# Running the port **P5's gate is *"a human clicks through it"*, and until now there was no page telling a human how.** The commands existed — in `boot.gd`'s header comment and scattered through a twelve-thousand-line `DECISIONS.md`. A capability that lives only in the record is, to the person who needs it, absent. Everything below has been run. Where a number is quoted it was measured in this container, and where the container distorts it that is said rather than left for the reader to discover. ## 1. Build the asset tree The Godot project reads `export/`, never the disc. ```bash cargo run --release -p sylpheed-export -- export --disc /disc --out export ``` Roughly four minutes, most of it transcoding two movies. It **rewrites `export/` wholesale** — never hand-edit anything in there; hand-written decisions live in `authored/` beside it, and survive a re-export. ## 2. The P5 walk, from a cold start ```bash godot --path port -- --boot --play ``` This is the one a human should judge. It boots the way the game does — two splashes, the `ADV` intro, the title — hands over to the menu on Ⓐ, and then **stays live and waits for input**. | you press | what should happen | |---|---| | Ⓐ on the title | the main menu opens on **NEW GAME** | | ⬆ / ⬇ | one item, wrapping at both ends | | ⬅ / ➡ | **nothing** — measured, and implemented as an explicit no-op | | Ⓐ on **EXTRAS** | the EXTRAS submenu, opening on **MISSION SELECT** | | Ⓑ in EXTRAS | back to the main menu, **on the item you left** | | Ⓑ on the main menu | back to the title | | Ⓐ on the title again | the menu, **still on the item you left** | That last row is the one worth checking deliberately: the main menu **remembers its cursor**, and every submenu **resets** to its own opening item. Both are measured, and they disagree on purpose. ⏱ **The intro is ~157 s.** To skip straight to the menu: ```bash godot --path port -- --menu=main_menu ``` and to drive it unattended: ```bash godot --path port -- --menu=main_menu --script=down,down,accept,cancel ``` 🔴 `--script` **without** `--play` or `--menu` refuses and says so. It used to parse, be stored, and do nothing. ## 3. What is knowingly missing — not bugs Four of the five main-menu destinations are **measured but not in this export**: they live in other archives (`GP_SAVE_LOAD`, `GP_OPTIONS`, …). Pressing Ⓐ on them prints what it would have opened and why it cannot: ``` (LOAD GAME) opens a screen this export does not carry: The save-slot list is GP_SAVE_LOAD, not in this export. Destination MEASURED. ``` **EXTRAS is the only Ⓐ-into-a-submenu this milestone can walk**, which is why the P5 gate rests on it. `NEW GAME` is a deliberate gap of a different kind: the real chain is NEW GAME → DIFFICULTY → SELECT DATA → the `S00A` movie, and the port **jumps to the movie**, printing the two screens it skipped. That is a gap, stated out loud; nobody should read the port's behaviour there as the game's. ## 4. What this container distorts * **No GPU.** 720p Theora decodes **+6.7 % … +6.9 % slower than real time** here (5 runs, both movies, on a quiet box). The boot's printed seconds carry that deficit. It is a property of the machine, not of the port. * **No sound card.** Godot falls back to a dummy driver, so **you will hear nothing**. The audio is present and measurable — `docs/port/AUDIO-VERIFICATION.md` answers every audio question without a device, and `tools/port/verify-menu-audio` asserts it — but *"I heard it"* is not available in here. * **A leaked-object warning at exit** is engine-side, not the port's. Measured: releasing every reference the port owns moves the count from 8 to 8. ## 5. Modding `data/mods/` shadows `export/` by path. Each override is announced as it is read, and at the end of a run any file that **can never apply** is listed: ``` mod: sprites/title/main_menu/ptbase.png <- data/mods/... mods: 1 file(s) in data/mods can shadow NOTHING -- no such path in the export: inert: sprites/title/TYPO_menu/pteff05.png ``` A file whose path exists in the export but was simply not read this run is **not** listed. See `docs/port/MODDING.md` for the five rules the asset tree keeps.