WALKSTUF 1 on PS1 at night: a white yacht has pulled up next to the island with party-goers visible on its deck, the moon overhead and Johnny's island and palm tree on the right.
WALKSTUF 1 on PS1, captured during the v0.8.4-ps1 chapter-select grind. The yacht-party setup beat: a yacht has pulled up beside the island with the party crowd visible on deck, the moment before Johnny boards and joins them. (The next beat returns him drunk to the island, then he passes out on the sand. The on-PS1 loop overturned the original caption audit's "jogs around the island" guess for this scene — that gag is WALKSTUF 3.) Engineering retro: WALKSTUF 1 is the yellow-band perf scene on /perf/ (95.6% / 95.8% target speed) — both packs were converted to compact FGP3/v4 restore-minus-current in v0.8.3-ps1 while preserving pack footprints, LBAs, and the PS-EXE bucket; high blocking dropped from 275 → 85 VBlanks and low from 270 → 86. The high/low packs also use a range-gated Johnny-bbox hold (frames 63–165, glitch threshold 1000) so Johnny stays drawn in his rest position while the boat scene plays out.

Validated 2026-05-05. Visual + audible signoff after re-exporting high/low packs with -500/+300 stitch positions and a range-gated Johnny-bbox hold (frames 63-165, glitch threshold 1000) so Johnny stays drawn in his rest position while the boat + mermaid scene plays out and the foreground-only diff drops him.

Pack identifiers

  • ADS dispatch: WALKSTUF.ADS scene 1
  • Slug: walkstuf1

What this scene is

A yacht pulls up; Johnny boards and parties with the crowd on board. He comes back to the island visibly drunk, staggers a few steps, and passes out on the sand. Confirmed by direct on-PS1 playback observation while capturing the chapter-select thumbnail; the earlier “jogs around the island” caption-mapping guess was wrong (no jogging in the on-PS1 pack).

Notable runtime history

WALKSTUF 1 is one of the named scenes on the performance battle card that got release-tagged attention after the v0.8.0 baseline. The longer boarding-and-party section is one of the wide multi-view stitch scenes where the wide-action pack landed in the yellow band post-validation:

  • v0.8.3-ps1 — WALKSTUF1 compact foreground performance pass. First release tag specifically targeting this scene’s over_target shape.
  • v0.8.6-ps1 — WALKSTUF1 low gap6-prefix + slack-guard promotion; WALKSTUF1 high window-prefetch + slack4 guard on the gap-compressed pack. Setup-segment compaction follow-through that kept the matrix’s 126 / 126 timing-bearing band shape intact.

Both rows now run in the green/yellow band on the live battle card. The matrix-wide arc from 87.1% to 99.5% target speed is documented at /lab/from-87-to-99-5/; the per-experiment log at docs/ps1/performance-experiment-log.md enumerates every accepted and rejected probe by version.

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.