded in BLOCKED as a route finding, with the consequence for me stated: THE CENTRE-CHANNEL RESULT RESTS ON ADV ALONE. S00A was wanted precisely because its second stream is digital silence where ADV's is a 0.60x copy. Q5 GAINED TWO POINTS and the shape is sharper than "it varies": TUTORIAL x3, NEW GAME x3 over six boots, and no other item ever observed. That does not change the port's authored initial focus -- NEW GAME is still one of exactly two observed states and is the state of the committed capture -- but it changes what would REFUTE it, so the authored `why` now says so: a boot opening on LOAD GAME, OPTIONS or EXTRAS breaks the two-way shape, and a rule predicting the split deletes the entry outright. `which-focus` NEEDS GODOT AND THE EXPORT TREE, so it cannot run in the RE container. Recorded in its own header rather than left for the next agent to discover, along with the pointer to the capture-only alternative and that tool's own caveat: its offline controls are its calibration inputs, which is self-consistency and not validation. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF |
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3d3d620913 |
port: the capture has NEW GAME focused, and my harness had been rendering no focus
The Decoder attached an honest caveat to its reproduction of the tone-curve
refutation -- its bins included the focus-state mismatch, so it was "not a clean
second opinion". Removing that caveat found a defect of mine.
IDENTIFYING THE FOCUSED BUTTON, with a known-answer control. Walking focus
through all five buttons and comparing each against a capture:
vs -options-focused vs live-main-menu
ptbtn01 NEW GAME 6351 531
ptbtn02 LOAD GAME 7087 7094
ptbtn03 TUTORIAL 6230 6237
ptbtn04 OPTIONS 1292 6364
ptbtn05 EXTRAS 6073 6080
The control picks OPTIONS by 4.7x -- the answer its own filename gives -- so the
test is trustworthy, and live-main-menu.png has NEW GAME focused by 11.5x. That
is what the port already focuses. Corroboration, NOT a decode: Q5's instability
stands (four boots gave TUTORIAL, TUTORIAL, NEW GAME, NEW GAME) and this
identifies one frame rather than a rule. Recorded in the authored entry.
THE DEFECT: `verify-capture` rendered menus with `--screen=`, which draws no
focus record, so it had been comparing main_menu to the oracle in a state the
oracle was never in.
main_menu 0.25% differing, RMSE 14.79 -> 0.06%, RMSE 13.21
extras 0.46%, RMSE 15.29 -> 0.20%, RMSE 13.38
A 4x improvement that was entirely my harness posing the port wrong rather than
the port drawing wrong. The first run of a new correctness harness reported a
discrepancy and three quarters of it was the harness.
AND THE DECODER'S CAVEAT RESOLVES TO NOTHING, measured rather than assumed:
re-deriving the transfer curve on the correctly-posed pair gives 1.20 / 1.26 /
1.18 / 1.10 / 1.03 / 0.94 at render 8..48, unchanged from the mismatched run. Its
reproduction stands as a second opinion after all.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
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d45da73bba |
port: P7 -- the new-game intro plays, and the two screens it skips are named out loud
S00A has been exported since P4; what P7 needed was something to play it and a
defined place to land. Both are here, and the interesting part is the gap.
The real chain is NEW GAME -> DIFFICULTY -> SELECT DATA -> (A) on a save slot ->
~4.5 s -> S00A. DIFFICULTY and SELECT DATA are MEASURED destinations that are not
GP_TITLE builds, so no screen file exists to go to. The port jumps from NEW GAME
to the one thing in that chain it has -- and the whole design is about not
letting that read as a sequence:
* MenuFlow.accept returns a new kind, `video`, rather than folding this into
`blocked`, because the caller has to announce the skip and a distinct kind is
what forces it to;
* the runtime prints the skipped screens by name on every run;
* flow.json carries `skipped_chain` as DATA, so what is missing lives beside
the decision instead of inside a GDScript string.
After the movie the port returns to the title. Authored, and it has to be: the
game goes into mission 1 and gameplay is out of scope. The ~4.5 s before the
movie is left EMPTY on purpose -- GP_TITLE does carry a loading screen and 4.5 s
is about the right shape for one, which is exactly why that belongs in BLOCKED.md
and not in flow.json.
`--script`'s 20 s per-step timeout would have killed every movie run at step 1.
Raising the constant would have been wrong the other way: a movie stuck at frame
0 would then hang the job, and a job that waits is worse than one that fails. The
test is now LIVENESS -- while get_stream_position() advances the deadline moves
with it, and a stalled movie still trips the same 20 s.
Found while looking: GP_TITLE's four unnamed builds (entries 0, 1, 12, 15) are
LOADING screens -- every element in all four is pgloading_*, and LOADING is one of
the three names the decoder read out of the title part's state function. NOT
renamed here: which member of each pair is which locale is an inference, and a
name stops being questioned once written. Handed over.
One of them is a second casualty of the rest.t problem, and a worse one:
pgloading_eff00.prm rests OPAQUE BLACK at t=38, so anything drawing that screen
at its declared rest paints a black rectangle over all of it. The title's case
only dimmed a frame.
REFUTATION, attempted and SURVIVED: HANDOFF says "exactly the six screen builds
carry the black .prm quad while the six overlays do not". Counting bundles with a
full-screen black primitive gives 8 and 4 -- build_12/15 carry one too. But
theirs runs black -> held -> clear where the transition quad runs black -> clear
-> black, so read strictly as "the quad whose group is the transition" the claim
holds. Recorded anyway: there are two kinds, and the naive census over-counts.
Gate: NEW GAME -> S00A plays 93.75 s against a declared 93.9 -> title, with
98.453 s recorded off the Master bus. What that does NOT show is that S00A's own
audio is in the mix -- bed and movie were not separated in this run, and the
write-up says so.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WM5XL4HfrHuxz8RiMWdCMC
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f8a8d17327 |
port: the ring spins, the plate needs no constant, and rest.t was never the settle
Two milestones' known-wrong bits, both now answered by the RE agent, both taken. P5 -- the focus ring. It was drawn at 0 with a comment saying so. The period is now measured (continuous spin, eight evenly spaced autocorrelation peaks over nine revolutions, no angle estimated anywhere) and it needs NO authored constant: the period is the element's own declared t=120, and what the measurement adds is only that the turn repeats rather than stopping -- which "groups hold" could not decide, because 0 and 360 are the same pose. `spin_period_units` is structural and narrow on purpose: two keyframes, differing in nothing but rotation_deg, by a full 360, first timed and second untimed. 16 of 212 elements in this export match and all 16 are focus rings, zero false positives. That check is the point -- the measurement was taken on ONE button of ONE screen, and a rule that caught anything else would be extrapolating it to elements nobody watched. Verified on the port's own render with the RE agent's own control: bit-identical one period apart across the whole frame, 3.6/255 inside the ring's box at quarter-period steps, and box luminance conserved to 0.027 % over eight phases -- which is the observable they used to separate rotation from a pulse. Not claimed: direction (no signed angle was ever measured) and phase across a focus change (their run held focus throughout). P3 -- the plate. Last iteration I refuted their authoring instruction and shipped it anyway rather than pick between two of their numbers. The refutation held and the answer came back better than either option I offered: AUTHOR NOTHING. Both builds run on one clock started together and the plate arrives at its own declared t=238. The 2.13 s constant is deleted. The premise that failed was mine: rest.t IS NOT WHEN A SCREEN SETTLES. It is the last hold keyframe before the exit. ptlogo1 stops MOVING at t=42 and then creeps 5 px and 31 alpha steps to t=251. Reading rest.t put build 4's arrival at 4.350 s instead of 1.967 s, and the "2.51 s, which is not a landmark of anything" I sent them is that error wearing a decimal point. 238 - 118 = 120 units = 2.000 s against a measured 2.135 s at 28.1 fps presentation. Checked against my own export before touching anything. `ScreenView.settle_time()` still uses rest.t, and so the boot sequencer paces every screen off the wrong landmark. NOT changed here: "visible arrival" is a heuristic and getting it wrong re-paces everything. Filed, and asked for a timed boot instead now that their oracle is live. REFUTATION: two of their pages measure the same declared 120 units of wall clock during a static hold and disagree by 2 % -- plate 2.135 s (28.10 fps implied), ring 2.177 s (27.56 fps). That is seven times the plate page's own 6 ms run-to-run agreement, and it lands on the argument that page uses to justify itself: "the build-in is where frames are dropped; the static hold is not". Also the ring page's band, 27.6-28.8 fps, does not contain its own measurement -- the mean needs 27.56 and four of seven spacings are outside. Filed, not worked around: my port uses the declared 120 units either way. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WM5XL4HfrHuxz8RiMWdCMC |
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4f767e72f6 |
port: P3 -- the boot title gets its PRESS (A) plate, and two of the RE agent's numbers do not agree
ScreenView now draws two builds at once, which it never had to before. It is a second ScreenView in the same SubViewport rather than a subordinate screen inside one: each build has its own timeline, its own textures and its own hold, which is the entire content of the finding, and Node2D siblings already paint in tree order. `paint_order` still means what it meant -- an ordering WITHIN a build. The delay is authored in flow.json on the BOOT STEP, not on the `title` screen. What was measured is the boot title; whether the plate is there when the title is reached again -- (B) from the menu, or after the attract movie -- is not, and hanging it on the screen would quietly claim that it is. REFUTATION, and it is the substance of this commit: the RE agent's authoring instruction does not reproduce the RE agent's own measurement, and the gap is 3.97 s. The instruction is "when build 4 has settled, wait 2.13 s, composite build 2". But build 2 has a group and this port plays groups -- ptbtn00 is alpha 0x00 at t=214, still 0x00 at t=236 while it slides 10 px up, and 0xff only at t=238, which is 3.967 s at 60 units/s. So the plate is first VISIBLE at settle+6.10 s, while what was measured -- the glyph counter leaving 154 -- is visibility at settle+2.13 s. Both groups starting together puts it 0.38 s BEFORE settle; build 2 starting at settle puts it at settle+3.97 s; landing on the measurement needs build 2's group to start 2.51 s after build 4's, which is not a landmark of anything. The measurement is untouched -- it is an observation of the running game and I have no standing to doubt it. What is refuted is the step that turns it into an authoring rule. So the port ships the instruction, prints the discrepancy on every boot, and files the row. Same call as the BGM sub-waves: a port that quietly picks the number that looks right destroys the evidence, because a corrected boot looks exactly like a correct one. Also refuted, and it was mine: BLOCKED.md has said since P2 that "no element's alpha reverses direction anywhere in this export, so nothing pulses". ptbtn00 reverses -- 0x00 -> 0xff -> 0x00 -- and it was in the export the whole time. The claim had been checked against the screens P2 happened to be animating. The port still draws no pulse, because no reading of this group yields the measured 2.24 s: the whole group is 4.47 s and from its first keyframe 0.90 s. Gate: `--boot --capture=` writes one frame of the composited end state, instead of the 600-PNG filmstrip that was previously the only boot artifact. `--screen=title --overlay=press_start` raises the same composite in two seconds for anyone who does not want to sit through 137 s of Theora. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WM5XL4HfrHuxz8RiMWdCMC |
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9256722a11 |
port: P5 end to end -- and the port's title never says PRESS (A)
The P5 gate walk starts on a screen. This runs the whole objective instead, and
it is the only thing that would have found what it found:
xvfb-run -a godot --path port -- --boot --play \
--script=accept,down,down,down,down,accept,cancel,cancel --shots=/tmp/e2e
publisher wordmark -> developer logos -> ADV (151.9 s) -> title -> (A) -> main
menu -> navigate -> (A) -> EXTRAS -> (B) with focus restored to ptbtn05 -> (B)
-> title. 166.76 s, exit 0, nine frames. Shared as 1788003274-e68367e787d5.
THE PORT'S TITLE DOES NOT TELL THE PLAYER TO PRESS (A). The boot's last step is
`title` = GP_TITLE build 4, and build 4 has NO `PRESS (A) BUTTON` plate. P5 has
just made (A) the only way off that screen.
Not a guess about the art -- both states are captured off the running game and
differ by exactly that plate (live-title-build4-no-plate.png vs
live-title-press-a.png), and the plate is ALREADY EXPORTED as `press_start`,
build 2, sitting in export/screens/title/ unused by anything.
RECORDED, NOT FIXED, and the distinction is the point. This is P3's gate that
P5 exposed, and fixing it needs two things the port does not have:
* WHICH state an idle post-boot title shows -- build 4 alone, build 4 with the
plate over it, or build 4 THEN the plate after a delay -- is BEHAVIOURAL.
The game demonstrably has both states and nothing says which follows the
intro. The port has no oracle for a sequence; that is the Decoder's.
* showing it means DRAWING TWO BUILDS AT ONCE, which this port has never done
-- every mode loads exactly one screen. That is a change to ScreenView, not
a line in flow.json, and it is not being smuggled in under a navigation
milestone on the strength of "it looks more right".
Filed in BLOCKED.md. P5's gate is (A) into a submenu and (B) back; both work.
Two smaller things the same run found, both fixed:
* the boot step's `why` still said "nothing takes the title's place until P5
gives it somewhere to go". P5 has. Now says what is true: `--boot` STOPS on
the title (a boot that ends by fading to black looks like a crash) and
`--play` HANDS THE HELD TITLE OVER -- the stop is not a bug and the handover
is not another boot step.
* an empty focus printed as a line that trailed off, reading like a value had
gone missing rather than like there is none. The title is a screen with no
`buttons` that still takes (A), so it now prints
"(none -- this screen has no focusable item)".
Also confirmed: entering a submenu directly (`--menu=extras`) and pressing (B)
enters the parent at its AUTHORED initial focus, not a restored one. There is no
history to restore and MenuFlow.cancel only claims a restored focus when the
stack agrees about where it is going.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CtmUw5N5LJaMW1Njb8Ziey
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eef45ecfd6 |
port: P5 -- the menus navigate, and the focus ring is drawn wrong on purpose
P5's gate is "a human clicks through it". The artifact is a scripted walk that
proves the wiring rather than the intent -- up (wraps 01->05), five down, (A)
into EXTRAS, down, (B) back, landing on the main menu with focus RESTORED to
EXTRAS, ten PNGs one per settled step:
xvfb-run -a godot --path port -- --menu \
--script=up,down,down,down,down,down,accept,down,cancel --shots=/tmp/p5
--script posts InputEventAction through Input.parse_input_event so the presses
arrive at _unhandled_input exactly as a d-pad's would. Calling MenuFlow directly
would have been shorter and would have proved nothing: the wiring between a
press and the cursor is the part most likely to be broken, and a direct call is
exactly the part that skips it.
Derived vs authored, which P5 is the easiest place to blur:
* DERIVED -- the ORDER of the items, from each screen file's `buttons`, which
the exporter already fills from button-role elements sorted by resting Y.
* AUTHORED -- destinations, initial focus, what (B) does, and left/right being
a no-op. All measured off the running game (HANDOFF Q4/Q5) or chosen, none
on the disc, all in authored/flow.json with a why.
Four of five main-menu destinations are `goto: null` with a `blocked` note. That
is a MILESTONE BOUNDARY, not an unknown -- DIFFICULTY, the save list, the lesson
list and OPTIONS were all measured and live in archives this export does not
carry. `blocked` and `none` are kept apart so nobody later "discovers" the gap.
--headless CANNOT DRAW, and the port hung instead of saying so.
Measured, not assumed: under --headless Godot's dummy renderer never emits
RenderingServer.frame_post_draw, so every capture path awaited it forever --
--capture since P1, --film since P3, --shots as of now. With stdout block-
buffered the observable behaviour was SILENCE, FOREVER, which in a loop reads as
a job still working. Isolated by `--quit` (prints, exits 0) vs `--capture` (zero
bytes, killed at 40 s). Now those three flags refuse at STARTUP naming the
xvfb-run line that works, and --script no longer waits for a frame it is not
going to photograph -- so headless walks the menus in 4.5 s as a cheap
regression check needing no X server.
REFUTATION ATTEMPT, against the Decoder's
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65cefa74c3 |
monorepo: one repository for the decoders, the port and the corpus
Some checks failed
Merges the Godot port into the reverse-engineering repository, preserving both
histories -- 1019 commits of corpus plus the port's 31, brought in by subtree
merge and then moved into place so git can follow each file across the rename.
The reason is not tidiness. The two-repo split forced the exporter to depend on
the decoders by pinned revision, and that created a whole class of failure that
now disappears: a sha reachable only from a topic branch, orphaned by a
squash-merge, breaking a fresh checkout silently at build time. It also forced a
live read-only mount of one agent's working tree into another's container, which
is why a contract file could move mid-iteration. With a path dependency, a
decoder change and the exporter change it requires land in the same commit or
not at all.
Canary stays separate: it is a fork tracking upstream.
New structure for the long term:
docs/game/ how the game is NAVIGATED -- menus, modals, prompts, alerts,
and in-game flight. Written so nobody rediscovers it. Mostly
open questions on purpose; the in-game tutorials are the
resource for the flight half.
docs/port/MODDING.md
modding as a constraint on the exporter TODAY, not a later
feature: one logical asset in one file (the disc splits nearly
everything, and resolving that is the exporter's job), names a
person recognises, PNG/OGG/OGV/JSON only, base-and-overrides so
re-exporting is always safe, provenance in every file.
data/base + data/mods
generated tree and drop-in overrides, both gitignored
exchange/ transient inter-agent files, deliberately outside history
docs/agents/ the team protocol
Both the README and the navigation doc lead with the correction that cost the
most: the oracle is the real game under Xenia Canary. Reborn's renderer is a
hypothesis under test, it has been wrong, and treating it as ground truth
propagated into three documents and both agents before a human caught it.
Scripted modding stays possible without being built: no screen name is hardcoded
in GDScript and there is no native code in port/, which is what Godot Mod Loader
needs to be able to substitute behaviour later.
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