Bob-omb tutorial message and Yoshi movement checkpoint - 2026-10-16
Status: VERIFIED for local bounded D3D11 replay. Installed replay pending.
Current model Sol Medium. Overall native PC port remains incomplete.

Repair
The first tutorial message page change reached DS function0201adac through
MSG_GEN_TEXT_FUNCS. This indirect ROM table held cartridge code addresses.
- port/tools/link_data.py validates all3original targets from local ROM and
  emits native cdecl function pointers; explicitly includes worker data.
- port/tools/boot_closure.py includes all3indirect worker implementations.
- port/tools/check_native_actor_data.py audits the actual compiled table.
Original src/include unchanged by this milestone.

Build/checks
build/build-native-file-menu.cmd succeeds (latest: no work required).
52/52 CTests pass27.60s.14host-generator unit checks pass.
Four native-data audits pass: actor/message tables, player animation handles,
Wanted resources/callbacks, Rec Room. All3message callbacks bind native workers.
EXE SHA256 1DFC14C4351BF4BA8CE7B8E5A28D4B0986CC18A4DA52A4AC5B00A0E8211EFF15
MAP SHA256 D67BEE81AEFCB6E96C6197DE0A9D0382F86C4BA7902BFDD57E794E4ED4FEC9A0

Runtime evidence
The earlier fresh-save course-picker run starts the castle intro inside course6;
that run cannot verify normal course movement. Use isolated introduction-complete
fixture saves. Those records also contain seeded stars/coin records; this test
does not prove earning that progress. User saves never used.
Original fault: native-file-menu-baseline-bobomb-ready.log (aftertick1010).
First repaired replay: bobomb-message-fixed,3200frames,exit0; tutorial page and
closing, attacks and jump pass. Small stick12000 produces game magnitude663
but no translation. Low-magnitude stick response remains a follow-up issue.

Resumed movement replay: native-file-menu-baseline-bobomb-walk-finish,
3600frames,1280x720,NVIDIA RTX5070Laptop,D3D11,exit0.
Input: Down300,320,340,360,380,400; confirm450 selects course6.
A1000/1180/1360 closes tutorial; A1540/1720 attacks; B2000 jumps.
StickX25000,Y0 from2200to2649; A2800 attack; B3000 jump.
At2180 idle x=-25497600,y9,z26021888.
At2400 walking x=-8596794,y473050; ground slope traversal visible.
At2640 St_OnWall_Main x2875451,y20; release2650, idle2660.
At2800 St_YoshiPower_Main; recovers by2840.
At3000 St_Jump_Main/airborne,y138448; grounded/St_Land_Main by3020.
At3580 idle x2875451,y29. All captures and stateCSV in build/port with
native-file-menu-baseline-bobomb-walk-finish prefix. Game runtime hash matches
final EXE. Previous paused run was stopped before movement at1470.

Installation
F:/AI Games/Mario 64 DS EXE/MAP and development preview now match exact hashes.
Rollback: native-checkpoints/native-checkpoint-2026-10-16-tutorial-message/
previous-install. Renderer DLLs, original-menu launcher, ROM and user saves
remain in place. Actual installed replay uses build/run-installed-bobomb-movement.ps1,
separate fixture saves, temporary1280x720D3D11 settings restored in finally.
Installed result will be appended after completion.

Limits/next
Physical Xbox input and low-magnitude response remain unverified/incomplete.
No claim of enemy swallowing, coin/star progression, all levels/minigames,
complete DS rendering fidelity, HD art or full native PC port completion.
Stay Sol Medium for the analog-response/gameplay follow-up; no pause needed.

Installed verification completed
Actual F: EXE/ROM replay3600frames,exit0. StateCSV verifies movement at2400,
attack2800,jump3000,grounded3020,and continuation3600. Player remains Yoshi3.
End state St_OnWall_Main near the wall; no claim of returning to idle at3600
in the installed run. Root INI was absent before QA and is absent again.
ROM SHA256 unchanged. User saves untouched; test saves on C:.
Screens/logs/state/runner/CTest copied into checkpoint/qa. EXE/MAP hashes
match the local tested build. Main launcher preserved. Goal active.
