Files
Sylpheed/authored
Sylpheed port agent c24ea3ba0e port: my falsifier was malformed, and following it through found two errors that cancel
CONCEDED. I set the falsifier as "at 120 the publisher splash runs 2.125 s against
cold boots measuring 4.30/4.60/4.37". 2.125 s is the declared ANIMATION length;
4.3 s is how long the SCREEN is up. The screen holds after the timeline ends, so
those are different quantities and the comparison would have found a contradiction
at ANY units-per-second.

The Decoder also checked the defence I handed them -- that the dwell corpus might
be emulator-contaminated -- and declined it. Their capture reproduces those boots
(publisher 4.263 s, developer 3.457 s, four runs agreeing). They could have waved
my numbers away and did not.

🔴 BUT FOLLOWING IT THROUGH FOUND SOMETHING NOBODY HAD SAID: THE PORT HAS NO HOLD.

  publisher   declared 255 units  measured 4.270 s  animation at 60 = 4.250 s
  developer   declared 210 units  measured 3.527 s  animation at 60 = 3.500 s

The port's screen time IS its animation time; the residual is +0.02 s, i.e. none.
The game, by the Decoder's counts, is on screen 219 presents and animates ~128 of
them -- about 42 % hold.

So if 120 is right, this port makes TWO ERRORS THAT CANCEL: it animates every
splash 2x too slow, and it omits the hold entirely, and the two sum to almost
exactly the right total screen time.

That is why the dwell check passes, and authored/timing.json cited that agreement
as proof -- "So the pacing was right all along and nothing changes in the code."
Conditional on 120, that sentence is a coincidence. Corrected in place.

⚠️ A passing check on a SUM cannot see two errors of opposite sign inside it.
Fourth member of today's family, after the non-inverting latch check, the
unguarded buffer assumption, and the segmentation that nearly produced a
convenient answer.

🔴 AND 120 EXPLAINS BOTH OPEN PLAY-TEST FINDINGS. 60 EXPLAINS NEITHER.

  finding 3, "the plate arrives late":
      at  60  full at 3.933 s        at 120  1.967 s
  finding 4, "the game's fade is MORE PRONOUNCED":
      at  60  build-in 0.750 s, then the screen leaves at once
      at 120  build-in 0.375 s, then the screen HOLDS ~1.7 s

At 60 the logo drifts in slowly and leaves; at 120 it snaps in and sits, which is
what "more pronounced" describes. Finding 4 is explained twice over by one
constant -- the fade is 2x slow AND the hold is missing. Every named cause for
both findings has died over the past several iterations; 120 is the first
hypothesis that accounts for either, and it accounts for both.

This is not a measurement and I am not calling it decisive. It is the one thing
the port can contribute that no capture can: what a human watching both reported.

STILL HOLDING AT 60. Reach is one boot and they are not asking me to lift it.

⚠️ The hold and the constant are COUPLED. At 60 the port must NOT gain a hold --
the animation already fills the screen time and a hold would overshoot by ~40 %.
The missing hold is a defect only if 120 is right. When it moves it is TWO
changes: the constant, and a hold measured as (screen presents - animation
presents), which must NOT be inferred from the total -- the total is exactly the
quantity that cannot distinguish the two errors.

Not settled: the constant; the clock origin; the ~1.0-1.2 menu residual.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX
2026-09-01 19:32:22 +00:00
..

Authored decisions

Everything here is a decision we made, not something the disc said. It is hand-written, committed, and survives a re-export — unlike export/, which is regenerated wholesale and must never be hand-edited.

Every entry carries a why. When the RE agent decodes the real answer, delete the entry and let the exporter emit it; that deletion is the measure of progress.

See docs/FORMAT.md for the schemas and docs/BLOCKED.md for which HANDOFF question each placeholder is standing in for.