Import the scene graph, and find the worst gap between two branch points is zero
ROADMAP G1, scheduled early because it is a measurement input, and it paid for that immediately. 51.3 established that a ring's lookahead is accumulated out of pipe - wire and that a seek spends all of it, so what a branch point costs is set by the time since the last one. 55.5 rehearsed a seek on the machine and said out loud that it could not ask the question, because nothing here knew where the branch points are. They are everywhere, and 5.4% of them are free of charge to the player and not to us. Over 612 distinct transitions into a seek, taking the earliest instant each input window opens: worst 0.000 s, p10 0.950, median 3.473, best 82.497. 33 open on the first frame of a clip the disc SEEKED to -- press right as flaming_ropes.enter_room appears and you are in fall_to_death, two seeks with no play between them. 51.2's slack rule can therefore be answered NO by the content rather than by the buffer, and no amount of ring is a defence. It does not break the design. A branch on an empty ring costs the 2-record prefill, 149.7 ms at 488 KB/s, not the climb. What it removes is margin: at that rate in a 256 KB ring, 76% of this game's branch points arrive before the ring has refilled, and a 512 KB ring makes that 90%, because doubling the ceiling does not touch the surplus. The ring is not the lever; the surplus is. CORRECTION to FINDINGS 16: there is only one transcription. The SNES chapter set says in its own README that it is derived from DirkSimple, so the planned diff of two independent sources catches conversion errors only. Run anyway: durations agree 388/505 within a frame, branch structure 470/505, and of the 35 differences 16 are renames and 18 of the other 19 are that port dropping the arcade's diagonals. Zero transcription discrepancies, and none were findable. Two constraints on the input layer come free: the arcade needs eight directions, and the shortest input window is 98 ms against 54.4's 72.13/90.16 ms frame slot, so input cannot be polled on the frame tick. The coupling to outside source is contained to one file (USER DECISION). tools/import/scenegraph.py is the only code here that knows those projects exist -- their paths, table names, timing formulas, constants -- and it writes DLXSCENE1, this project's own schema, into gitignored tmp/ with the sources' licences inside it. tools/analysis/25_scene_graph.py reads only that. Nothing is vendored and nothing outside-derived is committed. The split was made after the measurement and the whole output was re-run byte for byte to show it moved no number. Both import gates are negative-tested: deleting one sequence upstream fails the 516/906 count, and closing the table early fails the constructor-end check, which replaced one that was vacuous. No 68000 code ran or changed; decode.bin is still 1,296 B at the same MD5. check.sh gains an import stage that skips when there is no checkout. ALL GREEN before and after. Claude-Session: https://claude.ai/code/session_01194oWYW8DQXK1SZ2DnChW6
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# Status & next-session handoff — end of session 24 (2026-08-24)
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## Session 24: the scene graph is in, and the worst gap between two decision points is zero
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**Green light first and last: `./tools/bench/check.sh` was ALL GREEN before any
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of this and ALL GREEN after**, plus a new import stage.
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**ROADMAP G1 is DONE. FINDINGS 56.** G1 was scheduled early because it is a
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*measurement input*, and it paid for that immediately.
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**1. THE ANSWER: the worst gap is zero.** Over 612 distinct transitions into a
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seek, taking the earliest instant each input window opens and chaining play
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across sequences the disc plays through without seeking:
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| | worst | p10 | median | p75 | p90 | best |
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|---|---:|---:|---:|---:|---:|---:|
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| seconds of play between two seeks | **0.000** | 0.950 | 3.473 | 5.800 | 9.548 | 82.497 |
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**33 of the 612 (5.4%) are zero** — an input window that opens at t=0 of a clip
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the disc seeked to, so two seeks can fall back to back with no play at all
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(`flaming_ropes.enter_room -> fall_to_death`: press right on the first frame and
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you die). **51.2's slack rule can be answered NO by the content, not by the
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buffer**, and no amount of ring is a defence. 56.3.
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**2. Most branch points arrive before the ring has refilled, at every rate this
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tree has considered.** 51.3's climb against the game's own gaps, gate container:
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| ring KB | pipe KB/s | ceiling | climb s | branch points under the climb |
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|---:|---:|---:|---:|---:|
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| 256 | 451.4 | 3 | 20.83 | 601/612 (98%) |
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| 256 | 488.0 | 7 | 6.11 | **468/612 (76%)** |
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| 256 | 513.2 | 7 | 3.81 | 370/612 (60%) |
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| 256 | 600.0 | 7 | 1.66 | 129/612 (21%) |
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| 512 | 488.0 | 11 | 9.60 | **551/612 (90%)** |
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**A bigger ring makes this worse and now content says so too**: same rate, 76%
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at 256 KB and 90% at 512 KB, because doubling the ceiling does not touch
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`pipe - wire`. **The ring is not the lever; the surplus is.** 56.4.
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**3. It does not break — it removes margin.** A branch on an empty ring costs
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the prefill, not the climb: **149.7 ms (1.80 frame slots) at 488 KB/s**, 162.0 ms
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if it is a scene change carrying the 6,164-byte header. So the finding is not
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"this fails", it is **"this design runs permanently at minimum lookahead, and
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the arcade content is what puts it there"**. The mechanical seek is still
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unmodelled (B1) and is charged on top. 56.5.
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**4. CORRECTION to FINDINGS 16: there is only one transcription.** 16 cleared
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two permissively licensed sources and planned to diff them "to catch
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transcription errors". The SNES project's own `data/events/README.md` says its
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chapters are "derived from DirkSimple game data" — a second *copy*, not a second
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transcription. The diff runs anyway and catches conversion errors: durations
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agree 388/505 within one frame, branch structure 470/505, and of the 35
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differences **16 are renames and 18 of the other 19 are the SNES conversion
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dropping the arcade's diagonals**. Zero transcription discrepancies were found
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and none could have been. 56.2, 56.6.
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**5. Two constraints on the input layer, free with the import.** The arcade uses
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**eight directions plus action and start** (diagonals are 21 of 906 windows —
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droppable by a port that must, not by one aiming at the arcade), and the
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**shortest input window is 98 ms** against a frame slot of 72.13 or 90.16 ms
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(54.4). **Input cannot be polled on the frame tick**; `clock.i`'s V-DISP
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interrupt already runs 8.6x faster at 0.1% of the budget. 56.7.
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**6. The coupling to outside source is contained to one file (USER DECISION).**
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`tools/import/scenegraph.py` is the only file in this tree that knows those
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projects exist — their paths, table names, timing formulas, constants — and it
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writes **`DLXSCENE1`**, our own schema, into gitignored `tmp/`.
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`tools/analysis/25_scene_graph.py` reads only that. Nothing is vendored, nothing
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outside-derived is committed, and the generated table carries its own `sources`
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attribution block. The split was made after the measurement and changed no
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number in it.
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**New in the tree:** `tools/import/` (new directory, one file),
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`tools/analysis/25_scene_graph.py`, and a `check.sh` stage that imports, gates
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on 516 sequences / 906 input windows, and runs the analysis — skipped when there
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is no checkout, like the px68k and IPL ROM stages.
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**No 68000 code ran and none changed.** `decode.bin` is still 1,296 B at the
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same MD5.
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**Next:** **P4** (drive the MB89352, settle `W`) still decides the project and
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still needs hardware or a MAME that models the SPC. What 56 changes about it:
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the transport now has a *content* requirement as well as a rate one — it has to
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survive a branch with an empty ring at zero notice, 5.4% of the time. **P2's
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remaining half** (reserve index 0 as black) is unchanged and still bundled with
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the two other re-encode-class questions from 55: the delivered-rate rate point
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and 54.4's short slot. All three are still one re-encode plus one
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re-measurement, and still want deciding together.
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---
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# Status & next-session handoff — end of session 23 (2026-08-24)
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## Session 23: the 68000 fills its own ring, and the player's request loop turns out to cost more than the medium does
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