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Syplheed-Reborn/docs
Sylpheed RE agent 15e58d93b1 re: correct the "screen id" -- they are monotonic counters, not identities
The names in menu-state-in-memory.md are wrong for at least two of the three
words, and the test that shows it is going backwards.  Driving deep into the
menus, then three presses of B:

    0x828F38AC "cursor"   36  -> 38 -> 40 -> 41
    0x828F37B4 "misc"    971  -> 1067 -> 1068 -> 1068
    0x828A690C "screen"   56  -> 56, 56, 56

A cursor returns when you go back.  These only ever increase -- monotonic
counters, with 0x828F38AC advancing about 2 per input.  Driving forward produced
1,3,4,5,6,8,10,12,25,29,32,33,50,53,56 for the "screen id", which is an identity
sequence only if the game has 56+ screens and never revisits one -- exactly what
a counter also looks like.

Withdrawn: 0x828A690C as a screen IDENTITY (1 title, 3 main menu, 4 extras).  The
values are path-dependent; they matched across runs because the same key sequence
produces the same count, not because 3 means main menu.

Survives: all three advance if and only if the game responds, and are stable when
it does not.  That is a real input-progress signal, reproducible across runs and
both GPU backends, and it is what made blind navigation work.  Read it as "did
the game react?", never "which screen is this?".

It also retro-confirms the freeze diagnosis: with the sign-in fix the sequence
runs 3 -> 5, skipping 4 entirely, so "4 = extras" was never a screen -- it was the
count at which the game stopped responding.  The counter reading explains both
observations.

Open: no mission reached.  Counters at 56/41/1068, guest churn 0.190% (alive;
frozen is 0.000%), DEF_VTABLE and INST_VTABLE still 0.  Without a real screen
identity, navigation is dead reckoning; finding a genuine state enum is next, and
the snapshot-and-diff method can be repeated with these counters excluded.
2026-08-26 18:51:25 +00:00
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