Reported by a human on a real controller: hold the left stick down, the
cursor moves one item and stops. The repeat never runs.
`held_direction()`'s own comment says "Polled at the DEVICE, never through
Input.is_action_pressed". It was not. The d-pad and keyboard branches polled;
the STICK branch read `_latched`, which is a reconstruction of the stick's
position from the event history.
That reconstruction is only as good as the last event seen. A stick held
still sends nothing, and one event reading below RELEASE -- a spring
settling, a deadzone-shaped value, a driver emitting a zero on focus change
-- clears it with no event afterwards to set it back. The port then believes
the stick is centred while the player is holding it, which is precisely the
symptom reported.
Now polls `Input.get_joy_axis()` against the game's own 0.61, which is what
the comment always meant. The latch stays as a fallback for INJECTED events,
so the script harness and verify-input keep testing something.
🔴 Every instrument here missed this because every instrument SUPPLIES the
input it measures: verify-input ticks repeat_due() directly, --script sends
InputEventAction which bypasses the input map, and the new --script=hold:
injects its own axis event. All three agreed with each other and none read a
device. Same shape as the 2026-09-01 report that opened gamepad.gd, one
level deeper, with the lesson already written at the top of that file.
So this adds the two things that would have caught it:
--script=hold:down:2.0 hold one real axis deflection and log every move
--input-probe print what the devices report, on change
⚠️ The fix itself is NOT verified. It matches the symptom exactly and was
found by reading, but only a human holding a stick can confirm it, and the
probe exists so the answer is measured either way.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Takes the port branch up to 77320d5e -- the state the human play-tested on
2026-09-02 -- for SOURCE paths only. Not a branch merge: `auto/port-p6-audio`
is 366 commits and 938 files, and most of that must not land.
WHAT COMES IN (76 files, all human-confirmed working):
* the logo splash animation. 08ed3dd1 found it: `pose_at` ASSIGNED the settle
instant instead of clamping to it, so the splash never animated at all --
and the same bug manufactured a passing harness result, because the harness
photographed t past the settle. Confirmed by play-test: "cannot notice any
obvious difference from the actual game."
* gamepad input -- (A)/(B) bound additively (`ui_accept` ships with NO joypad
binding), stick latched with hysteresis at the game's own 61% digitise
threshold. This is what made (A), video-skip and Extras work at all.
* menu navigation and flow, menu audio, the exporter, the authored
declarations, and 23 verification tools under tools/port/.
WHAT IS DELIBERATELY LEFT ON THE BRANCH:
* everything after c0ae460a -- the F5/F6 title-timing investigation, whose own
tip commit calls itself a "hand-off for one-minute human checks". Unchecked
by definition; it goes through the new review gate like anything else.
* the OPTIONS menu work of 2026-09-03. Real, probably good, NOT play-tested.
* the F1 repeat mechanism, which its own commit calls "deliberately inert".
WHAT MUST NOT LAND, AND WHY THE .gitignore CHANGED:
545 MB of extracted game content was committed on that branch -- 850 sprite,
audio and transcoded video files under `export-probe/` and `export-probe2/`,
plus 246 MB of loose .wav and .tsv at the repo root. This repository's own
rule, in this file, is "never game content".
The rule was not missing. It was written, and it was tightened on that very
branch, with a careful comment explaining why BOTH `export/` and `data/base/`
had to be listed -- while the exporter was writing to a third name that
nobody had thought to list. Enumerating names is the thing that failed. So
the ignore rules now describe the SHAPE: any top-level `export*/`, game media
by extension, and loose capture output at the root. Verified both ways -- it
catches all four offenders and ignores nothing currently tracked.
Verified: `cargo check --workspace` clean; all nine GDScript files parse in
project context, with a positive control (an injected syntax error is detected,
3 lines) so the clean result means something. `tools/port/check-all` was NOT
run -- it needs the container, the export tree and a display.
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.