Koopa mission selection and Battlefield scenery spawn comparison - 2026-10-24
Status: VERIFIED for original Mission1/Mission2 spawn behavior only.
Full native PC port and Koopa race reward lifecycle remain incomplete.

Build SHA256:
3E273C2379F418F9CF13D1A0E0844328E3980171113CD62AFA0113A772D0177C

The earlier Koopa native-registration gap was resolved by the original actor
integration. The present verification confirms the original mission filter:
Koopa and the race finish flag are absent in Battlefield Mission1 and present
in Mission2. The common lifts, tilting bridge and both gates spawn in both.
This expected mission-specific absence should not be reported as a new native
actor-registration failure. The zero-star replay that stopped at the locked
castle door did not load Battlefield and remains inconclusive for progression.

Change: opt-in Koopa/scenery QA now uses the existing validated
SM64DS_PC_TEST_MISSION choice when operating the actual star-selection scene.
No value retains the previous Mission2 replay behavior. The private muted
runner exposes MenuMission1..7 (default2), records the chosen value and leaves
ExpectedMission as an independent runtime assertion. Original game menus,
actor tables, player physics, authored spawn rules, resources and saves are
unchanged. No forced level load, actor creation, state or reward writes.

Release game build and seven focused CTests passed: game_clock, input,
pc_session, input_state, input_history, stage_graph, clsn. Existing mission
validation covers the QA opt-in and invalid mission values. Runtime comparison
used the same isolated synthetic one-Star Mario seed and input-only route:
original title -> FileA -> castle -> painting -> actual mission selector.
Each run confirmed its requested mission and completed6000presentation ticks
with exit0, final Wait/control, mixer errors0, submitted sound samples0 and
both slot/minigame save hashes unchanged. Screens4300/5500 captured;5500
Mission1 and Mission2 frames inspected/shown. At both censuses4500/5500:
Mission1 Koopa/flag absent; Mission2 Koopa/flag alive. Common scenery alive in
both missions; the two lift positions changed between the observations.

Private evidence: outer work/koopa-mission-filter-acceptance-20261024.json;
checker work/check-koopa-mission-filter-20261024.py; runtime folders
native-muted-audio-walk-koopa-mission{1,2}-compare-20261024-r1-20261021.
The private original scene-filter inspection agrees with runtime results.
Keep scene inventories, extracted data, full executables, screenshots, logs
and saves local. No F installation, source publication or new release here.

Remaining: full race win/loss/result/reward/save/reload, decline/retry and
Yoshi refusal, legitimate switch/gate opening, full lift ride/disembark and
other level/shared-class variants. Bridge Yoshi roundtrip/re-entry already
has independent accepted evidence; do not repeat it as a spawn diagnosis.
