The ja capture of DIFFICULTY is taken. EN and JP differ in 1.82 % of pixels, in four
bands and nowhere else: the heading (DIFFICULTY -> 難易度選択), a 2 px ring shift, the
BACK label (-> 戻る) and the footer. EASY/NORMAL/HARD do not appear in the differing
set -- the Japanese release leaves the three difficulty names in Latin script.
So 2/3 are a language pair, and the disc agrees quantitatively: 2.77 % of bytes
differ against 1.82 % of pixels on screen. This closes the item left open when I
withdrew 'an EN/JP pair' as a bare assertion, and it is now measured rather than
inferred from the disc's convention.
The JP screen also opens on NORMAL like the English one, and the sweep reproduced
the reset finding in Japanese.
Reach: one JP boot, one screen. It does not generalise -- GP_TITLE 4/7 is already
known to differ by more than text.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
The run was launched to settle whether GP_DIALOG 2/3 are specifically EN and JP. It
did not reach DIFFICULTY: the reach probe's round trip failed at the final A, the
game sat off-menu at glyph 11654, and the sweep then timed out without pressing NEW
GAME.
Not a detector problem, which is what I assumed while watching. The JP menu detects
perfectly at glyph 320 against English's 327, both inside the 250..420 band; the
11654 is a later phase.
What it did establish: the locale took, and this is the first JP main-menu capture
in the corpus. JP initial focus is 新規 -- NEW GAME, top item, ring y 225.5, the same
item and row as six English boots. And the ring rows match English exactly, so the
JP build places its buttons where the English one does. That is language-pair
structure at the MENU, which is not the dialog pair the question is about.
Locale restored and verified at language = 1 by the trap, on a failing exit.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
DIFFICULTY is the screen that separates the readings: it opens on NORMAL, second of
EASY/NORMAL/HARD/BACK. Reproduced on a fresh boot rather than inherited from the
2026-08-29 capture. After one confirmed DOWN to HARD, B out and A back in, it
returns to NORMAL -- in-cursor 1.0 from opened against 93.9 from where left.
So reset targets a per-screen opening default that need not be the first item. The
other four submenus could not settle it because on each of them the opening item IS
the first, so both readings predict the same observation.
sylpheed-port's refusal to promote 4/4 to a rule was right on the evidence: a
generalisation from those four would have got this fifth screen wrong.
The probe never presses A inside a submenu, so it cannot reach SELECT DATA and the
guest throw at PC 0x82307128 -- recorded in the tool's source.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
LOAD GAME, TUTORIAL and OPTIONS all reset on re-entry, joining EXTRAS. With the
main menu persisting, the rule is four of four submenus resetting and one
exception -- the opposite of what a single screen had suggested.
Fourth attempt, and every control in it is a previous failure: the decision uses
the cursor's own region so no per-screen geometry is assumed (sweep 1 read the main
menu's gutter on screens whose cursors are elsewhere); the back-on-the-menu test is
the narrow ring row (sweep 2 died when a crash dialog defeated whole-frame
comparison); absolute row checks after every press (a constant offset passes a
differential control); and a two-sided self-test that constructs both verdicts,
which had already caught a rule I broke myself.
Screens confirmed by eye and committed as evidence, because an earlier run was
fooled about which screen it was on. LOAD GAME's 21.6 is explained by its list
scrolling rather than moving a ring.
Still not separated: resets-to-named-item vs resets-to-top-item. None of these
three has an opening item that is not its first.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
method lines withdrawn
Q5, measured off two boots: up/down move one item and WRAP at both ends
on the 5-item main menu and the 3-item EXTRAS alike; left/right do
nothing; B goes up one level and restores focus to the item you came
from (4/4); B on the main menu returns to the title; B on the title does
nothing. The menu opens on TUTORIAL -- the middle item -- 2/2, though a
third recorded run implies NEW GAME, so that one is reproducible rather
than invariant and says so.
Q4 by driving: LOAD GAME opens the save-slot list, TUTORIAL the lesson
list, OPTIONS the settings menu, EXTRAS build 6, MISSION SELECT the stage
list. NEW GAME is not tested -- A on it hangs the emulator and this
iteration needed the session. The GamePart ID behind each is NOT
measured: it is the entry of the decoded id table whose name matches the
screen I saw, and the page says so rather than wearing the badge.
And the withdrawal. Last iteration I wrote that these menus drop d-pad
presses shorter than ~0.3s. They do not. Once wrap is measured, every
press count I had is exactly right -- four presses moved four steps
THROUGH the bottom, which lands one above where a non-wrapping menu
would. I invented hardware flakiness instead of testing the ends of the
list. METHOD keeps the withdrawal rather than deleting the line.
Also: label brightness is not a cursor oracle here -- the background art
outshines the highlight on some rows. menu_focus.py reads the focus ring
instead, 254 vs <82, no tuning.