• Joined on 2026-03-28
fabi pushed to auto/port-p6-audio at fabi/Sylpheed 2026-09-01 18:32:50 +00:00
ba3f490c67 port: P7's gate has an artifact, and the GPU kills my finding-4 candidate outright
a764421b13 Merge remote-tracking branch 'origin/main' into auto/port-p6-audio
e1749c83e1 docker: auto-restart, and resume the session the agent was actually in
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fabi pushed tag formats-pin-2026-09-01 to fabi/Sylpheed 2026-09-01 18:24:21 +00:00
fabi pushed to auto/frame-blend-draw-path at fabi/Sylpheed 2026-09-01 18:24:21 +00:00
1cd5b8b1cb re: the splash blur is a TEXTURE -- palogo_*_eff is a baked 10-px glow
32b1ec0b50 formats: expose the T8aD blend bit on the public API, with a control
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fabi pushed to auto/port-p6-audio at fabi/Sylpheed 2026-09-01 18:23:26 +00:00
4be90c2805 port: the frame rate is llvmpipe, not our draw path -- and my finding-4 candidate is downgraded
fabi pushed to main at fabi/Sylpheed 2026-09-01 18:20:57 +00:00
e1749c83e1 docker: auto-restart, and resume the session the agent was actually in
fabi pushed to auto/port-p6-audio at fabi/Sylpheed 2026-09-01 18:15:39 +00:00
170d255e82 port: the port never reported its own frame rate, and the menu draws at 9.7 fps
fabi pushed to auto/port-p6-audio at fabi/Sylpheed 2026-09-01 17:52:38 +00:00
977965e92d port: the splash rate is withdrawn, and timing the shipping boot caught a why describing code we do not have
fabi pushed to auto/frame-blend-draw-path at fabi/Sylpheed 2026-09-01 17:30:26 +00:00
46b05d9655 handoff: withdraw the splash rate, and strike the section that carried it
fabi pushed to auto/frame-blend-draw-path at fabi/Sylpheed 2026-09-01 17:29:53 +00:00
1e7343e7ac re: WITHDRAW 'the unit rate is per-GamePart' -- it was the emulator's frame rate
fabi pushed to auto/port-p6-audio at fabi/Sylpheed 2026-09-01 17:26:18 +00:00
94c38cb384 port: refuse the splash rate -- a 160-unit hold cannot outlast the 210-unit group containing it
fabi pushed to auto/frame-blend-draw-path at fabi/Sylpheed 2026-09-01 17:21:01 +00:00
12952a87de handoff: one units-per-second cannot be right, the splash timeline is confirmed, and H5 refuted
fabi pushed to auto/port-p6-audio at fabi/Sylpheed 2026-09-01 17:20:36 +00:00
0a9bf4e16a port: H5 localises to one element, and the rotation rule that explained 14 of 16 is refuted
fabi pushed to auto/frame-blend-draw-path at fabi/Sylpheed 2026-09-01 17:20:00 +00:00
43a57379f1 re: the declared timeline DOES reproduce the splash -- and the unit rate is per-GamePart
fabi pushed to auto/port-p6-audio at fabi/Sylpheed 2026-09-01 17:14:35 +00:00
26cf6ecac5 port: H3 closes with every named cause dead, and the verify-screen rows are ADDITIVE, not gamma
fabi pushed to auto/frame-blend-draw-path at fabi/Sylpheed 2026-09-01 17:11:48 +00:00
994df57fe3 handoff: the rate resolved to 56.8 units/guest-second -- keep 60, and H3's last candidate closes
fabi pushed to auto/frame-blend-draw-path at fabi/Sylpheed 2026-09-01 17:11:31 +00:00
3d270dcd86 re: fix the stale headline on the units-per-second page
fabi pushed to auto/frame-blend-draw-path at fabi/Sylpheed 2026-09-01 17:11:20 +00:00
79403b5737 re: the rate is 56.8 units per guest second -- both predictions hold, control passes
fabi pushed to auto/frame-blend-draw-path at fabi/Sylpheed 2026-09-01 17:05:10 +00:00
12627f9f8f handoff: walk back 2-units-per-frame as a mechanism, and answer the port's blend-space ask
fabi pushed to auto/frame-blend-draw-path at fabi/Sylpheed 2026-09-01 17:04:25 +00:00
8b05b6b692 re: the animation clock is TIME-INTEGRATED -- one prediction held, one failed
5436ba2039 re: the game blends in the ENCODED space -- no gamma render target, anywhere
62c4d7fe02 re: pre-register H4 -- is the animation clock frame-counted or time-integrated?
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fabi pushed to auto/port-p6-audio at fabi/Sylpheed 2026-09-01 16:56:30 +00:00
da7864e499 port: both of my H3 conclusions were wrong, and check-all stays red on a sixth-screen divergence