ui-resting-pose.md built its dwell-fallback section on GP_TITLE build 7's ptlogo_eff3.t32, listing keyframes [46, 61, 103, -] -- the STALE PARSER's output. Corrected they are [0, 46, 61, 103], the longest gap moves from 61->103 to 0->46, and BOTH ends of the new longest gap are a=0. The element no longer selects a visible pose under either indexing, and build 7 renders byte-identical under the corrected and legacy readings (0 px differ). MISSION lists this element as the one case a Japanese capture was needed to discriminate; it is not. But losing an example is not closing a question, so: disc-wide census. The fallback fires on 2 305 of 13 991 elements and returns a VISIBLE pose in 1 697 of them -- 74 %. GP_TITLE is 5 fires, 4 visible, and all four are on the SPLASH screens: palogo_sqex_eff and palogo_anima_eff, each [0:a0 15:a255 30:a212 45:a0], a flash peaking at 15 and dead by 45 where the fallback returns t=30 a=212. Independently converged on from the other side: the port, working from the JP capture and knowing nothing of this census, found ptlogo_back2eff1's rest.t at the peak of its own 4-unit sparkle with six staggered across the logo, so --pose=rest fires every sparkle at once -- a frame the game never shows. Consequence recorded as a rule: a render posed at rest is a legitimate common reference for comparing two DECODERS and is not a frame to score against a capture of the game. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
48 lines
2.7 KiB
Plaintext
48 lines
2.7 KiB
Plaintext
# The resting-pose DWELL FALLBACK, disc-wide -- and the element that 'exposed'
|
|
# it no longer does. 2026-08-30.
|
|
#
|
|
# examples/rest_fallback_census.rs + rest_fallback_title.rs
|
|
#
|
|
POPULATION: 13991 elements with >= 2 keyframes, over 33 archives
|
|
COVERAGE: 11686 have a plateau (fallback never runs)
|
|
2305 have NONE -> the dwell fallback decides
|
|
1697 of those rest at alpha > 0 -- i.e. VISIBLE
|
|
|
|
#
|
|
# GP_TITLE, every element the fallback decides:
|
|
# entry 7 ptlogo_eff3.t32 rest a= 0 t=Some(0) [0:a0 46:a0 61:a255 103:a0]
|
|
# entry 10 palogo_sqex_eff.t32 rest a=212 t=Some(30) [0:a0 15:a255 30:a212 45:a0] <== VISIBLE
|
|
# entry 11 palogo_anima_eff.t32 rest a=212 t=Some(30) [0:a0 15:a255 30:a212 45:a0] <== VISIBLE
|
|
# entry 13 palogo_sqex_eff.t32 rest a=212 t=Some(30) [0:a0 15:a255 30:a212 45:a0] <== VISIBLE
|
|
# entry 14 palogo_anima_eff.t32 rest a=212 t=Some(30) [0:a0 15:a255 30:a212 45:a0] <== VISIBLE
|
|
#
|
|
# 1. THE MISSION-FLAGGED DISCRIMINATOR IS GONE. ui-resting-pose.md built its
|
|
# fallback section on GP_TITLE build 7's ptlogo_eff3.t32, listing its
|
|
# keyframes as [46, 61, 103, -] -- the STALE PARSER's output, times shifted
|
|
# by one with an untimed final pose. Corrected: [0, 46, 61, 103].
|
|
# stale gaps 15, 42 -> longest 61->103, one end is a=255 at 200%
|
|
# fresh gaps 46, 15, 42 -> longest 0->46, BOTH ends a=0
|
|
# So the element no longer selects a visible pose under either indexing,
|
|
# and build 7 renders BYTE-IDENTICAL under the corrected and legacy
|
|
# readings (0 pixels differ, max delta 0). MISSION listed this element as
|
|
# the one case a Japanese capture was needed to discriminate. It is not.
|
|
#
|
|
# 2. BUT THE QUESTION IS LIVE AND LARGER. Losing an example is not closing a
|
|
# question. Disc-wide the fallback returns a VISIBLE pose 1 697 times out
|
|
# of the 2 305 it fires -- 74 %.
|
|
#
|
|
# 3. GP_TITLE's four are ALL ON THE SPLASH SCREENS: palogo_sqex_eff.t32 and
|
|
# palogo_anima_eff.t32 on entries 10/11/13/14, each [0:a0 15:a255 30:a212
|
|
# 45:a0] -- a flash peaking at t=15 and dead by t=45, where the fallback
|
|
# returns t=30, a=212. Near the peak of a transient.
|
|
#
|
|
# 4. INDEPENDENT CONVERGENCE. The port agent, working from the Japanese title
|
|
# capture and with no knowledge of this census, found ptlogo_back2eff1's
|
|
# rest.t sitting at the peak of its own 4-unit sparkle, and six of them
|
|
# staggered across the logo -- so --pose=rest fires every sparkle at once,
|
|
# a frame the game never shows. Same phenomenon, opposite direction.
|
|
#
|
|
# CONSEQUENCE: 'rest' is not a settled pose for these families. A render posed
|
|
# at rest is a legitimate common reference for comparing two DECODERS, and is
|
|
# NOT a frame to score against a capture of the game.
|