Battlefield tilting-bridge proximity qualification - 2026-10-24
Status: PARTIALLY VERIFIED. Contact and tilt accepted; crossing remains open.

This follows the verified ROM-free clock-kit publication at source2e0be44.
No change to the published kit, F installation or original matched src/include.
The current diagnostic game SHA256 is
11C8614703C8D8C906FBB42667F4C4D36EB69BD7A7201E9B494DC06FEBC6D395.

Only opt-in QA controls changed: production ground queries can wait for the
real player to approach an XZ point; mission-selection-only Koopa mode chooses
the original Mission2 without starting the race after scenery navigation.
No player placement, original actor/physics, collider, event or reward writes.
The original seesaw disables collision offscreen and enables it when near.
Therefore distant samples cannot establish the absence of moving collision.

Two private muted original-title/FileA/castle/Mission2 observations:
- Spawn-area probe:904/904 ground hits;75 disagree with candidate bridge floor
  height. None identify bridge39.5100frames, exit0, errors0, submitted output0,
  synthetic save bytes unchanged. This does NOT establish a missing bridge.
- Ordinary Mario approach: safely crosses the first static bridge and reaches
  the tilting bridge. At the proximity trigger,904/904 ground hits;51 identify
  moving bridge39, and25 still disagree with the candidate floor geometry.
  The bridge collider is enabled at this query. Native contact capture records
  62grounded samples on bridge39/uid117, playerY exactly equal to groundY,
  spanning ticks6070..6375 and heights143.965..748.276. Observed bridge pitch
  ranges-2579..7847. The player is carried down as it tilts, then falls to the
  lower floor and does not reach the far bank.9000frames, exit0, errors0,
  submitted output0, unchanged isolated saves. Final Wait/alive/control.
  Mission2 is confirmed; Koopa remains idle and no race or reward is forced.

Release build and4focused clock/input/clsn/Stage graph CTests pass. A first
compile used the reserved Windows macro spelling near as a local variable;
renaming it proximity fixed compilation. No game behavior change was needed.
Private acceptance: work/upper-field-bridge-investigation-20261024.json and
work/check-upper-field-bridge-20261024.py. Screenshots inspected/shown.

Next work must explain the remaining25 live/private-surface disagreements and
use the actual tilting bridge footprint/transform and carry behavior to qualify
a traversal. Do not repeat the same candidate or remove original tilt/collision.
The candidate also contains one unverified jump connection; it is not walking
acceptance. Gates/switch press, player Koopa win, Star/save/reload remain open.
Sol High recommended for the original collision/geometry investigation before
another route attempt. Full port goal incomplete. Runtime tests remain muted.

Keep original geometry, query outputs, raw actor data, saves, full executables,
logs, screenshots and audio private. Tested kit folders contain private data.
