Mark save-load playthrough acceptance

This commit is contained in:
gamer147
2026-07-29 20:05:45 -04:00
parent fa911db1d6
commit 56d60c0625
2 changed files with 12 additions and 0 deletions

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@@ -949,6 +949,14 @@ ceiling. Selftest and CLI/corpus paths keep their bounded diagnostic budgets, an
remains available for bounded Godot modes. The focused policy regression and all 531 engine tests pass; the
Godot build is warning-free and the Himegari-targeted threaded selftest passes.
**Numbered save/load playthrough acceptance confirmed (2026-07-29):** following the native-layout
restoration, retained-gfx, frame-continuation, script-prologue, and shared-profile lifecycle fixes, the user
has exercised repeated saving and loading throughout the live early-dungeon playthrough without another
persistence failure. This closes the generic “richer dungeon save stress” acceptance item for the current
slice. Native-layout gameplay save/load is provisionally accepted; future failures should be tracked as
specific edge cases rather than leaving the entire persistence effort unconfirmed. Extended JSON
inspection/export, mod-data namespacing, migrations, and broader platform packaging remain separate work.
**Cyclic reset implemented (2026-07-29):** `0x230(handle)` now gets or creates the retained object,
disables the four looping channels represented by the compositor, and clears the complete native
start/period block—including the preserved raw state for the currently unmodeled second cyclic matrix.

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@@ -497,6 +497,10 @@ map from the unchanged slot; interactive slot-006 confirmation passed. The share
also closed: accepted frontend shutdown stops and joins the VM worker before writing `SAVE.DAT` plus
`RT.DAT`, honors native `NoSaveDat=0` shutdown policy without suppressing numbered-save flushes, preserves
loaded accumulated playtime, and handles repeated teardown and I/O failure safely.
Repeated live saving and loading through the early dungeon playthrough is now user-accepted: numbered saves
restore into active gameplay and remain usable across repeated cycles without a newly observed persistence
failure. Treat native-layout gameplay save/load as confirmed for the current Phase-B slice; future concrete
edge cases can reopen it without retaining a generic acceptance blocker.
JSON inspection/export,
namespaced mod data, and migrations remain additive extended-mode work rather than 1.0 compatibility
requirements.