The AGENTS.md "Testing a Tutorial" pass: chapter 22 was handed to a reader on a weaker model with the library tree stripped of examples/ and docs/, and they had to build a menu/HUD/dialog program from the chapter alone. They built one that compiled and ran -- and reported success their own screenshots disproved, which is why the protocol says to verify: their synthesized key events set only the scancode, akgl_ui_menu_handle_event matches keycodes, and their program never actually left the title screen. With that one line fixed, everything they had built from the chapter worked. Three findings survived verification against eight reported: - The chapter never stated its prerequisites, so the reader burned most of the session on library bring-up it does not cover and invented goto error handling for main(). A new "What this chapter assumes" paragraph points at chapters 3, 7 and 17, and at the demo's startup() and main() as the complete reference. - Nothing named the menu's exact keys, or that they are keycodes rather than scancodes -- invisible with a real keyboard, fatal for synthesized events, which the demo's own --demo script teaches. The menus section now names SDLK_UP/DOWN/RETURN, the gamepad buttons, and the key.key trap. - Verifying their dialog screenshot showed a message wrapping past the fixed AKGL_UI_DIALOG_HEIGHT runs visibly out of the panel. Deliberate -- same as the hand-rolled textbox, and visible overflow beats silent truncation -- but undocumented; akgl_ui_dialog's header note now says so. Rejected for the record, per protocol: akgl_game_init already initializes the property registry (src/game.c:219), and the font they "found" in a different directory was the build tree's file(COPY) of tests/assets. Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
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