art: regenerate battle scale motion evidence
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# Phase 6 Battle-Scale Motion Proof 04
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Date: 2026-08-12
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Stage: `MOTION_CONTINUITY_REPAIR_OPEN`
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Stage: `BATTLE_SCALE_REPAIR_CANDIDATE_READY`
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Motion authority: `../phase6_motion_proof_03/`
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Style authority: `../phase6_ui_direction_01/outputs/05_battle_ui_japanese_scale.png`
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@@ -76,3 +76,20 @@ declared phase as a start delay and clamp at the terminal frame. The one
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high-salience enemy must play telegraph 0-5 once, attack 0-5 once, then hold its
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terminal attack frame. Accepted sprite sources, counts, positions, scale,
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background, HUD and salience limits remain unchanged.
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## Repair Candidate
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- Source: `b44c29f` (manifest-aware non-loop scheduling)
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- New evidence: `outputs/battle-scale-proof-02/`
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- Historical failed evidence: `outputs/battle-scale-proof-01/`, unchanged and
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still bound to fixed review R2
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- High-salience enemy: telegraph indices 0-5, attack indices 0-5, then attack
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terminal index 5 held for four frames
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- Allied non-loop actions: start once after their phase delay, progress
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monotonically and hold terminal state; no modulo restart
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- Boss: telegraph 0-7 followed by attack 0-7
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The 16 frames, audit, contact sheet and H.264 proof reproduced byte-for-byte in
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an isolated output root. Counts, heights, safe bounds and two-per-side salience
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remain unchanged. Independent R3 review and all human/runtime/device/release
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gates remain open.
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@@ -0,0 +1,36 @@
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# Battle-Scale Motion Continuity Repair
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Date: 2026-08-12
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Source: `b44c29f`
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Candidate root: `outputs/battle-scale-proof-02/`
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Historical R2 failure root: `outputs/battle-scale-proof-01/`
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## Change
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The compositor now reads each accepted cycle manifest. Looping idle/advance
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states keep phase-offset modulo playback. Non-looping allied actions interpret
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their phase as a one-time start delay, advance monotonically and clamp at their
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terminal frame. The high-salience Riftblade plays telegraph frames 0-5 once,
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then attack frames 0-5 once, then holds attack frame 5. The boss retains its
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explicit telegraph 0-7 to attack 0-7 schedule.
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No accepted sprite frame, actor count, position, height, background, HUD,
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salience assignment or generated asset changed.
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## Verification
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- fixed output: 16 frames, 8 FPS, 2048x1152, 2.0-second H.264;
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- exact counts per frame: 10 allies, 12 ordinary enemies, one boss;
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- heights and all content rectangles remain inside the existing safe bounds;
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- high salience remains at most two allied and two enemy-side assignments;
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- high enemy sequence is exactly
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`telegraph 0,1,2,3,4,5 -> attack 0,1,2,3,4,5,5,5,5,5`;
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- allied basic and Profession actions never decrease their frame index;
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- boss sequence is exactly `telegraph 0..7 -> attack 0..7`;
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- isolated rebuild reproduced all frames, opening, contact, audit and MP4
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byte-for-byte;
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- MP4 SHA-256 is
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`f9664fb279eedb72c0fff1b7596cf4e6c6ae110698c90876b2435b1539a716a8`.
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This closes the developer repair boundary only. Independent R3, engine runtime,
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human motion/visual acceptance, device and release remain open.
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@@ -6,11 +6,12 @@ Human state: `OPEN`
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## Result
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The bounded battle-scale pipeline is viable. The opening frame and 2-second
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motion proof show exactly ten allied actors, twelve ordinary enemies and one
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boss on the approved landscape camera. Ordinary actors occupy `130-155px` or
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`120-145px` of the `1152px` canvas; the boss occupies `302px`. The Company,
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enemy group and boss remain separable after downscaling to `1280x720`.
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The repaired bounded battle-scale pipeline is viable. Repair evidence
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`battle-scale-proof-02` shows exactly ten allied actors, twelve ordinary enemies
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and one boss on the approved landscape camera. Ordinary actors occupy
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`130-155px` or `120-145px` of the `1152px` canvas; the boss occupies `302px`.
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The Company, enemy group and boss remain separable after downscaling to
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`1280x720`.
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## Focal Review
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@@ -19,7 +20,7 @@ enemy group and boss remain separable after downscaling to `1280x720`.
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| Intended read | ordered Company, contested ground, large boss |
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| Actual focal order | horizontal collision line, pale large boss, force meters and roster rail |
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| Identity | Japanese 2D thin-line actors over a soft painted daylight aether ruin |
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| State feedback | allies and enemies animate accepted phase-offset states; boss telegraphs then attacks |
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| State feedback | loops remain phase-offset; non-loops run once and hold; high-salience enemy and boss telegraph then attack |
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| Play-size issues | actor scale passes; repeated Aegis identity proves density but not Profession variety |
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| Evidence | processed composition, deterministic audit, agent visual review |
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| Verdict | `PASS` for scale/motion pipeline; content diversity remains open |
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@@ -35,8 +36,10 @@ Its open ground lane keeps the actor layer editable and readable.
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- Audit proves `10` allies, `12` ordinary enemies and `1` boss in every frame,
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contracted content heights, no actor outside the battle safe region, and no
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more than two high-salience actions per side.
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- A fresh independent output directory reproduced the audit, opening, contact
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sheet and all 16 frame PNGs byte-for-byte.
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- A fresh independent output directory reproduced the audit, opening, contact,
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all 16 frame PNGs and H.264 MP4 byte-for-byte.
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- Enemy telegraph indices `0..5` transition once into attack `0..5`, then hold
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attack index `5`; allied non-loop indices never decrease within a state.
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- MP4 probe reports `2048x1152`, `8/1 FPS`, `16` frames and `2.0s` duration.
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- No detached VFX are present, so body motion and silhouette readability are
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not being rescued by particles or screen effects.
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@@ -49,6 +52,6 @@ animation-source routing and boss distinction. It does not validate the future
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42-Profession silhouette library, 100-enemy diversity, hit timing, gameplay
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state, engine performance, UI localization, touch, audio or device behavior.
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The next bounded visual task is a separate VFX language proof over this scale,
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followed by compatible small-asset sheets. Bulk final content remains frozen
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until those proofs and Owner visual review pass.
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The separate VFX proof and first compatible equipment-asset proof are now
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complete. Bulk final content remains frozen until independent R3 and Owner
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visual review pass.
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@@ -1,6 +1,8 @@
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a978c8ec18e8a1105a95c6055671e37ce74a02ce57b6ad151bcdb411ebe86fdc ./BATCH_CONTRACT.md
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f2b30dde38742ffd2677bc659b00f7c133c4daaf3435e5d9c452527cd66380ba ./BATCH_CONTRACT.md
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521405d7bfcadd2d7a64f5324f7b68463a5c76eabc062b5ef21f00c978734df4 ./INDEPENDENT_REVIEW_R1.md
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95ee8cd204ac39beb2a8d0ea7d1d5a08c18fa9a4af36fd15d84a99a4a0b14bee ./VISUAL_REVIEW.md
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a652e750fcffb645ece2027bb0e58c57095826e2cb3c12930914fbd2d3b8ae10 ./INDEPENDENT_REVIEW_R2.md
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7f951eef7adc6d8fc443be9fbd028c37c3e6d0840841cbb42ac8284ea1266e71 ./MOTION_CONTINUITY_REPAIR.md
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c20cf1889738bdb539a3399a570cfd4b6492bf6b144b7c89ca514e98169751a7 ./VISUAL_REVIEW.md
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17d24ea469d19b5988a6742d6ace8459db53cd3158551cfae191650475fffc6e ./outputs/01_empty_battlefield.dry-run.json
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d8c1d2fb7fb466ef1abf8f9809ed9db276359d4905d260771ebd70be39fc3512 ./outputs/01_empty_battlefield.png
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43c80d6bb29afccdbd9271d960226557c9c8189ac4b9ea0219c78fbb525907c4 ./outputs/01_empty_battlefield.report.json
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@@ -25,4 +27,25 @@ d2213edc964ca1fecd63f4fe8aae6162bf7f300ea48f309039afda1465f06635 ./outputs/batt
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9d599168fc41da16d6e975e0ca1af0f677bedffb19d0f7910e0e3e8269f0a731 ./outputs/battle-scale-proof-01/frames/frame-014.png
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3e3805ad508af1241550d215c50c232362f15cc33cc54c4caa0bc348133384d4 ./outputs/battle-scale-proof-01/frames/frame-015.png
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0168a8df3f43be8a4882587445b7a55f8a7a5ed92788d77d49804c41f9027416 ./outputs/battle-scale-proof-01/video.sha256
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762370ea335b1747603787cdfa8359cf492d3f6c3e8baf18ca8dc7f2088af6a5 ./outputs/battle-scale-proof-02/audit.json
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9f0ad05f66064855052e6638d9344d1556366afe35bc5c61d99198e874827523 ./outputs/battle-scale-proof-02/battle-scale-contact.png
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f9664fb279eedb72c0fff1b7596cf4e6c6ae110698c90876b2435b1539a716a8 ./outputs/battle-scale-proof-02/battle-scale-motion.mp4
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353b50b338285ef92aea332933e89a56972bfacc9f832ea1ac164e3dab6b6b29 ./outputs/battle-scale-proof-02/battle-scale-opening.png
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353b50b338285ef92aea332933e89a56972bfacc9f832ea1ac164e3dab6b6b29 ./outputs/battle-scale-proof-02/frames/frame-000.png
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4c0165d85d4f216d05e884e6dc3a8e63a824683ac700506462c3c1ebc34eb040 ./outputs/battle-scale-proof-02/frames/frame-001.png
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330c10532b442cbde8c7fd7e68f06bf22913b501b5999bb6390f554fb7c6f950 ./outputs/battle-scale-proof-02/frames/frame-002.png
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617e9927d0cec0eceef742106a48c59c5c6492bfce9575038dbc7ccc0e0421e6 ./outputs/battle-scale-proof-02/frames/frame-003.png
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1bf27958466a31036732f5a029c85f0551ae82359395ba9d1a51a2bcde58b4d5 ./outputs/battle-scale-proof-02/frames/frame-004.png
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2348bbd4ba9845fc336478a69bf5fffa21e8dbeca91c6c0616e52712c4558583 ./outputs/battle-scale-proof-02/frames/frame-005.png
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c5793c776038bae1623fc7c0c0787735457d3dd5cb090b0c5371dcdda99dfbdf ./outputs/battle-scale-proof-02/frames/frame-006.png
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a23381d2022054f03f11c0baa8232342b7d96505703b0d11e0fc07364a564113 ./outputs/battle-scale-proof-02/frames/frame-007.png
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42c559bc6f5f349f8d1d4eeb30a96d4facd4a7e9a88a77e12c6e2cf36f82028e ./outputs/battle-scale-proof-02/frames/frame-008.png
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d2bf5aa47a2136aa4ad4e1bbffdace199d4f49e255fe63916e321c19562ea8bf ./outputs/battle-scale-proof-02/frames/frame-009.png
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181e201bc769920bd8b79dee768bc9f7df1641a8dc5b8270e5f058a1f43fd2ef ./outputs/battle-scale-proof-02/frames/frame-010.png
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73479050f3ada6f2a0a6a049d417c63f9551b636ceb1b2b4c4b7d7bdbb93dee0 ./outputs/battle-scale-proof-02/frames/frame-011.png
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cdc3799d067d928bb6622adb8862613013f6f093099da05106b72f5463919e6e ./outputs/battle-scale-proof-02/frames/frame-012.png
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6dfbe643eee3b81d491e8d5d170ecf66fba03502af9b8b4f65c2aaad789e4b24 ./outputs/battle-scale-proof-02/frames/frame-013.png
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1a41b0e2ec04c531f290aeee35d0f5cffcf4acc88bd02c0b1a5cac6eb68b88a5 ./outputs/battle-scale-proof-02/frames/frame-014.png
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2e1c22dd77fdcdf87b3e74fb999e82101e42ac264574f0669f2bb9f72248b1f5 ./outputs/battle-scale-proof-02/frames/frame-015.png
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d6c64e2aa417fa48007cc1205e1f6c13f6964c302b591d394dd404d19aa1e38e ./outputs/battle-scale-proof-02/video.sha256
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07a0e4e3a60963558111ce63c6d69c16790651b2896d3fb4cee94861181e1fa4 ./prompts/01_empty_battlefield.txt
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f9664fb279eedb72c0fff1b7596cf4e6c6ae110698c90876b2435b1539a716a8 docs/prototype/generation/phase6_battle_scale_04/outputs/battle-scale-proof-02/battle-scale-motion.mp4
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