Last iteration concluded the freeze is "entering MISSION SELECT" and made
avoiding that screen the next experiment. Ran it; the conclusion was too
narrow.
First, a liveness metric that actually separates the states: two frames five
seconds apart, percentage of pixels changed. The menu animates, so healthy is
99.80-99.97% and frozen is 0.00%. No navigation script needed, and no
classifier. Committed as tools/re-capture/route_liveness_probe.sh; this is what
should have been used from the first run.
Then the menu's FIRST item, NEW GAME, which never touches MISSION SELECT:
main menu 99.80% alive
after A on NEW GAME 7.33%
after the next A 0.00% -- frozen, and screen_id calls it "flight"
with the same 134217728-byte AllocRange failure in the log.
So the correct statement is broader: the game freezes on the first content load
after the main menu, whichever item is taken. MISSION SELECT was just the route
every earlier run used. "Avoid MISSION SELECT" is withdrawn -- there is nothing
to avoid, and that also puts the memory account back at the centre, since ~379
MB live plus a 128 MB content load fails on any route.
Worth repeating because it caught me twice: screen_id.py called a frozen frame
"flight" on a run that never left the menus. Liveness first, classification
second.