2026-10-24 requested: achievements based on RetroAchievements game9983, with
an Xbox360/RetroArch-inspired decorative unlock banner. Local persistence,
native conditions and official account-service compatibility require separate
verification. PLANNED, not implemented. See native-achievements-plan-2026-10-24.txt.

2026-10-24 corrected: optional Physics = ORIGINAL DS / CLASSIC N64, applying
the N64 Mario movement reference ONLY to Mario. Yoshi/Luigi/Wario keep DS physics.
This supersedes the earlier Mario-and-Yoshi scope. Also add DS title Mario
face stretching with a separate Mario button for original drawing mode.
Both are PLANNED, not implemented. Requirements, source references and staged
acceptance: native-title-face-and-classic-physics-plan-2026-10-24.txt.

2026-10-21 VERIFIED: settings alignment in castle/Battlefield/Wanted. Cache
original button at native data_0209f360[0] (0x80 castle,0x60 Battlefield); retain
compact16px bevels/24px row pitch. Center visible text ink in both directions,
including odd-length labels. Controller/touch navigation and preference saving
pass; Display4 rows, Minimap5 retained.57CTest plus native data audit pass.
See native-menu-text-alignment-2026-10-21.txt. Previous failed centering candidate
was never installed; current accepted EXE f26ff21b...1c20fc7.

Requested display behavior (2026-10-20): changing the Resolution setting must
change the INTERNAL render target only. Preserve the user's current window
client size and position, maximized/fullscreen state and layout. Resizing the
window must not silently change the chosen internal resolution. Add a named
"Native DS (256 x 192)" resolution option:256x192 per original DS screen (both
screens keep that source resolution in dual-screen layouts), scaled into the
user's chosen window. "Native DS" does not mean desktop/monitor resolution.
Include 480p (854x480) and 360p (640x360) for lower-power rendering.
Acceptance: drag-resize the window, cycle Native DS/360p/480p/720p/1080p/4K, and verify
unchanged window bounds with actual internal targets256x192 through3840x2160;
verify window resize, pause/settings, both minigame screens and persistence.
Native DS, window independence, 720p,1080p,1440p and4K have selected muted
runtime acceptance in `native-internal-resolution-2026-10-21.txt`. The newly
added 360p/480p presets pass build and exact-cycle smoke checks; visual runtime
acceptance and complete window/layout/persistence coverage remain open.

Bob-omb/coin follow-up (2026-10-20, Sol Medium): native Release and56CTest
pass. Distant regular Bob-omb body/ground shadow and red-coin body have matched
720p pixel acceptance, identical captured gameplay/actor state and unchanged
QA saves through course exit/reentry. Coin-shadow pixels remain unverified;
Chain Chomp/fence native integration is missing. See
native-distant-bomb-coin-verified-2026-10-20.txt. Earlier partial check below
is historical; pink cannon figures are Buddies, not regular Bob-ombs.

Render-distance visual acceptance (2026-10-20, Sol High): VERIFIED for the
original distant Battlefield Goomba body and ground shadow. Earlier captures
missed the visible interval; targeted4K Minimum/Entire Map shots now prove
actual added pixels. Fixed distant Goomba shadow preparation before the Stage
drains its queue, preserving AI/collision/cap flags and area/dormant gates.
All four presets, matching gameplay/Goomba state samples, unchanged isolated
saves and11000tick course exit/reentry pass.56/56CTest pass. See
native-distant-goomba-verified-2026-10-20.txt. Coverage of other actor classes,
their shadows and unloaded areas remains open; this is not full-map acceptance.

Stage Game Options controller milestone (2026-10-20): D-pad Up/Down focuses
Sound/Backlight, A advances/toggles and Left/Right changes Sound; B returns.
The original native option handlers process the controls, real touch retains
priority, and one-call synthetic touch/key changes are restored.55CTest pass;
all three sound modes and Backlight On->Off passed the isolated native replay.
See native-stage-options-controller-2026-10-20.txt. Other games, physical
controller hardware and mixed pointer acceptance remain open.

Course-clear controller milestone (2026-10-20): D-pad wraps native choices,
A/Start/Select confirm, B Continue without saving; touch wins. Four native
replays verify SaveContinue/no-save/touch/SaveQuit, original course-entry/title
return, save semantics and restored control.55CTest pass. See
native-course-clear-controller-2026-10-20.txt. Stage original Game Options
and other minigame menus still need controller acceptance.

Title/options/file dialogs milestone (2026-10-20): verified native controller
Off/On, all sound modes, Scores, erase/overwrite cancellation and Back chain.
Fixed PC ARM7 backlight wait, retained focus during widget animations, initialized
modal dialog focus.55CTest,11Python tests and3native replays pass; no adventure
progress writes. Read native-title-options-controller-2026-10-20.txt. Remaining
stage course-clear/other-game menus and real Xbox/mixed-pointer acceptance.

Rec Room acceptance (2026-10-20): all four character tabs and both pages
pass controller replays in all3 screen layouts, plus B back to title.
D-pad/A page arrows and L/R pass. Same installedD58A executable; no game code
changed. See native-recroom-controller-2026-10-20.txt. Remaining title submenus,
stage course-clear and other minigame menus still need acceptance.

Controller menu milestone (2026-10-20): shared Rec Room/minigame bridge built.
Wanted pause, original options, score/save continuation, Retry and Quit pass
two isolated replays;55CTest and9transform tests pass. Other games, Rec Room
categories/pages and stage course-clear menus still need acceptance. Read
native-touch-menu-controller-2026-10-20.txt for precise scope.

Enemy/object visibility request (2026-10-20): PARTIALLY IMPLEMENTED.
Extend the saved render-distance settings (Minimum / Low / Medium / Entire Map)
to enemies, pickups, scenery and other objects, not just level geometry.
Entire Map should show every currently loaded, relevant actor at any distance
when it is in the camera view. Remove distance-only model/shadow clipping and
check spawn/despawn visibility gates where they prevent distant display.
Preserve mission/story visibility, collected/dead actors and real wall occlusion.
Keep AI, collision and gameplay activation independent from visibility; do not
silently activate every distant enemy just to draw it. Streamed/unloaded areas
need an explicit loading strategy, not a claim that clipping alone loads them.
Test far-away enemies, moving objects, pickups, shadows, course reentry, all
distance choices, saved settings, and performance at 4K. Show distant-view shots.

User acceptance landmark (2026-10-20): from Bob-omb Battlefield's spawn area,
look toward the white doorway and the fenced Power Star. Entire Map should
show the Chain Chomp guarding that fence in the distance. Verify its body,
chain, stump and shadow with real camera/gameplay captures, then approach it
and return to spawn. The current native registry does not bind daWanwan_c or
the Chain Chomp fence; recovered source alone does not make the actors run.
Integrate these native actors before using this landmark to accept visibility.

Historical diagnostic progress (superseded by the2026-10-20 acceptance above):
Four choices are saved in the native
Graphics page. PC dActor_c::BeforeRender rechecks the camera frustum with a
longer depth limit; BeforeBehavior and the area/story gate are unchanged. The
distance and shadow bits are temporarily cleared only around the synchronous
actor Render call, then restored by AfterRender. Low/Medium use 2x/4x of the
native clip range; Entire Map uses the expanded camera depth limit. No unloaded
actors are spawned or activated. The native executable builds, and the settings
and distance policy tests pass. Paired isolated replays at Minimum and Entire
Map both exit0; their first7000 captured game-state rows match exactly, and the
Entire Map trace records accepted distant Goombas, Bob-ombs, coins, and doors;
their Render callbacks report success. However, the captured frames at ticks
6500 and10500 are pixel-identical between settings. Thus visible improvement is
not yet verified; possible later render/occlusion gates remain. Do not install or
promote this build. Continue with stronger visual instrumentation or a known
open-view actor fixture, then verify visible pixels and shadows before acceptance.

Timing correction (2026-10-20): prior scheduler test covered raw VBlank speed,
not original scene-update cadence. Restore original IRQ interval and main-loop
wake: Stage delta2 =30 logic updates/sec; interval1 =60; interval3 =20, while
input/IRQs remain60Hz. 60/120/240 are presentation targets; interpolation pending.
Original IRQ + wait acceptance now covers all nine FPS/interval combinations.
Gameplay Y camera mode / X sprint (Always Run off) retain menu X/Y semantics.
R3 latches across intervening VBlanks.55CTest,2camera transform tests and three
4300tick red-cap Goomba replays pass: every state row matches at60/120/240FPS.
Mario disguise, Y inspection/analog exit, R3 cycles and move/stop pass. Separate
X digital sprint and original-menu/door/painting-entry replays pass. See
native-scene-clock-camera-2026-10-20.txt for controlled-fixture scope and limits.

Controls/camera follow-up (2026-10-20): IMPLEMENTED with bounded automated
acceptance. Gameplay Xbox A jumps / B attacks; menu A confirms / B backs out.
Full analog travel runs without holding Run; partial travel controls walking
speed. ALWAYS RUN on PC Settings page8 also enables digital running and persists.
Camera distance Original/0.75x/0.5x/0.25x is saved and cycled with R3. R3 exits
the original inspection view (now Xbox Y); analog movement also cancels that view. Normal
camera tracking returns when door no-control/recenter finishes. Rotating map
mode now follows the camera view rather than character heading; upright remains.
Physical VBlank pacing no longer drifts with presentation rate;120 raw ticks
take about1.99seconds at each60/120/240target. Scene logic follows its original
interval (Stage30Hz). Higher display rates repeat states; interpolation pending.

Minimap direct placement (2026-10-20): IMPLEMENTED; bounded automated acceptance.
Native Position settings show a clean frozen gameplay preview. Drag the map
with preserved grab offset and whole-map bounds, release to save, or retain
D-pad X/Y adjustment. Enter/leave Position, normal resume, mid-drag page exit
and app restart pass with unchanged saves.55CTest; native720p/4K D3D11 and
OpenGL CPU replays cover sizes100/260/500, opacity128/190/255, camera/upright,
outside clicks and visible border pixels. Physical mouse/Xbox and mixed DPI
acceptance remain open. Preview uses the captured gameplay map orientation;
rotation changes made while paused appear after resuming. Numeric controls
remain if no gameplay snapshot exists. See native-minimap-placement-2026-10-20.txt.

All touch/pause menus on D-pad/buttons (requested2026-10-20): INCOMPLETE.
Title/save and custom PC Settings have navigation. Audit and implement remaining
Rec Room/shared minigame pause/options/results and course-clear controls. Use
A confirm / B back, preserve touch/mouse, show selection, and avoid duplicate
actions. Verify each shared flow; Wanted alone cannot establish all-menu support.

Earlier camera rotation request remains PLANNED; distance zoom does not implement
free rotation. Physical Xbox operation and broad all-course acceptance remain
unverified. These are local diagnostic builds, not a stable-install promotion.

Camera controls request (2026-10-17): PLANNED, not implemented.
Add a saved Camera Mode choice to the native pause PC Settings menu:
- Preset Angles: right-stick left/right turns the camera by the same fixed
  increments and obeys the same restrictions as the original touchscreen
  camera buttons. Use a deadzone and repeat delay for deliberate steps.
- Free Camera: continuous camera orbit around the player using either the
  right analog stick or mouse, with horizontal and vertical movement.
  Provide sensitivity and invert-Y settings; capture/release the mouse safely
  when entering/leaving gameplay, pause, menus or window focus.
Keep camera movement separate from left-stick movement and touchscreen taps.
Respect original dialogue, boss and Star cutscenes, then restore the chosen
camera mode afterward. Test collision/occlusion, angle limits, both input
methods, settings persistence, pause/resume and normal gameplay screenshots.

Native progress-save update (2026-10-15): PC Settings now has five pages.
Page5 adds SAVE PROGRESS - FILE 1, with PROGRESS SAVED or SAVE FAILED feedback.
This saves original progress records, not player position.37/37 CTest and bounded
native4K menu/save/restart/failure checks pass. FILE 1 is loaded by the current
course picker; full file-select/copy/erase UI remains pending. See native-save
checkpoint/format notes. Earlier four-page statements below record history.

Graphics settings update (2026-10-16): PC Settings now has a sixth Graphics page
with Off/2x/4x/8x/16x anisotropic filtering for native D3D11 3D textures. The
choice is saved in sm64ds_pc.ini; automated menu, GPU sampler, and persistence
checks pass. A bounded native game replay did not produce a completion record or
screenshot after GPU startup, so full-game runtime behavior remains unverified
and the change has not been installed to F:.

PC settings in the game's pause/options menu
Texture-quality update (2026-10-15): the six-choice selector now replaces the
previous toggle: Original /75% /50% /25% /No Textures /Upscaled. Original/reduced/
untextured rendering and native live changes are implemented and verified.
Upscaled explicitly reports NO PACK and uses original art; full level/object
inventory, remaining ownership classification, AI generation and complete coverage remain
pending in texture-quality-plan-2026-10-15.txt. Character/Unknown decoder roles
cannot receive replacement PNGs. See native-texture-quality-checkpoint-2026-10-15.txt.

Requested 2026-10-15. Status: IMPLEMENTED, with bounded native runtime and
save/restart verification. Physical Xbox and mouse navigation remain unverified.

Completed milestone: the original pause Options entry now opens an OPTIONS
chooser containing PC SETTINGS, GAME OPTIONS and BACK. PC Settings uses the
game's own font, golden button artwork, sub-screen tilemaps and pause lifecycle.
Its four pages expose all 12 existing saved PC settings. GAME OPTIONS retains
the original Sound/Backlight screen. F1 remains available as an alternate menu.

Controls: Start/Enter opens pause; D-pad/left stick or W/S selects a row;
A/Space confirms; B/Left Shift backs out. L/R shoulder or Q/E changes settings
pages; Left/Right or A/D changes the selected value. Options are saved when
changed. The custom rows also accept native touch coordinates, pending mouse
and physical controller checks.

Verification: Release build and compiled-data audit pass; all 29 CTest tests
pass. A 6250-tick castle replay changes every setting, exercises 60/120/240,
opens the original Options screen, backs out, revisits the saved PC settings,
and resumes gameplay; exit 0. Player X/Z remain fixed while paused. Eight
paused main-view captures match the raw bottom menu pixel for pixel. A separate
1800-tick Test Map run after application restart loads all 12 saved values and
exits 0. Actual screenshots were inspected and shown.

The numbered plan below records the original scope. Steps 1-5 are implemented
and verified with automated input, except for the stated physical-input limits.

1. Verify the original pause flow on the native build.
   Progress 2026-10-15: native held/pressed input layout repaired; a bounded
   castle replay opens the original menu with Start and resumes with Start,
   exit 0. A subsequent native pause-display milestone fixes the sprite-buffer
   reset and presents the clean original menu as the main view. Pause/resume,
   viewport switching and full-frame menu pixels are verified in the bounded
   castle replay. Options/Back and native PC choices are now also verified;
   physical Xbox and mouse menu interaction remain unverified.
   Start/menu button must pause after the intro and resume safely. Inspect
   dScStage_c::Behavior, PS_Init, PS_Update, PS_Render, PS_Cleanup and
   PS_UpdateOptionsMenu before adding a new page. The native source already
   contains these routines; use them and the existing Message/OAM renderer.
   Do not substitute an always-active desktop overlay for this milestone.

2. Add a PC Settings entry to the game's own pause Options menu.
   Keep the game's visual style and clear selection/back indicators. Use
   additional pages or scrolling if needed to keep all text readable. Keep
   resolution/frame-rate/texture settings in a Display page and minimap choices
   in a Minimap page if one page becomes crowded. The exact row layout can
   follow the recovered original menu rather than inventing a separate UI.

3. Connect each option to the existing native settings state.
   - Resolution presets through 3840x2160, including Native DS (256x192),
     480p (854x480), and 360p (640x360), plus supported aspect ratios.
   - 60 / 120 / 240 FPS selection.
   - 4K replacement texture toggle and 2D/HUD scaling.
   - Minimap on/off, Upright / Rotate with player, opacity, size and position.
   - Hide/show the minimap touch-control target (hide by default).
   Upright must remain fixed; rotating mode must keep player-forward upward.
   Map geometry and every useful icon must use the same orientation.
   Use the same saved settings file as the current F1 interface.

4. Support ordinary game controls throughout the menu.
   Xbox Start opens pause; D-pad/left stick selects; A confirms; B backs out.
   Provide equivalent keyboard controls. Apply a deadzone and repeat delay to
   avoid unwanted multiple changes. Opening a menu, selecting an option and
   backing out must not move/jump Mario or send touch input to the game.

5. Verify and capture the actual game menu.
   Build, run the relevant automated checks, then capture screenshots while
   opening the pause menu, entering PC Settings, changing each option and
   resuming gameplay. Verify settings persist after a full application restart.
   Test physical Xbox navigation when a controller is available; software input
   replay alone does not establish physical controller verification.

Completion limits to retain:
The native D3D11 renderer now rasterizes 3D at the selected resolution through
3840x2160; this is verified by GPU tests and actual full-resolution game captures.
Retail 2D layers remain scaled separately. The optional software diagnostic
renderer still uses 256x192. Higher FPS options currently repeat simulation states.
New 4K texture content and independent 120/240 FPS remain separate work. The new
six-choice texture-quality menu is implemented; the complete eligible
replacement art pack and remaining ownership classification above remain pending. The full port goal is not complete.

Code starting points:
src/_ZN10dScStage_c8BehaviorEv.cpp (pause entry)
src/_ZN10dScStage_c7PS_InitEv.cpp (pause initialization)
src/actors/dScStage_c.cpp (PS_Update, PS_Render, PS_Cleanup, options flow)
src/_ZN7Message22DisplayOptionsMenuTextEt.cpp (original options text)
port/ntr/include/ntr/video.h and port/ntr/video.cpp (current saved PC settings)
Texture options plan update (2026-10-16): keep Original, 75%, 50%, 25%, and No
Textures, then provide two distinct HD choices. “Upscaled” uses SUPIR-upscaled
source textures, including character textures. “AI Generated
4K” uses newly generated 4K replacements for eligible level and object textures,
guided closely by each source texture's appearance. Do not AI-generate character
textures for this option; characters must use only their SUPIR-upscaled source
textures in this mode.
Preserve the originals as the source/reference set, review generated assets for
visual fidelity and seams, and keep UI/effects/character exclusions explicit in
the asset manifest. See texture-quality-plan-2026-10-15.txt for SUPIR workflow
milestones; that document records the inventory, model, and validation work for
both options.

Implementation sequence for these two HD options: inventory and classify texture
owners first; establish separate Upscaled and AI Generated 4K pack manifests;
generate only eligible non-character level/object assets for AI Generated 4K;
add runtime selection/fallback and coverage reporting; then compare representative
gameplay screenshots against the original and SUPIR-upscaled options.

## Additional requested PC Settings (2026-10-16)

These are planned additions; they are not implemented or verified yet.

- Minimap size and opacity: add independent saved controls to the Minimap page.
  Keep the map within the visible viewport at every size and preserve the
  existing upright/rotate, position, and touch-target options. Verify the
  smallest/largest sizes, opacity endpoints, persistence, and gameplay legibility.
- Clothing submenu: add a Clothing page/submenu with model choices to change
  Luigi to his casino model and Toad to his casino model. Leave other characters
  unchanged. First identify the correct ROM models/materials and preserve the
  original defaults; verify both substitutions in-game, transitions, and save
  reload. Do not fabricate replacement character art if the casino models are
  unavailable in the supplied game data.
- Render distance: add Minimum, Low, Medium, and Entire Map choices. Define each
  level against the game's actual visibility/culling system, with Entire Map
  retaining all supported distant geometry. Verify representative near/far
  objects and course-specific behavior; avoid changing collision or actor logic.
- Anisotropic filtering: offer Off/2x/4x/8x/16x where supported by the native
  renderer and device. Apply it to eligible 3D texture samplers, preserve the
  selected value across restart, and verify distant ground/oblique surfaces and
  graceful fallback on unsupported devices.
- FSR 3: add native-renderer options for upscaling and anti-aliasing, with
  explicit Off/native-resolution behavior and only the modes the selected FSR
  3 integration actually supports. Determine compatible API/backend, licensing,
  device requirements, frame-generation behavior and input latency before
  integration. Do not label frame generation as true game simulation FPS;
  verify image quality, pacing, latency, settings persistence, and fallback.
- Motion blur: add an Off/On option only after identifying a suitable native
  post-processing path. Keep it off by default, avoid blurring UI/minimap, save
  the preference, and verify motion, pause/menu clarity and frame-time impact.

Organize these controls into the existing Display, Minimap and other settings
pages (or add a Clothing submenu) without crowding the readable native menu.
Add automated coverage for defaults, value bounds, persistence and unsupported
renderer fallbacks, then capture matching in-game screenshots for visual checks.


- Renderer selection: add an OpenGL software-rendering option alongside the current native D3D11 path and diagnostic software renderer. Define whether the OpenGL path must force a CPU software driver (for example Mesa llvmpipe) or simply offer OpenGL with driver selection; keep these distinct in labels because OpenGL may use the GPU. Investigate Windows availability, context creation, shader/raster parity, texture sampling, native resolutions, minimap/menu composition, screenshots, fallback, performance, and licensing/distribution before implementation. Do not report OpenGL as software rendering unless the selected context/driver is verified as software. Preserve D3D11 as the default and make the chosen renderer persistent only after the alternate path is verified.

- Touchscreen minigame layout: let players change the two DS screens while a
  stylus/touchscreen minigame is active. Offer Top over Bottom, Left/Right, and
  Right/Left layouts. Allocate 75% of the available display area to the top
  gameplay screen and 25% to the bottom touch screen in each layout; preserve
  touch-coordinate mapping, aspect ratios, stylus input, and pause/menu behavior.
  Save the selection, provide a quick in-game toggle or settings entry, and verify
  each layout with representative touch minigames and screenshots.

Touchscreen dual-screen layout implementation assessment (2026-10-16)

The current presenter composes one main 256x192 screen (top during gameplay,
bottom during pause), then optionally overlays the bottom-screen map. It captures
the bottom screen separately but does not display both screens together during
play. Window mouse input currently maps the whole client rectangle linearly to the
DS 256x192 touch coordinates, so changing the screen placement without changing
that mapping would make minigame taps land in the wrong place.

A correct implementation needs a shared layout transform used by both rendering
and touch input. It must place each 4:3 DS screen inside a 75%/25% allocation
without distorting it, support Top/Bottom, Left/Right, and Right/Left, and use the
same result in both D3D11 and software presentation. It also needs a reliable
minigame-active signal so ordinary gameplay keeps its minimap/presentation. The
video layer currently has no such scene signal; the game scene/registry layer
contains separate dScMg* minigame scenes and is the likely place to expose one.

Implementation should first trace the minigame scene lifecycle and establish the
active-state signal, then add persisted layout selection to the native settings
page, a shared aspect-preserving screen/touch transform, and matching automated
checks plus screenshots for all three orientations. This crosses scene lifecycle,
GPU/CPU composition, input mapping, and native settings; do it as one integrated
Sol Medium milestone rather than shipping a menu choice without working layout.

Development update (2026-10-16): the shared screen/touch transform, both rendering
paths, engine swap handling, persistence, native PC Settings page7/7 and F1/L
selection are implemented. Automated checks and a real stacked Rec Room capture
pass. Rec Room itself needed its previously missing native profile5 and canonical
ROM/OAM table storage; those are now connected. See
minigame-layout-checkpoint-2026-10-16.txt for exact tested binaries and remaining
runtime work. This feature is still under development until actual minigame
selection/gameplay, orientations, touch, pause/return and installation are verified.

VS multiplayer request (2026-10-16): add two connection choices in the game's VS
menu: native P2P for players who own the game, and Download Play. Download Play
launches a hosted browser build, gives the host a shareable URL (address/port
where supported), and serves a VS-only browser client/data package from the host
PC to up to three guests. Guests can load and play VS in their browser without
their own native copy or ROM. The complete requested flow, technical feasibility
milestones, and four-player acceptance checks are recorded in
vs-multiplayer-download-play-plan-2026-10-16.txt. Status: PLANNED, not implemented.

Wanted runtime update (2026-10-16): native scene366 and the shared callback
layout are now repaired. Scripted original-menu tests enter play, accept a
correct tap, award time, start another round and pause/resume. DS window-mask
composition still hides the normal-play target poster and affects pause/curtain
visuals, so do not mark minigame gameplay/layout validation complete. Actual
touch return to Rec Room, the other layouts, software and4K checks remain.
See wanted-native-callback-checkpoint-2026-10-16.txt. Astra Low is recommended
for the window renderer; preview is separate from the installed F: build.

Wanted pause flow update (2026-10-16): original Continue/Quit/Options buttons,
options/OK hit areas,Play Again,and Quit to Rec Room are now VERIFIED using
scripted native input. GPU/software/all3layouts have real screenshots; the
window milestone checked4K. Physical controller/mouse and other minigames still
need validation. The original sound/backlight panel is working as UI; the
planned custom PC Settings entry is not added to Wanted by this repair.
See wanted-pause-flow-checkpoint-2026-10-16.txt. Preview updated; F: unchanged.

Wanted PC Settings rendering investigation (2026-10-16, Luna Medium): NOT
implemented. An experimental pause hook reached the shared Display page and
changed FPS in scripted state, but screenshots were black in Wanted's separate
screen setup. The experimental hooks and display changes were removed to keep
the existing pause/options flow safe. Build,50/50 CTests and6 generator checks
pass after restore. See wanted-pc-settings-rendering-handoff-2026-10-16.txt.
Sol Medium recommended for a targeted BG/VRAM/palette comparison before retry.

Completed follow-up (2026-10-16,Sol Medium): Wanted's pause Options now opens
PC SETTINGS / GAME OPTIONS / BACK. All seven existing PC pages are connected;
Game Options retains Sound/Backlight. Native touch and scripted keyboard input,
GPU/software, settings persistence,4K display,live resolution change,Back,
Continue and Quit to Rec Room are verified.51/51 CTests,7generator checks and
3linked-data audits pass. See wanted-pc-settings-checkpoint-2026-10-16.txt.
Physical input and other minigames remain unverified. Preview updated;F: unchanged.

OpenGL software renderer completed (2026-10-16,Sol Medium): Graphics page3/7
now offers D3D11/OPENGL CPU with live switching/persistence. App-local Mesa
llvmpipe is verified, including native4K geometry, scene/menu/minimap and the
shared dual-screen tests. Runtime absence falls back to D3D11 with a visible
message.52/52 tests,3audits,real Wanted switching/restart and Yoshi4K pass;
installed F: build also runs OpenGL successfully. CPU4K performance is slow.
See native-opengl-cpu-checkpoint-2026-10-16.txt for full evidence and limits.

Stay in the stage after Star collection (requested 2026-10-20): PLANNED.
Add a native pause/settings option, "After collecting a Star": STAY IN STAGE
(requested behavior) / RETURN TO CASTLE (original behavior). Persist the choice.
After an ordinary course Star, keep the celebration and save/credit handling,
then restore normal control in the current course without a castle transition.
Do not reload the course just to simulate staying; retain its current actors,
coins and opened mechanisms. Check the original mission state before offering
another Star; staying must not duplicate rewards or unlock an impossible mission.
Keep explicit exits, death, Game Over and scripted progression/boss transitions
working. Handle course-specific exceptions deliberately and document them.
Acceptance: first and repeat Star pickups, unchanged duplicate credit, live and
reloaded saves, music/celebration completion, restored control/camera/HUD,
collecting another available Star, manual course exit, and both setting values.
Show screenshots for runtime checks. Implement after the current audio work;
the current Star audio regression retains the original return-to-castle flow.

Original / Remastered music (requested 2026-10-20): PLANNED.
Add a saved "Music" selection to the native settings menu: ORIGINAL / REMASTERED.
Original plays the game's local SDAT music. Remastered uses replacement MP3s
the user will provide later, with an explicit mapping from each original music
sequence ID to its replacement file. Do not generate or obtain replacement music
in advance. Missing/invalid replacements fall back to the original track.
Preserve gameplay music selection, jingles, volume/fades, pause/resume, stop and
completion semantics; sound effects and character voices remain independent.
Record loop points/intro behavior per replacement so looping music is continuous
and one-shot jingles can finish. Choose and document MP3 decoding/distribution
after the original audio integration is accepted. Keep replacement files local
unless their distribution is explicitly authorized. Test both modes, persistence,
missing/corrupt files, switching tracks/modes, loops, jingles and scene changes.

Surround output (requested 2026-10-20): PLANNED.
Add 5.1 and 7.1 choices alongside the existing audio-mode choices in the
native settings menu. Keep the current stereo mode available as the default
and fallback when the selected Windows audio device does not expose enough
channels. Map each game channel to the correct speaker layout, including
center, LFE and surround/rear channels; do not claim surround support by merely
duplicating stereo samples. Preserve volume, effects/music balance, pause and
device-change behavior. Verify channel routing with per-channel test tones on
stereo, 5.1 and 7.1 output devices, then test game audio in each mode and confirm
that unsupported layouts fail back cleanly. This setting controls output
channels; it does not replace or remaster the game's music.
Distant Bob-omb and coin check (2026-10-20, Luna Medium): PARTIALLY VERIFIED.
Matched fresh Battlefield Minimum/Entire Map runs exit 0 through tick 7000 with
byte-identical gameplay and Goomba state. Entire Map recorded successful draw
callbacks for Bob-ombs and coins, but callbacks do not prove on-screen pixels.
At tick 4540 the Minimum screenshot already shows distant Bob-ombs and ground
shadows. Matched captures differ by 494/462/376 RGB pixels at ticks4540/4600/4650,
but those changes are in the upper-right minimap; tick6500 is pixel-identical.
Thus there is no accepted distant body/shadow improvement or regression. A
11000-tick Minimum route completed but has no paired comparison. See
native-distant-bomb-coin-checked-2026-10-20.txt and private cases
work/native-render-distance-bomb-coin-{min-final,entire}-20261020. Existing
A8A94390...C1EB8A executable/install preserved. No gameplay fix or install.
Temporary actor probe changes were restored after generated-closure build errors.
Next: Sol Medium to obtain a stable unobstructed distant actor fixture and prove
body/shadow pixels separately, or implement safe renderer-level instrumentation.

Original / Brain Rot text and original menu styling (requested 2026-10-21): PARTIAL.
2026-10-21: Title Options BRAIN ROT On/Off choice is implemented and verified
with controller/pointer input, restart persistence and independent sound modes.
It replaces Backlight using the original font and native animated buttons.
The approved replacement compiler/loader now exists in a local development
build. English intro On/Off/missing-pack fallback is runtime verified; NPC,
choice and multi-page runtime coverage is next. No user-authored content is
installed. The first private draft is Peach's English intro letter, ID0x0000.
Next: NPC/choice tests, user replacement entry and previews, then text inventory.
Add a persistent ORIGINAL / BRAIN ROT text choice under OPTIONS on the original
title screen, replacing its BACKLIGHT option. Apply it to character dialogue
and eventually all written game text, with a completion inventory. Missing
replacements fall back to the unchanged original text.
When this milestone starts, show the exact original text of one identified box
at a time: speaker/context, message ID, language, and page breaks. The user
writes each replacement. Do not invent Brain Rot wording or silently rewrite
submissions. Track approved/completed boxes; preserve control tokens, choices
and story/event triggers. Preview wrapping, supported font characters and safe
pagination. Keep original-text exports and ROM-derived lookup data private and
outside the public source/release allowlist.
Restyle the earlier custom PC settings with the original Options font and border
artwork where practical. Retain centered labels/values, compact pages, the small
selection arrow and decorative gold selection border already requested.
Verify title/controller/mouse navigation, persistence, both text modes, fallback,
long/multiline boxes, choices, page breaks and unchanged gameplay progression.
Show screenshots of the settings and approved replacement boxes. The title
setting exists; the replacement text mod and custom-settings restyle are queued.

2026-10-21 update: English NPC multi-page and both rabbit key save choices are now runtime accepted On/Off. Immediate text ID406 is runtime accepted. See native-dialogue-overrides-2026-10-21.txt. Next: user-authored replacement previews, remaining text-path inventory, custom-settings Options artwork restyle. Tests launch muted. No production replacement pack exists.

2026-10-21 Options typography update: scripted English castle/Battlefield/Wanted PC settings now use a safe copy of original title glyphs/advance widths, compact centered labels and gold selection styling. Wanted bevels/arrow are code drawn; stage retains original artwork. See native-options-settings-style-2026-10-21.txt. Other-language coverage and full settings roadmap remain incomplete.

2026-10-21 update: internal resolution/window independence and named Native DS are now runtime verified for castle/Wanted D3D11. Separate window client-size/maximized preferences persist. See native-internal-resolution-2026-10-21.txt. Text editing deferred by user; stop asking for replacement boxes for now. True high-refresh rendering, further native gameplay/audio and full roadmap remain open.

2026-10-22: Native Controls rebinding and left/right deadzones are implemented with selected muted runtime verification; see native-rebinding-verified-2026-10-22.txt. Physical Switch Pro acceptance and the original button's distorted letter remain open. The broader settings roadmap remains incomplete.

2026-10-23 request: trigger camera rotation (PLANNED, not implemented).
Add Left Trigger = rotate camera left and Right Trigger = rotate camera right.
Expose both actions in the keyboard/controller rebinding menu. Support the
connected controller's trigger representation (including digital triggers),
ignore trigger noise, and leave camera stationary when both are held equally.
Respect the selected camera mode: original preset turns in original mode;
smooth continuous rotation using camera sensitivity in free-camera mode.
Keep right-stick camera control, stick-click mode/zoom actions, and menu
navigation working. Verify press/hold/release and simultaneous triggers on
Xbox and Switch Pro mappings, with muted tests and screenshots.
