UPDATE2026-10-26: Original intro sleep-bubble pop VERIFIED on a current native build. Both original emitters254/255 are created and drawn; timed screenshots show the yellow pop and small bubbles, cleanup and restored Yoshi control. Two empty-save original-menu muted runs exit0, errors0/device0 and leave saves pristine. See native-intro-sleep-bubble-verified-2026-10-26.txt. Next native-actor candidate is wooden crate194: original37-function/seven-state source exists; the current native registry lacks its factory/profile. The static inventory has eight authored placements across five levels. Connect genuine carry/throw/Yoshi-eat/break, resources, collision and cleanup before runtime acceptance. Preserve original three-coin and attack rules. Static placement counts alone do not prove runtime behavior.

UPDATE2026-10-25: Standard red brick15 character rules and debris VERIFIED on current build. Original source AND ROM explicitly reject Yoshi ground pounds;36 actual native callbacks reach that guard, leave the block intact and create no brick debris. Mario's same authored brick receives its callback and Kill at5514, then visibly renders20 original debris particles across28 updates. Both muted6500-frame original-menu runs exit0, errors0/device0 and preserve isolated saves. See native-brick-character-rules-verified-2026-10-25.txt. The previous missing-callback escalation was based on overlooking the Yoshi early return; do not bypass it. Intro bubble pop and broader variants remain open.

UPDATE2026-10-25: Yoshi's two original ground pounds on castle signpost184 now VERIFIED: native floor contact, two45-unit sinks,2->1->0 remaining pounds, original effects and restored control. Default reading also passes on the final build. See native-signpost-ground-pound-verified-2026-10-25.txt. Only the opt-in input pilot changed; original sign gameplay code is unchanged. Respawn/carry/throw and broader variants remain open. Earlier ground-pound route escalation is superseded.

UPDATE2026-10-25: signpost184 selected castle reading VERIFIED; see native-signpost-verified-2026-10-25.txt. Other actions/re-entry remain open. Koopa pickup/save/repeat already VERIFIED; older failures below are historical.

CORRECTION 2026-10-25: Koopa flagpole escalation was stale. Native pickup/save and fresh-process duplicate-credit acceptance already pass; check-koopa-pickup-save-20261025.py was rerun against the accepted repeat case and passes. Current koopa_replay.h contains the successful two-leg walk-around-pole input. Do not redo that repair. See native-koopa-pickup-save-verified-2026-10-25.txt and native-koopa-repeat-credit-verified-2026-10-25.txt. Current next actor candidate: wooden signpost184, 106 authored placements and no native profile before this turn. Signpost integration is now in progress; no runtime acceptance yet. Private static audit now reads CURRENT source registry, not the older public export; output private-actor-scene-inventory-20261025. Pre-signpost audit:64 explicit profiles,5388 placements,1666 placements/523 level-actor pairs without explicit profile. Static inventory does not prove runtime support.

UPDATE 2026-10-25: Native1up276 and original popup331 now integrated. Yoshi collects an original Secret Slide type2 mushroom for exactly one life (4 to5); popup, cleanup, Star/save regression pass in muted runtime. See native-oneup-verified-2026-10-25.txt. Other mushroom variants and respawn after re-entry remain open. The older big-brick integration candidate in the private first-pass inventory is superseded.

UPDATE 2026-10-25: Original title/castle/lobby/character-room/Secret Slide entry
is VERIFIED with existing two-Star Mario QA save, muted runtime and screenshots.
Only test approach changed; native gameplay unchanged. See
native-secret-slide-original-entry-verified-2026-10-25.txt. Next Luna Medium for
original exit/re-entry checks. Historical routing failures below superseded.

CURRENT SECRET SLIDE ROUTING CORRECTION 2026-10-25: Lobby2 -> one-Star side
door -> character room50 is now verified. The key door/upper hall5 is unrelated.
Actual slide window remains unentered after two approaches; Astra Medium
recommended. See native-secret-slide-character-room-2026-10-25.txt.

# Complete native actor and level-object coverage

Update2026-10-25: original Mission2 Mario now legitimately wins Koopa's race
after opening the gates. Flag player contact precedes Koopa's finish; winning
dialogue and native StarID2/kind4 spawn pass twice. Pickup/save/reload/repeat
remain open because the opt-in pilot grabs the finish flagpole and sends no
dismount edge after climb entry. Stop after two focused collection attempts;
see native-koopa-win-and-star-spawn-2026-10-25.txt. Original gameplay code is
unchanged; only the QA pilot's reward target filter was corrected.

Update2026-10-25: after opening both Mission2 gates, Mario can use original Exit
Course, castle painting and Mission2 re-entry. Fresh switch11 returns full height
with event0 off; fresh gate40 actors return closed with collision enabled. A
second normal press opens both and Mario walks through grounded. Koopa race
result/reward and wider actor variants remain open. See native-battlefield-gate-
reentry-verified-2026-10-25.txt and native-battlefield-gate-opening-verified-
2026-10-25.txt.

Update2026-10-24: Yoshi has now ridden both authored Battlefield orange lifts
(actor29 params2 and7) from original Mission2, with native grounded contact,
neutral ascent and safe upper-bank dismount. Param2 also survives Exit Course,
castle return and Mission2 re-entry. See native-lift-variant7-verified-
2026-10-24.txt and native-lift-reentry-verified-2026-10-24.txt. Other characters,
other courses, destruction/respawn and gate/race progression remain open.

Update2026-10-24: selected Yoshi lift29/param2 ride -> original Exit Course ->
castle painting/Mission2 re-entry -> new lift ride now passes in one muted
native run. Old actors unload, fresh lifts reset and move, native contacts
match ground height and both dismounts restore control. See
native-lift-reentry-verified-2026-10-24.txt.

Update2026-10-24: selected Yoshi original lift29 boarding, neutral-input
ascent, jump to the upper bank and restored control now pass. Native contacts
match ground height exactly; original actor code is unchanged. Second lift,
broader course coverage and gate/switch/race reward lifecycles remain open. Current
reconstructed-kit original Mission1/Mission2 tests also verify Koopa's expected
conditional spawn and common lift/bridge/gate presence. Read
native-lift-ride-verified-2026-10-24.txt. This supersedes broad missing-spawn
and unqualified full-ride statements for these selected cases only.

Update2026-10-24: native ITEM_BLOCK21 setup/spawn, Mario hit, Star reward,
save/reload and repeat collection without duplicate credit pass. The two earlier
failed input-only approaches were superseded by the accepted projected route.
Original castle-to-slide entry, Yoshi-specific hit and finish/timer HUD remain
open. Read native-secret-slide-save-repeat-verified-2026-10-24.txt.

New user report2026-10-24: Princess's Secret Slide has a green background where
the void should be black, plus missing Star box, finish line and counter/timer.
The opaque black rear-plane now renders correctly in a muted native diagnostic
replay, with five focused rendering tests passing. Missing Star box (actor21
ITEM_BLOCK), finish mechanism and timer still need native gameplay investigation.
Ordinary castle portrait entry, complete slide and Star rewards remain unverified.
See native-secret-slide-background-2026-10-24.txt for current evidence and limits.
See native-castle-secret-slide-report-2026-10-24.txt.

Requested 2026-10-22. Status: IN PROGRESS; specific integrations and selected
gameplay checks are recorded below. Complete actor/course coverage remains
part of the full PC-port goal.

Player report: bridges, metal gates, buttons/switches and other objects are
missing in some levels. Audit every course, castle area, sub-area and minigame
for the actors and scenery expected in the original game. Cover enemies,
platforms, bridges, doors, gates, switches, interactive objects, collectibles,
effects, and objects created dynamically by other actors or scripts.

1. Build a coverage inventory from the user's local ROM scene/object records
   and the native actor registry. Track course, area, mission, actor type and
   variant, native implementation/resource status, and the original conditions
   under which it should exist. Keep ROM-derived scene inventories private.
   Treat missing static geometry, textures or render submissions separately
   when an apparently missing object is not an actor-spawn failure.
2. Record unsupported profiles, missing factories/callbacks, unavailable
   overlays/resources, initialization failures and failed dynamic spawns with
   enough scene/actor context to reproduce them. Do not silently discard an
   actor or count a placeholder as implemented. Distinguish absent actors from
   actors that exist but are invisible, culled, misplaced or missing collision.
3. Prioritize bridges, metal gates and switches because they can block access
   and progression. Integrate their original behavior through the existing
   native closure and resource system, preserving dependencies between actors.
   Preserve original mission, character, Star, save and event spawn conditions;
   do not spawn every conditional object simultaneously to satisfy coverage.
4. Verify each integration with a native build and relevant profile/data,
   adapter and behavior checks. In muted runtime tests with isolated QA saves,
   demonstrate visible objects, correct placement, collision, interaction,
   animation and linked effects (for example a switch opening its gate).
   Test dynamic creation/destruction, area transitions and course re-entry.
   Check saving/reloading and reward credit where those actors affect progress.
5. Maintain per-course/area/mission coverage and unresolved entries, including
   dynamically created actors and minigames. Record exact build and replay
   evidence, and show screenshots in the chat. Registry entries or successful
   draw callbacks alone do not prove that an object appears and works in play.

Acceptance: all expected actor types/variants and required scenery have native
support, original conditional behavior is retained, and level/mission coverage
demonstrates appearance and gameplay function. Unchecked content stays marked
unverified; no claim that all actors spawn based only on one course or mission.

Preserve the original ROM and user saves. Full executables, extracted assets,
scene inventories, private traces and screenshots remain local under the
existing publication rules. Refresh ROM-free build support only through the
reviewed reconstruction and publication workflow when source closure grows.

## Confirmed report: Koopa the Quick missing (2026-10-23)

Update2026-10-24: decline/retry and original Yoshi refusal now pass muted native
runtime checks with original dialogues/choice inputs/cooldown and unchanged
saves. See native-koopa-interactions-2026-10-24.txt. Race result/reward lifecycle
and later-course variant remain open.

Update2026-10-24: actual original-menu Mission1/Mission2 comparison now verifies
the authored conditional absence/presence of Koopa and his finish flag. Common
Battlefield lifts, bridge and gates spawn in both missions and lifts move.
See native-koopa-mission-filter-2026-10-24.txt. A zero-star replay that did not
enter Battlefield cannot diagnose Koopa spawning. Full race/reward acceptance
and complete lift ride/disembark remain open.

Update2026-10-23: the original race actor188 and finish flag205 are now native.
Mission2 spawn, original offer/accept/start and autonomous26-node summit finish
pass muted runtime checks. Mario's winning route and Star lifecycle remain
unverified; the input pilot stalls on a steep slope. The original integration
gap described below is resolved for these two profiles, while full race
acceptance is still open. See native-koopa-integration-2026-10-23.txt.

The original Battlefield Mission2 placement exists for RACE_NOKO(actor188,
daRNk_c, ov062), but the current native profile registry and boot closure do
not register this actor. Its race flag/finish actor(daRFlag_c, actor205) is also
unregistered. Thus this report has a confirmed native integration gap; a new
save or a render-distance setting cannot supply the missing implementation.

After the current timed-switch checks, integrate the original race actor,
flag and their resource/state/path/dialogue/timer dependencies. Preserve
original mission and entry conditions. Verify Mission2 spawn through the
original course selection, talking/accepting/declining, normal racing to the
finish, win/loss/retry and Power Star collection/save/reload without duplicate
credit. Later verify the other authored Koopa race/course variant separately.
Keep tests muted, saves isolated and show screenshots. Do not count a visible
stationary Koopa or a forced reward as the completed race integration.

## Battlefield navigation and brick effects reports (2026-10-23)

Prioritize missing UPDOWN_LIFT29 (two authored rotating lifts), BOMB_SEESAW39
(tilting bridge), and SWITCHDOOR40 (two switch gates). Native actor profiles
were absent. Connect genuine factories/resources/collision and preserve paths,
standing and ground-pound responses, switch-event rotation, original ranges,
cleanup and re-entry. Verify each independently with isolated muted replays,
visible screenshots and contact/motion traces. Other shared-class variants
require separate resource review and acceptance before registration.

The large brick Kill method already requests original particle effect0x0a
(variant46 uses0x48). A break/actor-destruction check does not establish visual
effect acceptance. Trace resource loading, emitter creation, updates and draw
submission for a genuine break. Restore original effects rather than adding
placeholder geometry. Show before/during/after screenshots; preserve original
character/attack restrictions and reward rules. Cause and repair remain open.

Update2026-10-23: selected original block16/Mario debris is now VERIFIED.
Native Stage graphics slot1 was a no-op; it now calls the original particle
renderer. Two native renderer callback tables restored as well. Paired input
replays retain identical gameplay/camera observations and visibly render the
original debris/dust/stars. See native-particle-rendering-2026-10-23.txt for
scope. Yoshi small brick15, intro bubble and other effects still need checks.
This does not complete the Battlefield scenery/race or overall actor coverage.

Update2026-10-25: Koopa race Star pickup, original save, fresh-process reload and repeat collection without duplicate credit now pass; see native-koopa-repeat-credit-verified-2026-10-25.txt. The selected Yoshi idle-camera regression test also holds a constant 794.98-unit distance for 17 samples after stopping; see native-camera-idle-regression-2026-10-25.txt. The narrow-slide failures are historical and superseded by the later projected-route pilot that collected the Star (native-slide-pilot-and-box-verified-2026-10-24.txt). A fresh normal-menu route with a two-Star save now passes the exterior-to-lobby door, then stops at the original keyhole door because the isolated save has not earned that key; see native-secret-slide-castle-route-boundary-2026-10-25.txt. Continue from legitimate key progression or a clearly labeled prerequisite-seeded QA save. Remaining Secret Slide gates include its original entrance, Yoshi-specific box contact and finish/timer HUD. Preserve original physics and rules.
Key-seeded follow-up 2026-10-25: With the established isolated 40-Star/key-held QA save, the original doors and stairs reached level5; the trace confirms level2->5 at tick3536 and Yoshi visible on the red stairwell. A shortened geometry route later stalled against the inner stairwell wall at approximately (-975,1100,-1947), before its last waypoint. Do not classify this as a collision bug or fresh-save progression. Next use the full original geometry path in work/toad40-stair-and-upper-route-20261021.json, then locate and test the authored Secret Slide opening. Evidence is appended to native-secret-slide-castle-route-boundary-2026-10-25.txt.
Full-route update: The previously documented complete stairwell route now passes normal original transitions level1->2 at tick2762 and level2->5 at tick3536. It reached waypoints through58 and visibly placed Yoshi in the upper hall beside Toad (frames7000/9000), but its last two narrow points and the Secret Slide entrance remain unverified. Exit0, muted output with zero device samples, isolated save unchanged. See the full-route follow-up in native-secret-slide-castle-route-boundary-2026-10-25.txt. Next inspect authored upstairs exits/paintings near this position and approach the correct slide opening by normal input; no state forcing.


Update 2026-10-25: Secret Slide special floor types15 and16 now start/stop the recovered Timer in a natural muted entry test, and the PC HUD displays elapsed time beside the minimap counters. Timed Star actor178/param66 spawns at the finish. The visible finish-line marker/geometry is still unverified; see native-secret-slide-timer-hud-2026-10-25.txt. Full actor coverage remains open.


