re: MISSION SELECT is not special -- NEW GAME freezes too

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  "Avoid MISSION SELECT" is withdrawn -- there is nothing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.
This commit is contained in:
Sylpheed RE agent
2026-08-26 16:51:59 +00:00
parent afc74ca9f4
commit a9ce94ec83
2 changed files with 93 additions and 0 deletions

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@@ -512,3 +512,59 @@ this session has used goes EXTRAS → MISSION SELECT. The 2026-08-10 run that fl
for 500 s did not necessarily; `newgame_path.sh` and `tutorial_launch.sh` reach a for 500 s did not necessarily; `newgame_path.sh` and `tutorial_launch.sh` reach a
mission by other menus. Testing a non-MISSION-SELECT route is the next mission by other menus. Testing a non-MISSION-SELECT route is the next
experiment, and it is now the most promising one available. experiment, and it is now the most promising one available.
---
# 🔴 MISSION SELECT is **not** special — corrected the same day
The section above concluded the freeze is "entering MISSION SELECT" and made
avoiding that screen the next experiment. Ran it, and **that conclusion is too
narrow.**
## A liveness metric that actually separates the two states
`tools/re-capture/route_liveness_probe.sh`. Two frames five seconds apart, report
the percentage of pixels that changed. The menu animates, so the separation is
not marginal:
| state | pixels changed in 5 s |
|---|---|
| main menu, healthy | **99.80 99.97 %** |
| frozen | **0.00 %** |
This is the measurement that should have been used from the first run. It needs
no navigation script to be honest about where it is.
## The NEW GAME route freezes too
Walking the menu's **first** item — NEW GAME, which never touches MISSION SELECT:
| step | liveness | `screen_id` says |
|---|---|---|
| main menu | **99.80 %** | menu |
| after Ⓐ on NEW GAME | 7.33 % | title |
| after the next Ⓐ | **0.00 %** | *"flight"* |
Frozen two presses off the main menu, with the same
`AllocRange unable ... 134217728 bytes` in the log.
## So the correct statement is broader
**The game freezes on the first content load after the main menu, whichever menu
item is taken.** MISSION SELECT was simply the route every earlier run happened
to use. The previous section's "avoid MISSION SELECT" recommendation is
withdrawn — there is nothing to avoid.
That puts the memory account back at the centre: if ~379 MB is already live and
a content load wants 128 MB, *any* content load fails, which is exactly what two
different routes now show.
⚠️ Note also how badly `screen_id.py` misleads here: it called a frozen frame
`flight` on a run that never left the menus. **Liveness first, classification
second** — a classifier's answer is meaningless until the frame is known to be
moving.
❔ Still open: whether the ~171 MB allocated at boot (112.88 MB at `B50C0000`,
58.50 MB at `BC220000`, both before any menu) is avoidable, since that plus a
128 MB content load is most of the console. That is the last untested lever, and
it is a question about what those two blocks are.

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@@ -0,0 +1,37 @@
#!/usr/bin/env bash
# Boot to the main menu, then walk menu steps, measuring LIVENESS after each by
# comparing two frames a few seconds apart. Never trusts a progress log.
set -u
export HOME=/sylph-home/re SDL_AUDIODRIVER=dummy DISPLAY=:98 XENIA_PAD_FILE=/tmp/xenia_pad.txt
export PYTHONPATH=/sylph-home/.local/lib/python3.12/site-packages
SD=/tmp/claude-1000/-home-fabi-RE-Project-Sylpheed/b113cc12-4769-4ed8-ad66-c2b48f800773/scratchpad/wt-root/Syplheed-Reborn/tools/re-capture
export PATH="$SD/bin:$PATH"
OUT=/tmp/route; rm -rf $OUT; mkdir -p $OUT
pad(){ python3 "$SD/pad.py" "$@"; }
shot(){ screenshot "$OUT/$1.png" >/dev/null 2>&1; }
live(){ # two frames 5s apart -> % pixels changed
screenshot "$OUT/_a.png" >/dev/null 2>&1; sleep 5; screenshot "$OUT/_b.png" >/dev/null 2>&1
python3 - "$OUT/_a.png" "$OUT/_b.png" <<'PY'
from PIL import Image; import numpy as np, sys
a=np.asarray(Image.open(sys.argv[1]).convert('RGB'),dtype=float)
b=np.asarray(Image.open(sys.argv[2]).convert('RGB'),dtype=float)
d=np.abs(b-a); print(f"{(d.max(2)>4).mean()*100:.2f}")
PY
}
say(){ echo "[$(date +%T)] $*"; }
say "waiting for the title, then one A"
for i in $(seq 1 240); do
shot probe; s=$(python3 "$SD/screen_id.py" "$OUT/probe.png" | awk '{print $1}')
[ "$s" = title ] && break
[ "$s" = menu ] && break
sleep 2
done
say "screen=$s ; liveness here = $(live)%"
if [ "$s" = title ]; then pad tap A; sleep 6; fi
for i in $(seq 1 60); do
shot probe; s=$(python3 "$SD/screen_id.py" "$OUT/probe.png" | awk '{print $1}')
[ "$s" = menu ] && break; sleep 2
done
say "MAIN MENU (screen=$s) liveness = $(live)%"
shot 00-mainmenu