The shifted keyframe-time reading looked like it implied something simple: the final pose is reached at a definite time and nothing follows, so rest should just be the last keyframe and the plateau heuristic could go. Tested by applying it to EVERY element: title +0.9500 -> +0.6819 -0.2681 main menu +0.9460 -> +0.6416 -0.3044 EXTRAS +0.9440 -> +0.5745 -0.3695 publisher splash +0.9600 -> blank (zero variance, corr undefined) developer splash +0.9643 -> blank Refuted, and the failure supplies the model. A group is entry -> hold -> exit, and the exit is the screen's DISMISSAL. While a screen is displayed it has not reached its last keyframe; it is sitting at the hold. So rest_plateau is the correct primary rule, and the last keyframe is the post-exit state -- correct only once the screen is gone, which is why applying it everywhere blanks the splashes. This does not contradict the shifted reading. That reading says when each pose is reached; it says nothing about the group being played to completion while the screen is still up. The step between them was mine. And it explains why last wins for the two plateau-less elements: an element with no hold is a transient, it flashes and is over, and at any settled moment it is gone -- which is its last keyframe. The draw capture says the same independently: on the developer splash the _eff glows draw on frames 94-115 and the logos on 116-211, so the glows are already finished when the logos are up. Three independent observables -- animation timing, static composites, and the per-frame draw log -- now agree on one rule: plateau where there is one, last keyframe where there is not. METHOD: a blank render is a NaN correlation, not a low score, and that NaN was the strongest form of the result; and when a model predicts something the measurement refuses, suspect the step you supplied between them.
35 KiB
Refuted — claims that were tested and died
Read this before proposing a hypothesis. Every line below was believed at some point, measured, and found false. Reviving one costs a whole iteration and produces nothing.
This file exists because the list had been living in the autonomous agent's loop prompt — the only copy, lost the moment the container was. A refuted result is a real result; it belongs in the corpus like any other.
Format: each entry is the claim as it was believed. Where the true answer is
known it follows after →. Grouped by subject so a grep for your noun finds the
neighbourhood, not just the line.
Offsets, structs and the progress singleton
position = instance − 0x12c→ refuted.+0x29d0→ refuted.- "an offset intersection can find a struct's consumer" → only for LARGE or
unusual offsets. Small ones have no power (
+184: 301/351/115 hits). - "a
+1956store means a progress write" → writes go through the COPY, not direct stores. 9 direct stores, none of them a progress write. - "the singleton-global filter can find progress writers" → it fails its own control.
- "the progress copy destination is an
r1-relative stack local" → it is a frame register. Ther1assumption returned 0 for all 21 candidates including the known-good — the filter was killed by its own control. - "word B's writer also stores the Time/Points record" → it does not.
- "the debriefing records the metric with the clear bit" → 44 calls, exactly two
strings (
DEBRIEFING,BASE_INFO), noTime, noPoints. - "
0x820AF030holds live state" → all 384 words constant; it is a spawned-entity record, not live state.
Screens, classes and RTTI
- "the rotated draw in the title's capture is the
Zswoosh (ptlogo_back2*)" → mine, and refuted. Its quads span y −209…925 and −292…1012 in screen space; the swoosh is a band at y 126…360.ui-title-build-map.md - "the keyframe words at
+4/+8/+12are always zero" → they are non-zero in 4.76 %, 4.62 % and 14.50 % of 83 862 blocks disc-wide, reading as degrees (±180, ±90, 120, 360). The original note was a sample artefact. (Superseded figures: an earlier count of 72 287 blocks missed every nested record — see the alignment entry below.) "those angle fields are where the title's rotated quads come from" → no — every→ that refutation was itself wrong, and is withdrawn (2026-08-28).GP_TITLEbuild 4 element has all three at zero.+12is exactly where they come from. Build 4's top-level elements do all read zero; the rotated quads belong to its two nested leaf records,ptloop01.rat(+12= 30) andptloop02.rat(+12= −45), which the census never opened. Measured off the GPU: +30.26° and −45.28°.ui-keyframe-rotation.md- "the rotated draw's element cannot be named from the capture" → refuted; its
quads' edge lengths name it. 400 × 1076 and 400 × 1444 match
pteff03399×180 at 600 % andpteff03a399×180 at 800 % — two different heights, both landing.ui-keyframe-rotation.md - "a keyframe-block scanner may assume 4-byte alignment" → refuted; it found
0/3 of its own control blocks and under-counted the corpus by 16 341
blocks. Nested
RATCblobs start at odd offsets (0xbb5966). - "keyframe rotation lives only in nested
.ratleaf records" → mine, and refuted within the hour by my own sweep. It held for the three archives I had checked (GP_TITLE,GP_BUNK,GP_CHALLENGE) and failed on the next:GP_DIALOGandGP_DEBRIEFING_PILOTLOGrotate top-level elements, and those are the clearest examples on the disc.ui-keyframe-rotation.md - "the pivot-anchored scale formula
kf.x − pivot·(scale−100)/100is our renderer's reading, not a measurement" → now measured. At theptlooppair's 600 %/800 % scale it predicts both quad centres at y = 360.0 against a captured 359.1/360.0, where top-left anchoring predicts 810/990.ui-keyframe-rotation.md - "the game passes a pink per-vertex colour for the title swoosh" → refuted by
draw capture. Every vertex colour in the capture is
<alpha>FFFFFF, white RGB. - "the swoosh discrepancy is undecodable" → solved: the game submits it as two
rotated parallelograms;
ui_layout::blitonly does axis-aligned rectangles.ui-title-build-map.md - "the
--log_ui_drawsper-draw capture reads the guest's blend state" → mine, and wrong. It records primitive type, index count, index-buffer address, VS/PS ucode hashes, texture bindings and vertex attribute 0 — noRB_BLENDCONTROL. It can test vertex colour as-is; blend state needs a Canary change.ui-title-build-map.md - "the plate-free title capture (t ≈ 4.0 s) may be too early to be settled" → mine, and refuted. The swoosh band correlates 0.7342 at t = 4.0 s and 0.7353 at t = 21.5 s — identical to 0.001 over 17.5 s.
- "
T8aD +0x04bit0x02selects an additive blend" → mine, and refuted. Blending those sprites additively worsens every measure against the capture.ui-title-build-map.md - "the title logo elements' wrong pivots (off by up to 59 px, authored against the
other language's sprite) explain the swoosh rendering too thick" → mine, and
refuted.
blitsizes from the texture and applies the pivot only aspivot·(scale−100)/100; all seven swoosh elements are scale(100,100)at every keyframe, so the term is zero. The mismatch is real but inert here — it would biteptlogo1/ptlogo2, which scale to 150 during the build-in.ui-title-build-map.md - "the title screen loops at ≈ 2.2 s" → mine, and doubly wrong. The title
art is near-static (wordmark sd 0.06); the 2.3 s pulse is the
PRESS Ⓐ BUTTONplate, which is a different build (2, not 4). Localised by a per-tile amplitude map and decoded inptbtn00f.rat.ui-title-build-map.md "a— withdrawn. They do. The scan that "found nothing" required 29 increasing times; the records hold three. Decoded in.ratleaf record's keyframes use the build's 40-byte layout" → they do notui-title-build-map.md.- "the title's measured ≈ 2.2 s oscillation is the
ptloop01/ptloop02elements" → mine, and refuted by decoding them. Their sweeps run 7.5 s and 9.5 s; a 22 s capture showed 8 peaks, not 3. The period's source is unidentified. - "the developer splash cannot be rendered by
screen renderat all" → it can, with--all. It is only invisible to the default listing, which filters onis_build.ui-title-build-map.md - "the four
GP_TITLEentries that are not screen builds are unidentified" → they are the splash: 10/13 theSQUARE ENIXlogo, 11/14 the developer logos. "the boot title is phase 2 and the attract title is phase 4 state 0, and only phase 2 handles Ⓐ" → refuted— the REFUTATION is withdrawn. The test assumed Ⓑ lands in phase 4 state 0; the event-0 block actually sets phase = 2 and state = 0 together, so it probed phase 2. The hypothesis is untested, not dead.boot-config-and-gamepart-registry.md- "any title after the first one refuses input" → too broad. The Ⓑ-returned
title accepts Ⓐ; only the attract-returned title is inert.
canary-scripted-input-traps.md - "
sub_821C6458isGamePart_Title's state machine" → mine, imprecise. It is the machine for phase 4 of a five-way outer dispatch atthis+132; phase 0 is the splash. The ten states and eighteen edges are phase 4 only.boot-config-and-gamepart-registry.md - "
sub_821CC860is the game's by-name screen factory" → mine, and wrong. Its decoded arguments includeBG,BLACK,FADE,FILE,KEY,PAD,SOUND,GAMMA_RGB— it is a generic name-keyed lookup, mostly config. - "
DIFFICULTYandEXTRA_MENUare corroborated screen names" → mine, and wrong. Neither appears inr5at any of the 48 call sites; they were strings merely referenced by the same functions. OnlyTUTORIAL_MENUsurvives.boot-config-and-gamepart-registry.md - "the
{func, func, ptr}triples at0x820a3b48are a GamePart state table" → static-initialiser records trailing theRegisterToFactorystrings. The bytes before them are the tail of a diagnostic string and the data column is zero-filled descriptors.boot-config-and-gamepart-registry.md - "the boot sequence is driven by a table the game reads" → it is not
data-driven; four search spaces closed, transitions are calls with an id
argument.
boot-config-and-gamepart-registry.md - "
config.iniis a GamePart settings table, so the boot order is in it" → its[SYSTEM]section is empty; the only populated section is[LANGUAGE].boot-config-and-gamepart-registry.md - "the attract loop is
GP_ADVERTISE_DEMO(GamePart 1)" → 🟡 id 1 has no registration site in the shipped build; the attract is the title replayingADV.wmv. - "the 29 id-table names are 29 distinct GameParts" → 24 register, and
3/4are the same class (GamePart_SaveLoad). - "Ⓐ on
NEW GAMEleads to a standing black-screen hang" → it opensDIFFICULTY, thenSELECT DATA. What looked like a hang was a menu waiting for input that nobody pressed; the crash that follows is the already documentedsub_823070B0cache throw.menu-navigation-semantics.md - "tapping Ⓐ during the boot movie breaks the title" → one tap skips the
movie cleanly and the title works normally. It is hammering (88 presses) that
breaks it.
movie-binding.md - "the attract movie runs ~85 s, so it is not
ADV.wmv(137 s)" → mine, and wrong. Sampling began 39 s into the movie, so what was timed was its tail. The attract movie isADV.wmv, played in full.movie-binding.md - "the boot intro and the attract movie are different videos" → one asset, one
manifest slot (
ADVERTISE_MOVIE). - "the new-game intro is unidentified" →
MS00A→S00A.wmv, decoded from the movie manifest. - "
GP_READY_ROOM.pakholds the Ready Room screen" → its 317 distinct element names contain none of the six visible labels; it is the briefing / tactical-map content behind theBRIEFINGSitem.ready-room-probe.md - "the Ready Room might be 3D with a UI overlay" → it is 2D; the pak carries zero 3D containers.
- "element kind
0x3002is the button kind" → title-side only. All 902GP_READY_ROOMbundles have zero0x3002; that pak uses0x3000,0x3004,0x300c,0x3008.0x3002is one member of a0x3000family. - "the transition between menu screens is a cut" → it is a fade through
black; a 0.5 Hz screenshot burst simply samples too slowly to see it.
screen-transitions.md - "the main menu's initial focus is fixed" → three boots of one script gave
TUTORIAL,TUTORIAL,NEW GAME. - "the title menus drop d-pad presses shorter than ~0.3 s" → refuted by my
own data. The menu wraps at both ends; every press registered, and the
"missing" step was the wrap. See
menu-navigation-semantics.md. - "the main menu opens with
NEW GAMEfocused" → it opens onTUTORIAL, 2/2 boots (🟡 a third recorded run impliesNEW GAME, so this is reproducible, not invariant). - "
GP_TITLEbuilds 6/8/9 are three submenus" → 8 is the JAPANESE main menu, and 6/9 are the English and JapaneseEXTRASsubmenu.GP_TITLEholds eight screens shipped twice (EN/JP), and exactly one submenu. Seeui-title-build-map.md. - "the
PRESS Ⓐ BUTTONplate is a state of the title build" → it is its own build (2/3), composited over build 4 and faded in a beat later. - "the RTTI route can name the anonymous classes" → 1 150 vtables: 1 150
ANON_, 0rtti_present, 0 base classes. - "the sibling vtable methods name the class" → they cannot.
- "
xrefscan name the callers of a vtable method" → no. - "the
ind_callrefutation voids existing corpus claims" → damage bounded, 4/4 caller claims verify. Butxrefs.ind_callis a CROSS PRODUCT — always filterkind='call'. - "
BASE_INFOmarks the 5-slot screen family" → it discriminates screen-config from table-read, 9/9 vs 10/10. - "a high key count means a rich screen" →
sub_82297550/sub_822A2F00's 27 "keys" are coordinate pairs, i.e. a layout table. - "
EX_= the CHALLENGE-mission debriefing" →EX_is EXTRA, mission-kind 3. - "the
EX_selection has not been shown" → it has:[[obj+4]+184] == 3.
Stages, missions and the challenge set
- "the disc's stages are numbered 1..28" → S01–S16 story, S17 cut, S18–S23 tutorials, S24–S29 challenge.
- "S24–S29 are story missions" → they are the challenge missions.
- "the challenge missions have their own maps" → they reuse
GP_MAIN_GAME_E.pak's stage records. - "the challenge
REQUIREMENTvalues are 16,25,26,27,29" → the chain is 16→24→25→26→27→28. - "the
Extra0nfamily shares one leaderboard metric" →RECORD_TYPEis per-stage: 3 Time / 3 Points. - "stage = filled SHAB count + 1" → refuted.
- "the first TRIGGER is always the point of no return" → refuted.
- "
EnumUnit_S14.tblmight be missing" / "S14's 13 are a manifest omission" / "asteroids are exempt from the manifest" → S14's 13 are dangling deployments. NEEDS-HUMAN: fly S14. - "
StageMessageSet_S02.tblis not in the pak" → it is. - "
S28_p1has an asteroid volume with no definition" → refuted. - "
test_s8p1_asteroid.tblis test-only" → refuted. - "the settings family has 28 or 29 objects" → 24.
ISL / mission scripting
- "the bytecode is in the
.embsec_sections" → refuted. - "only 31 built-ins take a unit" → refuted.
- "
sub_8230C398is the message pump" → refuted. - "
bus+8216is the subscriber registry" → refuted. - "the ScriptPhase vtable is ≥200 slots" → 113.
IDXD, paks and naming
- "IDXD record keys are
name_hash" → record keys aretag_hash(case-SENSITIVE);name_hashis case-INSENSITIVE and used for pak keys. - "pak TOC order is stage order" / "TOC order is semantic order" → it is not.
- "the executable holds the asset names" → the image names no data value at all; that route is powerless.
- "the image might name a data VALUE" → powerless.
- "the XPR2 manifest names hash to the DefTables tables" → refuted.
- "the
DefTablesmodel names are unreachable" → reachable via theEnumeratedeclaration tables (1 413/1 425, 99.2 %). - "the
GP_MAIN_GAME_*unnamed block is undiscovered data" → refuted. - "each
GP_MAIN_GAME_*Enumerateobject declares something" → refuted. - "
GP_HANGAR_ARSENALis missing data tables" → refuted. - "the
Enumerationself-index can name objects" → a self-index names records, not files. - "a per-pak prefix might close the 2D blocker" → no.
- "the
+paths might name the 2D orGP_READY_ROOMkeys" → the+-dictionary route is exhausted, 0 of 1 817. - "the
game:\paths are unresolved" → refuted. - "a set-difference over file names can see reuse" → it cannot; join per USER. Per-pak copies are ×6.
Audio
-
"which bank the menu plays is not on the disc" → the cue table cannot say (all BGM cues are numeric), but the code can:
sub_821C5580plays cue 1103 =BGM_103, and its two declared waves match the two streams the XMA probe saw byte-for-byte. -
"the observed BGM stream sizes match no bank's declared waves, so the game hands the decoder a window" → mine, and wrong — I checked only the
BGM_0xxrows. They areBGM_103's two waves exactly; the game hands over the whole wave. -
"an individual SE cue's audio cannot be extracted" → mine, and wrong.
--xma_param_probe=truelogs each stream's head bytes; searching them inStatic.slblocates the wave exactly.menu-audio-cues.md -
"
Static.slbhas no wave boundaries, so its layout is unknown" → it is a packed run of whole 2 048-byte XMA packets with no delimiters — the two located cues are contiguous. There is nothing to scan for, by design. -
"
Pj_Silph.xgsholds the cue→wave index, so parse XACT" → no XACT container exists on this disc: 0 ×XGSF/SDBK/WBNDin all 1.08 GB ofsound.pak, and noXACT/.xgsstring in the executable. The extensions are the authoring tool's, not the format's.menu-audio-cues.md -
"every sound cue resolves to its own
.slbbank" → the 322SE_*cues do not; 0 of 322 are inFILES, andBANK_SEputs them all inStatic.slb. -
"
Static.slbcan be split into waves like any other bank" → it holds 0RIFF, 0seek, 0WAVEacross all 8 353 472 readable bytes.menu-audio-cues.md -
"
BGM_001.slbis three sub-waves (10 KB + 4.47 MB + 4.67 MB)" → the 10 KB is the bank header; a bank is two waves. -
"a music bank's two waves might be intro + loop, two variations, or two halves" → they are two stems of one performance, played together — equal duration in 32/32 banks, and sample-synchronous.
structures/bgm-two-stems.md -
"
BGM_106–BGM_109break the two-wave rule" → they are the leading-region straddle; realigned across entry boundaries they obey it. -
"the cue table names which BGM belongs to which screen" → all 32 BGM cues are numeric (
BGM_001…BGM_109).
Units, weapons, effects and assets
- "
Generic(394) is the unit datasheet" → refuted. - "a loadout's
Arm1names an item" → it names a hardpoint slot (Turret_NNN), 59/59. - "
EnumUnitand the unit datasheet share a vocabulary" → they do not. - "the roster is the
Generic.Modelset" → roster 40,Generic.Model46,GameResourceID480 — three vocabularies. - "every unit ID is
UN_<l>###_<FACTION>_<name>" → the grammar isUN_<letter>###_[<subkind>_]<FACTION>_<name>. - "
_EXnis theExtra0nindex" → three differentEXvocabularies exist. - "the only two
_EX5names on the disc are the AA gun and the DeltaSaber" → refuted. - "running the tutorial will instantiate the
_Ttrlweapons" → refuted. - "the disc has exactly three
EnumWeapontables" → four. - "the
wep_NNpackage gaps are unshipped weapons" / "wep_85is the tip of a family" →wep_85is the only declared-but-unshipped asset (59/0/1/26). - "nothing is deployed without being declared" → refuted.
- "effects are one namespace" → refuted.
- "the 58 undeclared effect names are missing assets" → refuted.
- "all five orphan effects are unshipped" → refuted.
- "
eff_f0002ships inBase.xpr" → refuted. - "
Base.xprholds more bound effects thanptc_pack" → refuted. - "the 34 unlocated are a scatter" → refuted.
- "the 9 unlocated might be under another prefix" → refuted.
- "
ptc_packhas 532 names" → 727. - "the
_e/_flaw is effect-FIELD-specific" → it is the faction law, 564/564. - "a disc-wide
.xprbyte search can show an effect is ABSENT" → it cannot. - "
rot_n001is on the disc" → refuted. - "
rou_f004's mesh is inStage_S28.xpr" → it is inDeltaSaber_A.xpr. - "
parent+_all+_childis the composite-model convention" → refuted._hangaris real (59 of 166, 59/59 with a bare twin);_all/_childis not. - "
Motion_guard_starthas no damage variants" → refuted. - "
CoverAreabits 2 and 3 are mutually exclusive" → refuted. - "the 27 unresolved
NamePlatevalues are missing objects" → refuted.
LOD, background and misc tables
- "
EnumLODSet_*is a per-stage family" →EnumLODSet_test.tblserves 17 stages; 17+5+1 = 23. - "there are 8 orphan LOD tables" → 6.
- "the orphans are stale copies of
_test" → refuted. - "S25 is absent from the
DefTablesLOD families" → refuted. - "
BackGroundIDhas no referent anywhere" → it is an identity. - "
BackGroundPackage == BG_<id>.xpr" → refuted. - "
<X>ID+<X>Packageis a convention" → refuted. - "
Placement_*/RouteTest_*are unattached" → refuted. - "the
AsteroidDefinitionjoin does not reproduce by hash" → it does. - "the 8-value frame is a new finding" → it was already in the corpus.
Loaders, config and tuning
- "the config reader is XML" → INI.
- "
sub_822F9498is the unit-definition loader" → it isPlayerParams's. - "
sub_822AE628reads the main-gameTweak" → refuted. - "
sub_8230D1F8is a rank table" → it is the stage-settings loader. - "
sub_82286BC8's key list is new" → refuted. - "
sub_825F2CF0/sub_825F2F88read a post-processing table" → refuted. - "
Boosteris a new schema" / "Boosteris the player craft's flight envelope" → refuted; nothing selectsBooster. - "the
AnalogRevice/Tweakblock is unreachable" → reachable (sub_821A6CF0, base0x820A1630). - "a 0-xref string block has no reader" → refuted.
- "the AI table was NEEDS-HUMAN" → refuted.
- "the
PG*HUD names are undocumented" → they are documented. - "a base-solver row identifies a FUNCTION" → it does not.
- "a 64K-boundary base is low confidence" → inverted; it is high confidence.
- "the 0x820B0000 cluster is a false positive" → refuted.
- "a pointer to a function in the image implies a registry" → refuted.
.pdatais not a registry. - "the 13 player-facing chatter tables are the WINGMAN tables" → refuted.
- "the 8 undeclared chatter tables are tutorial chatter" → refuted.
- "other datasheets ship a schema too" → refuted.
Encoding and text
- "every IDXD string value is ASCII" → 6 non-ASCII values of 99 328.
- "
文字列is a dev placeholder" → they are Shift-JIS type words. - "the splash
_effglows hold a constant α ≈ 33, contradicting their declared 255 plateau" → mine, and refuted within the iteration. They ramp 34 → 255 in exact steps of 34. I had printed the series' minimum and read it as its range.ui-keyframe-time-unit.md - "the declared keyframe timeline reproduces the captured splash" → refuted for
multi-keyframe elements.
palogo_gameartsis still ata=255nine frames after its declareda=32, and its declared 80-frame fade-in is never drawn. The_effglows do reproduce, exactly — so this is about the group timeline, not about the interpolation law.ui-keyframe-time-unit.md - "the
_effelements' agreement is the whole case for the keyframe-time shift, so it stays a shape argument" → superseded. The hold duration is calibration-free and decides it: observed 83 frames of full alpha against a predicted 2.0 as decoded and 80.0 shifted. The shift is nonetheless not adopted — it movesGP_TITLEbuild 7 by 13 % of pixels, away from its verified English twin's brightness.ui-keyframe-time-unit.md - "the
GP_TITLEbuild 7 render difference is evidence against the keyframe-time shift" → mine, and withdrawn. It is one element,ptlogo_eff3.t32, a transient bloom with no resting pose;rest()'s dwell fallback returns a different endpoint of the same movement under each reading. The brightness comparison measured our heuristic, not the decode.structures/ui-resting-pose.md - "
rest()'s longest-dwell fallback picks the pose the element rests at" → refuted structurally. A dwell gap is time spent interpolating between poses; an endpoint is only held when the two poses are equal, which is a plateau, which the earlier path already returned for. Every element that reaches the fallback has a guessed rest pose. - "
rest()for a plateau-less element should be the last keyframe" → mine, and refuted. The developer splash's three sibling glows are structurally identical and differ by one byte (a=212vsa=255att=45); that rule makespalogo_anima_effalone invisible whilegamearts_effandseta_effstay lit. Capture box-mean ratios (0.717 / 0.723 / 0.772) go the other way too.structures/ui-resting-pose.md - "a keyframe
scaleof 0 means unset, so render at 100 %" → refuted by a disc-wide control. 2 166 elements have a zero-scale keyframe and not one is zero on every keyframe, while 1 762 grow back out of zero (ptlogo_eff3.t32runs 0 % → 200 %). Zero means collapsed; the renderer now draws nothing.structures/ui-rat-layout.md - "a Japanese-locale capture is impossible in this container, because canary has
no
user_languagecvar" → mine, and refuted the next iteration. The cvar really is absent, but the language is persisted in<storage_root>/xconfig.settings(user.language, BE u32 at file offset0x912, located from three struct landmarks) and that file is writable. The capture is still not taken — a Japanese run never reached the title in 787 s — but it needs a longer run, not a rebuilt emulator.tools/re-capture/set_console_language.py - "the Japanese-locale run never reached the title in 787 s" → the measurement
was broken, not the run.
wait_title.shcarried the superseded single-pixel oracle. Re-run withis_title.py: the game still did not present the interactive title, but that is now a measured statement (zero green-glyph pixels, correlation ≤ 0.22 to either build-7 render) rather than an artefact. - "the Japanese-locale run fails to reach the interactive title because of the locale" → refuted by the English control. 75 samples over 734 s with the same flags and oracle, every one glyph = 0. Neither locale presents the interactive title without a pad press.
- "neither locale reaches the interactive title without a pad press" /
"the game sat in the attract loop for 604 s" → withdrawn as causes. Both
rest on runs whose polling loop sampled every ~41 s, because
screenshotcosts 10.8 s while the emulator runs (0.117 s idle, 92×). A title lasting a few seconds would be missed. The observations stand; the conclusions drawn from them do not.capture-harness-status.md - "the boot harness fails because its polling loop samples every ~41 s, slower
than the title screen lasts" → mine, and refuted by my own fix. The
sampling defect was real (3.98 s → 0.29 s per sample, 13.7×, control-verified
at 753/327), but a probe running at 3.99 fps for 420 continuous seconds —
1 674 samples — still saw zero green-Ⓐ pixels. Sampling rate was not the
cause.
capture-harness-status.md "neither locale reaches the interactive title without a pad press"→ withdrawn last iteration for want of evidence, now reinstated as a measurement: 1 674 dense samples over 420 s, English, zero glyph frames. ⚠️ Reach: a mid-run window only; it says nothing about the boot title.- "the PRESS Ⓐ plate appears only in the boot title window, which mid-run
sampling could never catch" → mine, and refuted. The fast probe was
attached at t=0: 2 391 frames over 600 s at 3.98 fps from launch, max glyph
0. The plate did not appear at any point in the first ten minutes.
capture-harness-status.md - "2 391 frames over 600 s from t=0, max glyph 0, therefore the title never
appears in the first ten minutes" → withdrawn: the instrument stalls. A
single long-lived x11grab stream degrades 3.98 → 1.60 fps and then freezes,
repeating one stale frame; cross-checked, it read surface mean 5.21 where
importread 125.65 at the same moment. A dense negative from a frozen stream is not a negative.capture-harness-status.md - "the
T8aDlayer key fully determines a screen's paint order" → refuted, and the remainder is undecodable. Elements sharing a key are tied; on the title the game paints the five tiedptlogo_back2effglows1,2,5,3,4while the declaration table, the RATC child order and every field in theT8aDheader (exhaustive 0x00–0x7f, u8/u16/u32, both directions — 0 matches against 64 for the declaration-order control) all give1,2,3,4,5.ui-paint-order-derived-check.md - "SE audio is undecodable from the disc — no XACT container exists anywhere"
(as it stood on the handoff page) → stale:
menu-audio-cues.mdhad already retracted it and located three cues inStatic.slbthat decode to PCM. The retraction never reached the row the port agent reads. Handoff row fixed;tools/re-capture/handoff_lint.pynow checks for this class. - "which of
8AXandptbasethe game draws needs a per-draw capture recording texture base addresses" → mine, and refuted — it is settled statically. The two carry the same art at two resolutions, so neither compares usefully against a capture; their difference does. Correlating the capture's departure-from-upscale against the 8AX-only detail gives +0.0475 (main menu) and +0.0634 (title), both 68 % of ceiling against matched controls of ≤0.0095. The game draws the full-res8AX.ui-8ax-fullres-background.md - "the pixel-pair ratio shows the capture is native, not an upscale" → mine, and withdrawn as evidence. Upscales give 0.00–0.72, native 0.98, capture 1.01 — but additive noise pushes any such ratio toward 1, and both "native + noise" and "bilinear upscale + noise" fit the observed values. The conclusion happens to be right; this test does not establish it.
- "the render-vs-capture gamma may be canary's own BT.709 output transform, since
kernel_display_gamma_type = 2" → mine, and refuted from the source. That cvar is the value akStubgetter (VdGetCurrentDisplayGamma) hands the guest; the game builds its own ramp from it and canary applies the guest'sDC_LUTramp in the swap path. No emulator-side gamma post-process exists to subtract. 🟡 Whether this game installs a ramp at all is still unestablished.ui-render-tone-curve.md - "the GPU trace produced nothing because either the CLI flag did not reach the
cvar or
BeginTracing()failed silently" → both wrong. The trace writer is compiled out:trace_writer.hgates it on#ifdef NDEBUG, so a release build has no writer at all. Confirmed with a control — the format string_stream.xtrappears once in the Debug binary and zero times in the Release binaryrun-canaryactually uses.capture-harness-status.md - "the
T8aD+0x04bit0x02means the sprite's name containseff" → refuted, now on evidence.ptlogo_back2effis aneffname with the bit clear; the attribution is confirmed by header-order pairing (18/18 on build 4) rather than by a size match, which cannot separate it from the same-sizedptlogo_back2eff5. All 10 bit-set sprites areeffnames, so the implication runs one way only. - "the bit
0x02marks a transient element" → refuted.pteff03andpteff03acarry the bit and run tot=250, ramping toa=255and holding.ui-paint-order-key.md - "bit
0x02set ⇒ the sprite's name containseff" (the one-way reading that survived the biconditional's refutation) → mine, and refuted disc-wide the next iteration. True 10/10 onGP_TITLEbuild 4; over 14 709 sprites it fails on 2 657 of 4 995 bit-set ones.P(eff|set) = 0.468againstP(eff|clear) = 0.144— an association, not an implication.ui-paint-order-key.md - "
T8aD +0x04bit0x02selects premultiplied alpha" → refuted. Premultiplied requiresRGB ≤ Aeverywhere; over 170 decoded textures the flagged group violates it on a median 52.5 % of pixels against 30.2 % unflagged — both far from premultiplied, and the flagged group further.ui-paint-order-key.md - "
build-reborn testcannot terminate" → mine, and too strong; corrected the next iteration. It is heavy, not hung: 19 of 166.xprcontainers exceed 25 s,Stage_S02completes in 144 s withrc = 0, and one full pass is ~45–60 minutes. The 3 h 26 m observed was that work at a load average of 9–14, inflated by my own two duplicate runs.test-suite-runtime.md - "the case for the keyframe-time shift rests on a single element" → no longer
true. Three elements across two screens discriminate and all favour it:
palogo_gameartsandpalogo_setahold full alpha 83 frames,palogo_sqex≥77, against 6–8 predicted by the current reading and 80–102 by the shifted one. The_effglows fit both and argue against neither.ui-keyframe-time-unit.md - "an element with no held pose should be drawn as NOTHING rather than at a
guessed endpoint" → mine, and refuted. Suppressing every plateau-less
element and re-correlating against the live captures: title +0.9500 → +0.6839,
main menu +0.9460 → +0.9037,
EXTRAS+0.9440 → +0.9094. Worse on all three. - "
rest()guesses for 24.57 % of elements (3 807 of 15 493)" → mine, and overstated by 65 %. The plateau test marks a single-keyframe element as plateau-less because it has no adjacent pair — but its one pose is unambiguously its rest. 1 502 of the 3 807 are those; the genuinely ambiguous population is 2 305 (14.88 %).ui-resting-pose.md - "
rest()for a plateau-less element should be the last keyframe → refuted by the sibling argument" → that refutation is itself refuted, this time by measurement. Rendering under the rule and correlating against the live captures: publisher splash +0.9600 → +0.9982, developer splash +0.9643 → +0.9758. Makingpalogo_anima_effinvisible improves the match; the sibling symmetry was my expectation, not evidence. - "the port's exposure to the rest-guessing defect is 14 elements" → two. The
fallback needs an element to be plateau-less and multi-keyframe; title,
main menu and
EXTRASreach it zero times, the two splashes once each.ui-resting-pose.md - "the shifted time reading implies rest = the last keyframe, so the plateau rule
can be dropped" → mine, and refuted by measurement. Applying it to every
element collapses all five screens (title 0.9500→0.6819, main menu
0.9460→0.6416,
EXTRAS0.9440→0.5745) and renders both splashes blank. A group is entry → hold → exit and the exit is the screen's dismissal: a displayed screen sits at the hold, not at its final pose.ui-resting-pose.md