Document append bootstrap sequence
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@@ -90,6 +90,14 @@ coverage is 100% for all 23 data initializers, CALCARR, and TUNE; the remaining
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SYSTEM4-rooted path visible and interactive in Godot, then investigate only the gaps actually reached on
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that route instead of treating every static gap as a prerequisite.
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**Append boot caveat (2026-07-24).** The sequence and coverage above describe only the base/loose script
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graph. Mounted `APPEND01` has a separate `$1$AUTORUN.BIN` at packed id `0x01000000`; that script calls 22
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append INIT deltas and registers the append's class-change, SCJUMP, message, stage, and scenario resources.
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The base corpus never references that packed id, and natural port boot currently mounts the catalog without
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executing AUTORUN. Stage B2 is therefore not append-complete until native RE identifies the engine-owned
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launch boundary and the port reproduces its ordering. The verified append-internal sequence and remaining
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native question are canonical in `docs/asset-resolution-re.md` and `docs/engine-re.md`.
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**Godot root landing (2026-07-20).** The no-argument Godot/run-godot path now starts SYSTEM4 directly and
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does not apply the direct-SC0000 layout/surface bootstrap or the diagnostic `--boot` prefix. A windowed run
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reaches and renders TITLE using SYSTEM4-owned retained state. A real-script integration test drives TITLE's
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@@ -316,6 +324,9 @@ The boot path must cover two existing categories:
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- System/session initialization currently approximated by `INITCONFIG`, `INIT2`, and `INIT`, including
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host-visible side effects that `CaptureHost` discards.
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- Game-data initialization represented by the `*INIT` family used by the headless boot/session tools.
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- Mounted append initialization: execute each native-selected packed AUTORUN at the proven boot boundary,
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preserving base-versus-append order and provenance rather than treating same-suffix INIT fragments as
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filename replacements.
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Completion evidence:
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