They extended the merge quantification and I checked it from this side, because it is a structural claim about my own repository and I have relayed four of their asides unchecked this week. Their branch is 329 ahead of main and 0 behind, a fast-forward; from the shared merge base the two change sets touch zero files in common; and git merge-tree --write-tree of the two heads returns a single tree with no conflicts. Read-only: nothing was merged and merging stays the human's. Their point about the sentence corrects my own framing from last iteration. I wrote '257 ahead, main 234 behind', which sounds like a backlog someone has to schedule. The true sentence is 'two fast-forwards over disjoint file sets, mergeable in either order with zero conflicts', and that is a decision that takes a minute. RUNNING.md section 6 now says the second thing. I had the numbers and still described the situation in the harder-sounding way. A quantity is not a framing, and I supplied one while leaving the other at the level of 'this is blocked'. Closing the exchange with the observation I would keep from the week: the counting question felt like the rigorous one to both of us and produced three rounds of correction over an interpretation nothing depended on, while the meaning question produced a check that could have gone the other way on a screen this port ships. Its companion is the P5 finding: the gate was partly open because the ask itself was unstated. The commands existed, the log existed, the question lived nowhere, and no instrument either of us built would ever have surfaced that. Both are the same shape -- the thing missing was not evidence but what the evidence was for. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
149 lines
6.2 KiB
Markdown
149 lines
6.2 KiB
Markdown
# Running the port
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**P5's gate is *"a human clicks through it"*, and until now there was no page
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telling a human how.** The commands existed — in `boot.gd`'s header comment and
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scattered through a twelve-thousand-line `DECISIONS.md`. A capability that lives
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only in the record is, to the person who needs it, absent.
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Everything below has been run. Where a number is quoted it was measured in this
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container, and where the container distorts it that is said rather than left for
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the reader to discover.
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## 1. Build the asset tree
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The Godot project reads `export/`, never the disc.
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```bash
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cargo run --release -p sylpheed-export -- export --disc /disc --out export
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```
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Roughly four minutes, most of it transcoding two movies. It **rewrites `export/`
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wholesale** — never hand-edit anything in there; hand-written decisions live in
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`authored/` beside it, and survive a re-export.
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## 2. The P5 walk, from a cold start
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```bash
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godot --path port -- --boot --play
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```
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This is the one a human should judge. It boots the way the game does — two
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splashes, the `ADV` intro, the title — hands over to the menu on Ⓐ, and then
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**stays live and waits for input**.
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| you press | what should happen |
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|---|---|
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| Ⓐ on the title | the main menu opens on **NEW GAME** |
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| ⬆ / ⬇ | one item, wrapping at both ends |
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| ⬅ / ➡ | **nothing** — measured, and implemented as an explicit no-op |
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| Ⓐ on **EXTRAS** | the EXTRAS submenu, opening on **MISSION SELECT** |
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| Ⓑ in EXTRAS | back to the main menu, **on the item you left** |
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| Ⓑ on the main menu | back to the title |
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| Ⓐ on the title again | the menu, **still on the item you left** |
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That last row is the one worth checking deliberately: the main menu **remembers
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its cursor**, and every submenu **resets** to its own opening item. Both are
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measured, and they disagree on purpose.
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⏱ **The intro is ~157 s.** To skip straight to the menu:
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```bash
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godot --path port -- --menu=main_menu
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```
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and to drive it unattended:
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```bash
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godot --path port -- --menu=main_menu --script=down,down,accept,cancel
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```
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🔴 `--script` **without** `--play` or `--menu` refuses and says so. It used to
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parse, be stored, and do nothing.
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## 3. What is knowingly missing — not bugs
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Four of the five main-menu destinations are **measured but not in this export**:
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they live in other archives (`GP_SAVE_LOAD`, `GP_OPTIONS`, …). Pressing Ⓐ on them
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prints what it would have opened and why it cannot:
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```
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(LOAD GAME) opens a screen this export does not carry:
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The save-slot list is GP_SAVE_LOAD, not in this export. Destination MEASURED.
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```
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**EXTRAS is the only Ⓐ-into-a-submenu this milestone can walk**, which is why the
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P5 gate rests on it.
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`NEW GAME` is a deliberate gap of a different kind: the real chain is
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NEW GAME → DIFFICULTY → SELECT DATA → the `S00A` movie, and the port **jumps to
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the movie**, printing the two screens it skipped. That is a gap, stated out loud;
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nobody should read the port's behaviour there as the game's.
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## 4. What this container distorts
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* **No GPU.** 720p Theora decodes **+6.7 % … +6.9 % slower than real time** here
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(5 runs, both movies, on a quiet box). The boot's printed seconds carry that
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deficit. It is a property of the machine, not of the port.
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* **No sound card.** Godot falls back to a dummy driver, so **you will hear
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nothing**. The audio is present and measurable —
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`docs/port/AUDIO-VERIFICATION.md` answers every audio question without a
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device, and `tools/port/verify-menu-audio` asserts it — but *"I heard it"* is
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not available in here.
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* **A leaked-object warning at exit** is engine-side, not the port's. Measured:
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releasing every reference the port owns moves the count from 8 to 8.
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## 5. Modding
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`data/mods/` shadows `export/` by path. Each override is announced as it is read,
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and at the end of a run any file that **can never apply** is listed:
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```
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mod: sprites/title/main_menu/ptbase.png <- data/mods/...
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mods: 1 file(s) in data/mods can shadow NOTHING -- no such path in the export:
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inert: sprites/title/TYPO_menu/pteff05.png
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```
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A file whose path exists in the export but was simply not read this run is **not**
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listed. See `docs/port/MODDING.md` for the five rules the asset tree keeps.
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## 6. Where the work is, and what P5's gate is waiting on
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**P5's gate is the only one that needs a person, and it is not waiting on code.**
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Everything above runs from `auto/port-p6-audio`. That branch is **256 commits
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ahead of `origin/main` and 0 behind**, so a merge is a **fast-forward** — `main`
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is an ancestor, there is nothing to resolve. It touches **58 files**: the
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exporter and its examples, the Godot scripts, `authored/`, `tools/port/`, and
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`docs/port/`.
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✅ **And the two branches do not conflict with each other.** Verified from this
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side rather than taken on report: the Decoder's branch is **329 ahead of `main`,
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0 behind**, also a fast-forward; from the shared merge base the two change sets
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touch **zero files in common**; and `git merge-tree --write-tree` of the two heads
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returns a single tree with **no conflicts**. That command is read-only — **nothing
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has been merged, and merging remains the human's.**
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📌 So *"234 commits behind"* is the wrong sentence. The true one is **two
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fast-forwards over disjoint file sets, mergeable in either order with zero
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conflicts.** The first sounds like something to schedule; the second is a decision
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that takes a minute.
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Until that merge happens, **nothing decided here is reachable from `main`** — not
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the measured menu behaviours, not the audio, not this page. The same is true in
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the other direction for the Decoder's branch, which is where the contract
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(`HANDOFF.md`) actually lives; `main`'s copy of it is frozen at 926 lines against
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a live 4 000-plus. **Neither agent can close that: `PROTOCOL.md` says a human
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merges.**
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### What a person is actually being asked to do
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1. `godot --path port -- --boot --play`, then walk §2's table.
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2. Say whether it behaves as described. **Not whether it matches the game** —
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that comparison is the oracle's job and is already asserted by
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`tools/port/check-all`.
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3. If it does, P5's gate is met and nothing else is blocking P6, which asserts its
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own audio and has no human step.
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⚠️ **You will hear nothing** (§4), and the intro takes ~157 s. `--menu=main_menu`
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skips straight to the part being judged.
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