Native controls/camera corrections - bounded verification, 2026-10-20

Implemented:
- Gameplay Xbox A -> DS B (jump), Xbox B -> DS A (attack). Menus retain
  A confirm/B back. Dialogue/no-control and minigame pause/results contexts
  retain menu semantics. Keyboard and literal DS replay schedules stay as before.
- Analog motion supplies the logical Run-held flag after the original button
  map, with no synthetic press edge. The original touch-stick magnitude keeps
  partial travel slow and full travel running; holding Run does not change it.
- Saved ALWAYS RUN preference on PC Settings page8, row3 supplies Run-held for
  local digital gameplay. Pause and other-player records do not receive it.
- R3 leaves the original X inspection view through its normal flag/cleanup
  path, restores tracking and cycles saved zoom. Analog movement also cancels
  inspection; its cleanup now restores the camera as well as the player state.
- Door/no-control recenter state b0e8 continuously targets128world units.
  Record that state during no-control and restore normal tracking when control
  resumes. This does not reset unrelated camera states or active cutscenes.
  Player-specific reads are guarded by actorID; R3 also handles recenter views.
- Rotating minimap uses camera angle in both background projection and icon
  rendering. Upright remains unchanged. Old rotation preference keys still load;
  the legacy internal field name now means camera-following rotation.
- Keep simulation deadlines on an absolute60Hz timeline rather than resetting
  them after every presentation. The old reset accumulated sleep jitter and
  could skip updates at60FPS, making higher display targets appear faster.

Verification:
- Game and all test targets compile.54/54CTest pass after correcting the new
  Gameplay page row count. Updated production-controller test also passes,
  including local/remote, pause, Run preference and no synthetic action edges.
-2camera-host transform tests pass.
- Real runtime clock regression:120updates in1.985/1.993/1.997seconds at
  60/120/240targets, with120/239/477presentations respectively.
- Native Battlefield replays at60/120/240 have identical recorded player,
  input and camera states over simulation ticks1490..1800. Camera-following
  minimap matrix matches view direction and differs from character heading.
- Partial/full analog, full analog with Run held, digital Run OFF/ON, saved
  preference reload, Xbox-mask A jump/B Yoshi attack, and menu confirm/back pass.
- Reproduced X inspection lock in previous preview. New R3 and repeated analog
  move/stop replays restore walking and normal camera state.
- Original castle door replay restores normal tracking at tick2488 and accepts
  R3 at2519. Final guarded3000tick door run exits0. Actual captures inspected
  for gameplay, three-row settings, rotating minimap and wide post-door view.
- Isolated slot1/minigame save bytes match their seed files. Personal saves
  were not used for replays or overwritten.

Final camera/door-tested EXE SHA256:
01531f92014d100081bfad965e0a4299f5eda6f79404f61fcbcf807aa28b143c

Limitations:
Xbox button masks are injected through the production mapping for automated
tests; physical Xbox operation remains for manual confirmation. Camera tests
cover bounded Battlefield/door paths, not every course/cutscene. Higher display
rates currently repeat60Hz game states; motion interpolation remains pending.
Free camera rotation, minimap dragging and remaining shared touch-menu
navigation are unfinished. No stable F: installation or public kit promotion.
