Honor ADV skip for BGM fades
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@@ -112,6 +112,21 @@ in the reported SC0000 line with its active 24-pixel bold Mincho style. The real
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backend, and held-Ctrl input then recorded the reported P009 coordinate and continued through P166 without a
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worker failure; the probe stopped at the later interactive name-entry boundary.
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### SC0000 BGM fades now honor active ADV Skip (2026-08-16)
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The runtime locator captured `SYSTEM4 P046` at `wait SC0000@0x4180`, after which all-message Skip appeared to
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stall and clicks did not advance anything until execution eventually continued. The next effectful instruction
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is `fade-bgm SC0000@0x418d`, targeting zero over 3000 ms. The Godot audio host always entered its blocking fade
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clock, and neither its click path nor a skip wake changed the deadline. The same captured run exposes equivalent
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post-page fades at P015 (3000 ms) and P090 (1500 ms).
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Native `/v2` separates those inputs. `op_0xc2_bgm_fade@0x4204c0` immediately applies the endpoint without
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entering run-state `0x200` when ADV fast-forward state `0x08000000` is already active. A normal action-4 click
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only releases the preceding text wait; the native `0x200` service itself does not poll click input, so an
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ordinary click intentionally does not skip a BGM fade. VM audio dispatch now substitutes a zero-duration host
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fade only for active persistent/read/physical fast-forward and preserves the authored duration otherwise. The
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focused regression locks both outcomes.
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## Stage B0 — Ground-truth reconnaissance
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Before changing runtime architecture, record the original game's path from process start through the first
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