Takes the port branch up to77320d5e-- the state the human play-tested on 2026-09-02 -- for SOURCE paths only. Not a branch merge: `auto/port-p6-audio` is 366 commits and 938 files, and most of that must not land. WHAT COMES IN (76 files, all human-confirmed working): * the logo splash animation.08ed3dd1found it: `pose_at` ASSIGNED the settle instant instead of clamping to it, so the splash never animated at all -- and the same bug manufactured a passing harness result, because the harness photographed t past the settle. Confirmed by play-test: "cannot notice any obvious difference from the actual game." * gamepad input -- (A)/(B) bound additively (`ui_accept` ships with NO joypad binding), stick latched with hysteresis at the game's own 61% digitise threshold. This is what made (A), video-skip and Extras work at all. * menu navigation and flow, menu audio, the exporter, the authored declarations, and 23 verification tools under tools/port/. WHAT IS DELIBERATELY LEFT ON THE BRANCH: * everything afterc0ae460a-- the F5/F6 title-timing investigation, whose own tip commit calls itself a "hand-off for one-minute human checks". Unchecked by definition; it goes through the new review gate like anything else. * the OPTIONS menu work of 2026-09-03. Real, probably good, NOT play-tested. * the F1 repeat mechanism, which its own commit calls "deliberately inert". WHAT MUST NOT LAND, AND WHY THE .gitignore CHANGED: 545 MB of extracted game content was committed on that branch -- 850 sprite, audio and transcoded video files under `export-probe/` and `export-probe2/`, plus 246 MB of loose .wav and .tsv at the repo root. This repository's own rule, in this file, is "never game content". The rule was not missing. It was written, and it was tightened on that very branch, with a careful comment explaining why BOTH `export/` and `data/base/` had to be listed -- while the exporter was writing to a third name that nobody had thought to list. Enumerating names is the thing that failed. So the ignore rules now describe the SHAPE: any top-level `export*/`, game media by extension, and loose capture output at the root. Verified both ways -- it catches all four offenders and ignores nothing currently tracked. Verified: `cargo check --workspace` clean; all nine GDScript files parse in project context, with a positive control (an injected syntax error is detected, 3 lines) so the clean result means something. `tools/port/check-all` was NOT run -- it needs the container, the export tree and a display.
4.2 KiB
P7 — the new-game intro plays and returns to a defined state ✅
Status: ✅ gate met, with an artifact. Run 2026-09-01 by the Port at
4be90c2 + this commit; HANDOFF on this branch answers 9ca1eb5.
PORT-MISSION.md P7: "New-game intro video after NEW GAME | Plays, then returns
to a defined state."
The path had been wired for some time — authored/flow.json gives ptbtn01
a then_video: "S00A", a skipped_chain, and after_video: {goto: "title"},
and S00A.ogv is in the export. Nobody had run it. A milestone is done when
its artifact exists, not when the wiring reads correctly, and this file is the
difference.
Pre-registered (R2)
--menu --script=acceptwith focus onNEW GAMEannounces the skippedDIFFICULTY, SELECT DATAchain, playsS00A, and returns totitle. Unskipped,S00Ais 93.78 s of media, so it should end on its own at ≈94 s and hand off.
What happened
menu on main_menu, focus ptbtn01
script[1] accept at 1.00 s
(NEW GAME) -> the real chain is DIFFICULTY -> SELECT DATA, then the movie.
Neither screen is in this export.
-> video S00A at 0.97 s (/work/export/video/S00A.ogv)
+ voice S00A
video ended at 94.13 s
-> title (authored: authored)
(after the movie) -> title
overlay press_start raised, settles at t=236
script complete after 96.83 s on title
94.13 s against 93.78 s of declared media — +0.35 s, 0.4 %. It ends on its own, at the right time, and hands off. Both predictions held.
Artifacts: s_00_start.png (main menu, NEW GAME focused) and s_01_accept.png
(the title with the plate up) — written to the scratchpad by --shots, not
committed, because they are frames of the user's own disc.
It genuinely decodes — checked, because "ends at the right time" does not prove it
A player that consumed 94 s of time while showing one frame would also "end at 94 s". So the frame counts, at two window lengths:
| window | frames shown | of 2813 |
|---|---|---|
| 2.03 s | 45 | 2 % |
| 18.91 s | 244 | 9 % |
Frames scale with the window — it is decoding, not stalled. Sub-linearly
though, 22.2 fps early against 12.9 fps over the longer window, and that is
the same software fill ceiling documented in
port-frame-rate.md; these two runs predate the GPU.
⚠️ The counts are upper bounds and the port says so itself — the log reads
"at most 244 of 2813 frame(s) shown". It cannot see inside VideoStreamPlayer,
so it reports what it can bound rather than a number it cannot support.
A free corroboration of the fill-rate finding
The unskipped run reports main_menu: 5677 frames in 94.13 s — **60.3 fps**.
The screen never changes during a movie, so the rate line attributes the whole
playback to it.
The same process, in the same container, on the same screen: 60.3 fps while a full-screen video texture is on top, and 9.7 fps while drawing the menu's five additive full-screen quads. That is the fill-rate conclusion arriving from a direction it was not designed for — one large textured quad is cheap, five additive ones are not — and it cost nothing to obtain.
Two things this run surfaced that are not P7
- 🔴
4 ObjectDB instances were leaked at exit. Godot's own warning, on every run of this path. Small and at shutdown, so it costs a player nothing, but it is a real signal that something in the video/overlay teardown is not freed. Not chased, recorded. - 🟡 The menu bed keeps playing under the movie. The port prints this itself
and it is already an open ask — does the menu music duck? — in
BLOCKED.md. Left audible on purpose rather than guessed at.
What this does not claim
- That the skipped chain is right.
DIFFICULTYandSELECT DATAlive in archives this milestone does not export; the port announces the skip rather than pretending the sequence is complete, which is the honest half of a gate it cannot fully reach. - That
after_video: titleis what the game does. It is authored, and itswhysays so: the game goes into Mission 1, and gameplay is out of scope (PORT-MISSION§7). "Returns to a defined state" is the gate;titleis the state we defined.