Battlefield tilting bridge - Yoshi crossing both directions, 2026-10-24

Status: VERIFIED for original Battlefield Mission2 Yoshi crossing both ways
after leaving the course and re-entering. The full port and Koopa race win/Star
remain incomplete. Current QA-enabled native EXE SHA256:
A53B0185E91CA263183B6FF96D73EE37FBD568BF9EF0A922D756BE234B6CB0A5.

The previously blocked Yoshi tests had two input-route problems. An early-jump
waypoint requested Y750 where the original sloping approach bridge's floor was
about345, so the pilot stopped underneath the requested height and retried
jumping. Correct the private route using original KCL floor heights and the
existing measured approach-lip jump. This reaches the tilting bridge through
the original title/FileA/castle/painting and confirmed Battlefield Mission2.

The first qualified Yoshi run (r4) crossed outbound. On return it unnecessarily
stopped near the exit while the original spring/stander behavior tilted the end
below the bank. Native contact showed exact playerY==groundY throughout that
descent. Removing that intermediate stop (r5) lets Yoshi walk off continuously,
reaching the return bank before the end tips down. No change to game collision,
actor state, player physics, positions, velocities, health, events or rewards.
The only modifications in this task are private QA tools and documentation.

R5 runtime acceptance:
- Current native build check succeeds (Ninja: no work to do).
- 14000 presentation frames, exit0. Native audio engine enabled; device output
  muted, submitted nonzero samples0, mixer errors0. Isolated saves unchanged.
- Yoshi remains original character/body3. Original Mission2 confirmed.
- Read-only native ground probe:342/342 hits,77 on bridge39,0 height mismatches,
  maximum height error0.015625 against the qualified candidate.
-57 grounded contacts on bridge39/uid117 outbound at8400..8680;47 inbound at
  9530..9760. All contact player heights equal the actual native collision.
- Far bank reached8812; return entry9526; near bank9770; destination9858.
-111 far-bank samples and805 final return-bank samples show Wait, alive, normal
  control and groundedY750. No jump input during the tilting-bridge round trip.
- Koopa remains idle; no race, win or reward forced. The approach encounters
  original Goombas and takes damage; bridge acceptance does not imply a clean
  no-damage traversal of the entire approach.
- Forward/return/returned-bank screenshots inspected. All jobs terminal.

Private reproducibility: work/prepare-yoshi-bridge-roundtrip-20261024.py,
work/run-yoshi-bridge-roundtrip-20261024.ps1,
work/check-yoshi-bridge-roundtrip-20261024.py and
work/yoshi-bridge-roundtrip-acceptance-20261024.json. Source geometry, generated
data, queries/matrices, saves, logs/audio, screenshots and complete executables
remain private. No F installation, public export, push or release in this task.

Exit/re-entry acceptance (2026-10-24) used two isolated runs to separate the
bridge reset observation from route survival. In r1, Yoshi completed the full
round trip, then exited and re-entered; the used bridge UID117 was replaced by
UID329, first observed at angleX0. Yoshi then took a fatal Goomba hit before
reaching it, so that run did not establish the second crossing. In accepted r2,
the test exited after initial Battlefield entry, re-entered through the original
castle painting, confirmed Mission2 again, then ran the full course route. Fresh
bridge UID326 first appeared at angleX0; tilt ranged -2902..5185 and collision
became active. Yoshi recorded 57 grounded contacts outbound at ticks10110..10390
and 47 on return at11240..11470; every sampled player height matched native
bridge ground exactly. Route completed at11570. Muted audio had zero device
samples and zero mixer errors; isolated save hash did not change. Six targeted
CTests passed. Evidence/checker:
work/native-muted-audio-walk-yoshi-battlefield-reentry-r2-20261021/acceptance.json
and work/check-yoshi-battlefield-reentry-20261024.ps1. Screenshots include
frame-8000.bmp (approach), frame-10000.bmp (bridge/far-bank), and frame-14000.bmp
(post-return course view). Private lifecycle route support was added to main.cpp
for this QA only; no bridge collision, actor, movement, reward or save gameplay
code was changed.

Next unresolved gameplay targets remain Koopa the Quick spawn/race, missing
cannon crosshair, first-course bridge/moving-platform actors, then the other
course and full-game acceptance milestones. F installation, source publication
and a new public build kit were not part of this check.
