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2 Commits
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18620e99aa |
agents: P5's gate is MET, and four findings from the same walk
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"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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65cefa74c3 |
monorepo: one repository for the decoders, the port and the corpus
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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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