77f1d1880bc1c46299aac1ba14ca6858fc6fe167
1419 Commits
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77f1d1880b |
port: 4 of 5 menu destinations are blocked on one hardcoded archive
Probed with the EXISTING build detector -- no new decoding. 24 disc archives contain UI screen builds; the exporter reads one (dat/GP_TITLE.pak, hardcoded). GP_OPTIONS has 14 builds, GP_SAVE_LOAD 18, GP_DIALOG 105, GP_TUTORIAL 2. So LOAD GAME, TUTORIAL, OPTIONS and the NEW GAME difficulty chain are not blocked on the Decoder and need no format work. They are an exporter scope limit, and the exporter is the port's. Prioritised by the filter adopted after the plate: 'if this is wrong, what does a player experience?' Four dead menu entries beat an audio level, which beats timing minutiae. Flagged as NOT established: that the screens render (is_build says the record parses, not that sprites resolve or names are known), which GP_DIALOG entry is the difficulty dialog, and that more screens are free -- every one joins check-all's per-screen comparisons and needs a naming decision. Next unit widens to GP_OPTIONS only. Not all four: 139 new screens at once would make any regression unattributable. |
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e5a14cde56 |
port: WITHDRAW 'the plate never blinks' -- it always did, and I tested the wrong property
The pulse has been implemented since 2026-08-30: authored/timing.json
looping_focus_records maps press_start/ptbtn00 -> ptbtn00f at period_units 120,
kind measured. The Decoder's independent figures (120 units, peak 80, ~51 of 60
frames) match the declared record on all three counts.
Verified rather than argued: 502 samples from a filmed boot folded onto the
declared 120-unit period reproduce the declared curve under ONE solved gain --
4.2% rms, with the flat top (phases 36-47, the alpha-80 plateau) and the flat
zero (108-119) both landing where declared. A sine of the same period fits 5.7x
worse, so it is the declared SHAPE and not just the period.
🔴 How I got it wrong: I measured 'does it return to dark'. It never does, BY
DESIGN -- the pulse is an additive glow over a base held at 255. I recorded an
11.6% ripple at a ~120-unit period, which WAS the pulse at exactly its declared
period, and attributed it to background leaking through my glyph mask.
I tested a property the feature was never supposed to have, and the authored
entry said so in its own words before I started. I read the disc's ptbtn00
keyframes, saw 244:0, and never read the port's own configuration for the element
I was measuring.
No code change. The arrival half of the page stands.
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44a6cb6065 |
port: the display-restart recipe omitted the LOCK file
check-all's guard printed 'rm -f /tmp/.X11-unix/X<n>' and nothing else. Removing only the socket leaves /tmp/.X<n>-lock behind; Xvfb then exits 1 immediately and the next command still reports no display, which reads as the restart having failed for a deeper reason rather than as an incomplete recipe. Hit three times across this project, each time following the printed recipe. The fix was visible in Xvfb's own stderr the whole time and nobody had read it -- the guard was written to save exactly that step, so an incomplete guard is worse than none here. |
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1628f0e9b5 |
port: the snap target is UNDECODABLE and therefore free -- caveat closed, not carried
I had this in the code as 'bounded, not pinned ... if the game snaps elsewhere in the window, move this line'. That framed a live loose end. There is none. The Decoder tightened the window to [160,238) and, more usefully, showed it can never be narrowed by any capture: every element holds a constant pose across it, so with the leaves restarting at 0 on the snap, every target in the window renders the same frame -- and it never becomes observable later either, because the clock freezes at settle and the 238->250 exit plays when the screen LEAVES rather than on a timer. Checked against this export rather than taken on trust: all 24 title elements are constant across [160,238), and the lower bound is EXACT -- ptcopyright is mid-ramp at t=159.9 and settled at t=160.0, so the intersection is the window. Classified undecodable-with-reach. 236 stays, needs no defending, and nobody should spend a run on it. |
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2d2caccd75 |
port: check-citations gave a FALSE RED on a freshly pushed peer file
A citation added minutes after the other agent pushed the file it names resolved
NOWHERE, because this scans local refs and the local ref was stale. The citation
was right and the check was wrong. It now says so in the failure text and tells
the reader to fetch before editing.
A check that cries wolf is worse than no check -- and this one had just been
teaching me to distrust a correct citation.
🔴 Separately, my own slip: I ran this as '<check>; git commit' instead of
'<check> && git commit', so the commit landed while the check was red. The guard
was in the command and I had disabled it by punctuation.
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c69944b879 |
port: the rate's independent leg survived a challenge, and a failure mode recurred
The Decoder re-ran both flagged findings rather than arguing them. The pulse ratio -- the leg under rate=0.5 that is independent of the other two -- came back 0.1000 over 16 clean cycles and 0.0993 on a second capture, unchanged by the full-quad reader. Recorded in the authored why, because a leg that has survived a challenge to its own instrument is worth more than one merely repeated. Unit 10's conclusion survives (the parent multiplies in, so F6's gate is unaffected) but its quoted numbers were a printed subset standing in for the population -- the second time that exact error has appeared in evidence this port consumed. Recorded as a pattern rather than a slip: a summary drawn from a subset does not look like an error, it looks like a result, and neither instance was reachable by reasoning because the argument was valid and the inputs were wrong. No code change: both conclusions stand. |
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94d761ebff |
port: the (A) snap RESTARTS the leaves at t=0, not just the shared clock
Measured by the Decoder with the full-quad reader: at the snap frame both sweeps enter at their DECLARED OPENING alphas -- pteff03 at 255, pteff03a at 0 rising 1,2,3,4,6,11,17 from x=1721. Those are the leaves' own t=0 poses. My implementation advanced the shared clock and left the leaf phase untouched, so the sweeps would have sat mid-travel at the right clock value and the wrong position. A defect visible only in a film -- no still and no clock reading would show it, because the clock was correct. The field already existed (leaf_start_units, from the F6 work); it simply was not being set at the snap. VERIFIED, pre-registered, via --probe-leaf on a real boot with a real press: snap frame -> leaf_t 0.0, pteff03 x=-639, pteff03a x=1721 (declared t=0) next frame -> leaf_t 0.5, both advanced by 2 px Their separate note on my snap target: 236.0 survives their challenge -- at the snap the sweeps are at alpha 255, putting the title clock in [100,238) -- but their data cannot separate 236 from 200. Recorded as surviving, not confirmed; the bound in the code comment already says so. |
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dd1da9b698 |
port: WITHDRAW 'the port draws a sweep the game does not' -- pteff03a IS drawn
Refuted by the Decoder (f6-unit11): the two strips are batched into a single additive eight-vertex draw -- two quads -- and their log reader took the first vertex match per draw line and discarded the rest. Every analysis saw quad A and never quad B. No new capture was needed; pteff03a was in the same logs that were read as declaring it absent. Three of my claims fall with it, including one I put in a report to the human: 'the port draws two, the game's capture has one'. The port draws two and so does the game. My census stands; it now AGREES with the capture instead of contradicting it. ✅ Nothing in the port changed. I proposed gating pteff03a and held, because absence in one capture read by one probe is a lead not a finding, and because the check I asked for was a human's look rather than another measurement. That hold is the only reason this cost nothing. ⚠️ The absence claim cited the port drawing pteff03a as evidence the PORT was wrong -- a defect inferred in my renderer from a gap in a reader. Recorded generally: an absence is a claim about an instrument, not the world. A count of zero says only that nothing got through the reader. Every positive result on the same capture is untouched because those compare like with like on one quad; only the absence compared a count against zero. |
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b0e5c82f57 |
port: the leaf rate's 🟡 lifts -- three independent confirmations, and a stale caveat removed
The 1.7x/3.2x title-clock conflict I was carrying as an open doubt against every unit-valued figure on the title was never a conflict: the Decoder had been applying the plate's declared ramp to ptcopyright. One mislabelled element generated the whole discrepancy. Same shape as the port gating a snap on settle_instant while reading a printed number that came from settle_time(). Two elements, one label. In both cases what caught it was measuring a RATIO, which needs no identification, rather than a value, which does. rate 0.5 now rests on three declared quantities that agree, the third unrelated to the first: ptloop01's 30-unit ramp, the leaf's 600-unit loop, and ptbtn00f's pulse at exactly 1/10 of that loop (60.0 frames over 16 cycles, zero variance). Also recorded: the plate's pulse is now measured -- ptbtn00f, 120 title units, peak alpha 80, drawn 51 of 60 frames. NOT implemented: the plate's blink is neither F5 nor F6, and the human's standing note is that its delay is accepted. |
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2b802e06b6 |
port: F5 -- (A) during the title build-in snaps the ONE shared clock to the settle
Measured by the Decoder: the plate reaches alpha 255 in a single frame against ~11 frames of ramp with no input, and the sweep enters at 255 with no ramp where an untouched run obeys its parent's declared t=70..100 gate. A cut, not an acceleration. It advances the ONE SHARED CLOCK, so authored/flow.json's clock: 'shared' stands. 🔴 I IMPLEMENTED THE OPPOSITE FIRST AND REVERTED IT. Their initial report had the artwork animating across the press, which would mean two clocks and an overlay-only jump; I built that (_plate_offset). It rested on a 5-frame window that sat entirely inside the 11-12 frame lag between a scripted press and its effect -- it compared frames where the input had not been acted on yet. A wider pre-registered test refuted it: three elements mid-fade vanish in one frame. 🔴 AND MY FIRST VERSION NEVER FIRED, SILENTLY. It gated on overlay.settle_instant, which is -1 for press_start: that screen declares a 22-unit settle window against SETTLE_WINDOW_MIN=30. The boot has always printed 'settles at t=236' from settle_time(), a DIFFERENT quantity, and I took the printed number as evidence for the field I was testing. Caught only by filming and seeing overlay-view stay flat at 0.0 across the press. ⚠️ The target is BOUNDED, not pinned: the capture puts it inside [100,238] -- past the sweep's gate at 100, not past 250 or ptloop01's exit ramp would return the sweep to alpha 0. settle_time()=236 sits inside that and is where the plate reaches full alpha. New diagnostic --press-at=S[,S...] presses (A) at wall-clock moments anywhere in a boot; --skip-at lives inside the movie branch and fires once, so it cannot reach the title. Marked fragile by construction. VERIFIED on a filmed boot: shared clock jumps 109.4 -> 236.0 and view_units and overlay_units move together across the press. |
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ac1371cda3 |
port: F6 FOUND -- the gate was declared data the renderer was discarding
The sweep starts early because ScreenView drew a leaf WITHOUT multiplying its
parent's alpha in. ptloop01/ptloop02 declare 0:0 70:0 100:255 238:255 250:0, so
the sweep is invisible until t=70 and full at t=100. The port has had that ramp
in its export the whole time and was throwing it away at the draw call.
Three changes:
1. Parent alpha multiplies into the leaf's. This file asserted the opposite,
arguing from the sweeps being drawn while their parent had expired -- but that
could not separate 'the leaf wins' from 'the parent is ignored because it
draws nothing', and its own comment said so and named the interval that would
settle it. Measured there: dividing the leaf's declared curve out of the drawn
alpha pins the implied parent at 255.0 (+/-1.5) over hundreds of frames while
the drawn alpha swings 242 -> 132 -> 145.
2. rate 0.5, calibrated against a DECLARED interval (ptloop01's own 30-unit ramp)
rather than captured frames: two runs differing 2x in frames give 0.4795 and
0.4667, 2.7% apart. This number was 0.514, withdrawn, now reinstated at 0.5 --
what failed the first time was quoting a rate in presents, and the ratio was
discarded along with the frames.
3. The 107-unit authored offset is DELETED, with its guard tool. It came from a
ratio measured against an element identified only by screen position; the
declared ramp needs no such identification. Deleting an authored value because
the data already says it is the outcome PORT-MISSION asks for.
Also reverted, same day I made it: removing the transparent-parent skip. I read
'the game submits the sweep ~950 frames past its parent's expiry' as the leaf
outliving the parent. It does not follow -- a draw submitted at alpha 0 is still
a draw, and submitted is not visible. With the multiply, skipping on a
transparent parent IS multiplying by zero.
VERIFIED, pre-registered before running, via --probe-leaf:
u= 60 -> no draw at all (predicted: parent alpha 0.00, gated off)
u=100 -> leaf_t 50.0, x -439 (predicted 50.0, -439)
u=236 -> leaf_t 118.0, x -167 (predicted 118.0, -167)
verify-capture: every row unchanged.
⚠️ BUILD-SENSITIVE: builds 5 and 6 of GP_TITLE declare these records as a single
flat a=255 with no ramp. This export reads the ramped build; if that changes the
gate disappears silently.
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af10a2ec3c |
port: F6 -- adopt the sweep onset as a measured RATIO, and fix the guard that disabled it
Onset: 0.500 of (title first visible element -> plate onset), measured by the
Decoder as 0.489 and 0.507 across two independent captures, 3.7% apart. A RATIO,
which is the point -- it needs no clock, and every unit-valued figure from those
captures has been withdrawn: the rate because frames are presents (1168 vs 600
for the same animation), the '+40 units' because its conversion put
title-start->plate at 75 units where the declared data puts the plate at 238, a
3.2x conflict that is still open and is F4's.
Resolved against THIS export: 0.500 x (214 - 0) = 107.0 units.
tools/port/check-leaf-onset recomputes it and fails if a re-timing moves the
anchors; it has a selftest in both directions and is in check-all.
🔴 AND THE ADOPTION WAS A NO-OP UNTIL THIS COMMIT. leaf_clock() read
'if start < 0.0 OR rate <= 0.0: return screen_units', so when the withdrawn rate
went back to null the adopted OFFSET stopped applying too -- silently, while
authored/rendering.json still stated it. The two fields are independent now.
It was caught only because the offset was re-verified by PROBING THE RENDERER
instead of re-reading the file I had just edited. Both my earlier verifications
of this feature passed while it did nothing: one compared frames that were all
being forced to the same pose, the other ran when both fields happened to be set.
Verified, pre-registered before running, via --probe-leaf:
title u=236 -> leaf_t 129.0, x -123 (predicted 129, -123)
title u=400 -> leaf_t 293.0, x 533 (predicted 293, 533)
Effect: at the plate's arrival the sweep sits at x=-123, just entering the frame,
where before it was at x=305, well across it.
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a27e609672 |
port: WITHDRAW the leaf rate the same day it was adopted
The Decoder withdrew 0.514: captured frames are presents and the present rate
differs per run -- the same animation took 1168 frames in one capture and 600 in
another, 1.947x apart, with that run's own baseline moving 1.953x alongside. So
it measured the capture's pacing, not the game. rate is null again (identity).
📌 The tell was there before the withdrawal and neither of us weighed it. The
human said the animation itself LOOKS correct. A port running 1.0x against a real
0.514x would be twice too fast and they would have said so. Their impression was
evidence against the number and both of us recorded it as a puzzle instead. A
human's impression is weak about magnitudes and strong about gross wrongness.
start_units 40 kept but marked provisional: two captures agree in RATIO form,
which needs no clock and survives the withdrawal, but converting the ratio to
title units needs the title rate, and that is itself in conflict (1.0 units/frame
from ptcopyright's ramp against 0.571 from the plate's, 1.75x apart).
Kept rather than reverted because 0 is not a measurement either -- it is the
unexamined assumption that the leaf shares the screen's clock.
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d7e4a7167e |
port: F6 -- adopt the measured leaf clock, and stop a parent killing its leaf
Two changes, both measured, neither invented.
1. LEAF CLOCK. authored/rendering.json leaf_clock.title = {start_units 40,
rate 0.514}, from the Decoder's f6-unit8, both numbers off ONE capture. The
title's own rate is measured rather than assumed there (ptcopyright ramps
0->255 over 22 declared units across 22 frames = 1.000 units/frame), which was
the assumption their unit 4 had flagged. Supersedes their earlier 0.463, which
divided by the end of MOTION -- the declared track is stationary from t=540 to
600, so that denominator was short; 0.514 anchors on the loop wrap.
Corroborated independently: the human reported the port looks FASTER than the
game, offered as an impression. 1.0x against 0.514x is exactly twice too fast.
2. A LEAF OUTLIVES ITS PARENT. _draw skipped any element whose PARENT posed
transparent, before _draw_leaf was reached, so ptloop01 expiring at t=250 took
the sweep with it -- while this file's own decode says the leaf runs on its own
timeline and the parent's alpha is not multiplied in. The two were inconsistent
and the silent gate won. The capture settles it: the game submits the sweep
across frames 746..1913 while the parent expires at 956, so it keeps drawing
~950 frames after the parent is gone.
VERIFIED by probing the running renderer at two PRE-REGISTERED instants:
title u=400 -> leaf t=185.0, pteff03 centre 301 (predicted 301),
pteff03a centre 1169 (predicted 1168)
title u=800 -> leaf t=390.6, pteff03 centre 1124 (predicted 1124),
pteff03a centre 333 (predicted 332)
All within 1 px.
Effect at the plate's arrival (title t=236): the sweep's centre moves from 505 --
halfway across the screen -- to -36, just entering at the left edge. The human's
report is that the game's glow begins when the plate appears.
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4d533185e7 |
port: leaf clock mechanism -- origin and rate, both UNSET
F6 is a clock question, not an effect question: the human confirms the light animation itself looks like the game's and only starts earlier, and separately that the port may be running it faster (flagged by them as an impression). The port passed time_units straight to the leaf, which is an assumption -- offset 0, rate 1 -- that nobody measured and that the Decoder's capture contradicts: the game's leaf t=0 is its first drawn frame, 40 frames after the title's first element, at a rate measuring well below the title's. ScreenView.leaf_clock(screen_units) applies an origin and a rate; both default to -1.0 meaning unmeasured, in which case it is the identity and behaviour is unchanged. Fed from authored/rendering.json leaf_clock per screen, currently null with the provenance recorded. No placeholder values, per F1: an invented constant here is indistinguishable from a measured one later. Verified inert: title rendered at t=2/3/4 s, 0 differing pixels against captures taken before the change. Also corrected in the process: my earlier 'the sweep enters the viewport at t=61' used the UNROTATED sprite width. The leaf carries a 30 deg rest rotation, so its AABB is 886 px against a 399 px sprite -- matching the Decoder's measured ~890 to within 4 px. Port and game both put the quad on screen at leaf t~0, so the whole discrepancy is the leaf clock's origin and rate. |
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8c282e4249 |
port: census -- the port draws exactly TWO travelling lights
The human reports the real game shows multiple, possibly more than two, running along blue PCB-like traces, and cannot tell whether it is one light per line or one glow spanning several. Census of declared travel over every title element: only pteff03 (2160 px) and pteff03a (2560 px) move as lights. The logo pair travels 300 px but is the logo sliding in. Everything else -- pteff00/01/02/04, ptlogo_back2eff and eff1..5, ptlogoall_eff/eff2, ptcopyright, ptbase2 -- declares no travel at all. So the port renders two full-height streaks crossing the screen where the human describes a population of smaller lights. Both agents had been asking WHEN the sweep starts; the port may have the wrong effect altogether, and 'starts too early' is what a wrong effect looks like to someone not reading keyframes. Limit flagged on the Decoder's scan: it covered quads taller than 1.2 NDC, so it cannot count small per-trace lights. pteff03a's absence stands (3.62 NDC); 'only one travelling quad exists' does not generalise below the filter. Limit flagged on this census: it reads DECLARED positional keyframes, so it cannot see UV-scroll or shader-driven motion -- now a live possibility. |
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6213c92ce2 |
port: kill the variant-link explanation for the extra sweep
The Decoder's candidate 2 -- 'a focus/variant link means only one of the pair is active' -- is answerable from the export and the answer is no. It looked strong: ptloop01 carries opt_link=ptloop02.rat, it is the only linked element on the title, the field comes straight from el.focus_link, and the port never reads it. But surveying opt_link across the whole export splits it in two: *f.rat targets are variant-only, everything else is a top-level element drawn in its own right. And the second population chains across kinds -- on main_menu, ptloop01 -> ptloop02 -> ptbtn01 -> ptbtn01f. A light sweep points at a BUTTON, which a variant selector cannot do. So opt_link is a chain pointer that lands on the focus variant when the element happens to be a button, which is why it was exported as focus_link. Candidate eliminated; the port ignoring it is not what draws the extra sweep. Surviving smaller finding: focus_link carries two different things and is named after one. Nothing depends on it today. |
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d53e621d36 |
port: the port draws a second sweep the capture does not -- and my size argument was wrong
CORRECTION FIRST: I refuted the Decoder's by-size identification on the ground that both sweep sprites are 399x180. Wrong -- I compared source PNGs and never read the leaf scales, which are [100,600] and [100,800], so the DRAWN quads differ by a third. That is exactly the 3.15 vs 3.62 NDC they were separating by. Size distinguishes them fine. The hold was right, the check found a real defect, but my stated reason did not survive. Which sharpens the real lead: because size DOES separate them, 'pteff03a does not appear in this capture at all' is well-evidenced. The port draws it -- confirmed at t=120/180/240 -- on screen from t~108 to t~521, right-to-left at 800% scale, inside the window the capture covers. A second glow arriving at t~108 is a good candidate for 'the glow starts too early'. One capture, one probe, identified by size: a lead, not a finding. Also recorded a failed approach: isolating the sweeps by differencing --time frames does not work, because during a build-in everything else is moving too. |
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359f0d8bff |
port: fit-trajectory -- position carries the clock, alpha carries almost nothing
Answering the human's 'what is holding you up': two agents spent three exchanges on ALPHA while the answer sat in a POSITION series neither of us compared to anything. The arithmetic that should have been step one: the Decoder's quoted sweep centre -1.690 read as NDC is -441.6 px, and the declared position at leaf t=0 is -439.5 px. A 2 px agreement on a 2160 px travel -- so the game's sweep begins travelling at leaf t~0, the same as the port. That CONTRADICTS my own earlier framing on this page, which blamed ~135 units on the leaf clock. If the game's leaf clock also starts at 0 then F6 is a visibility question, not a clock question. Flagged rather than rewritten: it rests on two numbers relayed in a message, which is what should be read from the repo instead. The tool: solves x(frame) ~= declared(t0 + rate*frame) for both parameters and reports the RESIDUAL, which says whether the model was right at all. Selftest runs both directions -- recovers a known clock to 0.09 px and rejects a wrong-shape series at 81.9 px against a 20 px bar. In check-all. |
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88d7656f50 |
port: the sweep identification resolved -- and my proposed repair was wrong
Travel direction settled it: both rows travel LEFT->RIGHT, so both are pteff03
split across two keys by per-frame rounding. pteff03a is not in the capture.
So my 'the finding may still be correct via the OTHER row' does not apply --
there is no other row. I was right that size could not carry the assignment and
wrong about what the assignment was.
The larger half was not visible from here: the quoted low alphas were the nine
lowest DISTINCT values, not a series -- 14 sub-floor samples out of 1754. The
bound survives in shape and collapses in weight.
Status 🟡. Renderer still unchanged.
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c3a09edfb7 |
port: HOLD the parent-alpha adoption -- the two sweep sprites are the same size
The Decoder's bound refutes screen_view.gd's 'parent alpha NOT multiplied in'. Premise verified here: pteff03's leaf floors at 128, so a drawn alpha below that cannot come from the leaf alone. But the identification is 'by size', and pteff03 and pteff03a are BOTH 399x180 -- consistent with the two reported rows measuring 1.38x3.15 and 1.39x3.15. Size separates the sweeps from the screen, not from each other. That flips the cited row: pteff03a's leaf floors at 0 and ramps 0->128 over t=0..150, so 8/24/33/50 is exactly that leaf alone. The conclusion may still hold via the OTHER row (16 with a 128-131 cluster is pteff03's signature) -- the finding may be right and the cited row wrong. Free discriminator already in their capture: the leaves travel in OPPOSITE directions, ~1000 px apart. Renderer unchanged until the row is identified. |
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b4d53b758d |
port: F6 unit a -- where the sweep IS when the plate arrives, and a window that settles two questions
Answers the Decoder's direct question: the port positions the leaf from the LEAF's own clock, it does not draw the parent's pose and ignore the translation. Computed from the leaf translation: pteff03 enters the frame at t=61 and is mid-screen (x=305) when the plate reaches full alpha at t=236 -- visible and travelling for ~175 units before the plate. And screen_view.gd's own flagged limit -- 'a capture during t=100..238 would separate' leaf-wins from parent-ignored-because-it-draws-nothing -- is the SAME interval F6 is about. Applying the parent would hide the sweep until t=70 and dim it to t=100, which accounts for ~40 units of the earliness but not the other ~175. One capture in that window settles both questions. |
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c0ae460af7 |
port: F6 unit a -- what starts the title sweep, and the gate that does not exist
No behaviour change. The start mechanism is one expression, screen_view.gd:684: var t := leaf_time_units if leaf_time_units >= 0.0 else time_units leaf_time_units is set only by the --leaf-time diagnostic and is -1.0 on every real boot, so the sweep rides the title's own clock from 0 with no offset. Refuted the obvious reading, which was mine before checking: ptloop01/02 declare 0:0 70:0 100:255, so the parents LOOK like the gate. They are not -- the leaf is what reaches the screen and the parent's alpha is decoded as not multiplied in. pteff03's leaf declares 0:255 and is travelling from t=0; the plate arrives at t=214-236, so the port starts the sweep ~150 units (~2.5 s) early, which is the size and direction the human reported. A start time is an OFFSET and leaf_time_units is an ABSOLUTE override; the one-line edit is a subtraction at 684 fed by one authored value. |
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19c530410d | Merge remote-tracking branch 'origin/main' into auto/port-p6-audio | ||
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fee2e4278a |
agents: one item only -- the title's animation timing -- and split work into human-checkable units
Some checks failed
Two new findings from the human, both about WHEN a title animation starts, and both handed over rather than guessed: F5 Does (A) SNAP the title to finished, or ACCELERATE it? The human says they cannot tell and is right that they cannot -- a three-frame acceleration and a one-frame cut look identical to an eye. Two routes that should agree: a per-frame capture (acceleration shows intermediate alphas, a cut shows none) and the code (assigning a target time and raising a rate multiplier are different instructions). Their "looks more like a snap on multiple attempts" is recorded as a PRIOR, not a result. F6 The title's sweeping white glow -- ptloop01/ptloop02, the blue PCB-like lines -- starts only when the plate appears in the real game, and starts earlier in the port. A lead from the exported declaration, mine and unverified: those elements are keyed at t = 0, 70, 100, 238, 250 while the plate reaches full alpha at 236, with pteff02 keyed at exactly 236 and ptlogo_back2eff and ptcopyright at 238. 236-238 is a synchronisation point in the declared data and a human just reported a behaviour change there. Flagged AGAINST itself too: 238...250 looks equally like an exit ramp -- ptcopyright uses that shape and starts nothing -- and the sweep lives in a nested .rat leaf with its own timeline. F6 bears on clock: "shared" and on F4: if a title element does not move until the plate arrives, either the declared data says so and our keyframe reading is wrong, or something at the plate's arrival STARTS it, which is a mechanism nobody has proposed. And the process change, which is the human's and outlives this item: "attacking the 'whole' mission was too big for them to handle. Split the given missions and tasks into even smaller tasks which they can tackle and give to a human for feedback." PROTOCOL.md gains "Work in units a human can check in a minute". A milestone is not a unit of work, it is a bag of them. A unit is right-sized when it ends in something a person can judge in under a minute WITHOUT READING ANYTHING, and each one states its question, what the human looks at, and what it does NOT cover. Do one, hand it over, stop -- an unverified fix under a second change makes a regression two-variable. The evidence for the rule is this week: the splash sat through a whole milestone and took one day once scoped to "does it animate?". The bar is a HUMAN check, not a green tool -- three instruments passed a frozen screen. |
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77320d5e41 |
port: put verify-menu-audio's control in check-all
Every other assertion in check-all has a control; audio was the one that did not, which is how it went weeks unable to fail. Control measured just now: with move absent from the baseline the diagonal reads +0.000, the check reports 'at least one cue is not sounding' and exits 1. |
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6438316f24 |
agents: correct "both clocks" -- there is ONE, and F4 tests whether it is right
Some checks failed
I wrote "whether the game snaps both clocks forward" into yesterday's F4 and the human asked which clocks. There are none: authored/flow.json sets `clock: "shared"`, so the title's two composited builds -- build 4 the artwork (finishes t~=118) and build 2/3 the plate (full alpha t=236) -- run on ONE clock started together. Left standing, that phrasing sends an agent hunting for a second clock this corpus says does not exist. Corrected in both briefs and in the playtest page, marked as a correction rather than silently edited. And the question is better than I first framed it. `clock: "shared"` is AUTHORED, and the port's own plate-arrival-halves.md calls it "not falsified... not confirmed to better than ~20 % either", with an unresolved anchor disagreement inside one binary: the reconciliation picked t=118 while settle_time() returns 160 and the boot prints "settles at t=160". So F4 is a TEST OF THAT PREMISE, and the discriminator is observable -- press (A) early, while the wordmark is still building in, and watch the ARTWORK rather than the plate: advances the shared clock -> the artwork SNAPS to finished only forces the plate -> the artwork KEEPS ANIMATING its build-in Both briefs now say to answer F4 before building on `shared`, and tell the port not to choose what "jump" means. |
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937f05595c |
port: the menu repeat mechanism, with NO rate -- deliberately inert
F1: the human watched the real game and it repeats on a held direction, on the stick AND (confirmed separately) the d-pad. gamepad.gd had predicted this exact refutation in its own words, so one-step-per-deflection stops being the conservative reading and becomes a known defect. Mechanism: Gamepad.held_direction() polls the DEVICES -- not Input.is_action_pressed, because ui_up/ui_down sit on the stick at Godot's 0.50 deadzone while the port steps at the game's measured 0.61, so polling the action would repeat through the exact band ENTER exists to exclude. Boot._menu_repeat() re-applies the same guards a real press gets, rather than sharing them, because a second input path is where this port's defects hide. The RATE is NOT shipped, on instruction: an invented interval is indistinguishable from a measured one later. An earlier draft of this change had 0.40/0.20 with a why attached; that was the named failure mode and the numbers are removed, not commented out. repeat_due() returns 0 until both are set. Flagged at the adoption site: verify-input's 'a held stick is ONE step, not six' asserts the ABSENCE of this feature and will go red when a rate lands -- for the right reason, and looking exactly like the jitter bug returning. |
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ca9806d93d |
merge origin/main: P5 gate met; keep Q10 answered, do not claim P6
main's P6 row reads 'Looping is blocked on HANDOFF Q10' while main's OWN HANDOFF.md line 39 marks Q10 answered -- the row was stale, not a decision, so the resolution keeps the answered status rather than silently un-resolving it. P5 takes main's line verbatim: that is the human's gate call and not mine. P6 explicitly does NOT claim the gate -- the same play-test found the SFX mix wrong, and 'sound on the P5 gate' means the RIGHT sound. |
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18620e99aa |
agents: P5's gate is MET, and four findings from the same walk
Some checks failed
"Menu walk and navigation is fine. Video skips too. Extras open. New Game shows new game intro video." -- 2026-09-02 P5 is done. Its gate was "a human clicks through it", the retro said it had been waiting on that and not on code for the whole milestone, and it has happened. PORT-MISSION.md updated. The NEW GAME gap is accepted as-is. Four findings, three of them the Decoder's: F1 THE MENU REPEATS ON A HELD DIRECTION AND OURS DOES NOT. One step per deflection was authored as the conservative choice because nobody knew; a human has now watched the real game and it repeats, "at a medium pace... slow enough to see which item is selected". That settles the existence half of H1 against us. The RATE is still unmeasured and must not be guessed -- the description bounds it and supplies no number. Decoder measures initial delay and repeat interval as frame counts; the port implements the mechanism and waits for the numbers. F2 THE SFX ARE TOO LOUD BECAUSE THERE IS NO MIX AT ALL. Measured: confirm -17.7 dB mean / -0.0 dB peak, 3 dB hotter in mean than the music and 6.4 dB above move. No volume or gain value exists anywhere in export/ or authored/, so every clip plays at unity on one bus. Decoder: is per-cue or per-bus gain on the disc -- the cue table is the obvious place and cue 1103 is already decoded. Port: gains at PLAYBACK as data, and explicitly NOT normalisation in the exporter, which destroys the relationship between clips and cannot be undone by a modder. F3 SOMETHING IS MISSING ON THE TITLE SCREEN. The export carries one music file and the port plays nothing on the title. Which cue does the title play, and is there a sting on the plate or on accept? A negative needs a positive control: find the menu's cue by the same method first. F4 (A) SKIPS FORWARD THROUGH THE BOOT AND WE IMPLEMENT TWO OF THREE PRESSES. In the game: skip video, reveal plate immediately, accept plate. The middle one is missing here. Whether the game snaps both clocks forward or only reveals the plate is a question, not a detail -- and it is a cheap second route to the plate-arrival question, since a press that skips to the plate says where the game thinks the plate belongs. H3, the plate delay, is ACCEPTED -- "feels the same... sufficient". Left unattributed rather than closed green. |
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94506ec247 |
port: verify-menu-audio could not FAIL -- the verdict never reached an exit code
It computed ok, printed a red line when a cue was silent, and the python had no exit path at all, so it returned 0 every time while check-all registered it must-pass. A cue could stop sounding and the suite would print the failure and stay green. This project's recurring defect one level up: not an instrument sitting below the thing under test, but one that SEES the failure and does not report it. The diagonal now exits. The no-op-silence and cue-order lines stay REPORTED -- both carry documented cross-run instability (whole-buffer recording shifts; a 0.15 margin this file's own comments show reaching 0.109 on a sounding cue), and making either binding would produce red on correct audio. --control feeds it a walk in which move never sounded, built from the tool's own suppression machinery, and requires it to fail. |
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efa085a668 |
port: H3 re-asked -- the plate is ON TIME, and it never blinks
PLAYTEST-2026-09-02 asks for this re-ask by name, and the previous plate numbers were taken through the pose_at bug -- the same accident that manufactured H2's false green. Filmed a real boot and isolated the plate with its own sprite's transparent holes: same rect, same rows, interleaved at pixel scale, so the moving title sweep cancels. Two earlier isolations failed first and are recorded -- a rect that overlapped the developer splash, and a control band 55px away that could not cancel a sweep that MOVES. Onset: flat through ou=213.9, risen by 222.1, declared t=214 inside the bracket; 88% of lit by t=238 against declared full at 236. NOT late. But over 8.1 declared cycles (ou 6..1974) it never returns within 88% of dark, where the disc declares 0 from t=244. rest.t=236 is the PULSE PEAK and holding parks it there -- the exact family plate-arrival-halves.md named for transients and nobody had checked on the plate itself. Proposed, not changed: whether the guest pulses the plate is the Decoder's. |
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6263686841 |
port: the developer splash declares TWO shapes -- and the port draws both, per element
The publisher shape check covered one element on one screen, which I flagged: a port applying one screen-wide ramp to everything would have passed it. developer_logos declares gamearts/seta flat across 15..30 and anima decaying 17% over the same interval. Same screen, same frames, same clock -- the two flat elements are the control for the third, and any phase or rate error hits all three alike. Pre-registered, then filmed. Flat ones flat to five decimals (+0.00000), anima decays. Fitted scale-free against declared curves: each element matches its own at 0.49/0.50/2.18% max error and the OTHER shape at 8.1-8.8% -- 4-17x, both directions. Establishes the ramp is per-element, not just correctly shaped. |
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61948f7096 | Merge remote-tracking branch 'origin/main' into auto/port-p6-audio | ||
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0ba7542547 |
agents: the logo splashes are DONE -- the human cannot tell them from the game
Some checks failed
"Looks good! Cannot notice any obvious difference from the actual game.
Mark logos as done." -- 2026-09-02
Not "the check passes": a person compared the port against the real game and
could not tell them apart. That is the oracle, and it is the strongest result
this port has produced. The sole-focus order is lifted; both agents return to
their milestones.
The fix was one word -- pose_at ASSIGNED the settle instant instead of clamping
to it, so every query returned the settled pose whatever the clock said. The
same line manufactured the false green: the capture harness shoots after two
frames, so it was photographing t~=2 units, which looked settled only because
everything looked settled. The 0.01 % agreement that closed H2 was measured
through the accident. One bug produced the defect AND the evidence of its
absence.
Verified here before it went to the human, by film rather than by claim:
motion 16.4 % -> 27.7 %, distinct luma states 26 -> 43, the publisher ramp 6
steps -> 13 in one continuous run, and the developer splash's interrupting
0.50 s freeze gone. The publisher trajectory rises to a peak and settles back --
the crossfade signature.
The port then closed a gap motion-census names in its own header ("a wrong ramp
that moves every frame passes here") with a shape check pre-registered from the
disc, measured off a film, on a non-overlapped strip, in ratios so the texture
divides out: rise:last declared 1.20, measured 1.20 exact.
Kept as the standing lesson, because it is the fourth instance: an instrument
that sits below the thing under test cannot see it fail. Ask of any new check
what it would still report if the feature were entirely absent.
Explicitly NOT claimed: P5's gate is "a human clicks through it" and nobody has
said the milestone is met. The briefs say so, and say not to record it on the
human's behalf.
The decoder's end-to-end pipeline work returns to normal priority rather than
being dropped -- it is what decides whether the port's 60 units/s matches the
game. The ramp is now right in SHAPE and unverified in DURATION.
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bc0718b18c |
port: the committed captures are CROPS, not resamples -- measured, and it saves a lot of evidence
The Decoder read Canary's cvars (present_letterbox true, safe area 100) and drew the consequence that "everything either of us measures off a PNG carries the resample -- every RMSE against a capture, every glyph count, every surface mean, and the motion-census numbers on both sides." That is a caveat on a very large amount of shared evidence, so it was worth one measurement before anyone started qualifying results with it. Pre-registered: if the captures carry a scale, SCALING this port's 1280x720 render to 1279x675 should beat CROPPING it. If they are crops, the reverse. render cropped to 1279x675 RMSE 558.1 (0.85 %) render scaled to 1279x675 RMSE 10118.8 (15.4 %) Cropping is 18x better. A 0.9375 vertical scale would put every feature on the wrong row, and the residual under scaling is exactly what that looks like. REFUTED: the consequence. Pixel comparisons against the committed captures are like-for-like. NOT REFUTED: the cvar reading. Canary may letterbox by default; this says nothing about that. It says the capture path used for the corpus did not go through it -- presenter bypassed, window 1:1, or the tool cropped the letterbox before saving. Which, nobody has established. 📌 And a second line already agreed, one page away, unconnected: ui-render-tone-curve.md records every committed capture aligning against our render at exactly dy=0 dx=0, correlation 0.9466. A 0.9375 vertical scale cannot produce a zero-offset alignment. The evidence for "crop" was already in the corpus, next to the surface-size puzzle it explains. Unchanged and worth keeping: their gamma negative (VdGetCurrentDisplayGamma is kStub, the splash shader is four ALU ops with no pow/ramp/lookup), the vertex-stream path being the better instrument where a question can be asked of it, and motion-census never having been at risk -- a resample preserves change. Reach: one capture, one screen. Enough to refute a universal; not enough to establish that no capture anywhere carries a resample. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX |
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2f9f21d7c1 |
port: the splash ramp is the DECLARED ramp -- shape checked, not just motion
motion-census says in its own header that it cannot do this: "a wrong ramp that moves every frame passes here." So having restored the motion, this checks the shape. Pre-registered from the disc. palogo_sqex_eff declares 0:0 -> 15:255 -> 30:212 -> 45:0, so three straight runs with breakpoints at 15 and 30, the middle slope ~1/5 the magnitude of the last, and the rise ~1.2x the last. Measured from a FILM of a real boot, on the companion's top strip (686x11+299+319) which no other element overlaps, so it is that element's own alpha rather than a composite: units 5.6-13.0 +0.00509 /unit rise units 16-28 -0.00090 /unit gentle fall units 31-43 -0.00423 /unit steep fall unit 46.4 0.00000 gone Breakpoints land where declared: the rise stops between 13.0 and 16.1, the gentle fall steepens between 28.4 and 31.4. ratio middle:last declared 0.203 measured 0.213 (within 5 %) ratio rise:last declared 1.20 measured 1.20 (exact) So the port interpolates piecewise-linearly across the declared segments, which is what the Decoder independently measured the game doing -- 28 distinct alphas over 28 consecutive presents, modal steps -3 and -14 against predicted -2.87 and -14.13. ⚠️ RATIOS, NOT ABSOLUTES, and deliberately. The strip mean is an alpha scaled by the sprite's own pixels; its absolute value carries the texture. A ratio between segments divides that out, which is the only reason the shape is checkable from a composite at all. What this does NOT establish, stated rather than implied: that it LOOKS right -- three instruments have now agreed with a picture a human called wrong, and a fourth agreeing does not change the standing of the fifth. Nor anything about the developer splash's three pairs. Nor the absolute alpha. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX |
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8477242656 |
port: a check that measures CHANGE, run against the defect it was written for
Closes the two items the play-test left after the fix landed. 1. tools/port/verify-motion, wired into check-all with its control. It films a REAL boot -- no --time, no pinning -- and hands it to tools/motion-census. The window is the DECLARED build-in (publisher t=0..45, 0.75 s at 60 units/s), so it asks about the interval the disc says is animating and nothing else. 🔴 BOTH SIDES MEASURED, not one measured and one assumed. I reverted the single operator in pose_at, ran this check against the defect, and restored it: broken (ASSIGNS the settle instant) 40 % and it FAILED fixed (clamps to it) 86 % and it passed The bar of 60 sits mid-gap: 20 points above the defect, 26 below the fix. 🔴 AND MY FIRST VERSION OF THAT BAR WAS JUSTIFIED BY A NUMBER I HAD NOT MEASURED. It claimed "~40 points of clearance on both sides"; with a 1.0 s window the real clearance was 5 points, because that window includes 0.25 s of legitimate hold and dilutes the signal. A bar defended by an unmeasured number is this whole check's own defect, one level up. Corrected with the measurements and the sequence stated. The control runs FIRST and is not optional: motion-census --selftest drives a fade, a switch and a frozen film through the same loader and floor. If it cannot separate those three, every number the check reports is decoration. Then the --control mode builds a frozen film from the port's own pixels -- one real boot frame repeated -- and requires it to FAIL. It scores 0 %. One defect in the check itself, caught by running it: `ls | head` under `set -o pipefail` exits 141 before asserting anything, and a check that dies before checking looks a lot like a check that passed. 2. BLOCKED.md H2 corrected from ✅ to 🟡, against myself. The MECHANISM half stands -- no post-process pass, the blur is a baked companion texture. The BEHAVIOUR half was false and the row asserted it: I wrote "the port draws all seven quads -- verified by a frozen sweep". True, and it did not mean what I used it for. A frozen sweep drives the clock BY HAND. It proves the renderer can draw pose N and says nothing about the poses being drawn in sequence while running. All three of my instruments passed the defect -- frozen sweep, a 0.01 % settled comparison (a frozen screen matches a settled reference PERFECTLY), and an achieved-fps counter (identical pixels 25x/s score like animating). Every one measured throughput or a pose; none measured CHANGE. Same shape as InputEventAction bypassing the input map. Not settled: the ~1.0-1.2 menu residual; findings 3 and 4's remaining halves. Both were explicitly deferred by the human until this was fixed, and it now is. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX |
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08ed3dd17e |
port: the splash never animated -- pose_at ASSIGNED the settle instant instead of clamping to it
The 2026-09-02 play-test: "the logos just switch, I cannot discern any animation
at all." Reproduced, diagnosed, fixed, and gated by a film.
REPRODUCED FIRST, as instructed. tools/motion-census needed Pillow, which this
container has no pip for, so it got an ImageMagick fallback that shims only the
four Pillow calls it uses -- the census arithmetic, the MOVED floor and the GRID
are untouched. Its --selftest passes on that backend with the human's own
numbers: fade 97.4 %, switch 2.6 %, frozen 0.0 %. A shim that distorted pixels
would fail its own control.
publisher 0.30 s moving then 3.30 s FROZEN (human: 0.30 then 3.20)
developer 0.40 + 0.25 split then 2.45 FROZEN (human: 0.35 + 0.25 then 2.40)
Matched to within a frame.
THE CLOCK WAS NEVER THE PROBLEM. view_units advances 2.8-3.0 per frame, smooth,
~60 units/s, no stalls -- the play-test's candidate list can drop "the group
clock not integrating" and "advancing by keyframe index".
THE POSE WAS. Measuring the sharp logo's own rect frame by frame: 0.40549 flat
from unit 7.9 through 28.2 -- the same value it holds at 45 and beyond. It was
already FULL before its declared ramp (15 -> 30) began.
Cause, in ScreenView.pose_at:
t = settle_instant if settle_instant >= 0.0 else minf(t, settle_units(element))
The comment above it says "stop at the hold". The else-branch clamps. This half
ASSIGNS, so from a screen's first frame every element was posed at the settled
instant and no build-in was ever drawn. The asymmetry is the whole defect, and
`--time` sets `frozen`, which skips the clamp -- which is exactly why my frozen
sweep "proved" the companions were drawn and proved nothing about running.
Fix: `minf(t, settle_instant)`. One operator.
⚠️ AND THE HOLD IS NOT THE BUG. The Decoder measured the game holding one picture
for 3.34 s on this screen -- LONGER than the port's 3.30 -- because palogo_sqex
declares 205 of its 255 units as a flat plateau. The play-test's "a fade does not
hold one picture for 3.20 s" would have sent me to delete the one correct part.
Clamping keeps the plateau exactly.
GATED BY A FILM, not a still:
before after game (Decoder)
publisher build-in 0.30 s 0.60 s
developer build-in 0.40+0.25 0.95 s continuous
splash moving 12.0 % 24.8 % 21.2 % / 27.8 %
distinct luma states 120 152
longest frozen 3.30 s 3.30 s 3.34 s
🔴 AND IT LOOKED LIKE A 10x REGRESSION AGAINST THE ORACLE, WHICH IT WAS NOT.
verify-capture went publisher 2.17 -> 22.58, title 14.11 -> 67.07. Cause: it
shoots two frames after load and got the settled pose ONLY because pose_at
assigned it. Its own comment says so -- "the 0.01 % agreements on both splashes
were measured through that accident."
So the `--screen --capture` path now advances the clock to the settle instant
explicitly before shooting, which is what the tool was always asking for. Guarded
on `not _frozen`: `--time` means the caller wants THAT instant, and overriding it
would reintroduce the silent-ignore this replaces.
Every oracle row is back to its pre-fix value to the digit: publisher 2.17
(0.01 %), developer 3.05 (0.01 %), title 14.11, main_menu 13.02, extras 13.10,
title_plate 13.04. The port animates AND still matches the settled captures.
Not settled: motion-census is not yet wired into check-all -- next, and
deliberately not rushed at the end of a long iteration.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX
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8aa7050309 | Merge remote-tracking branch 'origin/main' into auto/port-p6-audio | ||
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3cc3400a96 |
agents: the splash does not animate, and three instruments could not see it
Some checks failed
A human on a GPU at ~140 fps: "the logos just switch, there is no animation at
all." Measured from a real boot with --film at 0.05 s, then per-frame change:
splash moves 1.30 s of 7.95 s = 16.4 %
publisher splash 0.30 s of motion, then 3.20 s FROZEN
developer splash 0.35 s + 0.25 s, then 2.40 s FROZEN
distinct luma states in 7.95 s 26
A 45-unit build-in cannot be drawn in 26 states, and a fade does not hold one
picture for 3.20 s. The frame counter says 24.8 fps achieved; both are true --
the port is DRAWING 25 times a second and CHANGING almost never.
🔴 Why every check passed, which matters more than the bug:
frozen sweep drives the clock BY HAND -- proves the renderer can draw
pose N, never that the poses are drawn in sequence
settled compare 0.01 % against the capture -- a screen frozen 84 % of the
time matches a settled reference PERFECTLY, that is what
frozen means
achieved fps counts frames DRAWN -- the same pixels 25x/s scores
identically to animating
Every one measured throughput or a pose. None measured CHANGE. Same shape as
InputEventAction bypassing the input map: the instrument sat below the thing
that was broken, so the break could not appear in it.
tools/motion-census closes the class. It measures change and nothing else, and
its --selftest asserts it separates a fade (97.4 % moving) from a switch (2.6 %)
from a frozen film (0.0 %) -- a detector that cannot tell those apart would
report the same green line on all three.
Both briefs: this is the SOLE focus. The port reproduces before changing
anything and gates every fix on a film rather than a still. The decoder maps the
whole pipeline end to end -- disc bytes, the game's per-frame update (does it
interpolate between keyframes or hold?), what is submitted per frame, and what
Canary does to it before a capture records it -- delivered as a SERIES, not a
settled value.
The port should also record the refutation against itself: H2 reads ANSWERED on
the strength of the frozen sweep. The mechanism half stands, the blur is a baked
companion texture. The behaviour half does not.
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59cf6d8608 |
port: withdraw "a third independent route", and measure the dwell residual I had only inferred
Two corrections to my own file, one from the Decoder and one from a GPU. 1. "60 NOW STANDS ON A THIRD INDEPENDENT ROUTE" IS WITHDRAWN. I recorded it last iteration and challenged it in the same breath -- three routes to one number are weaker than they look if they share an upstream assumption -- but I wrote the claim down first and the caveat second. The Decoder audited it and agreed: route B needs "the guest presents 60x/s", from the vblank histogram UNDER Xenia's 60 Hz limiter; route C needs "the vblank is 60 Hz", that limiter's cvar; route D is a wall-clock duration that lands on 60 only because the vblank is 60 Hz. One witness in three coats. ✅ What survives is conditional and better, established by MANIPULATION rather than agreement -- forcing 30 Hz gave 30.2 units/s, 60 Hz gives 59.8/61.3: units per second = THE DISPLAY REFRESH RATE. It becomes "60" only through a fact this corpus has never measured: an Xbox 360 outputs 60 Hz. A hardware specification -- solid, and belonging CITED as a spec rather than folded in as a third measurement. 📌 The conditional form justifies this port's construction rather than excusing it. "units/s = refresh rate" says what to do on hardware that is NOT 60 Hz, which is exactly why a time-based clock at a fixed 60 units/s is right where a frame-based one would drift. `kind` stays `authored`, and the reason is now sharper: the measurement is of a RELATIONSHIP, and the constant that closes it comes from a datasheet. 2. THE +1.2 / +1.6 UNIT DWELL RESIDUAL WAS FRAME GRANULARITY -- measured now, not inferred. I attributed it to the exit check's granularity without testing it. The GPU makes it testable: same boot, same declared groups, 65-66 fps instead of 17-25. Pre-registered: shrink roughly with the frame rate, so <=0.5 units at 65 fps. publisher 4.27 / 4.26 / 4.27 mean 4.253 s residual +0.20 units developer 3.50 / 3.52 / 3.50 mean 3.500 s residual +0.00 units From +1.2 and +1.6 to +0.20 and +0.00. The prediction held. ⚠️ It also means the 4.270 / 3.527 quoted elsewhere carry a rendering-rate term; 4.250 / 3.500 is what the port hits when the renderer keeps up. Housekeeping: Xvfb did not survive the restart again -- the exact failure the check-all display guard was written for, now with a second occurrence. Restored; the port runs on the GPU at 65-66 fps. Not settled: findings 3 and 4, both still without a surviving named cause; the clock origin, where their FRAMES=9000 capture reached 96 % of the movie and FRAMES=11000 should clear it; the ~1.0-1.2 menu residual. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX |
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907b2b5487 |
port: 60 units/s stands on a third route, and the open half is immaterial here
The Decoder reconciled three of their own pages that held incompatible positions -- 2 units per guest frame, time-integrated at 56.8, and 1 unit per present -- with one mechanism: the clock advances ONE UNIT PER VBLANK, and presents may be dropped without the clock caring. It explains steps that are always multiples of 17, and the same animation spanning 21 labels in one capture and 33 in another, which a strict per-present clock cannot produce. Their rate result is a manipulation, not an observation: 255 declared units take 4.263/4.162 s at a 60 Hz vblank and 8.450 s at --framerate_limit=30. The vblank rate sets the unit rate; a console vblanks at 60. So the justification for 60 has now been "2 units per rendered frame" (retired), "the game presents at 60 Hz" (superseded), and now "one unit per 60 Hz vblank". THE NUMBER HAS NEVER MOVED. Worth noticing rather than celebrating: a value whose reason changes three times while it survives is either robust or under-constrained, and the honest label is still `authored`. 📌 THIS PORT INSTANTIATES THEIR NULL MODEL, which is the one thing this side can contribute to that argument. Their reasoning turns on "a time-integrated clock predicts 4.25 s in BOTH conditions". This port IS a working time-integrated clock at 60 units/s, and its splash dwell across a 4.0x change in its own rendering rate is 4.28/4.26/4.27/4.26 s -- flat to 0.5 %. Their counterfactual is demonstrated rather than assumed. ⚠️ Labelled: that is evidence about the NULL, not about the game. It says what a time-integrated clock does, not what the game's clock is. 🟡 And per-vblank vs per-present stays open, with the discriminating experiment named on their side. IT IS IMMATERIAL TO THIS PORT AND THEY SHOULD NOT RUN IT ON THE PORT'S ACCOUNT: the two models differ only when the console DROPS a present -- per-vblank keeps real-time pace through a drop, per-present slows. This port is time-based, so it matches per-vblank exactly and would run marginally ahead of per-present during drops only. On a console presenting every vblank they coincide, and these screens are a handful of quads. Nothing in the port changes. Not settled: findings 3 and 4, both still with no surviving named cause; the clock origin, which the Decoder reports blocked because no capture reaches the title; the ~1.0-1.2 menu residual; the allowance's grep trigger. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX |
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b88e2e38b1 |
port: record that the blend oracle's instrument was container-only until today
From the Decoder's audit of their own /canary checkout, not from anything visible on this side. They applied their own lesson rather than stating it, and the exposure was four logger commits deep, not one. The sharpest bears directly on what this port shipped. `0f920e645` adds `blend=` per draw, and without it a draw log records NO BLEND STATE AT ALL -- so ui-blend-mode-decoded.md's 35-element oracle, the evidence on which this port DELETED its authored additive map, could not be re-derived by anyone who cloned this repository. Not approximately. Not at all. It is reproducible now: four container-only commits exported as patches on their branch with a rebuild recipe. Named in prose without a resolvable path, since that directory is not in this checkout and citing it as one would be the exact defect check-citations exists to catch. What it changes: nothing is retracted. The measurement was real when made and is now portable, and the trade was still right -- a screen-name map cannot answer for a screen nobody drove to, so the decoded field is better regardless. What it changes is what "decoded" was resting on: for the window between adoption and export, this port had deleted an authored entry in favour of a field whose supporting oracle nobody else could regenerate. 📌 Theirs, and the durable line: a finding is only as portable as the tool that produced it, and a reproduce recipe that READS as complete is the dangerous kind. Theirs named shas, which is why four commits sat unexported while one was noticed. ⚠️ And this port cannot check the class from here. check-citations scans repo paths; an instrument living in another container is not a path at all. The only defence available on this side is asking what produced a number before adopting it -- which is a habit, not a check, and does not run. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX |
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7a0318c2c0 |
port: a reproduce recipe naming a path off this repo is not a recipe
From the Decoder's catch at shutdown, not my own. They found their Canary logger change -- the texture content hash -- living UNCOMMITTED in /canary, a checkout pushed nowhere. Two committed findings could not be reproduced without it: it is the field separating "the buffer rotated" from "a frame was decoded", and its absence is what cost two withdrawn positions on units/second in one day. They committed it and exported it into the repo as a patch. Their generalisation applies here too, so I audited this side at the same moment. One real instance: DECISIONS.md cited `/reborn/docs/re/captures/main-menu-oracle.png` as the evidence for a decision. The capture IS in the repository, at docs/re/captures/main-menu-oracle.png -- only the path was stale, left by the monorepo move. Fixed. The other /reborn mentions are deliberate: one warns the mount is empty, one is a table row listing the pattern as an example of what not to do. ⚠️ tools/port/check-citations does NOT catch this class, and the gap is named rather than quietly left: it scans for REPO paths that fail to resolve, and an absolute path is not a repo path, so it slips through. Extending it to flag off-repo absolutes -- especially ones whose basename does resolve in-repo, the recoverable case -- is the obvious next increment and is deliberately NOT done here. It was found minutes before a shutdown, and a hasty checker is worse than a named gap. Index regenerated. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX |
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975d24def2 |
port: --linger, so a scripted walk can observe what arrives after it settles
Last iteration I inferred the returned plate's fade from code-path identity because the harness could not watch it: `--script` quits the moment the last step settles, and the plate arrives on its declared ramp ~3.6 s later. A film of `--script=cancel` stopped at 168 units and never reached 214. `--linger=SECONDS` holds the run open past the walk. `_script_settled` still waits for a hold before shooting -- a shot taken mid-fade is a photograph of a fade -- this only changes what happens after the shot, which was "exit". Pre-registered: the returned plate sits at its floor until 214 units, then rises to full by 236, the same ramp the boot shows. Measured: units=208.75 0.145404 floor units=216.58 0.158596 units=224.41 0.179036 units=232.25 0.203050 units=240.08 0.215005 full -- boot path gives 0.2142 at t=236 So the return fades, identically to the boot, and it is now OBSERVED rather than argued from the branch it takes. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX |
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1c2782247d |
port: the plate POPPED on a return to the title where the boot fades it
The Decoder warned that my port "presumably models one title". Checking that found a real behavioural split, and the code was right where I expected it wrong and wrong where I did not. My prediction FAILED first: I expected the port to be inventing a plate on a (B)-reached title, because flow.json's scope_why says that is deliberately not claimed. It is not inventing -- the call site cites a measurement from 2026-08-30, the plate IS re-drawn after (B). scope_why was the stale thing, and is corrected. 🔴 BUT THE TWO PATHS DIFFER, AND A `why` CLAIMED THEY DO NOT. That call site says "the plate re-appears by the SAME path, with the same shared clock, as it does on boot. Whatever the boot does, the return does." Filmed: before: el=1.39 view_u=0.00 overlay_u= 0.00 plate absent el=1.53 view_u=8.67 overlay_u=244.67 plate present The overlay clock jumped 0 -> 244.67 in ONE frame. The plate POPPED, where the boot fades it across its declared 214->236. Cause: `_overlay_process` detected "static diagnostic mode" as `_sequence.is_empty()`, and `_sequence` is populated only by `--boot`. So `--menu` matched it too and the menu's return took the `--screen --overlay` diagnostic branch, which poses the overlay at settle_time() by design. A proxy for one mode that silently caught another. Fixed by gating on the flag itself -- `_static_overlay`, set only by `--overlay=` without `--boot`. Verified both directions: diagnostic still poses: --screen=title --overlay=press_start --time=4 -> "overlay press_start at t = 240.00 units, drew 2" return now shares the clock: overlay_u == view_u on every filmed frame, plate at its 0.1377 floor through 168 units boot path unchanged: plate reaches full alpha at t=236, boot completes 10.46 s ⚠️ WHAT I DID NOT OBSERVE, stated rather than glossed: the plate actually RISING on the return path. `--script` quits when the walk settles, so the film stops at ~168 units and never reaches 214. The rise is established on the BOOT path (measured earlier: 0.1457 at 210 u, 0.2142 at 236 u) and the return now provably takes that same branch with an identical clock -- but the final rise on this path is inferred from path identity, not filmed. ⚠️ And whether the GAME fades the returned plate is still unmeasured. The 7.3 s between (B) and the pulse returning is consistent with a transition plus the declared fade, but that is consistency, not a measurement of the ramp on this path. Recorded in scope_why. Not settled: finding 3, no surviving cause; the clock origin, which the Decoder reports blocked -- no capture contains the title, because it sits on the far side of a 137.7 s movie and the runs were too short; the ~1.0-1.2 menu residual. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX |
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15702d0d05 |
port: the game's clock is frame-based, ours is time-based, and 60 is finally supported
The --framerate_limit=30 run refuted the time-based reading on every discriminating row, against its author's own expectation: modal alpha step stayed 17 where time-based predicts 34, units/second halved to 30.2, the publisher dwell doubled to 8.450 s. Both controls passed FIRST -- the limiter demonstrably took effect, and all 8 splash quad rects were identical, so nothing but the frame rate differed. 255 x 1 / 15 = 17 at 28.4, 51.4 and 54.8 presents/s alike. THE GAME ADVANCES 1 UNIT PER PRESENTED FRAME. This port advances `time_units += delta * units_per_second`. Two different mechanisms that agree at exactly one frame rate -- 60 Hz, the only rate the console ever asked the game to be right at. 🔴 DO NOT MAKE THE PORT FRAME-BASED TO MATCH THE GAME, and the reason is now in authored/timing.json so nobody "fixes" it. A time-based port reproduces a 60 Hz console on hardware that is not 60 Hz; a frame-based one drifts on every machine that is not -- and this port has measured ITSELF between 9.7 and 69.4 fps depending on the renderer. Matching the game's mechanism would import a fragility the game never had to survive, because the game only ever ran on one box. ⚠️ BUT IT SHARPENS WHAT 60 CLAIMS. If units/second IS the present rate, then `keyframe_units_per_second = 60` is no longer "the unit is 1/60 s". It is "the game presented these screens at 60 Hz on the console" -- a harder statement, and checkable. ✅ And supported for the first time. Canary unlimited presents at 51-55 Hz with a splash dwell of 4.30/4.60/4.37 s. A natively 30 Hz game would present at ~30 in Canary too -- the framerate_limit run proves it, since forcing 30 made that same splash take 8.45 s. It does not take 8.45 s unforced. So the game asks for ~60. Kept as `authored`, not promoted: this is inference over three measurements rather than a measurement of units per second. It becomes `measured` when someone reads the console's present rate for these screens directly. 🔴 AND IT CLOSES THE CONSTANT AS A CAUSE OF FINDING 3, in the direction that matters. Under the frame-based model the only alternative is a 30 Hz console, which puts the plate at 236/30 = 7.87 s -- LATER than the 3.93 s shipping, not earlier. There is NO console present rate that makes the plate arrive sooner than this port already shows it. The human reported it late; no value of this constant can produce that. The method note is theirs and it is the durable part: four positions on this number were inference over a measured quantity; this one changed an input and watched what moved. The opportunistic comparison -- two captures that happened to differ -- pointed exactly the wrong way, because nothing controlled what else differed between them. One designed capture settled it against its author's expectation. Not settled: finding 3, still with no surviving cause; the clock origin, which they are taking next and which every ratio and count in this account survives; the ~1.0-1.2 menu residual; the allowance's grep trigger. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX |
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c6b3256574 |
port: withdraw my "no hold" finding -- the port holds, and 60 is now positively supported
The Decoder withdrew 120 and returned to 60, which the port never left. Nothing has to be undone. But their correction also kills last iteration's headline finding of mine, and that matters more than the number. 🔴 WITHDRAWN: "the port has no hold" and "two errors that cancel". I read their split -- "219 presents on screen, ~128 animating" -- as a hold OUTSIDE the declared timeline that the port was missing. It is a split WITHIN it. The publisher ramps 0-30, HOLDS 30-235 (205 units, 80.4 % of the screen) and fades 235-255, and this port plays all three. Measured rather than read. Frozen samples of the logo region: t=0.25 s (15 u) 0.390957 mid-ramp t=1.00 s (60 u) 0.405488 t=2.00 s (120 u) 0.405488 t=3.00 s (180 u) 0.405488 t=3.80 s (228 u) 0.405488 identical to six decimals across 168 units t=4.20 s (252 u) 0.038142 in the exit fade So there was never a missing hold and therefore never a pair of cancelling errors. authored/timing.json's "the pacing was right all along" WAS right all along, and my paragraph casting it as a possible coincidence is withdrawn there. ⚠️ The failure was not a mis-measurement. I took a two-part split from someone else's instrument and assumed its boundary sat where my own model put it. Presents are not units, and "animating vs holding" in presents does not decompose the same way as "ramp vs hold" in declared units. That is a new failure shape for this corpus and it is worth the name. ✅ AND THE DWELL FIGURES ARE NOW POSITIVE EVIDENCE, not survivors. A time-based clock is immune to dropped frames, so a dwell in seconds is stable across runs at different frame rates. The port's own splash dwell across a 4.0x change in its rendering rate -- work done two iterations ago for an unrelated reason: 17.3 fps -> 4.28 s 19.6 -> 4.26 25.0 -> 4.27 69.4 -> 4.26 a 0.5 % spread, putting 255 units at 59.6-59.9 units/s every time. 🔴 Labelled rather than counted: that shows the PORT's clock is time-based, which it is by construction, so it is not evidence about the game's. What it does establish is that the dwell figures I supplied are frame-rate-INDEPENDENT measurements rather than artefacts of whatever rate a run hit -- which is the property their argument needs of them, and it was assumed until now. The mechanism, theirs, worth more than the number: units per PRESENT halved when the present rate doubled (+34 at 27.2 presents/s, +17 at 51.4) while units per SECOND did not move (54.4 vs 51.4). "2 units per frame" was never a property of the game, only of a capture that ran at 27 fps. 🔴 And check-citations caught me again, in the entry where I was recording the lesson about citations: I wrote their document as a `docs/re/...md` path that does not resolve here. The check does not care about the disclaimer next to it, which is correct. Named without a path now. Finding 3 is OPEN AGAIN with no surviving named cause. Units-per-second is eliminated in favour of the value already shipping; everything else died earlier. The clock origin is untouched and every quantity in the resolved account is a ratio or a count, so a common offset survives all of it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX |
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c24ea3ba0e |
port: my falsifier was malformed, and following it through found two errors that cancel
CONCEDED. I set the falsifier as "at 120 the publisher splash runs 2.125 s against cold boots measuring 4.30/4.60/4.37". 2.125 s is the declared ANIMATION length; 4.3 s is how long the SCREEN is up. The screen holds after the timeline ends, so those are different quantities and the comparison would have found a contradiction at ANY units-per-second. The Decoder also checked the defence I handed them -- that the dwell corpus might be emulator-contaminated -- and declined it. Their capture reproduces those boots (publisher 4.263 s, developer 3.457 s, four runs agreeing). They could have waved my numbers away and did not. 🔴 BUT FOLLOWING IT THROUGH FOUND SOMETHING NOBODY HAD SAID: THE PORT HAS NO HOLD. publisher declared 255 units measured 4.270 s animation at 60 = 4.250 s developer declared 210 units measured 3.527 s animation at 60 = 3.500 s The port's screen time IS its animation time; the residual is +0.02 s, i.e. none. The game, by the Decoder's counts, is on screen 219 presents and animates ~128 of them -- about 42 % hold. So if 120 is right, this port makes TWO ERRORS THAT CANCEL: it animates every splash 2x too slow, and it omits the hold entirely, and the two sum to almost exactly the right total screen time. That is why the dwell check passes, and authored/timing.json cited that agreement as proof -- "So the pacing was right all along and nothing changes in the code." Conditional on 120, that sentence is a coincidence. Corrected in place. ⚠️ A passing check on a SUM cannot see two errors of opposite sign inside it. Fourth member of today's family, after the non-inverting latch check, the unguarded buffer assumption, and the segmentation that nearly produced a convenient answer. 🔴 AND 120 EXPLAINS BOTH OPEN PLAY-TEST FINDINGS. 60 EXPLAINS NEITHER. finding 3, "the plate arrives late": at 60 full at 3.933 s at 120 1.967 s finding 4, "the game's fade is MORE PRONOUNCED": at 60 build-in 0.750 s, then the screen leaves at once at 120 build-in 0.375 s, then the screen HOLDS ~1.7 s At 60 the logo drifts in slowly and leaves; at 120 it snaps in and sits, which is what "more pronounced" describes. Finding 4 is explained twice over by one constant -- the fade is 2x slow AND the hold is missing. Every named cause for both findings has died over the past several iterations; 120 is the first hypothesis that accounts for either, and it accounts for both. This is not a measurement and I am not calling it decisive. It is the one thing the port can contribute that no capture can: what a human watching both reported. STILL HOLDING AT 60. Reach is one boot and they are not asking me to lift it. ⚠️ The hold and the constant are COUPLED. At 60 the port must NOT gain a hold -- the animation already fills the screen time and a hold would overshoot by ~40 %. The missing hold is a defect only if 120 is right. When it moves it is TWO changes: the constant, and a hold measured as (screen presents - animation presents), which must NOT be inferred from the total -- the total is exactly the quantity that cannot distinguish the two errors. Not settled: the constant; the clock origin; the ~1.0-1.2 menu residual. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX |