Restore multi-row ADV History display
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@@ -1374,11 +1374,24 @@ local pointer reach the correct bank. This restores the six controls at x=768/y=
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at x=768/y=549, and the hovered-row highlight while preserving RECOVER's global-array pointer behavior.
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The Python A0 oracle uses the same typed-address model.
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The History text batches already carry the native x origin 65 and cursor x 45. Their Godot labels were
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created with a full-rect anchor preset before being parented, which discarded the intended absolute
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placement in the live UI and caused a Godot parent/layout diagnostic. Dynamically composited ADV labels now
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use the default top-left anchors and their explicit position/size, yielding the native text x=110 and
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avoiding that diagnostic.
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The History text batches already carry the native x origin 65 and cursor x 45. Their Godot labels were first
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created with a full-rect anchor preset before being parented, which discarded the intended absolute placement
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and caused a Godot parent/layout diagnostic. Dynamically composited ADV labels now use top-left anchors, and
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all root Controls apply their presets only after parenting.
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A second manual check separated the apparent bottom row from the real History batches: it was the ordinary
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ADV dialogue Label leaking above HISTORY's full-screen retained surface. The real batches contained several
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non-empty retained groups, but their target layouts had width/height zero and Godot clipped each to one pixel.
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`HISTORY.BIN` deliberately only resets and repositions layouts 2..6; `SYSTEM4.BIN@0x7..0x82` defines and
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resets all nine shared layouts before scene dispatch. In particular, slots 2..6 are 650x150 at x=65 and
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y=0/150/300/450/600. The Phase-A single-scene bootstrap now carries forward that exact nine-layout prefix,
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in the same category as its inherited SO000/SO001 state, until full SYSTEM4 replay replaces the bridge.
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The multi-message regression proves that at least two non-empty rows retain 650x150 geometry.
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While a nested timed raw-input frame owns the screen, Godot now hides the enclosing page's ordinary dialogue
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Label and independently animated wait marker. Native rendering gets this layering naturally because both are
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part of retained composition; the port must state it explicitly because those two elements are separate
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Godot overlays. They reappear with the same parked page after the modal frame returns.
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History's remaining work is stored voice replay through `0x1bd` and the `0xd3/0xd4/0xd5` smooth-scroll
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callback scheduler. None changes backlog ownership or requires choosing a save/profile backend.
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@@ -1790,5 +1790,18 @@ Godot's dynamically created History/surface labels also no longer request full-r
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a parent. They use top-left absolute placement, matching the batch's origin+cursor coordinates and removing
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the associated parent/layout diagnostic.
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**Next:** manually recheck History layout and hover against the original screenshot. If it matches, proceed
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The next manual run showed that the sole bottom line was actually the enclosing ADV dialogue overlay, while
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the genuine retained batches were clipped to one pixel. The backlog itself is healthy: a new real SC0000
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six-message regression produces multiple non-empty History rows. The missing state was the exact
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`SYSTEM4.BIN` prefix that defines nine shared text layouts before dispatching any scene; HISTORY only resets
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and repositions slots 2..6. The single-scene Godot bootstrap now carries forward all nine definitions, with
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History rows sized 650x150 at x=65 and y increments of 150, until full SYSTEM4 replay replaces this existing
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class of inherited-state bridges.
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Godot also suppresses the parked page's ordinary dialogue Label and wait indicator while any nested timed
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raw-input frame owns the modal screen, then restores them on return. Root Control anchor presets are now
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applied after parenting, removing the remaining occurrence of the associated runtime layout diagnostic.
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Validation: engine 198/198, zero-warning Godot build, threaded `SELFTEST OK`, and vm0 RECOVER clean.
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**Next:** manually recheck the five History rows and overlay cleanup against the original. If they match, proceed
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with stored History voice replay (`0x1bd`), followed by `0xd3/0xd4/0xd5` smooth-scroll fidelity.
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