A snapshot of the non-game files as of0148cb8("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 pointb305aa4, 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>
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The splash: frozen, then fixed, and now checked for SHAPE as well as motion
Status: ✅ animates, and the ramp matches the declared curve. Written
2026-09-02 by the Port; HANDOFF on this branch answers 9ca1eb5.
The 2026-09-02 play-test found the splash frozen. The cause and the fix are in
the commit history; this page is the part that comes after — is the animation
now the right animation? motion-census says explicitly that it cannot answer
that: "a wrong ramp that moves every frame passes here."
Pre-registered (R2)
palogo_sqex_eff declares 0:a=0 → 15:a=255 → 30:a=212 → 45:a=0 — three
segments, three gradients:
| segment | declared |
|---|---|
| 0 → 15 | +17.0 per unit |
| 15 → 30 | −2.87 per unit |
| 30 → 45 | −14.13 per unit |
So a film should show three straight runs with breakpoints at 15 and 30, the middle slope about 1/5 the magnitude of the last, and the rise about 1.2× the last.
Measured, from a film of a real boot
Region: 686x11+299+319 — the companion's top strip, which no other element
overlaps, so the number is that element's own alpha and not a composite.
| view units | strip mean | slope/unit |
|---|---|---|
| 5.58 | 0.02809 | |
| 10.00 | 0.05086 | +0.00515 |
| 13.04 | 0.06611 | +0.00503 |
| 16.12 | 0.07530 | +0.00298 ← crossing the breakpoint |
| 19.21 | 0.07260 | −0.00087 |
| 25.38 | 0.06695 | −0.00092 |
| 28.39 | 0.06482 | −0.00071 |
| 31.39 | 0.05719 | −0.00254 ← crossing the breakpoint |
| 34.39 | 0.04471 | −0.00416 |
| 40.39 | 0.01910 | −0.00428 |
| 43.39 | 0.00655 | −0.00418 |
| 46.39 | 0.00000 | gone |
Breakpoints land where declared: the rise stops between 13.0 and 16.1, the gentle fall steepens between 28.4 and 31.4.
| ratio | declared | measured |
|---|---|---|
| middle : last | 0.203 | 0.213 |
| rise : last | 1.20 | 1.20 |
Within 5 % and exact respectively. The port interpolates piecewise-linearly across the declared segments — which is what the Decoder independently measured the game doing (28 distinct alphas over 28 consecutive presents, modal steps −3 and −14 against predicted −2.87 and −14.13).
⚠️ Ratios, not absolutes, and deliberately. The strip mean is an alpha scaled by whatever the sprite's own pixels are; its absolute value carries the texture. A ratio between segments divides that out, which is why the shape is checkable from a composite at all. Anyone quoting 0.00515 as an alpha is misreading it.
What this still does not establish
- That it looks right. Three instruments have now agreed with a picture a human called wrong, and the fourth agreeing does not change the standing of the fifth. A play-test is the check.
Anything about the developer splash's three logo/companion pairs. One element, one screen.✅ Closed below, and the developer splash turned out to be the far better test.- The absolute alpha. The shape matches; whether the port's alpha equals the
game's at a given unit is
verify-capture's question, and it answers 0.01 % at the settled pose only.
✅ The developer splash: three elements, TWO declared shapes, on one screen
The publisher check above had a structural weakness I named at the time: one element, one screen, one shape. If the port applied some single ramp to everything, that check would pass.
The developer splash cannot be fooled that way, because it declares two different shapes at once:
| element | declared alpha | middle segment |
|---|---|---|
palogo_gamearts_eff |
0:0 15:255 30:255 45:0 |
flat |
palogo_seta_eff |
0:0 15:255 30:255 45:0 |
flat |
palogo_anima_eff |
0:0 15:255 30:212 45:0 |
decays 17 % |
Same screen, same frames, same clock, same code path. The two flat elements are the control for the one that is not — no second run, no second renderer, and nothing for a phase or rate error to hide behind, because any such error hits all three identically.
Pre-registered, before the film was read
In units 15→30,
gameartsandsetahold flat whileanimafalls gently. All three fall steeply 30→45.
Measured, off a real filmed boot
Companion-only strips (each companion's rectangle minus the logo sitting inside
it), mean luma, --film-interval=0.03:
segment units 16-29 units 31-44
gamearts +0.00000 -0.00101
seta +0.00000 -0.00151
anima -0.00001 -0.00003
The two flat ones are flat to five decimals. The decaying one decays. And all three fall over 31–44, so the flatness is not a dead element.
The quantitative version, and the falsification arm
Each trace normalised by a single solved gain — one scalar per element, not a
per-point fit — against the declared curve, over the whole t=0..45 ramp:
| element | fitted against | max err | rms err |
|---|---|---|---|
gamearts |
its own (flat) | 0.49 % | 0.23 % |
seta |
its own (flat) | 0.50 % | 0.27 % |
anima |
its own (decay) | 2.18 % | 1.19 % |
gamearts |
anima's decay | 8.32 % | 4.80 % |
seta |
anima's decay | 8.08 % | 4.86 % |
anima |
flat | 8.82 % | 4.94 % |
Both directions. Every element fits its own declared shape 4–17× better than it fits the other one available on the same screen. A port that drew one ramp for all three would sit at ~8 % on at least one row; none does.
anima's 2.18 % is the loosest row and the reason is its signal: its
companion-only strip means ~0.0005 against gamearts's ~0.015, thirty times
dimmer, so its noise floor is thirty times higher in these units. It still
separates from the wrong curve by 4×.
What this adds over the publisher check
The publisher check established that the ramp has the declared breakpoints and slope ratios. This establishes that the ramp is per-element — that the port reads each element's own keyframes rather than applying a screen-wide curve. That is a different failure mode, and it is the one that would have survived the publisher check unnoticed.
What it still does not establish
- That it looks right. This is instrument five. The standing of a human's eyes is unchanged by it.
- The absolute alpha, for the same reason as above — a solved gain is deliberately scale-free, so this is a shape result and says nothing about whether the port's alpha equals the game's at a given unit.
- Anything about the logo elements. Both checks measure the pre-blurred companions, because those are the strips that can be isolated from the sharp logo underneath them.