This checkpoint closes the last front-end ambiguity in the SNES Select Opponent flow.
The fourth slot was already structurally solved as the stopwatch / clock path. What remained open was whether that path actually promoted into the same downstream gameplay corridor as the regular rival-car choices, or whether it diverged somewhere after 01:BE43.
What is now recovered
A callback-relative probe keyed to the first live 01:C1D2 hit, plus a later be43+17-22:start confirm, now recovers the no-opponent path organically through:
L00C20B -> 01:C1D2 -> L00BE76 -> 01:BE43 -> L008B87 -> 01:902D -> 01:9111 -> active_main = 02:9016
The important part is that this is not a forced callback lane. It is an organic input-driven path recovered from boot with timing tied to the live callback surface.
The state difference survives the shared handoff
The regular rival baseline and the no-opponent clock path now reach the same later corridor at the same timestamps, but they do not collapse to the same state.
- Rival baseline keeps
$1C70 = 0,$1C76 = 1 - Clock / no-opponent path keeps
$1C70 = 3,$1C76 = 0
That difference is still visible when both runs have already reached the shared downstream path and later active_main = 02:9016.
Why this matters
This narrows the remaining question sharply.
The open problem is no longer:
- how to select the fourth slot
- how to confirm it
- whether it reaches the gameplay handoff corridor at all
The open problem is now much better:
- what
$1C76 = 0changes after both paths have already converged to the shared02:9016corridor
That is a much more tractable archaeology target, because it pushes the search away from menu timing drift and into direct post-handoff behavior.
Artifacts
Main promoted artifacts for this checkpoint:
tools/out/snes_select_opponent_no_opponent_organic_path.jsontools/out/snes_select_opponent_no_opponent_organic_path.mdsnes_play_session_gate.jsonsnes_selection_state_contract.jsondocs/snes_dos_correlation.mddocs/snes_unknowns.md
Next gate
The next step is to capture and compare the first post-02:9016 gameplay-facing window for:
- default rival path
- no-opponent clock path
At this point, the front-end path itself is no longer the blocker. The blocker is identifying the first runtime-visible effect of the preserved no-opponent state.


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