BUILDING 3 on PS1 at night: Johnny lies on the sand under the palm tree with a column of Z's rising up the palm's trunk.
BUILDING 3 on PS1, captured during the v0.8.4-ps1 chapter-select grind. The canonical sleep frame: Johnny is on the sand under the palm with a column of Z's climbing the trunk. The on-PS1 loop also overturned the original caption audit's "builds a fire" guess — the long sleep/idle beat was already implicit in the engineering trailer, just not yet labelled.

Validated on 2026-05-05 under the FISHING 1 bar. The high/low packs were regenerated through the generic normal/far-left/far-right foreground-only multi-view stitch, and the long sleeping/idle beat played cleanly on the normal low-tide/night validation route.

Pack identifiers

  • ADS dispatch: BUILDING.ADS scene 3
  • Slug: building3

What this scene is

Johnny lies down on the sand, rolls over, and takes a long nap. Confirmed by direct on-PS1 playback observation while capturing the chapter-select thumbnail; the earlier “builds a fire” caption-mapping guess was wrong (the long sleeping/idle beat was already implicit in the engineering trailer).

How this scene gets validated

The same way every scene does: under the FISHING 1 bar.

A host-side Johnny Reborn capture/export pass produces a base-diff .FG2 foreground pack and a JSONL of sound events. The PS1 build replays that pack at native resolution through every variant the original game randomized between (night, low-tide, holiday overlays, raft-stage progress where applicable). The regtest harness checks that the visuals come out frame-identical and the SFX cues land on the same ticks. Once that holds across all applicable variants, the scene moves to validated and a row turns green in the ledger.