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From seeded state to scheduler rails in the TD2 SDL port
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From seeded state to scheduler rails in the TD2 SDL port

via Dev.toNivando Soares3h ago

From Seeded State To Scheduler Rails In The TD2 SDL Port The latest checkpoint on the Test Drive II SNES port closes an important architectural gap. Up to this point, the SDL runtime could load design packs, seed SNES-like state, render natively from VRAM/CGRAM/OAM/PPU , and compare itself against trusted extracted frames. That was a good bootstrap, but it still depended on a seeded callback shadow for the semantic side. This checkpoint promotes a minimal callback scheduler into the runtime. What changed: the runtime now resolves scheduler profiles instead of seeding callback state only once at init the first three promoted rails are now executable in the SDL port: intro_noinput menu_gameplay_entry gameplay_live_race_mid the intro rail now carries the validated handoff from 01:9FE5 into 00:8029 through the 986 -> 1117 window the menu rail now covers the input-driven corridor from 1500 -> 2050 the gameplay rail now covers the reproducible live-race seed over the promoted 3 -> 11 window

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