ambiguous, the sampling was Continuing last iteration's amber rather than starting something new. The fix was already named there: stop using 5-second screenshots and record the display. Recorded with ffmpeg x11grab at 10 fps and matched every 0.5 s. Across the 25 consecutive samples from capture 5.0 s to 17.5 s the S00A playhead is strictly non-decreasing -- 1.0 through 11.0 s, advancing at essentially real time -- with scores at or above 0.96 and four of them at 0.999 or 1.000 against a runner-up in the 0.78-0.83 range. S00A is the top match on 23 of the 27 frames carrying signal. So MS00A -> S00A.wmv is decoded from the manifest AND measured off the game, and the intro begins about 4.5 s after A on the save slot. The previous attempt's failure is worth its own METHOD line, because it did not look like a sampling problem: it looked like weak evidence for the wrong film. Sparse sampling produced contrast-23 frames, a playhead that would not join up, and one frame preferring ADV. Sampling does not weaken a signal gracefully; it turns it into noise shaped like a different answer. One aside recorded and not chased: in the S00A 5.5-10 s window, ADV also scores 0.97-0.99 at its OWN monotone playhead of 33.5-37.5 s. Two films matching strongly with two consistent playheads is not noise -- it reads as the boot movie being a trailer cut from the story cutscenes, which also explains why the sparse run kept flipping between them.
179 lines
8.8 KiB
Markdown
179 lines
8.8 KiB
Markdown
# Which movie plays where — the boot intro, the attract loop, the new-game intro
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**Status:** ✅ `CONFIRMED`. The bindings are **decoded** from the movie manifest,
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and the attract movie is independently **measured** from captured frames. One
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part — whether playback is skippable — is 🟡 and the corpus contradicts itself
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about it; that is written down rather than resolved by assertion.
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Answers [MISSION Q9](../port/MISSION.md), and contributes to Q6.
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## The manifest names the boot-side slots — decoded
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The movie manifest (`dat/tables.pak` entry `0x5b983a08`, schema `0x067025b9`,
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[`movie_manifest.rs`](../../crates/sylpheed-formats/src/movie_manifest.rs)) is an
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array of slots whose **key is the semantic role**, with a parallel array of value
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records in the same order. Its first eight slots are the whole boot-side flow:
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| slot key | movie | also bound |
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|---|---|---|
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| `LOGO1` … `LOGO4` | `logo1.wmv` … `logo4.wmv` | — |
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| **`ADVERTISE_MOVIE`** | **`ADV.wmv`** | `VOICE_ADV` |
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| `STAFF_ROLL` | `SYLPH_HD720p_8M-CBR_2ch.wmv` | subtitle table |
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| **`MS00A`** | **`S00A.wmv`** | `SUBTITLE_S00A`, `VOICE_S00A`, a `pwterop_s01a.prt` overlay |
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| `MS01A` | `S01A.wmv` | `SUBTITLE_S01A`, `VOICE_S01A` |
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The alignment is not in doubt here even though the manifest has valueless slots
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elsewhere: `logo1..4` zip 1:1 onto `LOGO1..4`, and `MS00A`→`S00A.wmv`,
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`MS01A`→`S01A.wmv` are the manifest's own anchor rule.
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**The `logo1`–`logo4` slots are bound to `.wmv` files that are not on the disc** —
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already established, and the reason the developer splash is a screen, not a video.
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## ✅ The boot intro and the attract movie are the same asset
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There is **no separate boot-intro slot**. `ADV.wmv` is bound to
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`ADVERTISE_MOVIE` — it *is* the advertise movie, and the boot simply plays it
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first. For the port that means one video, not two.
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### Measured independently, from captured frames
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Frames captured 5 s apart during an attract cycle were matched against five
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candidate movies by frame signature (32×18 normalised grayscale, movie frames
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cropped to the 675 of 720 rows the game surface shows, 1 fps sampling).
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`tools/re-capture/frame_match.py`; full table in
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[`data/attract-frame-match.txt`](data/attract-frame-match.txt).
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**15 of 19 attract frames matched `ADV.wmv`, and the matched timestamps advance
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monotonically at the sampling rate** — 39, 45, 56, 62, 75, 80, 85, 92, 102, 108,
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113, 119, 131, 137 s — ending at 137 s, which is `ADV.wmv`'s full length, after
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which the title returned. That is not a similarity score, it is a playhead.
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**The control was run first and behaves the same way.** Frames captured during
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the *boot* movie — known to be `ADV.wmv` — matched `ADV` at 116, 121, 129, 134 s.
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Its failure mode is worth stating: on near-black frames the correlation collapses
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(one control frame scored 0.000, another tied `S13A` 0.984 against `ADV` 0.926).
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Those are exactly the 4 attract frames that did not match. **A dark frame carries
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no signature; it is not evidence for the runner-up.**
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### 🔴 This corrects an earlier claim of mine
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Two iterations ago I recorded the attract movie as "≈85 s, so probably not
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`ADV.wmv`'s 137 s". That was wrong, and the mistake was arithmetic on an
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unobserved start: my sampling began when the movie was already **39 s in**, so
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what I timed was the *tail* of it, not the whole thing.
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## ✅ The new-game intro is `S00A.wmv`
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Slot `MS00A` — the prologue story intro, 93.87 s, with its own subtitle table,
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`VOICE_S00A`, and a text overlay. Decoded from the manifest, **not** measured:
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Ⓐ on `NEW GAME` hangs the emulator
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([`menu-navigation-semantics.md`](menu-navigation-semantics.md)), so this
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binding has not been watched happening.
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## 🟡 Skippable — the corpus contradicts itself, and I did not settle it
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* [`canary-scripted-input-traps.md`](canary-scripted-input-traps.md) states
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plainly that "Ⓐ during a movie skips the movie, every time".
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* But `boot_menu.sh` / `skip_intro.sh` as they stand **deliberately do not tap
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during a movie**, logging `movie … -> waiting it out (tapping breaks the
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title)`, and the same document records run G: 88 Ⓐ presses through the boot
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left a permanent black screen.
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Both cannot be the whole story. **The test**: boot, tap Ⓐ exactly once well
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inside the movie, and record whether the title arrives early. One boot, and it
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was not run this iteration.
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## ✅ What ends the attract movie
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Nothing intervenes: it **plays to its end**. The last matched frame is `ADV` at
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137 s — the file's full duration — and the title is back on the next sample. So
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the attract cycle is: title, idle ~8–10 s, fade to black, `ADV.wmv` in full, back
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to the title (which redraws `PRESS Ⓐ BUTTON`).
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## What this contributes to Q6
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The manifest is **data the game reads** to sequence the boot side: the slot keys
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are in play order and the key *is* the role. That is not the whole driver — it
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says what plays, not what decides to advance — but it is the first file-side
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piece of Q6's second half, and it means the boot-side asset order does not have
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to be authored.
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## ✅ Skippable — settled 2026-08-28: **one Ⓐ skips the movie**
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The test named above was run, and the answer is unambiguous.
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| | |
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|---|---|
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| baseline: title arrives with **no** input | ~193 s, ~196 s, ~193 s (three boots) |
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| **one Ⓐ tapped at ~45 s into the boot** | **title at ~57 s** |
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The press is provably the cause and provably singular: Canary's own
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`[RE-INPUT] XamInputGetKeystrokeEx reached the driver` counter went **3 → 4**
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across the tap, so exactly one keystroke was delivered, and the title arrived
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~12 s later instead of ~150 s later.
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**And the skipped-to title is fully functional**, which is the part that matters
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for the harness folklore: it draws the `PRESS Ⓐ BUTTON` plate (2 408 plate pixels
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by the same probe used elsewhere), and a second Ⓐ opened the main menu normally
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([`title-after-single-A-skip.png`](captures/newgame-path/title-after-single-A-skip.png)).
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### So what is `skip_intro.sh` protecting against?
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Not a single tap. The failure recorded in
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[`canary-scripted-input-traps.md`](canary-scripted-input-traps.md) is run G —
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**88 presses at 4 s intervals through the whole boot** — which left a permanent
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black screen. Hammering breaks it; one press does exactly what the button is for.
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The scripts' `waiting it out (tapping breaks the title)` comment is **too broad**,
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and it costs every scripted boot ~2.5 minutes.
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## ✅ `S00A.wmv` watched — measured 2026-08-28
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The manifest's `MS00A → S00A.wmv` has now been confirmed against the running
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game. The first attempt, with 5-second screenshots, gave an ambiguous partial
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playhead; re-run with **`ffmpeg x11grab` at 10 fps** and matched every 0.5 s, it
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is unambiguous:
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| capture t | `S00A` score @ playhead | `ADV` (runner-up) |
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|---|---|---|
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| 5.0 s | **0.998** @ 1.0 s | 0.787 @ 126.5 s |
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| 6.0 s | **0.999** @ 1.5 s | 0.820 @ 126.5 s |
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| 7.5 s | **1.000** @ 3.0 s | 0.836 @ 126.5 s |
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| 9.0 s | **0.999** @ 4.5 s | 0.823 @ 126.5 s |
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| 12.0 s | **0.998** @ 7.0 s | 0.985 @ 34.5 s |
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| 16.0 s | **0.999** @ 10.0 s | 0.886 @ 37.5 s |
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| 17.5 s | **0.967** @ 11.0 s | 0.460 @ 87.0 s |
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Across the 25 consecutive samples from capture 5.0 s to 17.5 s the `S00A`
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playhead is **strictly non-decreasing** — 1.0, 1.5, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0,
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4.5, 5.0, 5.5, 5.5, 6.0, 6.5, 7.0, 7.0, 7.5, 8.0, 8.5, 9.0, 9.0, 9.5, 10.0, 10.5,
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11.0 — advancing at essentially real time, with scores at or above 0.96. **`S00A`
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is the top match on 23 of the 27 frames that carry signal** (contrast > 35;
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the other 25 of 52 frames are the transition and are correctly ignored).
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So the new-game intro is `S00A.wmv`: **decoded** from the manifest and now
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**measured** off the game. It begins ~4.5 s after Ⓐ on the save slot.
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### 🟡 An aside worth recording: `ADV.wmv` reuses `S00A` footage
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In the window `S00A` 5.5–10 s, `ADV` also scores 0.97–0.99 — at its *own*
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monotonically advancing playhead, 33.5–37.5 s. Two different movies both matching
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strongly with two consistent playheads is not noise; it reads as **the boot movie
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being a trailer cut from the story cutscenes**, `S00A` among them. That would
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explain why the sparse first attempt kept flipping between them. Not investigated
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further.
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### ⚠️ Sparse sampling was the whole problem
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The earlier attempt sampled every 5 s and produced contrast 23–37 frames, a
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playhead that would not join up, and one high-contrast frame preferring `ADV`. The
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same question at 0.5 s spacing answers itself at 0.999. **The movie was never
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ambiguous; the sampling was.**
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### The run was killed before the mission load
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An earlier run of this path disappeared at ~145 s with **no crash line in its own
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log** — routine `MEM-WATCH rss=1153MB` to the end — so an external kill, not a
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guest fault, and the second this session. The `DELTASABER` plates of
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[`ui-title-build-map.md`](ui-title-build-map.md) need a mission load and were not
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reached.
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