Timeline — run-027

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    directive_skipped 2026-06-06T15:12:26.414036Z · frame · replay
    { "action": "face_and_interact_adjacent_tiles_before_moving", "details": "If movement remains locked after the idle test: without moving the party, tap A while facing north (wait 30 frames), then tap A while facing east (wait 30 frames), then tap A while facing south (wait 30 frames), then tap A while facing west (wait 30 frames). The intent is to trigger any mandatory NPC dialogue, sign, chest, or event on the four tiles immediately adjacent to the spawn point. If any interaction fires, read and dismiss it fully, then immediately attempt a single-tap north to verify movement is now unlocked. Report any text observed in the interaction.", "reason": "experiment_action_unhandled", "type": "experiment" }
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    directive_skipped 2026-06-06T15:12:26.414008Z · frame · replay
    { "action": "passive_idle_300_frames_at_spawn_then_observe", "details": "Immediately after any spawn (new-game or continue), issue zero inputs for exactly 300 frames (~5 seconds). During this window, observe and log: (1) whether any dialogue box, textbox, or cutscene animation plays automatically; (2) whether the party sprite moves on its own; (3) whether any tile on screen changes colour or form. After 300 frames, if no animation has played, attempt a single A-button press (not a direction) and wait 60 more frames to detect any triggered dialogue. Only after these observations, attempt a single-tap north and report the coordinate result. This sequence must complete before any directional exploration directive is issued.", "reason": "experiment_action_unhandled", "type": "experiment" }
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    directive_skipped 2026-06-06T15:12:26.413958Z · frame · replay
    { "action": "start_new_game_instead_of_continue", "details": "At the title screen (or after the next soft reset), select the NEW GAME option rather than CONTINUE. Allow the intro sequence to play to completion without pressing any buttons \u2014 do not skip or accelerate it. When the party first gains control, immediately report the new coordinates and whether any dialogue or cutscene is still on screen. If the new-game spawn coordinates differ from (149,156), the saved state was the source of the lock and exploration can begin from the new anchor using the full S\u2192E\u2192N\u2192W\u2192NE\u2192NW\u2192SE\u2192SW cycle. If new-game also places the party at (149,156), the starting area itself requires an unlock action and the conditions below apply.", "reason": "experiment_action_unhandled", "type": "experiment" }
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    directive_skipped 2026-06-06T15:10:40.073832Z · frame · replay
    { "action": "soft_reset_as_final_escalation", "details": "If B, SELECT, and the 120-frame wait all fail to produce any coordinate change or observable state change: hold Start+Select+A+B simultaneously for 60 frames to trigger an NES soft reset, returning the game to the title screen. From the title screen, use the standard continue or new-game sequence to re-enter the game. After re-entering, immediately report the new starting coordinates \u2014 treat those coordinates as the new exploration anchor and resume the full directional cycle (S\u2192E\u2192N\u2192W\u2192NE\u2192NW\u2192SE\u2192SW) from there. Do NOT attempt to return to (149,156).", "reason": "experiment_action_unhandled", "type": "experiment" }
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    directive_skipped 2026-06-06T15:10:40.073766Z · frame · replay
    { "action": "zero_input_wait_120_frames_then_retry_movement", "details": "After the SELECT test, issue absolutely zero inputs for 120 frames (~2 seconds). No buttons, no directions. After the idle window, attempt a single-tap north and check whether coordinates change from (149,156). If coordinates change by any amount, movement is restored \u2014 report new position and resume exploration. If coordinates remain (149,156), proceed to soft-reset.", "reason": "experiment_action_unhandled", "type": "experiment" }
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    directive_skipped 2026-06-06T15:10:40.073693Z · frame · replay
    { "action": "press_SELECT_to_probe_alternative_game_state", "details": "After the B-button test, press SELECT once and wait 30 frames. Note whether SELECT opens a sub-menu, status overlay, map mode, or does nothing. If any new screen appears, read its contents, dismiss with B, then attempt a single-tap north and check coordinates. If SELECT does nothing visible, record that result and proceed to the next step.", "reason": "experiment_action_unhandled", "type": "experiment" }
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    directive_skipped 2026-06-06T15:10:40.073603Z · frame · replay
    { "action": "press_B_button_to_dismiss_hidden_ui", "details": "Press B once and wait 30 frames; observe whether any menu, dialogue box, or transition animation closes. B is the canonical cancel/back input in NES RPGs and will dismiss states that A cannot clear. If any UI element closes, immediately attempt a single-tap north and report new coordinates. If nothing changes, press B a second time with a 30-frame wait, then attempt a single-tap north again.", "reason": "experiment_action_unhandled", "type": "experiment" }
  • frame 19733
    movement 2026-06-06T15:09:26.610821Z · frame 19733 · replay
    { "battle_started": false, "blocked_count": 30, "end": [ 149, 156 ], "goal": [ 99, 106 ], "path": [ [ 149, 156 ], [ 150, 156 ], [ 151, 156 ], [ 149, 157 ], [ 149, 158 ], [ 149, 155 ], [ 149, 153 ], [ 149, 152 ], [ 150, 153 ] ], "reached": false, "start": [ 149, 156 ], "steps": 32 }
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    directive_skipped 2026-06-06T15:09:24.698382Z · frame · replay
    { "action": "single_step_individual_cardinal_inputs", "details": "After the A-button test, attempt movement using only individual single-tap inputs \u2014 do NOT use sustained or diagonal directional commands: (1) tap N once, wait 20 frames, check coordinates; (2) tap E once, wait 20 frames, check coordinates; (3) tap S once, wait 20 frames, check coordinates; (4) tap W once, wait 20 frames, check coordinates. If ANY single tap changes coordinates by even one tile, immediately report the new position and resume directional exploration from that new anchor using the same direction that succeeded. If all four single taps fail, press Start then B to attempt an input-buffer reset, then retry the single-tap sequence once more before escalating.", "reason": "experiment_action_unhandled", "type": "experiment" }
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    directive_skipped 2026-06-06T15:09:24.698351Z · frame · replay
    { "action": "press_action_button_to_clear_blocking_dialogue", "details": "After the Start test, press A (action/confirm) once at (149,156) and observe whether any dialogue box, event trigger, or NPC interaction fires. If a dialogue appears, read it fully and dismiss with A or B. If nothing visible happens, wait 15 frames then press A a second time. After both presses, attempt a single step north and report whether coordinates change. The action button may reveal a hidden triggered event (inn, sign, invisible NPC) sitting on tile (149,156) that is consuming all directional inputs.", "reason": "experiment_action_unhandled", "type": "experiment" }
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    directive_skipped 2026-06-06T15:09:24.698306Z · frame · replay
    { "action": "press_start_to_diagnose_game_state", "details": "Press Start once and observe the result: if a pause menu opens, note all visible options (Items, Status, Magic, etc.) then close it with B \u2014 this confirms movement commands are reaching the game and the overworld is active. If Start does nothing, the game may be in a cutscene, forced dialogue, or transition state that is suppressing all input including movement. If an unexpected screen (shop, NPC dialogue, battle) is already open, interact with and close it normally before attempting any movement.", "reason": "experiment_action_unhandled", "type": "experiment" }
  • frame 19175
    movement 2026-06-06T15:07:56.956117Z · frame 19175 · replay
    { "battle_started": false, "blocked_count": 30, "end": [ 149, 156 ], "goal": [ 199, 106 ], "path": [ [ 149, 156 ], [ 150, 156 ], [ 151, 156 ], [ 149, 157 ], [ 149, 158 ], [ 149, 155 ], [ 149, 153 ], [ 149, 152 ], [ 149, 151 ], [ 148, 152 ] ], "reached": false, "start": [ 149, 156 ], "steps": 35 }
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    directive_skipped 2026-06-06T15:07:54.858999Z · frame · replay
    { "action": "verify_movement_by_coordinate_delta", "details": "At the next replan after NW is set, compare the reported (x,y) against (149,156). If coordinates have changed by any amount \u2014 even (\u00b11, \u00b11) \u2014 movement is occurring and the NW leg is working; continue without triggering stall. If coordinates are exactly (149,156) again, then the agent is in a hard movement lock (not a terrain or threshold issue) and a fundamentally different approach is needed: attempt to interact with the current tile (action button), check for a menu or dialogue blocking movement, or attempt a random-walk pattern of alternating single-step moves in N and W independently rather than a combined diagonal directive.", "reason": "experiment_action_unhandled", "type": "experiment" }
  • frame 18562
    movement 2026-06-06T15:06:50.711933Z · frame 18562 · replay
    { "battle_started": false, "blocked_count": 36, "end": [ 149, 156 ], "goal": [ 99, 156 ], "path": [ [ 149, 156 ], [ 149, 157 ], [ 149, 158 ], [ 150, 156 ], [ 151, 156 ], [ 149, 155 ], [ 150, 154 ], [ 151, 154 ], [ 149, 153 ], [ 149, 151 ], [ 148, 151 ], [ 148, 150 ], [ 149, 151 ], [ 148, 152 ] ], "reached": false, "start": [ 149, 156 ], "steps": 43 }
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    directive_skipped 2026-06-06T15:06:48.787072Z · frame · replay
    { "action": "measure_actual_tiles_traversed_per_replan", "details": "Compare the starting coordinate (149,156) against the coordinate reported at the next replan trigger to calculate how many tiles are actually being covered per exploration attempt. If fewer than 15 tiles are covered before a stall fires, the stall threshold is too aggressive for open-plain traversal and must be widened. If 15+ tiles are covered with no tile-type change, the spawn region is genuinely a large homogeneous plain and the diagonal legs simply need to continue further.", "reason": "experiment_action_unhandled", "type": "experiment" }
  • frame 17811
    movement 2026-06-06T15:05:55.934834Z · frame 17811 · replay
    { "battle_started": false, "blocked_count": 29, "end": [ 149, 156 ], "goal": [ 149, 106 ], "path": [ [ 149, 156 ], [ 150, 156 ], [ 151, 156 ], [ 149, 157 ], [ 149, 158 ], [ 149, 155 ], [ 149, 153 ], [ 149, 152 ], [ 149, 151 ] ], "reached": false, "start": [ 149, 156 ], "steps": 34 }
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    directive_skipped 2026-06-06T15:05:54.473892Z · frame · replay
    { "action": "observe_tile_type_during_west_movement", "details": "While moving west from (149,156), log each distinct tile type encountered (colour, texture, or map byte) \u2014 even if movement is not blocked \u2014 to determine whether the starting region is homogeneous plain or has invisible tile boundaries that prevent feature detection", "reason": "experiment_action_unhandled", "type": "experiment" }
  • frame 17220
    movement 2026-06-06T15:05:10.271817Z · frame 17220 · replay
    { "battle_started": false, "blocked_count": 54, "end": [ 149, 156 ], "goal": [ 201, 151 ], "path": [ [ 151, 151 ], [ 152, 151 ], [ 152, 150 ], [ 152, 150 ], [ 152, 151 ], [ 152, 152 ], [ 152, 153 ], [ 152, 154 ], [ 152, 155 ], [ 152, 156 ], [ 152, 157 ], [ 152, 158 ], [ 152, 159 ], [ 151, 159 ], [ 152, 158 ], [ 152, 156 ], [ 152, 155 ], [ 152, 154 ], [ 152, 153 ], [ 152, 152 ], [ 152, 151 ], [ 151, 156 ], [ 150, 156 ], [ 149, 156 ], [ 149, 157 ], [ 149, 158 ], [ 149, 155 ], [ 149, 153 ], [ 149, 151 ], [ 148, 151 ], [ 148, 150 ], [ 148, 152 ], [ 149, 152 ], [ 150, 152 ] ], "reached": false, "start": [ 151, 151 ], "steps": 79 }
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    battle_end 2026-06-06T15:04:25.738870Z · frame · replay
    { "area": "overworld", "duration_frames": 0, "enemy_count": 5, "enemy_types": [ { "name": "enemy_0xff", "type_id": 255 } ], "outcome": "win", "party_hp_after": null, "party_hp_before": null, "turns": 19 }
  • frame 5552
    movement 2026-06-06T15:04:02.517072Z · frame 5552 · replay
    { "battle_started": true, "blocked_count": 4, "end": [ 151, 151 ], "goal": [ 200, 151 ], "path": [ [ 150, 151 ], [ 151, 151 ] ], "reached": false, "start": [ 150, 151 ], "steps": 5 }
  • frame 5467
    movement 2026-06-06T15:02:55.789946Z · frame 5467 · replay
    { "battle_started": false, "blocked_count": 4, "end": [ 150, 151 ], "goal": [ 150, 201 ], "path": [ [ 150, 151 ] ], "reached": false, "start": [ 150, 151 ], "steps": 4 }
  • frame 5396
    movement 2026-06-06T15:01:45.891549Z · frame 5396 · replay
    { "battle_started": false, "blocked_count": 38, "end": [ 150, 151 ], "goal": [ 146, 208 ], "path": [ [ 146, 158 ], [ 147, 158 ], [ 148, 158 ], [ 149, 158 ], [ 150, 158 ], [ 151, 158 ], [ 152, 158 ], [ 152, 159 ], [ 152, 158 ], [ 152, 156 ], [ 152, 154 ], [ 152, 152 ], [ 152, 150 ], [ 151, 149 ], [ 152, 150 ], [ 152, 152 ], [ 152, 153 ], [ 152, 154 ], [ 151, 151 ], [ 149, 151 ] ], "reached": false, "start": [ 146, 158 ], "steps": 53 }
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    run_start 2026-06-06T15:01:09.110515Z · frame · replay
    { "config": { "frame_budget": null, "log_level": "info", "mode": "Pragmatic", "model_tier": "Sonnet", "party": [ { "class_name": "FIGHTER", "name": "" }, { "class_name": "BLACK MAGE", "name": "" }, { "class_name": "WHITE MAGE", "name": "" }, { "class_name": "THIEF", "name": "" } ], "save_state": null }, "mode": "Pragmatic", "party": [ { "class_name": "FIGHTER", "name": "" }, { "class_name": "BLACK MAGE", "name": "" }, { "class_name": "WHITE MAGE", "name": "" }, { "class_name": "THIEF", "name": "" } ] }