Commit Graph

2 Commits

Author SHA1 Message Date
Sylpheed port agent
dbbcae1df2 docs: the timeline lands on rest -- except on six elements, where the game
agrees with the timeline

P2's gate is the buttons sliding in, and `tools/screen-strip` renders the strip
that shows it. But the useful result came out of checking where the animation
settles.

On 8 of 12 screens the settled timeline is BYTE-IDENTICAL to the declared `rest`
pose -- the port walks the keyframes with an authored time unit and arrives, to
the pixel, where the pinned decoders independently say the screen rests. On
`main_menu` the two differ in exactly one region, 400x470 at (440,108): the
bounding box of `ptframe1` and `ptframe2` and nothing else.

`rest` puts both at their first keyframe, off-position and transparent. The
capture of the running game shows them -- the bright circuit bracket around the
menu. Cropping the same region from the capture and from both renders puts the
ring and its elbow trace in the timeline render pixel-aligned with the game's,
and absent from the rest render. Geometry, so it does not depend on the
capture's gamma or on its having been taken with NEW GAME focused.

`ui_layout::rest_plateau` excludes a trailing run of identical keyframes because
it is normally the exit. On an element with NO exit animation the trailing run IS
the hold. The condition that identifies these exactly, with no false positives
here, is "the final untimed keyframe has the same pose as the last timed one" --
six elements, and `rest()` misses all six. Filed in BLOCKED.md for the RE agent:
the decoders are pinned and are not this port's to fix, and `sylpheed-cli screen
render` is missing the bracket too.

Worth saying plainly what this does to P1: the port and the reference agreed on
`main_menu` to 3/255 and BOTH were missing two elements the game draws. Two
renderers reading one field through one decoder agreeing is not evidence the
field is right. BLOCKED.md had already said that about the pivot; here it bit.

The title is NOT settled and P2 does not claim it. `rest` and the timeline
disagree there by 142-247/255, the only live title capture composites the PRESS A
plate over build 4 so it cannot be diffed against the title alone, and both of
the port's modes draw a cyan glow slab the game does not have -- a third problem,
P3's. Recorded as an open question rather than resolved by tuning.

Also reconciled against the RE agent's new work: Q8 is answered -- the SE waves
are located in `Static.slb` (move/confirm/back), which unblocks P6's audio; and
the title's transitions are a lookup by NAME, giving P3/P5 the game's own screen
vocabulary as candidate `goto` targets, marked as the name match it is.
2026-08-28 19:51:57 +00:00
Sylpheed port agent
65fe6e04a2 tools: verify-screen -- diff every exported screen against the reference renderer
The P1 gate is a pixel comparison, so it needs to be a command rather than a
paragraph. `tools/verify-screen` renders each screen in the manifest both ways
and reports the largest per-channel difference anywhere in the frame.

Both renderers are held to the same inputs on purpose:

* the reference CLI is the one `build-reference-cli` builds from the revision
  the exporter is PINNED to -- not `/reborn/target/`, which is a live mount of
  the other agent's checkout and moves mid-iteration. A pixel disagreement
  against a moving decoder has a free variable in it and proves nothing.
* `--black`, because the screen carries its own background and the CLI's default
  dim slate stands in for a 3D scene that is not on this screen.
* `--primitives --animated`, because the port draws every element at rest and
  those two flags are what make the CLI draw the same set. NOT `--focus`:
  nothing is focused at rest.

The threshold is 3/255 -- what integer-truncating compositing in the CLI and
float rounding on a GPU differ by. Above that is a placement, order or colour
disagreement that needs a reason, and the script says DIFFERS rather than
pretending a wider tolerance is a result.
2026-08-28 19:31:21 +00:00