Apply SYS4INI logical resolution
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@@ -681,12 +681,12 @@ scaling, and other game-specific defaults therefore belong in the selected game
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surface state rather than in a forked frontend. The source is now known: after its asset directory and
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VM-bank metadata, SYS4INI carries a typed per-game startup-settings record. Himegari uses it for the
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canvas, text face/raster mode, ADV input/skip policy, save ABI/path, audio initialization, and native
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Windows compatibility metadata. A future generic profile loader should parse that record once, preserve
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unknown/profile-specific data for diagnostics, apply cross-platform semantic settings through explicit
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runtime seams, and classify legacy renderer/registration switches rather than blindly emulating them.
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The current frontend's scattered Himegari constants are acceptable while gameplay is the priority, but
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they are not the multi-profile architecture. The first bounded implementation slice will source the
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logical canvas from `SCREENX`/`SCREENY` and use it as the default windowed size; a second slice will add
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Windows compatibility metadata. The runtime now parses that record once and preserves unknown/profile-
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specific data for diagnostics; semantic settings are applied through explicit cross-platform seams while
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legacy renderer/registration switches remain classified rather than blindly emulated. The first bounded
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application slice is complete: `SCREENX`/`SCREENY` select the validated logical canvas, all presentation
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allocations and primary bounds consume it, and it is the default windowed size. Other settings remain on
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their existing paths while gameplay is the priority. A second slice will add
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independent physical `--window-width`/`--window-height` overrides without changing VM coordinates or
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surface geometry. The executable task plan and gates live in `phase-a-slice-plan.md`. This experiment was
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diagnostic only; no Kamidori support or `0x1be` semantics were implemented.
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