Implement ADV History data navigation
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@@ -1325,8 +1325,14 @@ and `0x85` feed it directly; Godot remains only a presentation host and does not
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The model intentionally has no JSON or disk serialization. `GameSession.ToJson()` continues to snapshot
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only the pre-existing global banks, so landing the live backlog does not silently choose a save/profile
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backend. Native numbered-save restoration remains the explicit future integration seam described above.
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The next History slice can now implement generic inline arrays/value dispatch and ops `0x1d0..0x1d4` over
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real retained data before adding host rendering.
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The second port slice implements generic inline-array copying (`0x64`), formatted value dispatch
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(`0xa1/0xa2/0xa3`), cumulative navigation (`0x1d0`), and metadata/voice queries (`0x1d3/0x1d4`). The C#
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loader retains the original body dwords so `0x64` copies the file's plain count-prefixed values; AGE's
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rotate/XOR work belongs to its native in-memory representation, not the SYS4 file format. Navigation mirrors
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manager `+0xd6c`: layout define/reset updates the latest-entry anchor, while each `0x1d0` delta is cumulative
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and does not mutate it. Query scans stop at the next group-start record; their third operands are unused by
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the native helpers. History's remaining work is therefore presentation and interaction rather than backlog
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data access.
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The original dependency order was **Hide Window first** to establish reusable callback/coroutine input, then
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Read-message Skip, then History after both the input layer and message-completion seam exist. Hide Window is
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