Commit Graph

3 Commits

Author SHA1 Message Date
Sylpheed RE agent
dfcaac221e re: the new-game path completes, the intro is only weakly identified, and
this container kills long runs

Three results, and the middle one is deliberately not upgraded.

First: NEW GAME -> DIFFICULTY -> NORMAL -> SELECT DATA -> pick a slot ->
a movie plays, with no crash. The previous run's throw at 0x82307128 is
therefore not inherent to the menu path -- the same six presses got
through it -- which fits the incomplete-cache trigger the corpus already
names. n=1 either way, and the note says so. Worth recording because one
observation had already hardened once into "A on NEW GAME hangs", and it
would have hardened again into "the new-game path crashes".

Second: with the path open, the manifest's MS00A -> S00A.wmv finally got
a runtime test, and it did NOT reproduce the quality of the attract-movie
identification. The first four samples give a clean monotonic S00A
playhead of 2, 6, 9, 13 s and the strongest frame matches at 0.916, but
the run as a whole is not one advancing timeline, most frames sit at
contrast 23-37 where this page's own rule says discrimination is poor,
and one high-contrast frame prefers ADV. So it stays amber: consistent
with S00A, corroborating the manifest decode, not confirming it. A clean
answer needs the 30fps x11grab route rather than 5-second screenshots.

Third, and it bounds the rest: the emulator vanished at ~145 s with no
crash line in its own log, last entries routine MEM-WATCH at 1.15 GB RSS.
Second time this session -- the other was ~50 s into a boot. That is an
external kill on a box with ~1 GB free and swap exhausted, not a guest
fault. METHOD and the handoff's residue table both now say dynamic
experiments here have to fit in about two minutes of guest time, which is
why the DELTASABER plates went unseen again: they need a mission load and
the run never got there.
2026-08-28 19:19:14 +00:00
Sylpheed RE agent
935f7ecab8 re: one A skips the intro, and NEW GAME was never a hang
Two corpus claims died in one boot, and both were costing us.

Q9's last row: a movie IS skippable with a single A. One tap ~45s into
the boot put the title up at ~57s, against a ~193s no-input baseline
measured over three boots, and Canary's own keystroke counter went 3->4
so exactly one press was delivered. The skipped-to title is fully
functional -- it draws the PRESS A plate and a second A opens the main
menu. What actually breaks the boot is hammering: the 88-press run in the
traps doc. The scripts' "tapping breaks the title" comment is too broad
and costs every scripted boot two and a half minutes.

Q4's last row: A on NEW GAME does not hang. It opens DIFFICULTY
(EASY/NORMAL/HARD/BACK, focus on NORMAL), then SELECT DATA, and only then
does the guest throw -- at PC 0x82307128, which is inside sub_823070B0,
the cache-manager STL erase this corpus already documents and which has
nothing to do with the menu path. The screen sat unchanged for 90s
because it was a menu waiting for input from a loop that never pressed
anything. That is now a METHOD line: a screen that never changes is not
necessarily hung, and the fix is to look at it and press something.

Also METHOD: never run ps -ef in this container -- all three long-lived
processes carry the entire loop prompt as argv.
2026-08-28 18:45:59 +00:00
Sylpheed RE agent
4e745c8177 re: the title menu wraps -- Q5 measured, Q4 driven, and one of my own
method lines withdrawn

Q5, measured off two boots: up/down move one item and WRAP at both ends
on the 5-item main menu and the 3-item EXTRAS alike; left/right do
nothing; B goes up one level and restores focus to the item you came
from (4/4); B on the main menu returns to the title; B on the title does
nothing. The menu opens on TUTORIAL -- the middle item -- 2/2, though a
third recorded run implies NEW GAME, so that one is reproducible rather
than invariant and says so.

Q4 by driving: LOAD GAME opens the save-slot list, TUTORIAL the lesson
list, OPTIONS the settings menu, EXTRAS build 6, MISSION SELECT the stage
list. NEW GAME is not tested -- A on it hangs the emulator and this
iteration needed the session. The GamePart ID behind each is NOT
measured: it is the entry of the decoded id table whose name matches the
screen I saw, and the page says so rather than wearing the badge.

And the withdrawal. Last iteration I wrote that these menus drop d-pad
presses shorter than ~0.3s. They do not. Once wrap is measured, every
press count I had is exactly right -- four presses moved four steps
THROUGH the bottom, which lands one above where a non-wrapping menu
would. I invented hardware flakiness instead of testing the ends of the
list. METHOD keeps the withdrawal rather than deleting the line.

Also: label brightness is not a cursor oracle here -- the background art
outshines the highlight on some rows. menu_focus.py reads the focus ring
instead, 254 vs <82, no tuning.
2026-08-28 17:53:46 +00:00