Restore complete numbered save state

This commit is contained in:
gamer147
2026-07-24 18:43:21 -04:00
parent db41f77eb5
commit 7a11a3853d
15 changed files with 329 additions and 61 deletions

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@@ -473,9 +473,13 @@ import/export and the packed-script/T1 ReadTextDB queue/commit/query lifecycle a
including `message:ReadTextSkip` ops `0x1ca`/`0x1cb` and state query `0x1cc`. Numbered active-frame state
is now implemented in native layout 3: metadata query, paired `.DAT`/`.STH` lifecycle, exact native BMP
thumbnail I/O, six global banks, retained surface/gfx state, history, and nested frame restoration through
the `0xae` rendezvous. The real `SAVE.BIN` script is covered end to end for listing and loading, including
a read-only installed-save compatibility gate. JSON inspection/export, namespaced mod data, and migrations
remain additive extended-mode work rather than 1.0 compatibility requirements.
the `0xae` rendezvous. The real `SAVE.BIN` script is covered end to end for listing and loading; the
read-only installed-save gate now continues through `CALLBACK_LOAD`, reconstructs
`SYSTEM4.BIN → FORT.BIN`, and reaches FORT's `CHMENU` gameplay poll. Full restoration replaces only the
serialized mutable bank prefixes (preserving initialized unit/stage/string definitions), restores the
retained BGM/SFX state, and rebuilds graphics/history/frame state. JSON inspection/export,
namespaced mod data, and migrations remain additive extended-mode work rather than 1.0 compatibility
requirements.
### Phase C — Externalize & modding foundation
- Add **editable named data overlays** mapped explicitly onto the VM's `*INIT`-produced state; external