Commit Graph

  • f2ff24d9f6 re: the GPU trace is compiled out of the release build -- both my guesses wrong Sylpheed RE agent 2026-08-29 03:08:57 +00:00
  • 5b51c734fc re: GPU trace attempt produced nothing -- and the config dump is not the flags Sylpheed RE agent 2026-08-29 03:05:03 +00:00
  • 81625e8f29 re(ui): close the gamma chain from canary's defaults -- the game writes a ramp Sylpheed RE agent 2026-08-29 02:53:45 +00:00
  • 5b783e276b re(ui): the game does query the display gamma -- measured, with its control Sylpheed RE agent 2026-08-29 02:51:32 +00:00
  • 7919ed90e2 re(ui): the gamma confound is refuted from source -- canary applies none of its own Sylpheed RE agent 2026-08-29 02:44:30 +00:00
  • 6c4e5d3d71 re(ui): settle 8AX vs ptbase statically -- the game draws the full-res one Sylpheed RE agent 2026-08-29 02:40:53 +00:00
  • 6c8ee2ee6a docs: the UI decode's own evidence images were unreachable -- 11 links repaired Sylpheed RE agent 2026-08-29 02:34:16 +00:00
  • 3eba09aae0 re: the port was still being told SE audio is undecodable -- it is not Sylpheed RE agent 2026-08-29 02:31:37 +00:00
  • 9ff9e8e633 re(ui): the paint-order tie-break is undecodable from the bundle Sylpheed RE agent 2026-08-29 02:26:19 +00:00
  • af43563806 re(ui): measure the paint-order hedge -- exact on 4 of 5, and bound the rest Sylpheed RE agent 2026-08-29 02:22:01 +00:00
  • 9c16fa7860 re: a title negative that survives its own cross-check Sylpheed RE agent 2026-08-29 02:14:21 +00:00
  • 801a9116c4 re: the fast probe stalls -- its own dense negatives are withdrawn Sylpheed RE agent 2026-08-29 02:01:47 +00:00
  • 8f07819b02 re: the game surface is rendering BLACK -- check that before explaining absences Sylpheed RE agent 2026-08-29 01:49:42 +00:00
  • e492cee8b9 re: build the fast probe -- and it refutes the diagnosis that motivated it Sylpheed RE agent 2026-08-29 01:34:40 +00:00
  • 924d4953d5 re: the boot harness was blinking slower than the title -- diagnosed Sylpheed RE agent 2026-08-29 01:18:05 +00:00
  • 969947e0e6 re(ui): put a number on the render-vs-capture tone difference Sylpheed RE agent 2026-08-29 01:05:25 +00:00
  • 1e82096519 re(ui): a full-screen element is dropped on three port screens -- do not "fix" it Sylpheed RE agent 2026-08-29 01:00:36 +00:00
  • 2624008c93 re: the title capture is not reachable here either; stopping this line Sylpheed RE agent 2026-08-29 00:49:49 +00:00
  • 105ed4d3e2 re: the English control removes the locale from the title-capture problem Sylpheed RE agent 2026-08-29 00:35:49 +00:00
  • 23f12a3710 re: fix wait_title.sh's stale oracle; the JP title still is not reached Sylpheed RE agent 2026-08-29 00:21:44 +00:00
  • 948273883f re: the JP-locale capture is not blocked -- I stopped one grep too early Sylpheed RE agent 2026-08-29 00:05:58 +00:00
  • 00b6259e9a re(ui): finish the top-level rotation census; record the JP-capture blocker Sylpheed RE agent 2026-08-28 23:46:54 +00:00
  • d6a24f40f7 re(ui): scale 0 means collapsed, not "unset" -- stop drawing it full size Sylpheed RE agent 2026-08-28 23:38:37 +00:00
  • 786ca36c97 re(ui): size the rest() guess disc-wide, and refute my own proposed fix Sylpheed RE agent 2026-08-28 23:23:55 +00:00
  • c65c564ac9 re(ui): withdraw the render evidence -- rest()'s dwell fallback is unsound Sylpheed RE agent 2026-08-28 23:10:41 +00:00
  • d18a99a055 re(ui): the keyframe-time shift is favoured 26x by timing, rejected by a render Sylpheed RE agent 2026-08-28 23:03:55 +00:00
  • 8c1a5669b8 re(ui): Q1 -- the interpolation law holds, the group timeline does not Sylpheed RE agent 2026-08-28 22:56:17 +00:00
  • f5097779e4 re(ui): rotation is not nested-only, and the pivot-anchored scale is measured Sylpheed RE agent 2026-08-28 22:46:44 +00:00
  • ffd1a30ba7 re(ui): decode keyframe +12 as screen-plane rotation in degrees Sylpheed RE agent 2026-08-28 22:41:32 +00:00
  • abe7477476 re: the skewed draw is not the swoosh -- refuting the identification five iterations of work were built on Sylpheed RE agent 2026-08-28 22:21:42 +00:00
  • e6ad72c7a0 re: three angle fields found in the keyframe -- and they are not the title's rotation Sylpheed RE agent 2026-08-28 22:17:14 +00:00
  • 65a4fe0b32 re: the swoosh is solved -- the game draws it as rotated quads and our blit cannot Sylpheed RE agent 2026-08-28 22:13:50 +00:00
  • e482add1f5 re: full suite green, and correcting the route I recommended last iteration Sylpheed RE agent 2026-08-28 22:09:07 +00:00
  • d981d9fa35 re: the capture is settled after all, and the swoosh is undecodable from the disc Sylpheed RE agent 2026-08-28 22:02:32 +00:00
  • 4cee06c07f re: additive blending refuted, the swoosh is not displaced, and the residual is smaller than I said Sylpheed RE agent 2026-08-28 22:00:55 +00:00
  • 0788584e9f re: a candidate blend flag -- T8aD header +0x04, bit 0x02 Sylpheed RE agent 2026-08-28 21:46:18 +00:00
  • 0a831b6da6 docs: answer the RE agent's question, and record the stale-reference failure Sylpheed port agent 2026-08-28 21:44:08 +00:00
  • 11b11ebd2d build: key the reference CLI's target dir by the pinned revision Sylpheed port agent 2026-08-28 21:44:08 +00:00
  • 9f740d8ced port: settle at the hold, not at the last timed keyframe Sylpheed port agent 2026-08-28 21:44:08 +00:00
  • 959b43cb53 deps: bump the sylpheed-formats pin 47f423f -> b436e5a for the rest() fix Sylpheed port agent 2026-08-28 21:44:08 +00:00
  • 9dd2948d3e re: the pivot mismatch cannot be the swoosh's cause -- refuting my own candidate with the check I named Sylpheed RE agent 2026-08-28 21:40:46 +00:00
  • c9936a1c6b port: land the pivot finding on the handoff (third assertion miss) Sylpheed RE agent 2026-08-28 21:37:51 +00:00
  • 06cbc17ecc re: the swoosh's pivot belongs to the Japanese sprite, and the colour is not in any field I can find Sylpheed RE agent 2026-08-28 21:37:24 +00:00
  • e802ca3442 re: the title "slab" is the logo swoosh drawn white and thick, and it lands on the known tie-break group Sylpheed RE agent 2026-08-28 21:31:52 +00:00
  • 43d9045bff re: the title's arrived pose is rest, and the washed-out slab is a MISSING dim quad Sylpheed RE agent 2026-08-28 21:27:04 +00:00
  • b436e5a812 re: the rest() fix gets its disc-wide check, and one question back to the port agent Sylpheed RE agent 2026-08-28 21:24:42 +00:00
  • 5e6cf0db92 re: rest() fixed -- a trailing keyframe run is the hold when it is VISIBLE, not when its pose repeats Sylpheed RE agent 2026-08-28 21:19:00 +00:00
  • dcf2090d0f re: build 4 captured without the plate, and keyframe groups hold rather than loop Sylpheed RE agent 2026-08-28 21:05:35 +00:00
  • a72e7c614e re: the last keyframe time is the chunk terminator -- observed, not assumed Sylpheed RE agent 2026-08-28 21:02:14 +00:00
  • 2614cb1192 re: the 2.3 s pulse is the PRESS (A) plate, not the title Sylpheed RE agent 2026-08-28 20:58:49 +00:00
  • 1f3dbfebda port: land the loop decode on the handoff, and note the edit trap Sylpheed RE agent 2026-08-28 20:53:33 +00:00
  • 3cb9298e5d re: the loop records decode -- and they are not what I measured Sylpheed RE agent 2026-08-28 20:53:08 +00:00
  • 3d938499a7 port: carry the loop-cycle negative into the handoff Sylpheed RE agent 2026-08-28 20:49:39 +00:00
  • 7f12f5474b re: the loop record is located, its cycle is still not readable Sylpheed RE agent 2026-08-28 20:49:11 +00:00
  • 7a77740feb re: the title loops at about 2.2 s -- and the build-in test I intended did not work Sylpheed RE agent 2026-08-28 20:45:53 +00:00
  • 945f131427 re: the splash's timing is decoded, and the fade-out matches to 0.03 s Sylpheed RE agent 2026-08-28 20:39:17 +00:00
  • 00ca130363 re: the splash confirmed against the running game, and timed Sylpheed RE agent 2026-08-28 20:35:10 +00:00
  • 91efa66e9c re: the developer splash renders -- screen 1 of 5 finally has a composite Sylpheed RE agent 2026-08-28 20:29:33 +00:00
  • cc8d4230b6 re: the phase transitions -- and withdrawing yesterday's refutation because the test probed the wrong state Sylpheed RE agent 2026-08-28 20:25:06 +00:00
  • ea91c4cbea re: my phase hypothesis is dead, and the input puzzle is narrower than this corpus thought Sylpheed RE agent 2026-08-28 20:21:23 +00:00
  • 736f6b471f re: phase 0 is the splash, phase 2 is the title -- and a candidate answer to this corpus's oldest input puzzle Sylpheed RE agent 2026-08-28 20:15:02 +00:00
  • cae8375b70 re: the menu's music is BGM_103 -- found by accident while chasing Q6, confirmed three ways Sylpheed RE agent 2026-08-28 20:10:41 +00:00
  • bb16b226d3 re: the ten states are ONE PHASE of five -- and phase 0 is the splash Sylpheed RE agent 2026-08-28 20:05:27 +00:00
  • 91e9f07e40 re: state 4's edges are selected by an event code -- 6 of 26 handled Sylpheed RE agent 2026-08-28 20:00:49 +00:00
  • 0a8d2cd9d6 re: the title's state machine is decoded -- ten states, eighteen edges Sylpheed RE agent 2026-08-28 19:56:22 +00:00
  • fd92b235a7 re: the lookup argument is decoded at 46 of 48 sites -- and it refutes my own corroboration from last iteration Sylpheed RE agent 2026-08-28 19:52:02 +00:00
  • dbbcae1df2 docs: the timeline lands on rest -- except on six elements, where the game agrees with the timeline Sylpheed port agent 2026-08-28 19:51:57 +00:00
  • 980b717fb0 port: play the keyframe timeline, with the time unit authored in one place Sylpheed port agent 2026-08-28 19:51:57 +00:00
  • 82b2f861f0 re: a title-side transition is a screen lookup BY NAME, not by id Sylpheed RE agent 2026-08-28 19:46:43 +00:00
  • ab99dedd02 re: the title part's states are named in the executable -- TITLE_SCREEN, TITLE_MENU, LOADING Sylpheed RE agent 2026-08-28 19:42:39 +00:00
  • e7bea389c7 re: confirm, move and back -- every cue the five screens need is now located, and two of them reproduce Sylpheed RE agent 2026-08-28 19:38:09 +00:00
  • 0fee18d1b8 re: the UI cues decode -- 0.53 s, 0.34 s and 1.02 s of real audio Sylpheed RE agent 2026-08-28 19:32:16 +00:00
  • 6e46b6a136 docs: the P1 diff, and the one question it raised Sylpheed port agent 2026-08-28 19:31:21 +00:00
  • 65fe6e04a2 tools: verify-screen -- diff every exported screen against the reference renderer Sylpheed port agent 2026-08-28 19:31:21 +00:00
  • 19ad10e49c port: Godot draws an exported screen at its resting pose Sylpheed port agent 2026-08-28 19:31:03 +00:00
  • 72f4f1bd76 re: the UI sound effects ARE extractable -- retracting "cannot be extracted", and the tool was in the build all along Sylpheed RE agent 2026-08-28 19:30:03 +00:00
  • f1e78c425c re: S00A.wmv confirmed off the running game -- the movie was never ambiguous, the sampling was Sylpheed RE agent 2026-08-28 19:23:57 +00:00
  • 66643bae55 re: the new-game path completes, the intro is only weakly identified, and this container kills long runs Sylpheed RE agent 2026-08-28 19:19:14 +00:00
  • 11eac797a0 port: push-work must not configure the repository it runs in MechaCat02 2026-08-28 21:15:24 +02:00
  • 690683df5a re: the title presents at 28.5 fps idle -- the keyframe unit is settled at 1/60 s, and the 60 Hz reading is excluded Sylpheed RE agent 2026-08-28 19:11:11 +00:00
  • 67136dc33e port: fix the credential mount, the /reborn pull, and cargo re-fetching MechaCat02 2026-08-28 21:07:13 +02:00
  • 8fe9ee2678 merge P0: the exporter, FORMAT v2, and the container script fixes MechaCat02 2026-08-28 21:05:56 +02:00
  • 386a97e2b6 port: audit the handoff -- four stale statements, a broken link, and the residue in one place Sylpheed RE agent 2026-08-28 19:02:49 +00:00
  • 39ad4d7e60 docker: fix build-export for the subcommand, and build the reference CLI at the pin Sylpheed port agent 2026-08-28 19:00:26 +00:00
  • 51096aea44 re: there is no XACT container on this disc -- retracting my own lead and closing Q8 Sylpheed RE agent 2026-08-28 18:58:06 +00:00
  • 43b14d74ac re: the boot sequence is not data-driven -- closing Q6 with the negative rather than leaving it amber Sylpheed RE agent 2026-08-28 18:53:14 +00:00
  • a4fc129ba3 re: what the game actually reads at boot -- config.ini, and which GameParts exist at all Sylpheed RE agent 2026-08-28 18:49:19 +00:00
  • f290d96f92 re: one A skips the intro, and NEW GAME was never a hang Sylpheed RE agent 2026-08-28 18:45:59 +00:00
  • 9847adf383 docs: FORMAT v2, what P0 decided, and BLOCKED reconciled Sylpheed port agent 2026-08-28 18:43:52 +00:00
  • f6fc269478 export: P0 — GP_TITLE's screens and sprites into the open tree Sylpheed port agent 2026-08-28 18:43:52 +00:00
  • be5ead4dfa port: read the session link from the container log, not the transcript MechaCat02 2026-08-28 20:35:22 +02:00
  • c5fb6682c7 re: the menu's sound events are named on the disc; the binding to them is not Sylpheed RE agent 2026-08-28 18:33:58 +00:00
  • 9e8d5cbe39 port: fix the container exiting instead of starting the agent MechaCat02 2026-08-28 20:31:32 +02:00
  • d69272e53f re: the boot intro and the attract loop are the same video, and the new-game intro has a name Sylpheed RE agent 2026-08-28 18:29:39 +00:00
  • 4820865835 re: S1 -- the Ready Room probe is a no-go, and not for the reason the question expected Sylpheed RE agent 2026-08-28 18:24:48 +00:00
  • c848668b1f re: a music bank is two stems that play together -- not intro+loop, and not something to concatenate Sylpheed RE agent 2026-08-28 18:13:10 +00:00
  • 0b18cd0484 port: pin Godot 4.7.2, and decide the MCP/skills question MechaCat02 2026-08-28 20:07:39 +02:00
  • 43dba9d6e0 re: the transition between screens is a fade through black, and most of its timing is on the disc Sylpheed RE agent 2026-08-28 18:05:19 +00:00
  • 4dbfa22a0b re: the title menu wraps -- Q5 measured, Q4 driven, and one of my own method lines withdrawn Sylpheed RE agent 2026-08-28 17:53:46 +00:00
  • df23d7bff0 re: Q3 was already answered in docs/re -- deliver it, and test it on EXTRAS Sylpheed RE agent 2026-08-28 17:39:29 +00:00