# 🔴 `S00A` is unreachable here — the new-game path crashes on an on-disc cache it cannot finish building **Four drives.** The first three failed on tooling and are recorded below because each defect is live in shared scripts. The fourth drove perfectly and hit a **guest crash**, which is the real answer. **Classification: measured.** Two drives, 2026-08-29. Reported as a **route finding** rather than retried silently, because the cause is a defect in shared harness tooling that will bite the next drive too. ## What was wanted `S00A` is the new-game intro and the second asset for the centre-channel voice result ([`voice-three-streams-are-concurrent.md`](structures/voice-three-streams-are-concurrent.md)): its second full-length stream is **digital silence** where `ADV`'s is a 0.60 × copy, so agreement there would stop the finding resting on one movie. It starts ~4.5 s after Ⓐ on the save slot, so it needs a **driven, rendered** run. ## 🔴 Drive 1 — `screen_id.py` cannot see the title it was waiting for 396 s of `other`, two spurious `menu` hits, abort. The guest was healthy throughout — its audio was decoding the whole time. `screen_id.py` thresholds on **green** and only returns `title` once the `PRESS Ⓐ` plate has faded in. This corpus's own finding is that the boot title shows **build 4 first, plate-less**. Both defects reproduce on committed frames (see [`METHOD.md`](METHOD.md)): | frame | `screen_id.py` | should be | |---|---|---| | `live-title-build4-no-plate.png` | **`other`** | title | | `difficulty-screen.png` | **`menu`** | not the main menu | ⚠️ `newgame_path.sh`, `nav_probe.sh` and `boot_menu.sh` all gate on it. ## 🔴 Drive 2 — reached the title, then pressed Ⓐ on the wrong button With a replacement classifier controlled **6/6** (three oracle frames at 1.000; `difficulty-screen` and both movie frames correctly `other`, at a 0.85 threshold — at 0.60 it repeated `screen_id.py`'s own difficulty/menu confusion), the drive reached `title_plate` at **t = 398 s**, took Ⓐ to the menu, and drove on. **It ended up in a tutorial mission.** The screen 60 s after the last Ⓐ correlates **+0.960** with the committed `tutorial-mission-reached-then-crash.png`. No `S00A` voice stream ever decoded — the probe logged `ADV`'s three, `BGM_102`'s two, `BGM_103`'s two and two SE cues, and **none of S00A's** (1 810 432 / 1 263 616 / 98 304). **Why:** `newgame_path.sh`'s header says *"NEW GAME is the menu's FIRST item, so this presses (A) with no d-pad movement"*. 🔴 **That assumption contradicts this corpus's own Q5 result** — initial focus varies boot to boot, four boots giving `TUTORIAL, TUTORIAL, NEW GAME, NEW GAME` ([`menu-navigation-semantics.md`](menu-navigation-semantics.md)). This boot started on TUTORIAL, so the first Ⓐ opened the lesson list. ✅ **Incidental corroboration:** `BGM_103`'s two waves (3 876 864 / 3 930 112) decoded on reaching the menu — an independent confirmation of HANDOFF's "the menu's music is `BGM_103`", from the runtime rather than from the cue table. ## ❔ What is needed, and why it is not just "press up four times" Focus must be **detected**, not assumed — and wrap-around makes it unreachable by counting: ⬆ from the first item goes to the *last*, so no fixed number of presses lands on a known item from an unknown start. 🔴 **And I do not currently have a focus detector.** A per-row brightness statistic **failed its control**: on `live-main-menu-options-focused.png` — whose answer is in its own filename — it picked NEW GAME. Brightness across a button row is dominated by something other than the focus highlight. Until a controlled detector exists, a driven run cannot reliably choose a menu item on this boot path. ## 🟢 A refutation attempt on the port's focus identification — it FAILED The port identified `live-main-menu.png` as **NEW GAME focused**, by minimum render difference, with the `-options-focused` capture as a control it picked correctly by 4.7×. Differencing the two captures directly and binning by button row, I got NEW GAME and **EXTRAS** changing while OPTIONS stayed still — an apparent refutation. **It was my error.** I placed the row bands as `rest_y ± 24`, treating the resting position as a band *centre*; the changed bands then mis-assigned. The offset-independent check settles it without needing that geometry at all: | | | |---|---| | changed band centres (design y) | 195.2 and 450.1 | | separation | **254.9** | | 3 button pitches (3 × 80) | 240 — off by **14.9** | | 4 button pitches | 320 — off by 65.1 | **The two focused buttons are 3 apart, not 4** — NEW GAME → OPTIONS, not NEW GAME → EXTRAS. ✅ **The port's identification stands.** ⚠️ And as they themselves noted, it identifies *one frame*, not a rule: Q5's instability is untouched. --- ## ✅ Drive 4 — the drive worked; the GAME crashes at `SELECT DATA` With focus detected and the detector validated **live against a known transition** (`NEW GAME` → ⬇ → `LOAD GAME`, expected `LOAD GAME`, **CONTROL PASSED**), the drive navigated to `NEW GAME` and pressed through. Every step is confirmed against a committed capture: | step | correlates with | r | |---|---|---| | after navigation | `main-menu-items.png` | **+0.999** | | after Ⓐ | `newgame-difficulty.png` | **+0.999** | | after Ⓐ (NORMAL) | `newgame-selectdata-crash.png` | **+0.997** | Then the guest throws: **`PC: 0x82307128` ×349**, one `Guest attempted to throw a C++ exception!`. No `S00A` voice stream ever decodes. ✅ **It is on the new-game path, not the boot.** Ordering in the log is `ADV` (attract) → **`BGM_103`** (menu music, i.e. the menu was reached) → throw → crash dumps. So this is *not* the ~100 s boot throw that [`title-crash-stl-tree.md`](title-crash-stl-tree.md) documents. ## 🟡 Refining that page — the mechanism holds, the container does not That page attributes the throw to an **incomplete on-disc cache**, and Q4's note says the `SELECT DATA` crash "is already in the corpus", citing it. **Checked, and the attribution survives — but not via the container the page names.** | cache container | state here | | |---|---|---| | **`aab216c3`** — the one the page names | **7 files, complete** | not the trigger | | **`1b556564`** — resolved immediately before the throw | **1 file + `1b556564900c8dcd.tmp`** | ⚠️ exactly the page's **run C**, "partially rebuilt (1 file + a `.tmp`) → 1 GUEST-THROW" | The log line before the exception is `HostPathDevice::ResolvePath(\1b556564\9\00c8dcd)`. So the **new-game path builds a different cache container from the title path**, and it is that one which is incomplete. 🔴 **And the page's remedy does not transfer.** Its fix is to restore a *previously complete* cache (run D). **No complete `1b556564` has ever existed in this container** — the game crashes while building it, leaving the `.tmp`, so the cache cannot complete and the crash cannot be escaped by re-running. The page's own run B shows a fully cold cache throws too, so deleting it does not help either. ## The answer ❔ **`S00A` is not obtainable in this container**, and the reach is: * the drive is **not** the obstacle — four screens confirmed against committed captures at r ≥ 0.997, and the focus detector passed a live transition control; * the obstacle is a **guest crash** with a known site and a known class of trigger; * the documented remedy needs an artefact — a complete `1b556564` — that has never existed here and that the game cannot produce because it crashes mid-build. ⚠️ **Consequence for the voice finding:** the centre-channel result stays resting on `ADV` alone. `S00A` was wanted because its second stream is digital silence where `ADV`'s is a 0.60 × copy; that corroboration is **not available from this container** without first solving a crash that is outside the menu-port scope.