DIFFICULTY is the screen that separates the readings: it opens on NORMAL, second of EASY/NORMAL/HARD/BACK. Reproduced on a fresh boot rather than inherited from the 2026-08-29 capture. After one confirmed DOWN to HARD, B out and A back in, it returns to NORMAL -- in-cursor 1.0 from opened against 93.9 from where left. So reset targets a per-screen opening default that need not be the first item. The other four submenus could not settle it because on each of them the opening item IS the first, so both readings predict the same observation. sylpheed-port's refusal to promote 4/4 to a rule was right on the evidence: a generalisation from those four would have got this fifth screen wrong. The probe never presses A inside a submenu, so it cannot reach SELECT DATA and the guest throw at PC 0x82307128 -- recorded in the tool's source. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
474 lines
27 KiB
Markdown
474 lines
27 KiB
Markdown
# The title menu — how it moves, and where each button goes
|
||
|
||
**Status:** ✅ `CONFIRMED` (**measured**, by driving the running game) for the
|
||
movement rules and for four of the five main-menu destinations. 🟡 the GamePart
|
||
*id* behind each destination is a **name match onto the decoded id table**, not a
|
||
measurement. ❔ `NEW GAME` deliberately untested.
|
||
|
||
Answers [MISSION Q5](../port/MISSION.md) and most of Q4. Nothing here is on the
|
||
disc in any form found so far — the port is **authoring** these rules from this
|
||
page, not transcribing a field.
|
||
|
||
## Q5 — movement
|
||
|
||
Two boots via `tools/re-capture/boot_menu.sh`, cursor read off the focus ring
|
||
with [`tools/re-capture/menu_focus.py`](../../tools/re-capture/menu_focus.py).
|
||
|
||
| | behaviour | evidence |
|
||
|---|---|---|
|
||
| **initial focus, main menu** | **`TUTORIAL`** — the *middle* item, not the top | 2/2 boots, the first frame after the menu appears |
|
||
| **initial focus, `EXTRAS`** | `MISSION SELECT` — the top item | [`extras-wrap.png`](captures/menu-nav/extras-wrap.png) |
|
||
| **⬆⬇ — one item per press** | one item per press | ✅ *indirect but sound*: the wrap montage's **4 presses from `EXTRAS` landing on `OPTIONS`** only counts out if each press moves exactly one |
|
||
| **⬆⬇ — no auto-repeat** | ✅ **none** — a **2.0 s held ⬇ moves the cursor exactly once** | measured 2026-08-30, [`data/nav-autorepeat-and-settled-b.txt`](data/nav-autorepeat-and-settled-b.txt). ✅ **The counter passes its control**: a single 0.12 s tap gives exactly **1** spike, and the hold gives **1**. Spike 0.0202–0.0220 against a 0.0003–0.0038 floor. ⚠️ one hold, 2.0 s, ⬇, main menu |
|
||
| **wrap at the top** | ⬆ from the first item goes to the **last** | [`wrap-montage.png`](captures/menu-nav/wrap-montage.png), panels 1→2 |
|
||
| **wrap at the bottom** | ⬇ from the last item goes to the **first** | same, panels 3→4, and 4 presses from `EXTRAS` landing on `OPTIONS` — i.e. wrapping — is what makes the count come out |
|
||
| **left / right** | **nothing**, on the main menu | cursor unmoved across one ⬅ and one ➡ |
|
||
| **Ⓑ on a submenu** | returns to the parent **with focus restored to the item you entered from** — `LOAD GAME`→`LOAD GAME`, `TUTORIAL`→`TUTORIAL`, `OPTIONS`→`OPTIONS`, `EXTRAS`→`EXTRAS` | 4/4 |
|
||
| **Ⓑ on the main menu** | ✅ goes to the **title** — measured 2026-08-30, delivery-confirmed, **≤ 0.4 s**, and with **no loading screen** in between. ✅ **and the plate IS re-drawn**: Ⓑ on the menu at 351.2 s, plate pulse detected at 358.5 s — ~7 s later (2026-08-30) | **1 run** — [`../re/data/b-on-main-menu.txt`](data/b-on-main-menu.txt) · [mid-build-in](captures/title-builds/live-b-on-menu-title-buildin.png) · [settled](captures/title-builds/live-b-on-menu-title-settled.png). The footer point below still stands |
|
||
| **Ⓑ on the title** | ✅ **nothing** — 20 s after a delivery-confirmed Ⓑ the screen is still the title, `PRESS Ⓐ BUTTON` up | measured 2026-08-30, [capture](captures/title-builds/live-b-on-settled-title-no-effect.png) · [series](data/nav-autorepeat-and-settled-b.txt). ✅ **This run waited for the plate pulse — the title's own settled signature — before pressing**, which is what the earlier attempt failed to do; its press landed during the build-in and was confounded. The 4.3 % of pixels that move are the plate's pulse and the sweeps (glyph 730, inside the 714–1520 pulse band) |
|
||
|
||
Wrap holds on both screens tested — the 5-item main menu and the 3-item `EXTRAS`
|
||
submenu — so it is a menu rule, not a per-screen table.
|
||
|
||
## ✅ 2026-08-31 — SETTLED: a submenu resets to the item it **opens on**, not to its top item
|
||
|
||
**measured** — [`data/difficulty-resets-to-named-item.txt`](data/difficulty-resets-to-named-item.txt),
|
||
[capture](captures/menu-nav/live-difficulty-opens-normal.png).
|
||
|
||
`DIFFICULTY` is the screen that separates the two readings, because it opens on
|
||
**`NORMAL`** — the second of `EASY` / `NORMAL` / `HARD` / `BACK`. Reproduced on a
|
||
fresh boot today rather than inherited from the 2026-08-29 capture.
|
||
|
||
| | |
|
||
|---|---|
|
||
| opened on | `NORMAL` |
|
||
| after 1 delivery-confirmed DOWN | `HARD` |
|
||
| after Ⓑ → main menu → Ⓐ → `DIFFICULTY` | **`NORMAL`** — in-cursor **1.0** from opened vs **93.9** from where left |
|
||
|
||
✅ **So reset goes to the opening item, and the opening item is a per-screen
|
||
default that need not be the first.** `DIFFICULTY` returns to `NORMAL`, not `EASY`.
|
||
|
||
📌 The other four could not settle it because on `EXTRAS`, `TUTORIAL`, `OPTIONS`
|
||
and `LOAD GAME` the opening item **is** the first item, so both readings predict
|
||
the same observation. Five screens, and only the fifth carries the distinction —
|
||
which is why `sylpheed-port` was right to refuse to promote 4/4 to a rule.
|
||
|
||
⚠️ **Safety, and it is why the run was possible**: `DIFFICULTY`'s *forward* path
|
||
crashes the guest (Ⓐ → `SELECT DATA` → `PC 0x82307128`). The probe presses Ⓐ to
|
||
enter, one DOWN, then Ⓑ to leave, and **never presses Ⓐ inside a submenu**.
|
||
|
||
⚠️ Reach: one boot, one round trip. Untested: whether the reset target moves once a
|
||
difficulty has actually been **confirmed** — this run never confirms one.
|
||
|
||
## 🔴 2026-08-31 — a submenu's opening item is NOT always its first: `DIFFICULTY` opens on `NORMAL`
|
||
|
||
**Already in this file, and I missed it.** `sylpheed-port` has been asking for a
|
||
submenu whose opening item is not the first one, because that is what separates
|
||
*"resets to the named item"* from *"resets to the top item"*. I told them none of
|
||
the screens I measured was one — while **line 248 of this page** records
|
||
`DIFFICULTY` as *"`EASY` / `NORMAL` / `HARD` / `BACK` … opening focused on
|
||
`NORMAL`"*.
|
||
|
||
✅ **The provenance is clean and it is genuinely an opening state**: the run drove
|
||
`NEW GAME` with **no d-pad**, the screen *"sat unchanged for 90 s"*, and
|
||
[`s00a-drive-blocked-by-focus.md`](s00a-drive-blocked-by-focus.md) confirms the
|
||
step matched the committed capture at **r = +0.999**.
|
||
|
||
**So `NORMAL` — the second of four — is a default, not a top item.** That refutes
|
||
*"a screen opens on its first item"* as a general description, and it means the
|
||
distinction the port is asking about is **real in this game**, not academic: on
|
||
`EXTRAS`, `TUTORIAL` and `OPTIONS` the two readings coincide only by accident.
|
||
|
||
❔ **It does not yet settle their question**, which is about **reset** rather than
|
||
opening: to decide it, move the cursor in `DIFFICULTY`, leave, re-enter, and see
|
||
whether it returns to `NORMAL` (named) or `EASY` (top). One experiment, and
|
||
`DIFFICULTY` is the screen that can carry it. ⚠️ Its exit path crashes the guest
|
||
(`SELECT DATA`, `PC 0x82307128`), so the run must go **back** rather than forward.
|
||
|
||
📌 The failure worth naming is mine: **I searched for a case among the screens I
|
||
was measuring, and never grepped the page I was editing.** An answer already in the
|
||
corpus is only as good as the reader's ability to connect it — the same amplifier
|
||
problem as the stale index row, arriving from the other direction.
|
||
|
||
## ✅ 2026-08-31 — ALL FOUR measured submenus reset. The main menu is the exception.
|
||
|
||
**measured** — [`data/submenu-focus-all-reset.txt`](data/submenu-focus-all-reset.txt),
|
||
`tools/re-capture/submenu_focus_sweep.py`, one boot, fourth attempt.
|
||
|
||
| screen | verdict | in-cursor: from opened / from where left |
|
||
|---|---|---|
|
||
| `LOAD GAME` | **RESETS** | 21.6 / 86.3 |
|
||
| `TUTORIAL` | **RESETS** | 2.3 / 113.2 |
|
||
| `OPTIONS` | **RESETS** | 1.9 / 102.6 |
|
||
| `EXTRAS` (2026-08-30) | **RESETS** | 0.8 / 82.8 |
|
||
| **main menu** | **PERSISTS** | — |
|
||
|
||
✅ **So the rule is simple after all, and it is the opposite of what one screen
|
||
suggested**: submenus reset; the **main menu alone** remembers. Four of four.
|
||
|
||
✅ **Screens confirmed by eye**, because an earlier run was fooled about which
|
||
screen it was on: [`TUTORIAL`](captures/menu-nav/live-tutorial-submenu.png) — seven
|
||
items under `Level 1`/`Level 2` headers plus `BACK` — and
|
||
[`LOAD GAME`](captures/menu-nav/live-load-game-slots.png), a **scrolling** slot list
|
||
with the selection held at the vertical centre.
|
||
|
||
📌 `LOAD GAME`'s 21.6 is the only figure not near zero, and the capture explains it:
|
||
that list **scrolls** instead of moving a ring, so re-entry restores a scroll
|
||
position rather than a cursor sprite. Same verdict, different mechanism.
|
||
|
||
❔ **Still not separated: "resets to the named item" vs "resets to the top item".**
|
||
`sylpheed-port` asked for a submenu whose opening item is not its first. None of
|
||
these is one — `TUTORIAL` opens on `BASIC CONTROLS`, `OPTIONS` on `GAME SETTINGS`,
|
||
and `LOAD GAME` on slot **01**, which *looks* non-first only because slots 19 and 20
|
||
are drawn above it by a wrapping list around a centred selection.
|
||
|
||
⚠️ Reach: one boot, one round trip per screen, one direction, one entry each.
|
||
❔ `NEW GAME` stays deliberately untested.
|
||
|
||
## ✅ 2026-08-30 — EXTRAS **resets**; the main menu **persists**. They differ.
|
||
|
||
**measured** — [`data/extras-focus-resets.txt`](data/extras-focus-resets.txt),
|
||
`tools/re-capture/extras_focus_persistence.py`.
|
||
|
||
| | ring y | item |
|
||
|---|---|---|
|
||
| EXTRAS opened on | 347.5 | `MISSION SELECT` |
|
||
| after 1 delivery-confirmed DOWN | 427.5 (+80.0) | `MOVIE THEATER` |
|
||
| after Ⓑ → main menu → Ⓐ → EXTRAS | **347.5** | **`MISSION SELECT`** |
|
||
|
||
Re-entry is **0.0 %** different from the first entry. So:
|
||
|
||
* ✅ **EXTRAS resets.** `sylpheed-port` asserted this in their contract-check when
|
||
nothing had measured it, and I flagged the assertion as an absence of evidence
|
||
encoded as a positive claim. **They were right, and it is now measured.**
|
||
* ✅ **`MISSION SELECT` is a genuine INITIAL focus**, precisely because this screen
|
||
resets — unlike the main menu, where a reading not taken on a fresh boot's first
|
||
entry measures history.
|
||
* 🔴 **The two screens behave differently, so there is no menu-wide rule.** The
|
||
main menu persists; EXTRAS does not. A generalisation in *either* direction
|
||
would be wrong, which is why wrap (measured on two screens) generalises and this
|
||
does not.
|
||
* ✅ The screen was confirmed **by eye** — `E1.png` is EXTRAS, MISSION SELECT /
|
||
MOVIE THEATER / BACK — because the previous run was fooled about which screen it
|
||
was on. And the 80.0 px step independently matches the main menu's separately
|
||
calibrated 79.25.
|
||
|
||
⚠️ Reach: one run, one round trip, one submenu. `OPTIONS`, `LOAD GAME` and
|
||
`TUTORIAL` are untested, as is whether the reset is to `MISSION SELECT` or simply
|
||
to the top item — those coincide here.
|
||
|
||
## 🔴 2026-08-30 (later) — the item NAMES below were wrong, and initial focus is NEW GAME
|
||
|
||
**The reader was broken and my control could not see it.** `menu_focus.py`'s row
|
||
centres are **design-space** rows read off `screenshot` output; my probes fed it
|
||
whole-display `x11grab` frames, which carry Xenia's title bar and menu bar and
|
||
show the game surface scaled by **1.060**. Caught by ground truth, not by a
|
||
control: the probe announced *"on EXTRAS"*, pressed Ⓐ, and opened **OPTIONS**.
|
||
|
||
Ring rows measured directly (`tools/re-capture/ring_row.py`), no assumed geometry:
|
||
|
||
| frame | ring y | true item |
|
||
|---|---|---|
|
||
| first menu entry, fresh boot | **225.5** | **`NEW GAME`** |
|
||
| after 2 delivery-confirmed DOWNs | 384.0 | `TUTORIAL` |
|
||
| after Ⓑ → title → Ⓐ → menu | **385.5** | `TUTORIAL` |
|
||
|
||
* ✅ **Initial focus on a fresh boot is `NEW GAME`** — 2/2 fresh boots, both the
|
||
*first* menu entry. That agrees with `boot_menu.sh`'s own closing line and with
|
||
[`menu-state-in-memory.md`](menu-state-in-memory.md)'s four-downs-to-`EXTRAS`,
|
||
which only counts from `NEW GAME`. ~~"initial focus, main menu — TUTORIAL"~~ in
|
||
the Q5 table below is **withdrawn**: it is the outlier, and this reading is the
|
||
direct one.
|
||
* ✅ **Persistence stands, and is now geometry-free**: 384.0 vs 385.5, 1.5 px
|
||
apart. An equality test is immune to a constant offset, which is why that
|
||
conclusion survived a broken reader when the labels did not.
|
||
* 🔴 **The names I published for it were two positions out** — reported
|
||
`TUTORIAL → EXTRAS → EXTRAS`, truth `NEW GAME → TUTORIAL → TUTORIAL`.
|
||
* ⚠️ **The control was structurally blind to this.** "Two DOWNs must move the
|
||
cursor exactly two items" tests *relative* motion, and a constant offset
|
||
preserves relative motion exactly. **A control that only checks differences
|
||
cannot see an error in the origin.**
|
||
|
||
[data](data/menu-focus-reader-offset.txt)
|
||
|
||
## ✅ 2026-08-30 — the menu REMEMBERS its cursor across menu → title → menu
|
||
|
||
**measured** — [`data/focus-persists-across-title.txt`](data/focus-persists-across-title.txt),
|
||
`tools/re-capture/focus_persistence.py`. One run, control passed:
|
||
|
||
| step | focus | ring vector |
|
||
|---|---|---|
|
||
| F1, on the menu | `TUTORIAL` | 130 76 **254** 69 64 |
|
||
| F2, after 2× DOWN (**both delivery-confirmed**) | `EXTRAS` | 130 76 66 69 **254** |
|
||
| F3, after Ⓑ → title → Ⓐ → menu | **`EXTRAS`** | 130 76 66 69 **254** |
|
||
|
||
**F3 == F2, so focus persists** — the menu is re-entered on the item you left,
|
||
not on a fixed one.
|
||
|
||
📌 **And this reframes the disagreement below rather than settling it.** If focus
|
||
persists, then *any* "initial focus" reading not taken on a fresh boot's **first**
|
||
menu entry is measuring history. The records need not disagree about the game at
|
||
all — they may differ in what the cursor had already been moved to. **Nothing here
|
||
says what the menu opens on**; this run's F1 was itself carried over from a prior
|
||
probe's press.
|
||
|
||
⚠️ Reach: one boot, one round trip, one direction. Persistence across a **reboot**
|
||
is untested, and is the reading that would matter for authoring a default.
|
||
|
||
⚠️ **2026-08-30 — and the sources DISAGREE, which nothing here had noticed.**
|
||
`boot_menu.sh`'s own closing line says *"AT MAIN MENU (cursor on NEW GAME)"*, and
|
||
[`menu-state-in-memory.md`](menu-state-in-memory.md)'s run reaches `EXTRAS` in
|
||
**four** downs, which only counts from `NEW GAME`. Two sources say `NEW GAME`;
|
||
this table says `TUTORIAL` 2/2. `skip_intro.sh` presses Ⓐ once and no d-pad, so
|
||
the harness is not moving the cursor and that does not explain it.
|
||
|
||
🔴 **I tried to settle it and could not: the boot never reached the menu**, twice —
|
||
the title gate cannot fire on this title
|
||
([harness-title-gate-assumes-a-static-title](harness-title-gate-assumes-a-static-title.md)).
|
||
So the disagreement stands, and the round trip that would answer the persistence
|
||
question — menu → Ⓑ → title → Ⓐ → menu, is focus where you left it or reset? — has
|
||
still never been run. `tools/re-capture/focus_persistence.sh` is written and ready
|
||
for a harness that can reach the menu.
|
||
|
||
**🟡 Initial focus is reproducible but not established as invariant.** Both of my
|
||
boots opened on `TUTORIAL`, and both used `boot_menu.sh`. The run recorded in
|
||
[`menu-state-in-memory.md`](menu-state-in-memory.md) reached `EXTRAS` with *four*
|
||
downs from the main menu, which only works from `NEW GAME`. Either the harness
|
||
path matters or something persists. **Do not hardcode `TUTORIAL` without
|
||
re-testing it**; what is solid is that the menu does *not* open on the top item
|
||
in this harness.
|
||
|
||
## Q4 — where each button goes
|
||
|
||
Measured by driving: focus the item, press Ⓐ, read the screen's own title.
|
||
|
||
| button | screen it opens | evidence | GamePart id |
|
||
|---|---|---|---|
|
||
| `NEW GAME` | ❔ **not tested** | — | — |
|
||
| `LOAD GAME` | the save-slot list, `LOAD GAME` / `Current Storage` | [`q4-destinations.png`](captures/menu-nav/q4-destinations.png) left | 🟡 `3 GP_LOAD` |
|
||
| `TUTORIAL` | the lesson list, `TUTORIAL`, Level 1 / Level 2 | same, middle | 🟡 `25 GP_TUTORIAL` |
|
||
| `OPTIONS` | `OPTIONS` — GAME / CONTROL / SOUND / SCREEN SETTINGS / BACK | same, right | 🟡 `8 GP_OPTIONS` |
|
||
| `EXTRAS` | **`GP_TITLE.pak` build 6** — MISSION SELECT / MOVIE THEATER / BACK | [`ui-title-build-map.md`](ui-title-build-map.md) | 🟡 `5 GP_EXTRAS` |
|
||
| `EXTRAS ▸ MISSION SELECT` | the stage list + Wide Area Space Map — **8 rows visible of 16**, and rows below the first are **locked** on a fresh save ([below](#-mission-select-the-cursor-was-stuck-because-the-stages-were-locked)) | [`mission-select-stage01-only.png`](captures/mission-select-stage01-only.png) | 🟡 `7 GP_MISSION_SELECT` |
|
||
| `EXTRAS ▸ MOVIE THEATER` | ❔ not tested | | 🟡 `6 GP_MOVIE_THEATER` |
|
||
|
||
**Say which, as the gate asks.** The *screen* each button opens is **measured** —
|
||
I pressed the button and read the title off the framebuffer. The **GamePart id is
|
||
not measured**: it is the entry of the decoded 29-id table at `.rdata 0x820A1630`
|
||
([`challenge-mission-gate.md`](challenge-mission-gate.md) §3) whose *name* matches
|
||
the screen I saw. The table is decoded; the *binding* of a button to an entry in
|
||
it is a name match I made by eye. The port should treat these ids as authored.
|
||
|
||
Worth noting that the ids and the paks are not one-to-one: `GP_EXTRAS` is id 5
|
||
with **no pak of its own** — its artwork is a build inside `GP_TITLE.pak`.
|
||
|
||
**❔ `NEW GAME` was deliberately not pressed.** Ⓐ on it leads to a standing
|
||
black-screen hang that ends the run
|
||
([`ui-paint-order-third-permutation.md`](ui-paint-order-third-permutation.md)),
|
||
and this iteration needed the session. It is the one destination still unmeasured.
|
||
|
||
### 🔴 The "cheap way to finish this" was a dead route — WITHDRAWN 2026-08-29
|
||
|
||
This section used to say: *`0x828A690C` holds a live screen id (1 title, 3 main
|
||
menu, 4 extras) and `0x828F38AC` the cursor; read them while pressing Ⓐ and the
|
||
transition becomes a measurement, under `--gpu=null` with no screenshots.*
|
||
|
||
**Do not do that. Those words are monotonic counters, not state.**
|
||
[`menu-state-in-memory.md`](menu-state-in-memory.md) withdrew that identity **on
|
||
the same day it was published** — driving deep and then pressing Ⓑ three times
|
||
sends the "cursor" `36 → 38 → 40 → 41`, and a cursor returns when you go back.
|
||
The values match across runs because the same key sequence produces the same
|
||
count, not because `3` *means* main menu. With the sign-in fix the sequence runs
|
||
`3 → 5`, skipping `4` entirely, so "4 = extras" was never a screen at all.
|
||
|
||
This page kept recommending the route for three days after the page it cited had
|
||
killed it. ⚠️ **A cross-reference is not a citation unless you re-read the target**
|
||
— the two documents disagreed in the corpus and either would have been believed
|
||
on its own.
|
||
|
||
✅ **What those words are still good for**: all three advance if and only if the
|
||
game responds to input, and are stable when it does not. Read them as *"did the
|
||
game react?"*, never as *"which screen is this?"*. Screen identity still has to
|
||
come off the framebuffer.
|
||
|
||
❔ **So a measured button→GamePart-id binding remains unfinished**, and for the
|
||
reason it always was: no screen/state enum has been located in guest memory. The
|
||
ids in the table below stay a name match.
|
||
|
||
## ✅ `NEW GAME` — measured 2026-08-28, and it is not a hang
|
||
|
||
The one destination this page could not test has been driven. **Ⓐ on `NEW GAME`
|
||
does not hang.** It opens two more menus first:
|
||
|
||
```
|
||
NEW GAME -> DIFFICULTY -> SELECT DATA -> guest crash
|
||
```
|
||
|
||
* **`DIFFICULTY`** — `EASY` / `NORMAL` / `HARD` / `BACK`, footer
|
||
`Ⓐ : OK Ⓑ : Back`, opening focused on **`NORMAL`**
|
||
([capture](captures/newgame-path/newgame-difficulty.png)). It sat unchanged for
|
||
90 s with the emulator healthy — a menu waiting for input, which is exactly
|
||
what "a standing hang" looks like to a screenshot loop that never presses
|
||
anything.
|
||
* Ⓐ on `NORMAL` → **`SELECT DATA`**, a save-slot picker headed
|
||
`Current Storage: Dummy HDD`, prompting to pick a file for the auto-save.
|
||
* Then the guest throws, and Xenia pauses with `PC: 0x82307128`
|
||
([capture](captures/newgame-path/newgame-selectdata-crash.png)).
|
||
|
||
**That crash is already in the corpus and is not new**: `0x82307128` is inside
|
||
`sub_823070B0`, the cache-manager STL erase documented in
|
||
[`title-crash-stl-tree.md`](title-crash-stl-tree.md), whose trigger is an
|
||
incomplete on-disc shader/code cache — not the menu path. The corpus also already
|
||
holds `captures/select-data-crash.png`.
|
||
|
||
So Q4's last row closes as **measured**:
|
||
|
||
| button | screen it opens |
|
||
|---|---|
|
||
| `NEW GAME` | **`DIFFICULTY`** (then `SELECT DATA`) |
|
||
|
||
🟡 The GamePart ids for these two are unmeasured, like the rest — `24 GP_DIALOG`
|
||
and `3 GP_LOAD` / `2 GP_SELECT_STORAGE` are name-match candidates and nothing
|
||
more.
|
||
|
||
### Initial focus — six data points now, and it still varies
|
||
|
||
This boot opened the main menu on **`NEW GAME`**. Running tally across four
|
||
boots of the same harness: `TUTORIAL`, `TUTORIAL`, `NEW GAME`, `NEW GAME`.
|
||
Unchanged conclusion: **do not hardcode it.**
|
||
|
||
✅ **Two more, 2026-08-29, and the split is now even.** A drive that pressed Ⓐ
|
||
with no d-pad movement ended in a **tutorial mission** (+0.960 against
|
||
`tutorial-mission-reached-then-crash.png`), so that boot opened on `TUTORIAL`. A
|
||
later boot read **`NEW GAME`** from a focus detector on the first menu frame.
|
||
|
||
**Tally: `TUTORIAL` ×3, `NEW GAME` ×3.** Six boots, same harness, no other item
|
||
ever seen. ⚠️ It is *not* uniform across the five buttons — only these two occur —
|
||
which is a constraint on whatever selects it, and something a future explanation
|
||
has to account for. Still **do not hardcode it**, and note that
|
||
`newgame_path.sh`'s "NEW GAME is the first item so no d-pad is needed" is wrong
|
||
half the time — see [`s00a-drive-blocked-by-focus.md`](s00a-drive-blocked-by-focus.md).
|
||
|
||
### The `NEW GAME` path completes — the `SELECT DATA` crash is state, not path
|
||
|
||
A second run of the same path, 2026-08-28, **did not crash**:
|
||
|
||
```
|
||
NEW GAME → DIFFICULTY → (Ⓐ on NORMAL) → SELECT DATA → (Ⓐ on a slot) → a movie plays
|
||
```
|
||
|
||
The previous run's throw at `PC 0x82307128` is therefore **not inherent to this
|
||
menu path** — the same six presses got through it. That is consistent with the
|
||
trigger `title-crash-stl-tree.md` already names (an incomplete on-disc cache) and
|
||
with nothing about `NEW GAME`. 🟡 n = 1 either way; do not read it as "fixed".
|
||
|
||
Worth recording because the first observation could easily have hardened into
|
||
"the new-game path crashes", which is what "A on NEW GAME hangs" had already
|
||
become once.
|
||
|
||
---
|
||
|
||
## 🟡 Refutation attempt 2026-08-29 — the main menu's own footer does **not** advertise Ⓑ
|
||
|
||
**Attempted claim:** this page's row *"Ⓑ on the main menu goes to the title,
|
||
which re-draws `PRESS Ⓐ BUTTON` after a beat"*.
|
||
|
||
**Why this row and not another.** It is one of only **two** rows in the Q5 table
|
||
with an **empty evidence cell** (the other is "Ⓑ on the title → nothing"); every
|
||
row that cites a capture cites one. And it is a rule the port will build on
|
||
directly — it is the only way out of the main menu.
|
||
|
||
**The measurement** — whole-frame colour test for the pad-glyph discs, run by
|
||
[`tools/re-capture/footer_and_locked_rows.py`](../../tools/re-capture/footer_and_locked_rows.py)
|
||
against the committed captures:
|
||
|
||
| capture | Ⓐ glyph px | Ⓑ glyph px |
|
||
|---|---|---|
|
||
| `live-main-menu.png` | 438 | **0** |
|
||
| `live-main-menu-options-focused.png` | 438 | **0** |
|
||
| `live-extras.png` | 440 | 514 |
|
||
| `difficulty-screen.png` | 438 | 518 |
|
||
|
||
**The control passes twice over.** The same detector, unchanged, finds the red Ⓑ
|
||
on the two screens that visibly have one; and the **Ⓐ** count is 438/438/440/438
|
||
across all four, i.e. the same glyph asset at the same size on every screen — so
|
||
a Ⓑ of that family would have been ~450–520 px and cannot have fallen under a
|
||
threshold. The negative is over the **whole frame**, not a guessed footer band:
|
||
`live-main-menu.png` contains **zero** red-glyph pixels anywhere.
|
||
|
||
So the main menu's legend reads `⊙ : Select Ⓐ : OK` where every submenu reads
|
||
`⊙ : Select Ⓐ : OK Ⓑ : Back`.
|
||
|
||
**Verdict: the claim SURVIVES, at reduced confidence, and the row is downgraded
|
||
to 🟡.** A legend is not behaviour — a game may accept an unadvertised Ⓑ — so an
|
||
absent glyph cannot refute a press that was actually observed. But:
|
||
|
||
* the observation has **no capture behind it**, and it is now the only Q5 row
|
||
contradicted by the game's own on-screen text;
|
||
* there is a **named confound**: the title-side screens auto-return on idle, and
|
||
"I pressed Ⓑ and ended up at the title, which drew `PRESS Ⓐ BUTTON` after a
|
||
beat" is also exactly what an idle timeout looks like to an observer who does
|
||
not hold the two apart. The corpus documents that timeout at ~8–10 s
|
||
([`boot-config-and-gamepart-registry.md`](boot-config-and-gamepart-registry.md)).
|
||
|
||
**What would settle it:** press Ⓑ on the main menu and read `0x828A690C`, the
|
||
live screen id (`1` title, `3` main menu, `4` extras) — a transition inside a
|
||
second is a Ⓑ, one at ~8–10 s regardless of the press is the timeout. Cheap, and
|
||
it needs no screenshots.
|
||
|
||
🔴 **Not runnable here.** This container has no disc and no ISO, so there is no
|
||
oracle at all — see
|
||
[`capture-harness-status.md`](capture-harness-status.md#-2026-08-29--the-disc-is-not-in-the-decoder-container-at-all).
|
||
|
||
**For the port:** Ⓑ from the main menu to the title is **measured, single
|
||
observation, uncited, and unadvertised by the game**. Implement it — it is the
|
||
only exit — but treat it as authored rather than transcribed, and do not also
|
||
build the idle-return on the assumption that the two are distinct until someone
|
||
has separated them.
|
||
|
||
---
|
||
|
||
## ✅ MISSION SELECT: the cursor was stuck because the stages were **locked**
|
||
|
||
**Measured 2026-08-29 from committed captures**, no disc needed. Settles the
|
||
⚠️ open in [`../game/navigation.md`](../game/navigation.md): *"sixteen d-pad
|
||
presses never left Stage 01 — whether that is because only one stage was
|
||
unlocked, or because the list is driven some other way, is unknown"*.
|
||
|
||
The stage list has **three** label brightnesses, not two, and that is what
|
||
discriminates. Sampling the label strip (x 190…320) of each of the 8 visible
|
||
rows, 95th percentile of luminance:
|
||
|
||
| capture | row 1 | rows 2–8 |
|
||
|---|---|---|
|
||
| `mission-select-stage01-only.png` | **254** | **104** |
|
||
| `mission-select-all-story-unlocked.png` | **254** | **183** |
|
||
| `mission-select-ends-at-stage16.png` | 183 | 183 ×6, then **254** on row 8 |
|
||
|
||
* **254** = focused (the row carrying the spinning focus ring)
|
||
* **183** = unlocked, not focused
|
||
* **104** = **locked**
|
||
|
||
The all-unlocked capture is the control: it holds row 1 focused at the identical
|
||
254 while rows 2–8 move 104 → 183 as one uniform step. So the dim rows in the
|
||
Stage01-only capture are **not** "unfocused"; unfocused is 183, and they are
|
||
79 levels below it.
|
||
|
||
**And the cursor does move when they are unlocked.** In
|
||
`mission-select-ends-at-stage16.png` the list has scrolled to show Stage09…16,
|
||
the scrollbar thumb is at the bottom, and the focus ring is on **Stage16** — the
|
||
last row. Locked list: 16 presses, no movement. Unlocked list: the cursor reaches
|
||
the end.
|
||
|
||
| | |
|
||
|---|---|
|
||
| **rows visible at once** | **8** |
|
||
| **list length** | **16** (`Stage01`…`Stage16`; the scrollbar bottoms out at 16) |
|
||
| **why 16 presses did nothing** | every row below the first was locked |
|
||
|
||
⚠️ **Reach.** This is a still image, so it says the cursor *reached* Stage16, not
|
||
how it got there and not whether the list wraps — the scroll thumb bottoming out
|
||
at row 16 is consistent with either. Whether a *locked* row is skipped or simply
|
||
unreachable is likewise not separated: with only row 1 unlocked the two are the
|
||
same observation.
|