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Sylpheed/docs/re/movie-binding.md
Sylpheed RE agent f1e78c425c re: S00A.wmv confirmed off the running game -- the movie was never
ambiguous, the sampling was

Continuing last iteration's amber rather than starting something new. The
fix was already named there: stop using 5-second screenshots and record
the display.

Recorded with ffmpeg x11grab at 10 fps and matched every 0.5 s. Across
the 25 consecutive samples from capture 5.0 s to 17.5 s the S00A playhead
is strictly non-decreasing -- 1.0 through 11.0 s, advancing at
essentially real time -- with scores at or above 0.96 and four of them at
0.999 or 1.000 against a runner-up in the 0.78-0.83 range. S00A is the
top match on 23 of the 27 frames carrying signal. So MS00A -> S00A.wmv is
decoded from the manifest AND measured off the game, and the intro begins
about 4.5 s after A on the save slot.

The previous attempt's failure is worth its own METHOD line, because it
did not look like a sampling problem: it looked like weak evidence for
the wrong film. Sparse sampling produced contrast-23 frames, a playhead
that would not join up, and one frame preferring ADV. Sampling does not
weaken a signal gracefully; it turns it into noise shaped like a
different answer.

One aside recorded and not chased: in the S00A 5.5-10 s window, ADV also
scores 0.97-0.99 at its OWN monotone playhead of 33.5-37.5 s. Two films
matching strongly with two consistent playheads is not noise -- it reads
as the boot movie being a trailer cut from the story cutscenes, which
also explains why the sparse run kept flipping between them.
2026-08-28 19:23:57 +00:00

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Which movie plays where — the boot intro, the attract loop, the new-game intro

Status: CONFIRMED. The bindings are decoded from the movie manifest, and the attract movie is independently measured from captured frames. One part — whether playback is skippable — is 🟡 and the corpus contradicts itself about it; that is written down rather than resolved by assertion.

Answers MISSION Q9, and contributes to Q6.

The manifest names the boot-side slots — decoded

The movie manifest (dat/tables.pak entry 0x5b983a08, schema 0x067025b9, movie_manifest.rs) is an array of slots whose key is the semantic role, with a parallel array of value records in the same order. Its first eight slots are the whole boot-side flow:

slot key movie also bound
LOGO1LOGO4 logo1.wmvlogo4.wmv
ADVERTISE_MOVIE ADV.wmv VOICE_ADV
STAFF_ROLL SYLPH_HD720p_8M-CBR_2ch.wmv subtitle table
MS00A S00A.wmv SUBTITLE_S00A, VOICE_S00A, a pwterop_s01a.prt overlay
MS01A S01A.wmv SUBTITLE_S01A, VOICE_S01A

The alignment is not in doubt here even though the manifest has valueless slots elsewhere: logo1..4 zip 1:1 onto LOGO1..4, and MS00AS00A.wmv, MS01AS01A.wmv are the manifest's own anchor rule.

The logo1logo4 slots are bound to .wmv files that are not on the disc — already established, and the reason the developer splash is a screen, not a video.

The boot intro and the attract movie are the same asset

There is no separate boot-intro slot. ADV.wmv is bound to ADVERTISE_MOVIE — it is the advertise movie, and the boot simply plays it first. For the port that means one video, not two.

Measured independently, from captured frames

Frames captured 5 s apart during an attract cycle were matched against five candidate movies by frame signature (32×18 normalised grayscale, movie frames cropped to the 675 of 720 rows the game surface shows, 1 fps sampling). tools/re-capture/frame_match.py; full table in data/attract-frame-match.txt.

15 of 19 attract frames matched ADV.wmv, and the matched timestamps advance monotonically at the sampling rate — 39, 45, 56, 62, 75, 80, 85, 92, 102, 108, 113, 119, 131, 137 s — ending at 137 s, which is ADV.wmv's full length, after which the title returned. That is not a similarity score, it is a playhead.

The control was run first and behaves the same way. Frames captured during the boot movie — known to be ADV.wmv — matched ADV at 116, 121, 129, 134 s. Its failure mode is worth stating: on near-black frames the correlation collapses (one control frame scored 0.000, another tied S13A 0.984 against ADV 0.926). Those are exactly the 4 attract frames that did not match. A dark frame carries no signature; it is not evidence for the runner-up.

🔴 This corrects an earlier claim of mine

Two iterations ago I recorded the attract movie as "≈85 s, so probably not ADV.wmv's 137 s". That was wrong, and the mistake was arithmetic on an unobserved start: my sampling began when the movie was already 39 s in, so what I timed was the tail of it, not the whole thing.

The new-game intro is S00A.wmv

Slot MS00A — the prologue story intro, 93.87 s, with its own subtitle table, VOICE_S00A, and a text overlay. Decoded from the manifest, not measured: Ⓐ on NEW GAME hangs the emulator (menu-navigation-semantics.md), so this binding has not been watched happening.

🟡 Skippable — the corpus contradicts itself, and I did not settle it

  • canary-scripted-input-traps.md states plainly that "Ⓐ during a movie skips the movie, every time".
  • But boot_menu.sh / skip_intro.sh as they stand deliberately do not tap during a movie, logging movie … -> waiting it out (tapping breaks the title), and the same document records run G: 88 Ⓐ presses through the boot left a permanent black screen.

Both cannot be the whole story. The test: boot, tap Ⓐ exactly once well inside the movie, and record whether the title arrives early. One boot, and it was not run this iteration.

What ends the attract movie

Nothing intervenes: it plays to its end. The last matched frame is ADV at 137 s — the file's full duration — and the title is back on the next sample. So the attract cycle is: title, idle ~810 s, fade to black, ADV.wmv in full, back to the title (which redraws PRESS Ⓐ BUTTON).

What this contributes to Q6

The manifest is data the game reads to sequence the boot side: the slot keys are in play order and the key is the role. That is not the whole driver — it says what plays, not what decides to advance — but it is the first file-side piece of Q6's second half, and it means the boot-side asset order does not have to be authored.

Skippable — settled 2026-08-28: one Ⓐ skips the movie

The test named above was run, and the answer is unambiguous.

baseline: title arrives with no input ~193 s, ~196 s, ~193 s (three boots)
one Ⓐ tapped at ~45 s into the boot title at ~57 s

The press is provably the cause and provably singular: Canary's own [RE-INPUT] XamInputGetKeystrokeEx reached the driver counter went 3 → 4 across the tap, so exactly one keystroke was delivered, and the title arrived ~12 s later instead of ~150 s later.

And the skipped-to title is fully functional, which is the part that matters for the harness folklore: it draws the PRESS Ⓐ BUTTON plate (2 408 plate pixels by the same probe used elsewhere), and a second Ⓐ opened the main menu normally (title-after-single-A-skip.png).

So what is skip_intro.sh protecting against?

Not a single tap. The failure recorded in canary-scripted-input-traps.md is run G — 88 presses at 4 s intervals through the whole boot — which left a permanent black screen. Hammering breaks it; one press does exactly what the button is for. The scripts' waiting it out (tapping breaks the title) comment is too broad, and it costs every scripted boot ~2.5 minutes.

S00A.wmv watched — measured 2026-08-28

The manifest's MS00A → S00A.wmv has now been confirmed against the running game. The first attempt, with 5-second screenshots, gave an ambiguous partial playhead; re-run with ffmpeg x11grab at 10 fps and matched every 0.5 s, it is unambiguous:

capture t S00A score @ playhead ADV (runner-up)
5.0 s 0.998 @ 1.0 s 0.787 @ 126.5 s
6.0 s 0.999 @ 1.5 s 0.820 @ 126.5 s
7.5 s 1.000 @ 3.0 s 0.836 @ 126.5 s
9.0 s 0.999 @ 4.5 s 0.823 @ 126.5 s
12.0 s 0.998 @ 7.0 s 0.985 @ 34.5 s
16.0 s 0.999 @ 10.0 s 0.886 @ 37.5 s
17.5 s 0.967 @ 11.0 s 0.460 @ 87.0 s

Across the 25 consecutive samples from capture 5.0 s to 17.5 s the S00A playhead is strictly non-decreasing — 1.0, 1.5, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0, 4.5, 5.0, 5.5, 5.5, 6.0, 6.5, 7.0, 7.0, 7.5, 8.0, 8.5, 9.0, 9.0, 9.5, 10.0, 10.5, 11.0 — advancing at essentially real time, with scores at or above 0.96. S00A is the top match on 23 of the 27 frames that carry signal (contrast > 35; the other 25 of 52 frames are the transition and are correctly ignored).

So the new-game intro is S00A.wmv: decoded from the manifest and now measured off the game. It begins ~4.5 s after Ⓐ on the save slot.

🟡 An aside worth recording: ADV.wmv reuses S00A footage

In the window S00A 5.510 s, ADV also scores 0.970.99 — at its own monotonically advancing playhead, 33.537.5 s. Two different movies both matching strongly with two consistent playheads is not noise; it reads as the boot movie being a trailer cut from the story cutscenes, S00A among them. That would explain why the sparse first attempt kept flipping between them. Not investigated further.

⚠️ Sparse sampling was the whole problem

The earlier attempt sampled every 5 s and produced contrast 2337 frames, a playhead that would not join up, and one high-contrast frame preferring ADV. The same question at 0.5 s spacing answers itself at 0.999. The movie was never ambiguous; the sampling was.

The run was killed before the mission load

An earlier run of this path disappeared at ~145 s with no crash line in its own log — routine MEM-WATCH rss=1153MB to the end — so an external kill, not a guest fault, and the second this session. The DELTASABER plates of ui-title-build-map.md need a mission load and were not reached.