RUNNING.md gave `--script=down,down,accept,cancel` as the unattended P5 walk. Two downs from the opening item lands on TUTORIAL, whose destination this export does not carry, so the example printed a not-carried message and returned to the title without opening a submenu at all. EXTRAS is the fifth item and needs four. The one submenu the milestone's gate rests on was the one the runbook's own command did not reach, and it survived because the command completed successfully. Third instance this session of "the run succeeded and the answer was wrong", after the MIX-default material and the vertex dump that captured two of six quads -- and the first one sitting in the document written for a human to follow. Verified by running both paths. Also verified end to end this iteration, on the real binary rather than from the document: cold boot reaches the title in 152.9 s with the intro playing 142.2 s for 137.4 s of media (+3.5 %); wrap, the left/right no-ops, EXTRAS opening on MISSION SELECT, B restoring the item you left, EXTRAS resetting to its own first item on re-entry, and the focus surviving a title round trip all behave as the table says.
7.3 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,down,down,accept,cancel
🔴 This example used to say down,down,accept,cancel, and it walked the wrong
path. Two ⬇ from the opening item lands on TUTORIAL, whose destination this
export does not carry — so the example exercised a not-carried message and
returned, never opening a submenu at all. EXTRAS is the fifth item, so it
takes four. The one submenu P5's gate rests on was the one the runbook's own
command did not reach. Verified 2026-08-31 by running both.
🔴 --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.
6. Where the work is, and what P5's gate is waiting on
P5's gate is the only one that needs a person, and it is not waiting on code.
Everything above runs from auto/port-p6-audio.
🔴 This section used to quote counts — "256 commits ahead, 58 files" — and they were stale the moment they were committed, because committing them incremented the count. By the time anyone read it, it said 256 and the answer was 258. A number written into a document meant to inform a decision decays with every commit either agent makes, and the Decoder hit the same thing in their own merge-state page one message after recording the class.
So what follows are the invariants, which do not move, and the commands to re-derive anything that does.
| invariant | check | passes when |
|---|---|---|
main is an ancestor of this branch — a fast-forward, nothing to resolve |
git merge-base --is-ancestor origin/main HEAD; echo $? |
prints 0. ⚠️ The command itself prints nothing on success — without the echo a reader cannot tell success from failure |
main is an ancestor of the Decoder's branch too |
git merge-base --is-ancestor origin/main origin/auto/build-ordinal-audit; echo $? |
prints 0, same caveat |
| the two change sets touch zero files in common | comm -12 <(git diff --name-only origin/main...HEAD | sort) <(git diff --name-only origin/main...origin/auto/build-ordinal-audit | sort) | wc -l |
prints 0 |
| merging both produces no conflicts | git merge-tree --write-tree HEAD origin/auto/build-ordinal-audit | wc -l |
prints 1 — one line is the tree id; conflicts would follow it. Read-only: this merges nothing |
Last run here: 0, 0, 0, 1. A command published without a pass
condition is half a check — the reader gets a number and no way to know whether it
is the right one — so each row states what the right one is.
📌 So the sentence is not "N commits behind", which sounds like something to
schedule. It is: two fast-forwards over disjoint file sets, mergeable in either
order with zero conflicts. Counts if you want them:
git rev-list --count origin/main..HEAD.
What a person is actually being asked to do
godot --path port -- --boot --play, then walk §2's table.- Say whether it behaves as described. Not whether it matches the game —
that comparison is the oracle's job and is already asserted by
tools/port/check-all. - If it does, P5's gate is met and nothing else is blocking P6, which asserts its own audio and has no human step.
⚠️ You will hear nothing (§4), and the intro takes ~157 s. --menu=main_menu
skips straight to the part being judged.