Native Chain Chomp release camera and fenced Star - 2026-10-20
Status: VERIFIED for the release camera and first original-Star collection.
Not installed or published as a build kit. See remaining checks below.

The recovered camera tracking branch in func_02009e70 skips the ordinary eye
distance/collision work when an actor target is present. Chomp's release keeps
that target active while jumping toward the fixed eye. The native release
therefore produced a mouth-filling close-up during phase 6.

PC-only presentation safeguard in port/tools/camera_host.py: while a live,
released Chomp is in state 3/phases 0..8 and the player is under no-control,
extend the temporary render eye to frame a conservative 350-world-unit radius
(the original head shadow footprint) using the original camera half-FOV.
Preserve the original look target and tracking state. Trace the eye extension
with the original camera background filter and retain 32 units of clearance
from blocking scenery. This is an intentional PC presentation adjustment,
not a claim of byte-identical retail camera behavior. Gameplay state, actor
scale, release timers, stump damage and fence breaking are not overridden.

port/tools/chomp_host.py supplies a read-only live target query; it does not
cache actor pointers across destruction/course changes. The original camera's
one-frame target is cleared in Behavior, so it cannot be reused at Render.
Matched src/ and include/ were not changed for this repair.

Final native EXE SHA256:
6b999105975dbfe3f0f667e71ef9851800f1b88d3bf3cf0afb124b5bc8cfdccd
Release build PASS;56/56 CTest PASS (58.29 seconds);2 camera and5 Chomp adapter
tests PASS; native actor/camera profile/callback/mode-table audit PASS.

Private isolated-save runtime acceptance:
- Original title/File A/castle/mission 1 route, then one explicitly logged QA
  travel of Yoshi onto the original stump. All subsequent actions are ordinary
  mapped input. No actor, hit, camera, Star or save credit is injected.
- Three ground pounds at5750/5835/6170 sink the stump by60 units each.
- Fence breaks/disables its collider at6860; Chomp removed after7120.
- Original encounter actor trajectory, stump steps and fence state match the
  previous build. Camera-dependent visibility/collider registration differs;
  Yoshi remains about20 units higher on the stump after6830, alive and controlled.
-159 render-eye adjustments; none terrain-blocked in this route. Minimum
  corrected eye-to-head distance705.21 world units. Captures show an exterior
  head view, visible fence break and the exposed Star. The view remains a close
  shot and can crop the head near an edge; it no longer intersects the mouth.
- Normal stick movement crosses the opened fence and a jump collects original
  Star UID186/param7 at7327. Star states4->5->6->7, course mask0x02->0x82, total
  Stars1->2. Exactly one credit through10000 ticks. Castle return at7615, then
  the normal course-clear/save prompt. This run intentionally leaves that prompt
  awaiting input; on-disk isolated saves remain unchanged.
- Runtime cases exit0. Final build's release screenshots are pixel-identical
  to the standalone release-camera run at5200/6500/6800/6860/6900.

Remaining checks suitable for a lower model:
1. Accept Save & Continue at the original course-clear menu, reload the saved
   game, and verify the fenced Star's credit persists.
2. Re-enter the course, repeat release/collection and verify no duplicate credit.
3. Verify installation/rollback on F: after those checks; then refresh the
   ROM-free kit with the required fresh-folder reconstruction/runtime workflow.
Natural approach from spawn, alternate release camera angles, terrain-blocked
extension and isolated distant Chomp shadow pixels are not accepted here.
No user ROM/save, F: installation, public repository or release was modified.
