docs(compat): record 40k-frame trap-point validation result
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2 changed files with 15 additions and 14 deletions
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@ -36,21 +36,22 @@ the `0x080008c6–0x080008cc` wait loop and game code (`0x082e6dcc`,
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The `sweep` schedule changes captured output per input (input-dependent
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execution) but its denser presses stall the intro on a blue field; raw
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button rotation is worse than sparse taps for menu progress.
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A 40,000-frame `advance` run completed with exit status zero: no diagnostic
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through frame 39,999, so the reported `INVALID_ARGUMENT_TRAP` at 37,101
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captured frames did not reappear on this input path. Blind taps take a
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different menu path than manual play, so the identical starter-selection
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scene is not confirmed visited — this validates forward progress and no
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regression, not the exact user scenario.
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From about frame 9,000 onward the captures cycle among three checksums
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(`0x24bdf6c568`, `0x2503d09807`, `0x7983c73704`) with periodic black fade
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frames, consistent with Start taps toggling the overworld start menu; the
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scene past frame 12,000 was not visually confirmed. The final frame is
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black mid-fade (checksum zero).
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A 40,000-frame `advance` run is in progress to check the user's reported
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starter-selection trap point (37,101 captured frames in their manual run)
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against the empty-LZ77 correction. Blind taps take a different menu path
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than manual play, so reaching the identical scene is not guaranteed; a
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diagnostic-free run still validates forward progress, while any trap gets
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recorded with full CPU state.
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## Result status
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Execution is diagnostic-free through 12,000 tapped frames (about 1.18
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Execution is diagnostic-free through 40,000 tapped frames (about 3.9
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billion machine steps). This establishes visible menus, sprite/dialogue
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composition, and input-driven progress — not correct gameplay, audio, or
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saving. The old `INVALID_ARGUMENT_TRAP` at starter selection has not yet
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been re-encountered because the probe has not reached that scene.
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saving.
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## Second-game data point
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