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Docs and tools: riding collision posts settled, couch testing, recomp bail / collision analysis
- tools/recomp-trace: bail_impacts.py (per-bail ragdoll impacts and sound posts) and collision_posts.py (collision-sound posts by poster and owner, with the local-rider flag); README entries. - Doc 11: listening verdicts, the riding body-collision posts are NPC skaters' (local only on big-drop landings and bumps). - Doc 13: playing the recomp from the couch and closing it (settings overlay, LB+RB+Back hold). - Doc 14: the added tools.
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@@ -4397,3 +4397,9 @@ Our replay of the session's tag-66 grinds (e2e, `E2E_FPS=60`):
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**For the user in game.** Concrete ledges and curbs (e.g. that University spot) grind with the concrete GRINDS layer
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and the Skate_Collisions on / off sounds, no metal ring. Metal rails still ring. Some other concrete / stone grinds
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change surface too (tag 3: surface 0 → 1; tag 5 was metal, now concrete).
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**Listening (user, 2026-10-03, couch launcher, bin\ with the turn / brake console cadence and the grind tag - 1 fix; session `state_20261003_135706`, 0 malformed; asked about the University concrete ledge, a metal rail, carving, braking, enclosed spots (reverb) and fast riding above 46 km/h):** "all of it sounded really good"
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### Riding body-collision posts settled (2026-10-03, recomp session `audiox_ride_20261003_141046`, 0 malformed)
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User ride (~4.5 min, 2 bails). Outside the bails (+3 s): body-poster posts from NPC skaters 163 (0.70/s, local72 0), from the local rider 49 (0.21/s), and the local ones are only three bursts, no steady riding posts: 45.9 s (4), 172.7 s (19; screenshot: landing a 7.5 ft stair gap) and 202.6 s (26; pushing into a parked car, vehicle material 36). So steady riding gives 0 local body posts in retail, as in ours; the earlier ~1.7/s was NPC skaters plus such events. Follow-up: check that ours posts body hits on a big-drop landing and on bumping a car (a state-log session with both).
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@@ -61,3 +61,15 @@ build the recomp and set up the paths themselves.
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[skate3recomp](https://github.com/mchughalex/skate3recomp) by @mchughalex,
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the [rexglue SDK](https://github.com/rexglue/rexglue-sdk), and [Xenia](https://github.com/xenia-project/xenia)'s
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Xbox 360 research.
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## Playing it from the couch, and closing it
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- Our couch launcher (local, `.local\steam\`) starts the traced recomp from Steam / Steam Link with one shortcut per
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trace mode, checks each trace for malformed lines afterwards, and keeps one game running at a time.
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- The recomp's settings overlay opens with **Escape** or **F1** and has **"Quit to the desktop"**; it is
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controller-navigable once open. On the `research-hooks` branch, holding **LB + RB + Back** for ~1 s opens it from the
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controller (cvars `skate3_menu_pad_chord` / `skate3_menu_pad_hold_ms`); a quick tap doesn't. Back alone opens Skate 3's
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Instant Replay, which shows underneath while holding. Start isn't used because it opens Skate 3's own pause menu.
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- Closing with Steam's "Exit game" is safe for the data (the trace is written continuously).
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- A heavy trace (`audio,audiox,dsp` plus the audio capture) can coincide with stalls; the trace writer stops before a
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stall, so a stall can be missing from the trace. Drop `dsp` if stalls recur.
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@@ -80,3 +80,9 @@ timing and threading), so its traces are evidence for values and logic, not for
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[rexglue SDK](https://github.com/rexglue/rexglue-sdk), [Xenia](https://github.com/xenia-project/xenia)'s
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Xbox 360 research, [vgmstream](https://github.com/vgmstream/vgmstream) for audio decoding, and the
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vendored map extraction tools in `tools/vendor/`.
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## Added 2026-10-03
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- `tools/recomp-trace/bail_impacts.py`: per-bail ragdoll impacts and sound posts (BAILSTEP / BAILREG).
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- `tools/recomp-trace/collision_posts.py`: collision-sound posts by poster and owner, with the local-rider flag.
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- `tools/recomp-trace/trace.py`: knows the newer line kinds (BAIL*, COLLPOST, BANDQ, LOCALTEST).
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