76979c799c0bd0fb613417a5374cdb59ae5dd41d
3 Commits
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76979c799c |
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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1defbe0a32 |
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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9fbb352ef0 |
monorepo: one repository for the decoders, the port and the corpus
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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