Fix incremental menu animation presentation
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@@ -3849,17 +3849,51 @@ timed callbacks. Each transition frame publishes `[0,60000)`, deliberately inclu
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while excluding BUNKI's stable objects. On open, BUNKI publishes the stable menu only after BUNKIMOVE
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returns; on close, it removes the stable range after the reverse animation.
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The port previously treated a backbuffer `0x222` as a generic repaint request and reconstructed every
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The port originally treated a backbuffer `0x222` as a generic repaint request and reconstructed every
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visible retained object. It therefore drew handles `60000+` at full size above handle `59999`, making the
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real popup appear immediately while its opening animation ran behind it; closing had the symmetric error.
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Godot now retains zero-based backbuffer publication ranges and filters reconstruction to the active range.
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Nonzero ranges remain incremental overlays over a full reconstruction because the port does not preserve
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native D3D backbuffer pixels between publications.
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The first correction retained zero-based publication ranges and filtered reconstruction to the active
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range, which removed the stable-popup overlay but still rebuilt each selected range from black rather than
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preserving native D3D backbuffer pixels.
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The native lifecycle was refined on 2026-07-30 while diagnosing two remaining endpoint flashes.
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`gfx_present_object_range@0x482230` never clears the selected target: it begins a D3D scene through
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`d3d_begin_scene_nested@0x4709d0`, draws the selected retained objects, ends the scene through
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`d3d_end_scene_nested@0x470a10`, and, for target `-1`, immediately reaches
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`d3d_present_backbuffer@0x4713b0` through its default wrapper. `IDirect3DDevice9::Present` is therefore
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part of each backbuffer `0x222`, while black clearing remains the separate explicit opcode `0x20e`.
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Backbuffer ranges are incremental draws over preserved native pixels rather than complete scenes rebuilt
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from black.
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Timed-callback pacing is not an implicit publication boundary in native AGE. Op `0xd5` enables run-state
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bit `0x40`; that bit bypasses the outer loop's automatic `gfx_render_frame` path, and
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`timed_callback_sequence_tick@0x408170` only sleeps and redirects the script PC. BUNKIMOVE's first visible
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frame is consequently the first callback's scale mutation followed by explicit `0x222`. At the other
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endpoint, close sets global `0x2` to one and BUNKIMOVE explicitly publishes `[0,59999)`, excluding capture
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handle `59999`, before cleanup and BUNKI's final `0x20c`.
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The port now gives op `0xd5` a dedicated non-presenting deadline wait which keeps the script presentation
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barrier held, while backbuffer `0x222` suspends that barrier and synchronously snapshots the exact callback
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state before returning. Incremental range publications preserve the preceding backbuffer: the software
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backend skips its black clear and the GPU backend appends the new draw layers over its retained stage.
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An explicit backbuffer `0x20e` disables preservation for the following publication, and ordinary `0x20c`
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continues to replace the retained stage as a full reconstruction. This removes the pre-animation
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full-popup frame and supplies the preserved pixels needed by the `[0,59999)` close endpoint without
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special-casing BUNKI handles. A one-frame black flicker is still visible at the end of close, however, so
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some later publication or retained-stage reset remains to be reconciled.
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Surface text also remains modeled metadata rather than pixels. Selected-target publication now projects
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that metadata into the destination surface, and the final Godot labels inherit the retained object's
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projected scale and rotation. Consequently BUNKIMOVE's captured labels follow the same transform as its
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panel instead of escaping as full-size Control overlays.
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panel instead of escaping as full-size Control overlays. Because those labels are live metadata overlays
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rather than pixels in the preserved backbuffer, each incremental publication replaces the preceding label
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projection from index zero. Retaining old labels would accumulate every intermediate transform as visible
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text trails even though preserving the underlying software pixels or GPU draw layers is correct.
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Focused timed-callback boundary coverage passes with the complete 532-test engine suite. The Godot build
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is warning-free and the Himegari-targeted threaded frontend selftest passes. User testing confirmed the
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premature opening frame and accumulated text trails are gone. The close-only black frame remains the visual
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acceptance gap.
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### Formatted integers on text surfaces — opcode `0x205` (2026-07-21)
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