BUILDING 4 on PS1 at night: Johnny lies under the palm tree while a crowd of lilliputian figures swarms onto the island carrying their gear.
BUILDING 4 on PS1, captured during the v0.8.4-ps1 chapter-select grind. The lilliputians are mid-arrival; Johnny is asleep under the palm tree about to be tied down Gulliver-style. Outside the gag, this is the canonical clean-rect-heavy variant on the post-validation perf retrospective's drop-prefetch exception list.

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, then converted to FGP3 with an explicit terminal cleanup frame so the final Johnny/bird foreground row restores cleanly.

Pack identifiers

  • ADS dispatch: BUILDING.ADS scene 4
  • Slug: building4

What this scene is

Johnny sleeps on the sand and tiny lilliputians swarm in and tie him down with ropes — straight Gulliver. Confirmed by direct on-PS1 playback observation while capturing the chapter-select thumbnail; the earlier “sand castle vs. lilliputians” caption-mapping guess had the lilliputians right but the action wrong.

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.

Notable runtime history

BUILDING 4 is the scene the post-v0.7.0 random-run soak named when the clean-rect allocation pipeline first regressed under walk-clean memory pressure. The v0.8.0-ps1 fix retries the large scene clean snapshot after releasing the stale walk clean buffer and recaptures the walk baseline so the scene loads cleanly even after a long random-position approach. BUILDING 4 also appears on the v0.8.0 clean-memory-relief drop-prefetch exception list — the per-scene opt-in that drops the prefetch window during large clean snapshots. The follow-on v0.8.1-ps1 stability fix generalized the same pressure-estimator path for every random- position scene.