Files
Sylpheed/docs/port/p7-gate.md
Sylpheed port agent 50be9578c5 recover: the F5/F6 port work from the deleted auto/port-p6-audio
A snapshot of the non-game files as of 0148cb8 ("port: F5/F6 hand-off --
one-minute human checks, and a refutation attempt that survived",
2026-09-04), the tip of auto/port-p6-audio. The branch was deleted from the
server on 2026-09-17 during the consolidation cleanup; issue #7 asks for
this work as a reviewable PR, so it is recovered here before the commits
are garbage collected.

Contents: the 84 files the branch changed relative to its fork point
b305aa4, which is this commit's parent. The tree is therefore 0148cb8's
tree with the 854 exported game assets left out -- export-probe/,
export-probe2/, three .wav renders of game audio and adv-v2-screenlog.tsv.
Game data stays out of git; the exporter regenerates those from the disc.
docs/port/DECISIONS.md still refers to them by name.

Not recovered: the branch's own 366 commits. Keeping them would make those
assets reachable again, so this is one snapshot instead. The original
commits stay unreferenced in the server's object store, and in this clone
under the local branch archive/port-p6-audio, until either is garbage
collected.

Refs #7. The OPTIONS work that issue #6 asks for is a subset of this
branch, also recovered as recover/options-menu.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 20:48:47 +02:00

4.2 KiB

P7 — the new-game intro plays and returns to a defined state ✅

Status: ✅ gate met, with an artifact. Run 2026-09-01 by the Port at 4be90c2 + this commit; HANDOFF on this branch answers 9ca1eb5.

PORT-MISSION.md P7: "New-game intro video after NEW GAME | Plays, then returns to a defined state."

The path had been wired for some time — authored/flow.json gives ptbtn01 a then_video: "S00A", a skipped_chain, and after_video: {goto: "title"}, and S00A.ogv is in the export. Nobody had run it. A milestone is done when its artifact exists, not when the wiring reads correctly, and this file is the difference.

Pre-registered (R2)

--menu --script=accept with focus on NEW GAME announces the skipped DIFFICULTY, SELECT DATA chain, plays S00A, and returns to title. Unskipped, S00A is 93.78 s of media, so it should end on its own at ≈94 s and hand off.

What happened

  menu on main_menu, focus ptbtn01
script[1] accept at 1.00 s
  (NEW GAME) -> the real chain is DIFFICULTY -> SELECT DATA, then the movie.
               Neither screen is in this export.
  -> video S00A at 0.97 s (/work/export/video/S00A.ogv)
     + voice S00A
     video ended at 94.13 s
     -> title (authored: authored)
  (after the movie) -> title
  overlay press_start raised, settles at t=236
script complete after 96.83 s on title

94.13 s against 93.78 s of declared media — +0.35 s, 0.4 %. It ends on its own, at the right time, and hands off. Both predictions held.

Artifacts: s_00_start.png (main menu, NEW GAME focused) and s_01_accept.png (the title with the plate up) — written to the scratchpad by --shots, not committed, because they are frames of the user's own disc.

It genuinely decodes — checked, because "ends at the right time" does not prove it

A player that consumed 94 s of time while showing one frame would also "end at 94 s". So the frame counts, at two window lengths:

window frames shown of 2813
2.03 s 45 2 %
18.91 s 244 9 %

Frames scale with the window — it is decoding, not stalled. Sub-linearly though, 22.2 fps early against 12.9 fps over the longer window, and that is the same software fill ceiling documented in port-frame-rate.md; these two runs predate the GPU.

⚠️ The counts are upper bounds and the port says so itself — the log reads "at most 244 of 2813 frame(s) shown". It cannot see inside VideoStreamPlayer, so it reports what it can bound rather than a number it cannot support.

A free corroboration of the fill-rate finding

The unskipped run reports main_menu: 5677 frames in 94.13 s — **60.3 fps**. The screen never changes during a movie, so the rate line attributes the whole playback to it.

The same process, in the same container, on the same screen: 60.3 fps while a full-screen video texture is on top, and 9.7 fps while drawing the menu's five additive full-screen quads. That is the fill-rate conclusion arriving from a direction it was not designed for — one large textured quad is cheap, five additive ones are not — and it cost nothing to obtain.

Two things this run surfaced that are not P7

  • 🔴 4 ObjectDB instances were leaked at exit. Godot's own warning, on every run of this path. Small and at shutdown, so it costs a player nothing, but it is a real signal that something in the video/overlay teardown is not freed. Not chased, recorded.
  • 🟡 The menu bed keeps playing under the movie. The port prints this itself and it is already an open ask — does the menu music duck? — in BLOCKED.md. Left audible on purpose rather than guessed at.

What this does not claim

  • That the skipped chain is right. DIFFICULTY and SELECT DATA live in archives this milestone does not export; the port announces the skip rather than pretending the sequence is complete, which is the honest half of a gate it cannot fully reach.
  • That after_video: title is what the game does. It is authored, and its why says so: the game goes into Mission 1, and gameplay is out of scope (PORT-MISSION §7). "Returns to a defined state" is the gate; title is the state we defined.