Native distant Goomba body/shadow acceptance - 2026-10-20, Sol High

VERIFIED for the measured original Battlefield Goomba and the checks below.
The complete port and all-actor render-distance coverage remain unfinished.

The earlier identical screenshots did not establish a rendering failure: their
capture times missed the interval where the distant Goomba was visible. An
opt-in native model probe now measures the actor's original clip limit, depth,
extended-render marker, submitted triangles and clipped screen bounds. In the
accepted view, original actor200/unique77 submits214 triangles at its correct
model position, beyond its original distance limit. It is absent at Minimum
and visible at Low, Medium and Entire Map. No actor placement fixture is used.

A real shadow omission was also repaired. The Stage drains its shadow queue
before Goomba body rendering. Clearing distance flags around the body callback
therefore could not restore the missing shadow. A PC-only hook now prepares
eligible, already-loaded distant Goomba shadows before that drain. It preserves
the original area, dormant, mouth/death and lifecycle gates, the selected range,
and the original frozen-queue behavior, and prevents duplicate links. Only the persistent visual
matrix and shadow queue are updated. The complete original placement helper is
deliberately avoided because it also changes cap-release flags. Enemy behavior,
activation distance, collision and cap progression are not expanded.

Matched cartridge sources/headers are unchanged by this milestone. Host changes
are in distant_actor_shadows.cpp, the Stage host generator, the Goomba diagnostic
adapter/header and the PC target source list.

Validation:
- Explicit native Release target builds successfully.
- CTest56/56 PASS58.38seconds; Goomba adapter5/5 and backlight host2/2 PASS.
- All four distance values are exercised using isolated native runs. Low and
  Medium match the Entire Map body/shadow captures at the measured distance.
  Existing settings tests cover all four menu values and cycling.
- Native4K3840x2160 Minimum/Entire Map runs4700ticks exit0. At tick4540 exactly
 4430 RGB pixels change within the projected Goomba/body-shadow region; at4600
 4142 pixels change. The rest of each frame matches. Geometry submission and the
  extended distance gate are independently recorded; a callback success alone
  is insufficient. Minimap is hidden in these QA views to expose the target.
- Shadow-only720p comparison against the prior body-only build changes40pixels
  directly beneath that Goomba. The new body and shadow are visible in4K detail.
- 4K Minimum/Entire Map have identical complete gameplay state records and60
  matching Goomba position/state/alive/eaten/death/flag samples.
- Entire Map11000tick original-title/FileA/course/pause/exit/castle/mission1
  reentry run exits0. All1101 state rows match the prior accepted route after
  excluding only the QA minimap visibility setting. Old Goomba shadow IDs cease
  and fresh IDs are queued after reentry. Isolated slot/minigame saves are
  byte-identical to the QA seeds in every accepted case.
- The final standalone4K Entire Map replay takes79.090seconds for4700scheduled
  60Hz ticks including startup, loading and captures on the tested RTX5070 laptop.
  This is one route, not a general performance benchmark.
- Three negative verifier probes reject identical captures, a missing target,
  and a target without an extended-render marker. Screenshots shown in chat.

Executable SHA256:
a8a943907ed51de98c58524b6d7f6e7abf7462cb08e230481c0f4fbf43c1eb8a

User check: launch Play Mario 64 DS.cmd from the local install folder. Pause >
Options > PC Settings > Graphics > Render Distance. Choose Minimum, Low, Medium
or Entire Map. Move/hide the minimap if it covers the distant view. Native wall
and terrain occlusion still applies; the setting does not reveal enemies through
walls or create actors from unloaded areas.

Limits: the ground-shadow preparation covers the Goomba class IDs200..202, but
runtime pixel acceptance here is for an ordinary ID200 Goomba. Other enemies,
pickups, scenery, shadows and unloaded/streamed areas need further dedicated
coverage. Physical Xbox input and broad performance/gameplay parity remain open.
Full executables, ROM data, private saves/logs and screenshots stay local.

Installation follow-up: the exact executable/map are installed locally with the
previous build retained for rollback. The installed executable itself completed
an isolated2500tick original-title/FileA/castle startup run, exit0, with matching
gameplay samples and unchanged copied QA saves. ROM/launcher hashes match and
no personal settings/save files were created or changed. No new public build kit
is claimed.47 test captures were losslessly converted and pixel-checked as PNGs;
431311230 redundant BMP bytes were removed, preserving referenced aliases.
