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