Files
Sylpheed/docs/port/RUNNING.md
Sylpheed port agent e30b336879 port: write the runbook P5's gate needs, and correct a misreport of a corrected row
P5's gate is 'a human clicks through it' and no document told a human how. The
commands existed in boot.gd's header and scattered through a twelve-thousand-line
DECISIONS.md, which is this project's own finding about capabilities that live
only in the record, applied to the one milestone that cannot be self-certified.

docs/port/RUNNING.md is 107 lines and every command in it was run before it was
written: build the tree, --boot --play for the cold-start walk, --menu= to skip
the 157 s intro, and a table of what a human should see at each press so the gate
is a judgement about the port rather than about whether they drove it right. It
does not claim P5 is met; it removes the excuse that the gate was hard to attempt.

Three sections exist because a reader would otherwise report the container as a
defect: what is knowingly missing (four of five destinations measured but in other
archives, each printing what it would have opened; NEW GAME's skipped chain as a
stated gap), what this container distorts (720p decodes +6.7-6.9% slow, the dummy
audio driver means you hear nothing, the exit leak line is engine-side at 8 to 8),
and how mod overrides report themselves.

The Decoder reported BLOCKED.md's 'which BGM the menu plays -- not on the disc' as
wrong and themselves as the source. The row has been struck and corrected for
days, and I am telling them rather than silently fixing a live row -- their own
asymmetry, that a wrongly-superseded row removes a live question from both views.

The correction already contains the diagnosis they have just made. It says the
negative is bounded -- the TABLES name no screen -- cites li r5 1103 and the
byte-for-byte wave match, and ends: a row here must quote the reach of a negative,
because a negative summarised without its bound reads as a bigger negative than it
is. Their message reports arriving at the same thing independently. Fourth
instance of the connection failure and the sharpest yet: the three before were an
answer sitting unread, this one was an answer sitting ADDRESSED.

Their method note inverts my own v1-to-v3 story and is the transferable part: my
'a report with a standing false positive is one nobody reads' nearly made them
filter a 40-candidate sweep. Instead they measured what the false positives were
-- guessed infrastructural nouns, 5 of 40; the real category was 'not on the disc'
used as a classification legend -- and reading those found the one that was not.
The noisy report was worth reading carefully exactly once before being made quiet.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
2026-08-31 02:25:19 +00:00

108 lines
4.2 KiB
Markdown

# Running the port
**P5's gate is *"a human clicks through it"*, and until now there was no page
telling a human how.** The commands existed — in `boot.gd`'s header comment and
scattered through a twelve-thousand-line `DECISIONS.md`. A capability that lives
only in the record is, to the person who needs it, absent.
Everything below has been run. Where a number is quoted it was measured in this
container, and where the container distorts it that is said rather than left for
the reader to discover.
## 1. Build the asset tree
The Godot project reads `export/`, never the disc.
```bash
cargo run --release -p sylpheed-export -- export --disc /disc --out export
```
Roughly four minutes, most of it transcoding two movies. It **rewrites `export/`
wholesale** — never hand-edit anything in there; hand-written decisions live in
`authored/` beside it, and survive a re-export.
## 2. The P5 walk, from a cold start
```bash
godot --path port -- --boot --play
```
This is the one a human should judge. It boots the way the game does — two
splashes, the `ADV` intro, the title — hands over to the menu on Ⓐ, and then
**stays live and waits for input**.
| you press | what should happen |
|---|---|
| Ⓐ on the title | the main menu opens on **NEW GAME** |
| ⬆ / ⬇ | one item, wrapping at both ends |
| ⬅ / ➡ | **nothing** — measured, and implemented as an explicit no-op |
| Ⓐ on **EXTRAS** | the EXTRAS submenu, opening on **MISSION SELECT** |
| Ⓑ in EXTRAS | back to the main menu, **on the item you left** |
| Ⓑ on the main menu | back to the title |
| Ⓐ on the title again | the menu, **still on the item you left** |
That last row is the one worth checking deliberately: the main menu **remembers
its cursor**, and every submenu **resets** to its own opening item. Both are
measured, and they disagree on purpose.
⏱ **The intro is ~157 s.** To skip straight to the menu:
```bash
godot --path port -- --menu=main_menu
```
and to drive it unattended:
```bash
godot --path port -- --menu=main_menu --script=down,down,accept,cancel
```
🔴 `--script` **without** `--play` or `--menu` refuses and says so. It used to
parse, be stored, and do nothing.
## 3. What is knowingly missing — not bugs
Four of the five main-menu destinations are **measured but not in this export**:
they live in other archives (`GP_SAVE_LOAD`, `GP_OPTIONS`, …). Pressing Ⓐ on them
prints what it would have opened and why it cannot:
```
(LOAD GAME) opens a screen this export does not carry:
The save-slot list is GP_SAVE_LOAD, not in this export. Destination MEASURED.
```
**EXTRAS is the only Ⓐ-into-a-submenu this milestone can walk**, which is why the
P5 gate rests on it.
`NEW GAME` is a deliberate gap of a different kind: the real chain is
NEW GAME → DIFFICULTY → SELECT DATA → the `S00A` movie, and the port **jumps to
the movie**, printing the two screens it skipped. That is a gap, stated out loud;
nobody should read the port's behaviour there as the game's.
## 4. What this container distorts
* **No GPU.** 720p Theora decodes **+6.7 % … +6.9 % slower than real time** here
(5 runs, both movies, on a quiet box). The boot's printed seconds carry that
deficit. It is a property of the machine, not of the port.
* **No sound card.** Godot falls back to a dummy driver, so **you will hear
nothing**. The audio is present and measurable —
`docs/port/AUDIO-VERIFICATION.md` answers every audio question without a
device, and `tools/port/verify-menu-audio` asserts it — but *"I heard it"* is
not available in here.
* **A leaked-object warning at exit** is engine-side, not the port's. Measured:
releasing every reference the port owns moves the count from 8 to 8.
## 5. Modding
`data/mods/` shadows `export/` by path. Each override is announced as it is read,
and at the end of a run any file that **can never apply** is listed:
```
mod: sprites/title/main_menu/ptbase.png <- data/mods/...
mods: 1 file(s) in data/mods can shadow NOTHING -- no such path in the export:
inert: sprites/title/TYPO_menu/pteff05.png
```
A file whose path exists in the export but was simply not read this run is **not**
listed. See `docs/port/MODDING.md` for the five rules the asset tree keeps.