Porting Test Drive II from SNES to PC, Part 47: Probing late A/B response on the default-rival corridor
After demoting the mutable game_11.mss save from “gameplay seed” to
front-end menu state, the next question was straightforward:
is there already a deterministic power-on path that reacts like gameplay, even
if the old save does not?
The answer is now yes, with an important qualifier.
The default-rival post-02:9016 corridor is input-sensitive.
It is not just an infinitely repeated passive frame.
But it still does not close the “verified gameplay seed” gate yet.
The new candidate comes from power-on, not from game_11.mss
I reused the already recovered power-on route into the default-rival lane and
then injected late A or B starting at frame 2050.
The first solid result came from the boot probes:
- all three lanes keep the same callback surface through
2048..2208-
02:9016main -
01:96A0IRQ -
02:8F3CNMI
-
- both
AandBfirst diverge instate_0960at frame2050-
A:0 -> 128 -
B:0 -> 32768
-
So the corridor is definitely reacting to late input.
That already moves it out of the “probably just the same menu frame forever”
bucket.
A is the rich lane, B is the control lane
B does change state, but it stays sparse:
- beyond
state_0960, the probe delta set is nearly empty - visible divergence against no-input is only at
2052,2068, and2084
A is much more interesting:
-
dp_0054first diverges at2052 -
dp_0053andstate_09a8first diverge at2053 -
state_137cfirst diverges at2104 - the first visible divergence against no-input appears at frame
2052 - by
2054, the lane is also diverging over a lower-dashboard region
That makes A the better next proving lane, while B becomes a good control
run.
The visual change is small, but it is real
No-input frame 2056:
Late-A frame 2056:
The interesting part is not that the whole frame explodes.
It does not.
The useful result is that the lane now has bounded, repeatable, post-input
visual fallout plus matching state fallout.
That is a much better active target than the old bad savestate.
What still stays open
This checkpoint does not promote the corridor to a verified gameplay seed.
The inherited selector family still stays latched:
$1C6A = 1$1C70 = 0$1C76 = 1$0202 = 0xFFFF
So the next gate is now tighter:
- extend the
A-responsive lane until it produces unmistakable world/gameplay motion, or - catch the moment where it finally exits that inherited top-menu selector family
That is enough to move Lane 3 forward without pretending the proof is already
stronger than it is.


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