Battlefield lift: selected Yoshi boarding, ride and dismount - 2026-10-24
Status: VERIFIED for one original lift and original Mission2 entry below.
Update: the selected lift's original course exit/re-entry/repeat ride now passes;
see native-lift-reentry-verified-2026-10-24.txt. The first-run evidence below keeps
its own build/scope. The other lift, wider lifecycles and Koopa reward remain open.

Native QA-enabled EXE SHA256:
c6d5ec9248b2ad2ad7312743e33bf0d00c64c733a47ada18adb8892c2240d970

Added an explicit AUTOMATION_ONLY + TEST_LIFT_RIDE input pilot in lift_replay.h.
After the existing normal-input ground route, it waits outside the lift for the
original low path segment, jumps/approaches with ordinary controls, recognizes
actual native floor ownership, releases all input during the ascent, jumps to
the upper bank and walks away. Only private replay state/buttons/stick change.
No actor/player position, state, collision, geometry, physics, event or save writes.
The original actor TU is byte-identical to the currently published source file.

Native build and seven focused clock/input/session/history/Stage/collision CTests
pass. Muted13000-presentation-tick runtime uses original title/FileA/castle/
painting/Mission2 and the existing isolated one-Star Yoshi prerequisite save.
It preserves that seed and the copied slot/minigame save bytes, exits0, reports
mixer errors0 and device nonzero samples0. Physical controller use is separate.

Accepted input/contact sequence:
- staging7842; original jump8176; native ledge-grab/floor contact8218 on lift114;
-204 neutral-input ride observations, original player states LedgeGrab/Walk/Wait,
  with more than100 Wait samples. Player height205.286..695.031 world units;
-44 sampled grounded contacts on original actor29/uid114, every player height
  exactly equals the native ground height; original collider carries the player;
- upper-bank jump8422, original ground landing8488, normal Wait/control8554;
-890 later samples remain grounded/idle on the static upper bank at height750.
  The red coin encountered during dismount is an ordinary unsaved pickup.
Screens8400 on the lift and8600 on the bank inspected and shown in chat.

First pilot r1 was diagnostic: its low-height condition selected a path segment
whose original minimum was already above that threshold, so it never jumped.
Original path inspection corrected the INPUT trigger to the true low segment.
Its timeout was not a collision/gameplay failure. No repeated blind route trials.

Private reproduction/evidence:
work/run-lift-ride-20261024.ps1; work/check-lift-ride-20261024.py;
work/lift-ride-acceptance-20261024.json; actual case
native-muted-audio-walk-lift-ride-contact-r2-20261024-20261021.
The runner's LiftRide switch and trace are opt-in; ordinary launch has no pilot.

Separately, current ROM-free reconstruction DD3BC462...F067D4 now has accepted
original-menu Mission1/Mission2 comparisons. Koopa188 and flag205 are absent in
Mission1 and present in Mission2; both lifts/watcher, bridge39 and gates40 spawn
in both missions and lifts move. The preceding wrong-scene replay accidentally
enabled DevelopmentMenu; omitting that switch restores the original title path.
Do not repeat its map0 result as a Koopa failure. Private accepted comparison:
work/koopa-reconstructed-original-menu-acceptance-20261024.json.

Remaining: second lift ride, leave/re-enter and full lift lifecycle, other
characters/course variants, genuine upper-field floor-switch/gate access and
Koopa race win/loss/Star/save/repeat. The now-qualified upper-bank approach may
help reach the switch; production ground/wall checks must still respect gates.
The selected tilting-bridge Yoshi roundtrip/re-entry has separate acceptance.
Full EXEs, extracted/generated data, geometry, saves, traces and captures stay
private. This report does not promote a stable game or establish full coverage.
