Add hidden title debug mode and pace menu polls
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@@ -150,7 +150,8 @@ route through the first `0x9` remains deferred: Himegari's readily accessible re
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to the still-unimplemented frontend exit-request policy, while the other known natural paths require later
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gameplay, game over, or completion. Do not use TITLE's post-`0x1` developer menu as evidence; native `0x1`
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is non-returning, and the port now propagates that exit request instead of falling through into the hidden
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bytecode. See `docs/engine-re.md`.
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bytecode. The opt-in `--native-debug-menu` diagnostic deliberately restores fall-through for exploring that
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retained developer UI, but does not qualify as native lifecycle validation. See `docs/engine-re.md`.
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**Godot debug scene launcher (2026-07-20; implemented and manually validated).** The first version
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is deliberately narrower than arbitrary hot swapping:
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@@ -236,6 +237,13 @@ were presented, its terminal op `0x9` at `0x1fb` ran, and SYSTEM4 reconstructed
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launcher/session-lifecycle discrepancy was observed. DEBUG-specific content oddities are not acceptance
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failures for this developer route and remain out of scope unless they reproduce in a normal game script.
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**TITLE Extra Room entry (`ROOM.BIN`, 2026-07-20).** The title dispatch itself is correct. The first manual
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entry exposed a scheduler discrepancy: ROOM's stable input poll uses `sleep 0`, which native `0xc8` clamps
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to a one-millisecond timer. Godot previously treated it as a zero-duration no-op, letting the script consume
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the 20-million-step guard and display `-end-`. The interactive host now preserves the native one-tick yield;
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Godot also prints the VM halt reason and step count before its generic end marker so future terminations are
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distinguishable. Manual ROOM presentation and its genuine op-`0x9` return to TITLE remain to be rechecked.
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## Stage B2 — Faithful full boot
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Replace `--boot`'s diagnostic seeding and separately injected inherited surfaces with normal boot execution.
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