diff --git a/docs/phase-b-framework.md b/docs/phase-b-framework.md index c8a439c..95bf006 100644 --- a/docs/phase-b-framework.md +++ b/docs/phase-b-framework.md @@ -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. diff --git a/docs/remake-architecture-and-roadmap.md b/docs/remake-architecture-and-roadmap.md index 6342aa2..bf4a2cd 100644 --- a/docs/remake-architecture-and-roadmap.md +++ b/docs/remake-architecture-and-roadmap.md @@ -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.