Restore multi-row ADV History display

This commit is contained in:
gamer147
2026-07-19 10:57:58 -04:00
parent 280705d69c
commit c30cf6cb08
5 changed files with 142 additions and 11 deletions

View File

@@ -1790,5 +1790,18 @@ Godot's dynamically created History/surface labels also no longer request full-r
a parent. They use top-left absolute placement, matching the batch's origin+cursor coordinates and removing
the associated parent/layout diagnostic.
**Next:** manually recheck History layout and hover against the original screenshot. If it matches, proceed
The next manual run showed that the sole bottom line was actually the enclosing ADV dialogue overlay, while
the genuine retained batches were clipped to one pixel. The backlog itself is healthy: a new real SC0000
six-message regression produces multiple non-empty History rows. The missing state was the exact
`SYSTEM4.BIN` prefix that defines nine shared text layouts before dispatching any scene; HISTORY only resets
and repositions slots 2..6. The single-scene Godot bootstrap now carries forward all nine definitions, with
History rows sized 650x150 at x=65 and y increments of 150, until full SYSTEM4 replay replaces this existing
class of inherited-state bridges.
Godot also suppresses the parked page's ordinary dialogue Label and wait indicator while any nested timed
raw-input frame owns the modal screen, then restores them on return. Root Control anchor presets are now
applied after parenting, removing the remaining occurrence of the associated runtime layout diagnostic.
Validation: engine 198/198, zero-warning Godot build, threaded `SELFTEST OK`, and vm0 RECOVER clean.
**Next:** manually recheck the five History rows and overlay cleanup against the original. If they match, proceed
with stored History voice replay (`0x1bd`), followed by `0xd3/0xd4/0xd5` smooth-scroll fidelity.