# Enter V8:2's native selector and make one complete selectable-character lap
# in each direction. This covers the nine retail entries admitted by the
# Arcade mode mask and every packaged V8 guest, including Y.
# Each 180-poll direction pulse is an extended human tap. The separate
# native_y_held_selector_gate fixture holds through multiple ready points; the
# 220-poll spacing here lets every native preview settle before the next step.
540+3=START
900+3=START
1020+2=SELECT
1080+3=CROSS
1200+2=SELECT
1260+3=CROSS
1380+2=SELECT
2020+3=CROSS
2160+180=RIGHT
2380+180=RIGHT
2600+180=RIGHT
2820+180=RIGHT
3040+180=RIGHT
3260+180=RIGHT
3480+180=RIGHT
3700+180=RIGHT
3920+180=RIGHT
4140+180=RIGHT
4360+180=RIGHT
4580+180=RIGHT
4800+180=RIGHT
5020+180=RIGHT
5240+180=RIGHT
5460+180=RIGHT
5680+180=RIGHT
5900+180=RIGHT
6120+180=RIGHT
6340+180=RIGHT
6560+180=RIGHT
6780+180=RIGHT
# Reverse through the same complete route. This forces every imported preview
# through a second teardown/rebuild cycle after every other guest texture bank
# has churned through native VRAM.
7000+180=LEFT
7220+180=LEFT
7440+180=LEFT
7660+180=LEFT
7880+180=LEFT
8100+180=LEFT
8320+180=LEFT
8540+180=LEFT
8760+180=LEFT
8980+180=LEFT
9200+180=LEFT
9420+180=LEFT
9640+180=LEFT
9860+180=LEFT
10080+180=LEFT
10300+180=LEFT
10520+180=LEFT
10740+180=LEFT
10960+180=LEFT
11180+180=LEFT
11400+180=LEFT
11620+180=LEFT
# Capture the returned retail baseline, then enter the native enemy selector. The
# enemy-stage capture proves the V8 player banner does not persist over it.
11940+3=CROSS

[choose_enemies]
250+3=CROSS
