Extract VM persistence opcode handler
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@@ -200,6 +200,9 @@ resources and virtual position, raw mouse/joystick callback registration and dis
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physical-input mapping; public host-thread input entry points and shared synchronization remain in the coordinator.
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`engine/Age.Engine/Vm/VirtualMachine.Timing.cs` owns the monotonic-time query, host sleep, relative timed-callback
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schedule construction, deadline/catch-up selection, and callback resumption opcode handler.
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`engine/Age.Engine/Vm/VirtualMachine.Persistence.cs` owns catalog-unlock lookup, numbered save/load and nested
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restore continuation, metadata/copy/delete, thumbnail persistence, and shared-profile integer/string opcode
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dispatch; capture/apply helpers and persistent coordinator state remain in `VirtualMachine.cs`.
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The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
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runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports
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@@ -694,6 +694,12 @@ do not mix mechanical moves with semantic changes.
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their existing positions and routes the separated groups through guarded `StepTiming`; animation-frame
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sampling remains with `StepAnimation`. Runtime validation remains green.
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The twelfth bounded `VirtualMachine.Step` extraction moved catalog-unlock lookup, numbered save/load and
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nested restore continuation, metadata/copy/delete, thumbnail persistence, and shared-profile integer/string
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dispatch into `engine/Age.Engine/Vm/VirtualMachine.Persistence.cs`. The top-level dispatcher retains all
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labels at their existing positions and routes them through guarded `StepPersistence`; capture/apply helpers
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and persistent coordinator state remain in `VirtualMachine.cs`. Runtime validation remains green.
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**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
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deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
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each domain move.
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@@ -1067,7 +1073,8 @@ Continue step 2 of the **codebase consolidation** maintenance slice: behavior-ne
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by the tracked launcher and layered validation driver. With the planned `Main`, `GodotAdvHost`, and `GfxState`
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domains isolated and the audio, movie, surface/texture, retained-object, animation, presentation, ADV-text,
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text-history, ADV-service, input, and timing `VirtualMachine.Step` families routed through domain handlers,
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extract numbered-save/shared-profile persistence dispatch next without replacing the proven dispatcher or
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changing public types, commands, and generated output.
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with numbered-save/shared-profile persistence dispatch now isolated as well, extract the memory/collection utility
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opcode family next without replacing the proven dispatcher or changing public types, commands, and generated
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output.
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Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
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not replace Phase B gameplay validation or the open cross-platform gates.
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