method lines withdrawn Q5, measured off two boots: up/down move one item and WRAP at both ends on the 5-item main menu and the 3-item EXTRAS alike; left/right do nothing; B goes up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.
143 lines
7.8 KiB
Markdown
143 lines
7.8 KiB
Markdown
# Method traps already paid for
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Each line cost an iteration at least once. They are general — they are not about
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Sylpheed, they are about how this kind of measurement goes wrong.
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Like [`REFUTED.md`](REFUTED.md), this list had been living in the autonomous
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agent's loop prompt, i.e. nowhere durable. See [`README.md`](README.md) for the
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✅/🟡/❔ confidence convention itself.
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## Controls
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* **Every result needs a control. A control that fails kills the instrument.**
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* **Run the known-positive through a new filter FIRST.** Three filters have been
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killed by their own control. When one fails, **read the known-good's
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disassembly** before assuming a shape.
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* **A measured negative is a result** — but a negative is only as strong as the
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route you ran, so **state its reach**.
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* **A null result needs its cause shown to have happened.**
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* **A result with NO unknowns is suspicious.**
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* **Census the whole set; always run the other population as the control.**
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**Zero partials is stronger than a majority.**
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* **A 2×2 partition is the sharpest general tool** — both off-diagonals empty is
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a law.
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* **Re-derive a doc's own numbers as the control.**
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## Inference
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* **Never conclude from ONE sample.**
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* **A law proved on one population is a hypothesis on the next.**
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* **Finding one exception does not imply a family.**
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* **Consistency is not proof. A suggestive coincidence is a coincidence until
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measured.** **An analogy is not a measurement.**
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* **Same layout ≠ same instance.** **Same record-name set ≠ same object.**
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* **A marker is only proven by what it leaves out.**
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* **A high-confidence SCORE is not a high-confidence MECHANISM.**
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* **Knowing HOW MANY is not knowing WHICH.**
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* **Round numbers matching is weak evidence — unless you read the constant.**
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* **My own last-turn result is a hypothesis too.**
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* **A global partition can understate a per-owner one.**
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* **A residual is measured against a population — name it.**
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## Searching and tooling
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* **A search that returns thousands has no power; state the reach.**
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* **A substring match is not a hit.** **A regex miss looks like a null result —
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print one raw sample before believing a zero.**
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* **A derived table can be a cross product — measure its shape first.**
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* **After refuting an instrument, sweep everything that depended on it.**
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* **Before measuring how wrong a tool is, read what the tool actually does.**
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* **The instrument must pass its own control.**
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* **Classify a bulk before mining it. The residual is the prize.**
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* **Rank by similarity — the cliff is the finding.** But **read the values
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before trusting the rank.**
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* **Grep the nouns before designing the experiment — and believe it.**
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* **Grep gives you a file list — read *every* file on it.**
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* **The answer is often already in the doc that owns the subject — read it end
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to end.** A 🟡 often names its own route.
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* **Before re-trying a blocked idea, check whether the blocker's own doc already
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tried it.**
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* **Ship a regenerator with every artefact.** An artefact that moves by a pure
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reorder is a tool bug.
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* **Never print per-entry lines from a disc-wide sweep — aggregate.**
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## Reading the data
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* **Read what a loader NAMES, not where it stores.**
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* **A field the disc never values still gets named by the loader.**
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* **An indexed read beats a deduped-pool adjacency read.**
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* **Check the whole string set, not the one matching word.**
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* **A dict keyed by record name across a multi-entry pak is a lie.**
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* **A set-difference over names hides reuse — join per USER.**
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* **A self-index names records, not files.**
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* **Case-insensitive hashing means two spellings can be one entry.**
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* **An "unresolved" name may be the wrong kind, namespace or prefix — or part of
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a cut asset.**
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* **A garbled value may be a real string in another encoding.**
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* **Two of my own counts disagreeing is a grammar clue.**
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* **A game's own typo is a join key.**
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* **A bias constant in the code is a join key.**
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* **A prefix trap: enumerate maximal `[A-Za-z0-9_]` runs, not `startswith`.**
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* **Re-deriving a format is not a finding — asking whether its values *resolve*
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is.**
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## Mechanics that have bitten
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* **Never hand-convert a decimal VA — print `hex()`.**
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* **`grep -c` counts LINES** — use `grep -o | wc -l`.
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* **`Counter.most_common()` tie-breaks by insertion order — use `sorted()`.**
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* **Raw grep cannot see inside compressed pak entries.**
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* **Commit messages go in a file** (`git commit -F`); a literal `|` in a table
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cell needs escaping; `git log --all -- <path>` can hang.
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## Runtime / emulator
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* **Look at the PNG** — and check its dimensions.
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* **"Animating" is not "still in a mission".**
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* **Dedup entity enumerations by position value.**
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* **Do not diagnose timing or liveness under gdb.** `ps %cpu` is cumulative.
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* **Classify screens by whole-image statistics, not named pixels** — a named
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pixel is only valid while the image sits at a known place, and nothing errors
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when it moves.
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* **Do not poll faster than the guest updates** — it manufactures a clean curve
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out of noise.
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* **A probe that never performs the action will "prove" the action does not
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exist.**
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* **The container's Canary binary can be older than the Canary source tree, and
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the failure mode is a hang, not an error.** After a merge into `sylpheed-re`
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the prebuilt `xenia_canary` had no `log_ui_draws`, no `mem_watch`, no
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`create_profile_if_none` — and an unknown cvar makes xenia open an SDL message
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box before logging is up, which headless is an unexplained freeze. Check before
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trusting a harness flag: `nm -C <binary> | grep cvars::<flag>`, and
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`build-canary Release` if it is missing.
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* **A capture armed *at* a screen only ever sees the steady state.** Anything
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about how a screen is built or animated has to be armed *before* it exists.
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Re-arming every few seconds and keeping every log tiles the approach: each F10
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opens a new numbered file and closes the previous one complete.
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* **Measure animation in submitted frames, not in seconds.** `VdSwap` counts are
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the guest's own frames, so an emulator at 80 % of real time does not move them;
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a stopwatch reading does, silently and by an unknown factor.
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* **~~This game's menus drop d-pad presses shorter than ~0.3 s.~~ WITHDRAWN
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2026-08-28 — the menu WRAPS, and I had not measured that.** The claim came from
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reading a cursor that ended up "one item short"; once wrap-around at both ends
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was measured ([`menu-navigation-semantics.md`](menu-navigation-semantics.md)),
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every one of those press counts is exactly right — four presses at 0.12 s moved
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four steps *through the bottom*, which lands one above where a non-wrapping
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menu would put it. **No press was ever dropped.** The real lesson is the
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general one: *a step count is only readable once you know the topology*, and I
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invented a hardware-flakiness story rather than testing the ends of the list.
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Still true and worth keeping: screenshot after every step and read the cursor,
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rather than trusting arithmetic over the press count.
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* **A screenshot taken right after a transition can catch a screen mid-fade.**
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A grab 2.5 s after Ⓑ returned the game to the title showed the title art with
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no `PRESS Ⓐ BUTTON` plate; one second later the plate was there. That very
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nearly went into the corpus as "the returned title has no plate". Sample a
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changing screen several times before writing down what it does *not* contain.
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* **Do not identify a menu cursor by label brightness.** The obvious oracle —
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"the focused label is the brightest row" — fails on this game's menus, because
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the background art is brighter behind some rows than the highlight is. It
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confidently named the wrong item on a frame whose ring was plainly elsewhere.
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Detect the **focus ring** in the gutter left of the labels instead
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(`tools/re-capture/menu_focus.py`, 254 vs <82 — no threshold tuning needed),
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and look at the PNG before believing either.
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