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Syplheed-Reborn/docs/re/movie-binding.md
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

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Which movie plays where — the boot intro, the attract loop, the new-game intro

Status: CONFIRMED. The bindings are decoded from the movie manifest, and the attract movie is independently measured from captured frames. One part — whether playback is skippable — is 🟡 and the corpus contradicts itself about it; that is written down rather than resolved by assertion.

Answers MISSION Q9, and contributes to Q6.

The manifest names the boot-side slots — decoded

The movie manifest (dat/tables.pak entry 0x5b983a08, schema 0x067025b9, movie_manifest.rs) is an array of slots whose key is the semantic role, with a parallel array of value records in the same order. Its first eight slots are the whole boot-side flow:

slot key movie also bound
LOGO1LOGO4 logo1.wmvlogo4.wmv
ADVERTISE_MOVIE ADV.wmv VOICE_ADV
STAFF_ROLL SYLPH_HD720p_8M-CBR_2ch.wmv subtitle table
MS00A S00A.wmv SUBTITLE_S00A, VOICE_S00A, a pwterop_s01a.prt overlay
MS01A S01A.wmv SUBTITLE_S01A, VOICE_S01A

The alignment is not in doubt here even though the manifest has valueless slots elsewhere: logo1..4 zip 1:1 onto LOGO1..4, and MS00AS00A.wmv, MS01AS01A.wmv are the manifest's own anchor rule.

The logo1logo4 slots are bound to .wmv files that are not on the disc — already established, and the reason the developer splash is a screen, not a video.

The boot intro and the attract movie are the same asset

There is no separate boot-intro slot. ADV.wmv is bound to ADVERTISE_MOVIE — it is the advertise movie, and the boot simply plays it first. For the port that means one video, not two.

Measured independently, from captured frames

Frames captured 5 s apart during an attract cycle were matched against five candidate movies by frame signature (32×18 normalised grayscale, movie frames cropped to the 675 of 720 rows the game surface shows, 1 fps sampling). tools/re-capture/frame_match.py; full table in data/attract-frame-match.txt.

15 of 19 attract frames matched ADV.wmv, and the matched timestamps advance monotonically at the sampling rate — 39, 45, 56, 62, 75, 80, 85, 92, 102, 108, 113, 119, 131, 137 s — ending at 137 s, which is ADV.wmv's full length, after which the title returned. That is not a similarity score, it is a playhead.

The control was run first and behaves the same way. Frames captured during the boot movie — known to be ADV.wmv — matched ADV at 116, 121, 129, 134 s. Its failure mode is worth stating: on near-black frames the correlation collapses (one control frame scored 0.000, another tied S13A 0.984 against ADV 0.926). Those are exactly the 4 attract frames that did not match. A dark frame carries no signature; it is not evidence for the runner-up.

🔴 This corrects an earlier claim of mine

Two iterations ago I recorded the attract movie as "≈85 s, so probably not ADV.wmv's 137 s". That was wrong, and the mistake was arithmetic on an unobserved start: my sampling began when the movie was already 39 s in, so what I timed was the tail of it, not the whole thing.

The new-game intro is S00A.wmv

Slot MS00A — the prologue story intro, 93.87 s, with its own subtitle table, VOICE_S00A, and a text overlay. Decoded from the manifest, not measured: Ⓐ on NEW GAME hangs the emulator (menu-navigation-semantics.md), so this binding has not been watched happening.

🟡 Skippable — the corpus contradicts itself, and I did not settle it

  • canary-scripted-input-traps.md states plainly that "Ⓐ during a movie skips the movie, every time".
  • But boot_menu.sh / skip_intro.sh as they stand deliberately do not tap during a movie, logging movie … -> waiting it out (tapping breaks the title), and the same document records run G: 88 Ⓐ presses through the boot left a permanent black screen.

Both cannot be the whole story. The test: boot, tap Ⓐ exactly once well inside the movie, and record whether the title arrives early. One boot, and it was not run this iteration.

What ends the attract movie

Nothing intervenes: it plays to its end. The last matched frame is ADV at 137 s — the file's full duration — and the title is back on the next sample. So the attract cycle is: title, idle ~810 s, fade to black, ADV.wmv in full, back to the title (which redraws PRESS Ⓐ BUTTON).

What this contributes to Q6

The manifest is data the game reads to sequence the boot side: the slot keys are in play order and the key is the role. That is not the whole driver — it says what plays, not what decides to advance — but it is the first file-side piece of Q6's second half, and it means the boot-side asset order does not have to be authored.

Skippable — settled 2026-08-28: one Ⓐ skips the movie

The test named above was run, and the answer is unambiguous.

baseline: title arrives with no input ~193 s, ~196 s, ~193 s (three boots)
one Ⓐ tapped at ~45 s into the boot title at ~57 s

The press is provably the cause and provably singular: Canary's own [RE-INPUT] XamInputGetKeystrokeEx reached the driver counter went 3 → 4 across the tap, so exactly one keystroke was delivered, and the title arrived ~12 s later instead of ~150 s later.

And the skipped-to title is fully functional, which is the part that matters for the harness folklore: it draws the PRESS Ⓐ BUTTON plate (2 408 plate pixels by the same probe used elsewhere), and a second Ⓐ opened the main menu normally (title-after-single-A-skip.png).

So what is skip_intro.sh protecting against?

Not a single tap. The failure recorded in canary-scripted-input-traps.md is run G — 88 presses at 4 s intervals through the whole boot — which left a permanent black screen. Hammering breaks it; one press does exactly what the button is for. The scripts' waiting it out (tapping breaks the title) comment is too broad, and it costs every scripted boot ~2.5 minutes.

🟡 S00A.wmv watched — weakly, and the weakness is the point

Reaching the new-game intro finally worked (SELECT DATA did not crash this time), so the manifest's MS00A → S00A.wmv was put to the same frame-signature test that identified the attract movie. It did not reproduce that test's quality, and the honest read is "consistent with", not "confirmed".

  • The first four samples give a clean monotonic S00A playhead — 2, 6, 9, 13 s across four 5-second samples — and S00A beats ADV on each.
  • The single strongest frame of the run (contrast 47.4) matches S00A at 0.916 against ADV 0.714.
  • But the run as a whole is not the clean advancing playhead the attract test produced (15 of 19, monotone throughout). Most frames here sit at contrast 2337, where the discrimination is poor by this page's own rule, and one high-contrast frame matches ADV over S00A. Two locally-consistent runs (2→13 s, then 86→90 s) do not join into one timeline.

So the primary evidence that the new-game intro is S00A.wmv remains the manifest decode; this run is weak corroboration and is recorded as such. A clean identification needs denser sampling (the 30 fps x11grab route from screen-transitions.md) rather than 5-second screenshots.

⚠️ And the run was killed before the mission load

The emulator disappeared at ~145 s with no crash line in its own log — the last entries are routine MEM-WATCH rss=1153MB — so this was an external kill, not a guest fault. It is the second time this session (the first at ~50 s into a boot). Long dynamic runs are unreliable in this container, and the DELTASABER plates of ui-title-build-map.md, which would need a mission load, were not reached.