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re: fix two stale rows -- NEW GAME's destination, and my own repeat claim
No emulator-requiring state/approved item was open this iteration (issues
#1, #3, #5 all landed and moved to state/needs-human; #25 still awaits
approval). Used the gap for corpus consistency instead of idling, per the
same "a correction that never reaches the row someone reads" failure this
project keeps naming.

1. menu-navigation-semantics.md's own Q4 table still said NEW GAME was
   "not tested" and its own prose said it was "deliberately not pressed"
   and hangs the emulator -- both refuted BY THIS SAME PAGE on 2026-08-28,
   34 lines further down ("NEW GAME -- measured ... it is not a hang. It
   opens DIFFICULTY then SELECT DATA"). The correction never propagated
   backward into the table or the status line above it, so a reader
   stopping at either would come away with the wrong (and already-refuted)
   answer. Fixed in place, struck rather than deleted, with the actual
   destination and an honest note that DIFFICULTY has no id-table name
   match (already refuted separately) while SELECT DATA plausibly matches
   GP_SELECT_STORAGE as a fresh, low-confidence guess.

2. Found the identical failure mode in my own recent work: HANDOFF.md's
   original Q1-Q10 summary table (near the top of a 6600+ line file) still
   quoted the 2026-08-30 "no auto-repeat" finding as current, three commits
   after this same session measured 12 frames delay / 4 frames interval
   through a repeat-capable driver and explained why the earlier negative
   was a driver limitation, not a game fact. A reader who only sees the
   summary table -- which is exactly what a long file trains a reader to
   rely on -- would get the withdrawn answer. Fixed with an explicit note
   pointing at the current entries rather than silently editing the number
   in place, so the correction itself stays visible.

Refutation-shaped either way: two claims ("NEW GAME untested", "no
auto-repeat") checked against this corpus's own newer evidence and found
not to survive, recorded rather than left to be rediscovered.
2026-09-12 13:24:27 +00:00

28 KiB
Raw Blame History

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 all five main-menu destinations, NEW GAME included (→ DIFFICULTYSELECT DATA, not a hang — corrected 2026-09-12, see the Q4 table). 🟡 the GamePart id behind each destination is a name match onto the decoded id table, not a measurement.

Answers MISSION Q5 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.

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
⬆⬇ — 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 🔴 UNSETTLED, corrected 2026-09-12 — do not read this row as "none." See f1-no-repeat-was-the-harness.md: the driver this measurement drove input through (--hid=file's GetKeystroke) is deliberately built to deliver exactly one event per press, by design, for other scripts' benefit — so it could not have shown repeat regardless of what the game does. A held direction moving the cursor exactly once was real and reproducible; what it proves is narrower than "no auto-repeat" and may be nothing at all. Kept below for the record measured 2026-08-30, data/nav-autorepeat-and-settled-b.txt. The counter passed its own control (a single 0.12 s tap gives exactly 1 spike, the hold gives 1, against a 0.00030.0038 noise floor) — the counter was never the problem
wrap at the top ⬆ from the first item goes to the last 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 fromLOAD GAMELOAD GAME, TUTORIALTUTORIAL, OPTIONSOPTIONS, EXTRASEXTRAS 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 · mid-build-in · settled. 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 · series. 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 7141520 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

measureddata/difficulty-resets-to-named-item.txt, capture.

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 DATAPC 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 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.

measureddata/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 — seven items under Level 1/Level 2 headers plus BACK — and LOAD GAME, 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.

measureddata/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 eyeE1.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'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

2026-08-30 — the menu REMEMBERS its cursor across menu → title → menu

measureddata/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'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). 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 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 🔴 stale row, corrected 2026-09-12 — measured 2026-08-28: DIFFICULTY (EASY/NORMAL/HARD/BACK) → SELECT DATA → guest crash (unrelated cache-manager bug, not a menu fault). The "NEW GAME — measured" section further down this same page had the answer already and this table was never updated to match it captures DIFFICULTY: no id-table name match — already tried and refuted (boot-config-and-gamepart-registry.md: neither DIFFICULTY nor EXTRA_MENU survive as call-site strings). SELECT DATA: 🟡 2 GP_SELECT_STORAGE, a fresh name-guess, same low confidence as every other row here
LOAD GAME the save-slot list, LOAD GAME / Current Storage 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 🟡 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-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 §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. Withdrawn — stale, fixed 2026-09-12. This line said Ⓐ on it hangs the emulator (ui-paint-order-third-permutation.md), which the very next section of this same page already refuted on 2026-08-28: it does not hang, it opens DIFFICULTY then SELECT DATA before an unrelated crash. Kept struck rather than deleted — this is the exact failure this corpus keeps naming, a correction that landed lower in the same document than the claim it corrected and never caught up to the table above.

🔴 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 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
  • DIFFICULTYEASY / NORMAL / HARD / BACK, footer Ⓐ : OK Ⓑ : Back, opening focused on NORMAL (capture). 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 NORMALSELECT 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).

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, 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.

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.


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 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 ~450520 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 ~810 s (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 ~810 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.

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: "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 28
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 28 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 (Stage01Stage16; 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.