Trying to read a third paint order off the running game turned up two bugs in
the capture harness, both of which fail in ways that look like the game
misbehaving rather than the script being wrong.
1. `--audio` is not a cvar in this tree, and eight boot scripts passed it.
Xenia calls ShowSimpleMessageBox from ParseLaunchArguments, BEFORE logging is
initialised, so the symptom is a 10x10 window, no log, no guest memory and a
dialog that blocks on XIfEvent forever - i.e. a hang deep in the emulator.
run-canary`s own header documents this exact trap; the scripts predate it.
Removed from all eight.
2. `vgamepad` no longer exists - the uinput pad was replaced by the --hid=file
driver and pad.py - but skip_intro.sh still called it. The script runs
without `set -e`, so the call failed silently and the title branch pressed
nothing while still exiting 0. A caller was told "TITLE -> A" with the game
sitting on the title screen. It now presses through pad.py and exits 6 if
that fails.
The first bug is fixed and verified: the boot now reaches the title screen with
PRESS (A) BUTTON. The second is fixed but does NOT unblock the title - see the
next commit.
Made a second save in-game (READY ROOM -> SYSTEM -> SAVE GAME -> empty slot) so
the format had a differential to read against. nav_probe.sh drives it: boot to
the READY ROOM, walk a scripted step list, screenshot after every step and stamp
every save file's md5, so the trail says which keypress wrote a save. That stamp
is what caught the first attempt failing -- the save confirm starts on YES,
unlike the load confirm which starts on NO, so the load flow's extra up-press
selected NO and wrote nothing.
Result 1: saving the same loaded state into a new slot produces a BYTE-IDENTICAL
545-byte payload. Only the GDHA header moves, and every byte that moves is either
the container FILETIME or one of the guest-pointer words -- which empirically
confirms those words are uninitialised padding rather than data. So the payload
holds no timestamp, no slot number and no name; a save's identity is entirely in
its content header.
Result 2: the LOAD/SAVE screen's Details panel prints Points 4101 P, Flight Time
000:05:24 and Clear Ratio 5 % for exactly this state, which names GHAD +24
(Points), +4 (flight time in ms -- 324773 ms = 5m24.773s) and +8 (clear ratio %).
Difficulty EASY and STAGE 02 both being 2, and three fields holding 2, is left
undecided on purpose: one save cannot separate them.
Result 3: the 16 SHAB records are not the UI's save slots. The UI has 20, slots
are separate gameNN files, and record 0's FILETIME stayed at 2026-07-23 in a save
written on 2026-08-11 -- so the table is part of the game state, most likely a
per-stage result record (one stage finished, one record filled), which the next
cleared stage will falsify or confirm.
The original save was backed up first and is untouched; the new save went to an
empty slot.