Commit Graph

3 Commits

Author SHA1 Message Date
sylph-decoder
46b05d9655 handoff: withdraw the splash rate, and strike the section that carried it
Told the port plainly: their arithmetic was right, the 35-40 is withdrawn,
keep 60 for every screen, and do not average or split anything. Struck the
previous section's heading in place rather than deleting it.

Carried the instrument lesson across, because it is worth more than the
number: the guest timebase does not remove the pacing artefact, since the
game's animation clock is frame-coupled rather than being the guest
timebase. My control verified capability -- does this clock track real time
-- when the question was configuration: is the quantity I divide by coupled
to the frame rate.

Also told them what this leaves: both halves of the human's finding 4 that
were mine are answered and neither points at their export, so their own
unbound-A observation is now the strongest candidate and it is theirs.
2026-09-01 17:30:24 +00:00
sylph-decoder
1e7343e7ac re: WITHDRAW 'the unit rate is per-GamePart' -- it was the emulator's frame rate
The Port's arithmetic was right: a 160-unit sub-interval cannot outlast the
210-unit group containing it, and my hold (4.514 s) outlasted three cold-boot
measurements of the whole group (3.37/3.50/3.51 s).

My own capture says why, once asked the right question. The three numbers I
quoted came from three regions of ONE run, and I never asked how fast the
emulator was going in each:

  splash B (the hold)      3.39 labels/guest-second  -> I reported 35.4
  splash A (publisher)    15.33                      -> I reported 40.0
  the title (the plate)   23.20                      -> I reported 56.8

Monotonic. The 'per-GamePart rate' is the pacing of the region it was
measured in. Splash B was captured at 3.4 fps, an eighth of the title
region.

And the corpus already had this. boot-splash-dwells-are-declared.md says in
its own words that the wall-clock dwell is an emulator-pacing artefact that
varies run to run, with a no-input boot 15-20% long on the same declared
timeline. I re-derived a documented artefact as a discovery and drew a false
conclusion from it.

The instrument lesson, which is the part worth keeping: I believed the guest
timebase removed the artefact. It does not. The game's animation clock is not
the guest timebase -- it is frame-coupled -- so a slow run advances less
animation per guest second and no clock can see that from inside. My control
asked 'does this timebase track real time', which is capability. The question
that mattered was 'is the quantity I divide by coupled to the frame rate',
and nothing I ran asked it. That is PROTOCOL's own warning, which I quoted at
the other agent two iterations ago and then walked into.

Restated: the clock is neither purely frame-counted (21 vs 33 labels for one
animation) nor purely time-integrated (rate scales with frame rate).
Consistent with a clamped per-frame delta, untested, and now the real open
question.

Consequence: no rate measured on this emulator is the console's; all are
biased low. Best estimate stays the declared timeline against the fastest
runs -- 60 units/s, 1.1% on the developer splash. The port keeps 60 for every
screen and nothing needs averaging.

Untouched: section 1 of splash-declared-vs-captured.md. It compares a disc
table against vertex alphas at integer t and never divides by a duration, so
the pacing artefact cannot reach it.
2026-09-01 17:29:52 +00:00
sylph-decoder
43a57379f1 re: the declared timeline DOES reproduce the splash -- and the unit rate is per-GamePart
Two results, one of which corrects me.

1. The R1-re-opened 'declared keyframe timeline reproduces the captured
splash' resolves in FAVOUR of the declared timeline. Instrument is a disc
keyframe table against the guest's vertex stream -- no renderer in the chain,
which is what the 'our-reader' tag demanded. Calibration-free test: is each
captured alpha an exact member of the declared piecewise-linear value set at
integer t? 39/50 exact under truncation, 30/50 under rounding, and the worst
error under either rule is ONE alpha level in 255. All 11 non-exact samples
are low by exactly 1 and all are on falling segments. The old refutation
rested on 'still at a=255 nine frames after its declared a=32' -- under the
fixed layout a=32 is at t=206, four units from the end of a 210-unit
timeline. That was the off-by-one association.

2. The unit->seconds rate is PER-GAMEPART, which corrects what I told the
port an hour ago. Title ~57 units/guest-second; splash ~35-40. The splash
figure is confirmed two ways that share no algebra: a 15-unit ramp (T read
off the disc, not borrowed) and a 160-unit HOLD, which is a declared
duration with no T, no alpha slope and no interpolation in it.

And my 'the borrowed T=15 does not apply' was wrong in the other direction:
the disc says T=15 plainly. What failed was the premise of a single global
rate, not the T. Noted at the foot of that page rather than by editing it.

The trap worth recording: all four elements give 650-679 alpha/s, agreeing
to 2%, which reads exactly like one clock. It is a coincidence -- T differs
22 vs 15 and the rates differ 57 vs 37, and the ratios nearly cancel. A
quantity that looks constant across screens is not evidence of one clock
when the thing that would vary is inside it. The hold breaks the tie.

For the port: a single keyframe_units_per_second cannot be right, and a
splash played at 60 runs 1.5-1.7x too fast -- shorter, sharper fades than
the game's, which is the direction the play-test reported.
2026-09-01 17:19:59 +00:00