re: a title negative that survives its own cross-check
Three earlier "the title never appears" claims came from instruments later found broken -- a stale pixel oracle, a 41 s sampling interval, a freezing stream. This one carries its own evidence. title_probe_xchecked.py restarts its capture stream every 30 s AND prints its reading beside an independent `import` grab every 60 s: 1851 frames in 560.2 s = 3.30 fps cross-checks 9, disagreements 1 max glyph 0 t= 62s stream 6.05 | import 0.07 disagree (a fade, logos mid-transition) t=123s stream 7.40 | import 7.49 agree t=183s stream 8.18 | import 8.29 agree t=243s stream 0.23 | import 0.10 agree t=311s stream 89.68 | import 89.51 agree t=371s stream 80.97 | import 81.58 agree t=426s stream 117.43 | import 117.72 agree t=487s stream 77.71 | import 76.25 agree t=546s stream 70.43 | import 70.55 agree Eight of nine agree within 2%, fps held at 3.30 with no collapse to 1.60, and the surface moved through dark and bright phases. So the frames were live: over 560 continuous seconds from launch, sampled 3.3 times a second, the interactive title's green (A) plate never appears while the game renders throughout. The final frame correlates 0.0145 / -0.0047 / 0.0102 with our title / main menu / EXTRAS renders -- attract-movie content, not a UI screen. Why remains unknown. live-title-press-a.png with its 753 glyph pixels proves the title was reachable from this container on 2026-08-28, and clearing the shader cache fixed the black surface but not this. The two emulator-side questions (gamma control, 8AX vs ptbase) are therefore blocked on a characterised failure rather than a suspicion. Neither blocks the five menu screens, so I am returning to static work; the probe is committed for whoever picks it up. METHOD: a probe that cross-checks itself turns "no result" into a result.
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@@ -77,6 +77,29 @@ alongside it.
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| **Q10** | **What are a music bank's sub-waves?** `BGM_001.slb` is three sub-waves — 10 KB, 4.47 MB, 4.67 MB — and we currently **concatenate them blindly** into one 347 s track. Two near-equal halves could be intro + loop, or two variations, or two halves of one piece. A menu that loops its music needs to know which | The role of each sub-wave, established for at least the menu BGM. "Concatenate" is a decision, not a default — right now it is a default nobody chose |
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| **S1** | ~~**Ready Room probe.**~~ **DONE 2026-08-28 — [no-go](../re/ready-room-probe.md).** It is 2D and enumerates fine, but the pak is briefing/tactical-map content, not the Ready Room menu | ✅ go/no-go written |
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## 🔴 Emulator-side questions are blocked — the title is not reachable here
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**Status 2026-08-29, instrument-verified.** Two open items need a running menu:
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the gamma control behind [tone curve](../re/structures/ui-render-tone-curve.md),
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and separating `8AX` from `ptbase` in
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[8AX](../re/structures/ui-8ax-fullres-background.md). Both are blocked.
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✅ **The negative is now solid.** A probe that restarts its capture stream every
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30 s and cross-checks itself against an independent grabber every 60 s
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(9 checks, 8 agreeing to within 2 %) ran **560 continuous seconds from launch at
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3.30 fps**: the interactive title's green Ⓐ plate never appeared, while the game
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rendered throughout. The final frame correlates 0.0145 / −0.0047 / 0.0102 with
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our title / main-menu / `EXTRAS` renders — attract-movie content.
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❔ **Why is unknown.** `live-title-press-a.png` (753 glyph pixels) proves it was
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reachable from this container on 2026-08-28. Clearing the shader cache fixed a
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*black surface* but not this.
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⚠️ Neither blocked item blocks the five menu screens. See
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[capture-harness-status](../re/capture-harness-status.md) for the full trail,
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including three earlier "the title never appears" claims that were withdrawn
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because the instrument was broken each time.
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## 🟡 Needs one more run — a Japanese-locale capture
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Recorded rather than worked around, per "do not improvise around a blocker".
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