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fabi
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2026-03-28
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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
Compare 3 commits »
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
Compare 2 commits »
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port: the splash rate is withdrawn, and timing the shipping boot caught a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?
Compare 3 commits »
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
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