Implement native exit request control flow
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@@ -278,18 +278,33 @@ been proven; only recording suppression is reset. Focused tests cover a three-fr
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resolution to `SYSTEM4.BIN`.
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**Frontend exit request is not a root reload (`0x1`, 2026-07-20).** Native
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`op_0x1_throw_exit_request@0x4162e0` constructs reason value one and raises the engine's non-returning C++
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control exception (`DAT_005a9710`). Its only two corpus sites establish the intent: TITLE executes it after
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the fifth main-menu action's sound and delay, while SYSTEM4 executes it after reporting an invalid execution
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mode. The Windows/frontend catch policy—full exit versus returning to title—is outside this opcode handler
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and is not implemented in the Godot frontend yet.
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`op_0x1_throw_exit_request@0x4162e0` constructs a four-byte value-one payload and throws it with
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`ThrowInfo@0x5a9710`. The catchable-type metadata resolves that object to the named RTTI type
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`Command_Exit_Exception` (`TypeDescriptor@0x5b13e8`), rather than an undifferentiated integer exception.
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Its only two corpus sites establish the intent: TITLE executes it after the fifth main-menu action's sound
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and delay, while SYSTEM4 executes it after reporting an invalid execution mode.
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The catcher is the outer native message/scheduler loop now recovered as
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`engine_main_tick_with_exception_policy@0x411840`. Its MSVC `FuncInfo@0x5a9750` has a typed catch entry for
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`Command_Exit_Exception` at `catch_CommandExitException_set_exit_result@0x412648`. That funclet forces the
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enclosing result to one and returns continuation `0x412961`, which performs loop teardown and returns to the
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frontend. It never changes `frame_pc`. This matters because the dispatcher itself advances `frame_pc` only
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after an opcode handler returns; `0x1` throws instead, so neither the dispatcher nor the catcher advances
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past it. A distinct generic error-dialog policy at `0x412689` proves that fall-through is explicit: result
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two retries the same instruction, result four adds the decoded instruction length before restarting the
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loop, and other results exit. `Command_Exit_Exception` bypasses that policy entirely.
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The Windows/frontend policy that follows the returned exit request—full exit versus returning to
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title—is outside this opcode handler and is not implemented in the Godot frontend yet.
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TITLE happens to contain a developer menu immediately after its `0x1`, including a `call-script` to
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`DEBUG.BIN`; that code is unreachable in the native flow because the handler never returns. The port still
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treats unknown `0x1` as a fall-through stub, so selecting the fifth TITLE action would expose that menu by
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accident. This is a known discrepancy, not a legitimate route for validating `0x9`. End-to-end visual
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validation of the native `SYSTEM4 -> TITLE -> child -> 0x9 -> SYSTEM4 -> TITLE` history therefore remains
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deferred until the frontend exit/return-to-title boundary or a natural game-over/completion route exists.
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`DEBUG.BIN`; that code is unreachable in the native flow because the handler never returns. The port's
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former unknown-op fallback did expose that menu when selecting TITLE's fifth action, providing a useful
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visual confirmation of the static mapping but not a legitimate retail route. Opcode `0x1` now propagates a
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process-exit request through hotspot callbacks and nested script frames and ends the VM session without
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executing the following bytecode. End-to-end visual validation of the native
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`SYSTEM4 -> TITLE -> child -> 0x9 -> SYSTEM4 -> TITLE` history remains deferred until the frontend
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exit/return-to-title boundary or a natural game-over/completion route exists.
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The unreachable developer menu nevertheless records the game's intended debug-scene handoff. Its two ADV
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viewer choices write `G[0]=1`, `G[0xaba5c]=-1`, `G[0x62ccf]=0`, and a raw script id into `G[0x699]`, then
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