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