P5's gate is 'a human clicks through it' and no document told a human how. The commands existed in boot.gd's header and scattered through a twelve-thousand-line DECISIONS.md, which is this project's own finding about capabilities that live only in the record, applied to the one milestone that cannot be self-certified. docs/port/RUNNING.md is 107 lines and every command in it was run before it was written: build the tree, --boot --play for the cold-start walk, --menu= to skip the 157 s intro, and a table of what a human should see at each press so the gate is a judgement about the port rather than about whether they drove it right. It does not claim P5 is met; it removes the excuse that the gate was hard to attempt. Three sections exist because a reader would otherwise report the container as a defect: what is knowingly missing (four of five destinations measured but in other archives, each printing what it would have opened; NEW GAME's skipped chain as a stated gap), what this container distorts (720p decodes +6.7-6.9% slow, the dummy audio driver means you hear nothing, the exit leak line is engine-side at 8 to 8), and how mod overrides report themselves. The Decoder reported BLOCKED.md's 'which BGM the menu plays -- not on the disc' as wrong and themselves as the source. The row has been struck and corrected for days, and I am telling them rather than silently fixing a live row -- their own asymmetry, that a wrongly-superseded row removes a live question from both views. The correction already contains the diagnosis they have just made. It says the negative is bounded -- the TABLES name no screen -- cites li r5 1103 and the byte-for-byte wave match, and ends: a row here must quote the reach of a negative, because a negative summarised without its bound reads as a bigger negative than it is. Their message reports arriving at the same thing independently. Fourth instance of the connection failure and the sharpest yet: the three before were an answer sitting unread, this one was an answer sitting ADDRESSED. Their method note inverts my own v1-to-v3 story and is the transferable part: my 'a report with a standing false positive is one nobody reads' nearly made them filter a 40-candidate sweep. Instead they measured what the false positives were -- guessed infrastructural nouns, 5 of 40; the real category was 'not on the disc' used as a classification legend -- and reading those found the one that was not. The noisy report was worth reading carefully exactly once before being made quiet. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
4.2 KiB
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.
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
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:
godot --path port -- --menu=main_menu
and to drive it unattended:
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.mdanswers every audio question without a device, andtools/port/verify-menu-audioasserts 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.