VISITOR 7 on PS1 at night: Johnny stands at the base of the palm tree cracking a coconut against the trunk, the no-shake variant of the VISITOR 6 coconut sequence.
VISITOR 7 on PS1, captured during the v0.8.4-ps1 chapter-select grind. The crack-against-trunk beat: Johnny is at the palm with a coconut in hand, mid-strike. VISITOR 7 is the no-shake variant of VISITOR 6's full shake-crack-eat sequence — fits into the broader coconut quartet on this ADS family alongside VISITOR 4 (rolls into ocean) and VISITOR 5 (thrown at a plane). Engineering retro: the first validation pass had the right captured pixels but the coconut-impact frames read as missing because dedupe left the strike rows too short; the final pack redistributes hold time onto source frames 32, 62, 71, and 80, total scene duration unchanged.

Validated on 2026-05-04 under the current PS1 scene bar.

Pack identifiers

  • ADS dispatch: VISITOR.ADS scene 7
  • Slug: visitor7

What this scene is

Johnny already has a coconut. He cracks it open against the palm trunk and eats the coconut meat — the no-shake variant of the VISITOR 6 sequence. Confirmed by direct on-PS1 playback observation while capturing the chapter-select thumbnail; both scenes are coconut-eat beats but the shake-tree prelude is only on VISITOR 6.

Validation Notes

The current mapping is the coconut/tree impact gag. High and low tide packs were regenerated through the generic normal/far-left/far-right foreground-only multi-view stitch, so runtime island placement stays variable-position safe.

The first validation pass had the correct captured pixels, but the coconut impact frames read as missing because dedupe left the strike rows too short. The final pack redistributes hold time onto source frames 32, 62, 71, and 80; total scene duration remains unchanged.

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.

See the method for the longer version.