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2 Commits
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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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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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