NATIVE TREES - VERIFIED - 2026-10-21

Native TREE actor286 is registered using the original ov002 profile and all
five locally reconstructed resource IDs. Variant4 is a valid compressed member
of ar1.narc (0x9c10); variants0..3 use normal file handles. Lists, billboard
rendering, opacity fading and cylinders use recovered game behavior. Native
actor/model/node layouts are compile-time checked (0x264/0x50/0x4c).
The native adapter constructs dCcPos_c with placement new and owns canonical
shared-list storage. Rejected duplicate actor instances leave their nodes with
the first resource owner, as in the original. Cleanup frees only owned variants.
Trees use the existing Minimum/Low/Medium/Entire Map render-distance policy;
frustum/area tests and the original close fade remain active.

The first real grab exposed Player's DS slot2 GetPos calls: native MSVC's single
destructor puts that method at another slot. tree_host.py binds the contact,
climb entry/main and handstand paths through typed dCc_c::GetPos calls.
A trunk jump then exposed St_WallJump_Main's raw ARM character callback target.
It now uses the existing checked pc_player_jump_callback native resolver, as
normal jumps already do. Matched src/include and game assets are unchanged.

Build: explicit CMake regeneration, all default targets plus sm64ds_pc pass.
CTest58/58 passes. An earlier controller smoke picked a connected physical Xbox
instead of its virtual Switch fixture; an isolated rerun passed, then the final
full suite also passed58/58. This is not a physical-controller acceptance test.
Executable SHA256:24A3D2F33E880D03069723A56F3A8FEEA85666CFE3018FF540F1D29EE645EC31.

Runtime, final executable, isolated saves/preferences:
- Castle complete5700 ticks, exit0: actual input-only approach and airborne grab,
  sustained climb to full500-unit height, headstand, SideFlip jump and landing;
  ends Wait with attachment0 and normal control. Screens4000/4500 show climb
  and headstand. Earlier ground-level grabs intentionally drop back to walking;
  they were not accepted as sustained-climb coverage.
- Trunk jump pulses5700 ticks, exit0: actual Climb -> WallJump -> Land, twice,
  no guest-address execution; ends Wait with attachment0.
- Original castle -> inside -> Battlefield, exit -> inside -> Battlefield again:
  11000 ticks, exit0. All21 castle nodes cleaned. Battlefield17 nodes loaded,
  all17 cleaned on exit,17 freshly loaded on re-entry (two resource owners over
  two entries). Return8097/re-entry9070/completion9176. Screens6500/10500 show
  visible native trees before/after re-entry. No direct scene or actor injection
  for tree acceptance; the existing water-bomb replay controls its other fixture.
- Native1280x720 D3D11 gameplay. Installed F: executable also passed a fresh
  4000-tick3840x2160 D3D11 intro, exit0; screenshots2500/3500/3900 inspected.
  The repaired Peach letter/crown, castle trees and moat water are visible.
  No FPS measurement is claimed. OpenGL/software tree runtime, additional tree
  variants/courses, physical pad input and audio are not newly accepted.

Private evidence: work/native-trees-20261021/acceptance.json and runtime folders.
Install script backs up the previous B8C99098... build and reviewed source files,
verifies new copies, and checks unchanged ROM, user saves and main settings.
See installation.json for installation outcome; this file alone is not proof
that F: installation completed. Current full executables remain private.
Next: Luna Medium is suitable for bounded renderer/Battlefield tree regressions.
The full PC-port goal remains incomplete. Added the user's Original/Brain Rot
text toggle and original-font/border settings restyle to the settings plan.
