docs(compat): record 40k-frame trap-point validation result

This commit is contained in:
0xrsydn 2026-10-07 09:45:39 +07:00
commit 8a69e837cf
2 changed files with 15 additions and 14 deletions

View file

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