Files
Sylpheed/docs/re/structures
sylph-decoder 4ce639c63d re: the menu BGM loop is NOT captured -- and the rig that cannot take it
Recorded per 'do not improvise around a blocker'. The question is what the game
does at BGM_103's loop seam, where the corpus has 'not a seamless loop, no
loop-point field found, so the menu loop is authored' and the port measures a
3.4 s near-silent seam.

Audio needs the ALSA tee; detecting the title needs video, so --gpu=null was
unavailable. Measured twice: the guest runs at ~0.20x real time (76.5 s of audio
in 378 s of wall clock) and the title is not reached in 300 s even after tapping
A to skip the movie, with the tee's slave ending in a broken pipe and Xenia in
underrun recovery. Not a crash -- rss 701 MB with 9.5 GB free, and the 'Killed'
line is this harness's own cleanup.

REFUTED along the way: CONTAINER-NOTES says --gpu=null runs here die at ~70 s.
The intro-audio capture ran 148.02 s under --gpu=null and ended on its probe's
timer with the emulator alive and the whole ADV movie decoded. More than twice
the quoted lifetime. That note had been the reason not to use --gpu=null for
anything long, which is exactly what a clean audio capture needs.

The route left, written down rather than attempted: use the XMA probe log as the
screen oracle instead of video. Sitting on the main menu decodes exactly BGM_103's
two waves, so their byte_sizes appearing IS the menu -- which is better
provenance for an audio question than a screenshot anyway.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
2026-08-30 09:21:47 +00:00
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