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"body": "The packed diagonal camera held the visible camera mid-tile (no pending edge,\nno publish) then jumped at tile boundaries, freezing SCX/SCY for several frames\nper tile. Replace the serialized one-axis-per-frame preparation scheduler with:\n\n- a mid-tile column-edge prefetch (fine-X >= 2) gated on real\n[…]\n32 KiB) instead of banked because removing the scheduler\nshrank the diagonal-capable program below the banking threshold; audio order\nand gameplay cadence are identical. Docs and tracked ROMs updated.",
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"headline": "Fix Game Boy diagonal camera scroll stutter with column prefetch (#442)",
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"body": "…xact gates (#441)\n\nStates the in-game experience goal in the AGENTS.md Acceptance Policy, reconciles docs that still mandated byte-exact or cycle-exact output, and removes five missed hardcoded ROM SHA gates (uppercase Fingerprint literals). Full solution green.",
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"headline": "docs and tests: finish fluidity acceptance sync, remove missed byte-e…",
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"body": "…ld fall (#440)\n\nStaged fall recovery returns the camera to the authored spawn one axis at a time instead of resetting at a scrolled position. Removes fragile one-way-platform hack tests (follow-up #439) and a missed byte-exact runner.nes SHA gate. Tracked runner.nes regenerated. Full solution green. Closes #409.",
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"body": "…(#438)\n\nBehavioral in-process simulation on freshly compiled ROMs is the acceptance gate. Byte-exact ROM identity, SHA, exact bytes/cycles, and multi-emulator parity become diagnostics. Physical-VBlank write timing is a non-blocking diagnostic. Full solution green.",
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"body": "* Add bounded functional observation modes\n\n* Add physical windows to CPU work reports\n\n* Centralize target physical frame planning\n\n* Bound architecture work and document frame plans\n\n* Centralize NES physical frame-boundary execution\n\n* Route NES video-safe staging through the scheduler\n\n* Document the NES scheduler ownership boundary\n\n* Close NES scheduler ownership gaps",
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"headline": "GCP-3.2: prove joint GB/NES cadence acceptance (#405)",
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"headline": "GCP-3.1: report initial CPU work diagnostics",
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"headline": "AF-5.10: index wide spawn activation by camera (#398)",
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"body": "* GCP-1.1: emit constant-cost ROM spawn record lookups\n\n* Keep generated spawn tables internal to frontend preparation\n\n* Clarify pre- and post-GCP-1.1 calibration snapshots\n\n* GCP-1.1: address spawn ROM table review",
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"headline": "GCP-1.1: emit constant-cost ROM spawn record lookups (#396)",
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"headline": "GCP-0.2: accept target CPU-work contract (#393)",
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"headline": "GCP-0.1: freeze generated-code performance baseline (#392)",
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"headline": "docs: link generated code performance issue graph (#391)",
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"headline": "docs: add generated code performance roadmap (#386)",
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"headline": "CSL-5: add mixed-load audio acceptance canary (#385)",
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"body": "Closes #342.",
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"headline": "CSL-7: add focused cross-target platformer mechanics rung (#384)",
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"headline": "Remove retired Z80 compiler path (#383)",
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"body": "* CSL-6: gate actor and projectile sprite integrity\n\n* CSL-6: close acceptance review findings\n\n* CSL-6: preserve frontend preparation ownership",
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"headline": "CSL-6: gate actor and projectile sprite integrity (#382)",
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"headline": "docs: finalize AI-navigability epic closeout (#381)",
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"body": "* AIN-12: make architecture guardrails rename-safe (#378)\n\n* AIN-12: strengthen physical and test ownership guards\n\n* AIN-12: keep physical guard fixtures path-neutral",
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"headline": "AIN-12: Make architecture guardrails rename-safe (#378) (#380)",
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"headline": "AIN-11: finish SDK lowering test locality (#377) (#379)",
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"body": "* AIN-9: freeze AI-navigable architecture acceptance\n\n* AIN-9: close architecture acceptance review gaps",
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"headline": "AIN-9: freeze AI-navigable architecture acceptance (#376)",
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"headline": "AIN-10: sweep post-refactor architecture debt (#375)",
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"headline": "AIN-8: deepen NES SDK lowering (#374)",
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"body": "* AIN-7: deepen Game Boy SDK lowering\n\n* AIN-7: complete Game Boy input ownership\n\n* AIN-7: focus Game Boy input lowering tests",
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"headline": "AIN-7: deepen Game Boy SDK lowering (#372)",
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"headline": "AIN-6: partition Actor Framework generation by domain (#371)",
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"headline": "AIN-5: build Actor Framework lowering plan (#361) (#370)",
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"headline": "AIN-4: centralize cross-target frontend preparation (#368)",
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"headline": "AIN-2: centralize NES runtime memory ABI (#358) (#367)",
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"headline": "runner: adopt SMB3 4.4 jump physics (#355)",
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"headline": "RPH-GB: restore packed-collision runner cadence (#354)",
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"headline": "feat(runner): add one-way platforms (#352)",
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"body": "* test(samples): add nonzero-Y tiled hscroll repro\n\n* fix(nes): align nonzero-Y horizontal columns (#349)\n\n* fix(nes): keep packed column commits inside VBlank (#349)\n\n* fix(nes): preserve packed palettes across nametable seams",
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"headline": "fix(nes): stabilize nonzero-Y packed horizontal scrolling (#351)",
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"headline": "fix(nes): keep fixed camera windows inside safe area (#350)",
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"body": "* RPH-3.5: restore packed Tiled production cadence (#339)\n\n* RPH-3.5: harden packed acceptance gates (#339)",
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"body": null,
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"headline": "CSL-3: validate static and source-camera samples (#346)",
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"oid": "83622cf8ba722fb5c82494585909c7de2c059c65",
"body": "Extract the CLI entry point into RetroSharp.Cli.CliRunner.Run(args, stdout,\nstderr) so the acceptance tests drive it in-process instead of spawning a fresh\n`dotnet` per invocation (~0.4s cold-start each). Program.cs now delegates to it;\nbehaviour and output are unchanged.\n\nRemove the three per-sampl\n[…]\nest-shape assertions move to compilation-free tests,\nand the \"Wrote ... ROM:\" banner check folds into the every-sample loop.\n\nCli.Tests: 33s -> 6s; full suite: 94s -> 70s. No behaviour or ROM changes.",
"is_bot": false,
"headline": "test(cli): invoke CLI in-process and drop redundant sample builds (#345)",
"author_name": "José Manuel Nieto",
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"headline": "CSL-1: adopt neutral sample identities (#344)",
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"body": null,
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"headline": "CSL-2: add functional ROM acceptance contract (#343)",
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"headline": "fix(gb): restore packed camera cadence (#332) (#334)",
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{
"oid": "0223d330860b0e3a57fa76eca0c0e74ff5cc2629",
"body": null,
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"headline": "RPH-3.3: keep mapper-0 packed cameras out of the NMI reset loop (#333)",
"author_name": "José Manuel Nieto",
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"committed_at": "2026-07-13T15:53:06Z",
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"oid": "91883712cf96d7712562bc24acd4a11c89828d43",
"body": "* RPH-3.2: keep packed NES commits inside fresh VBlank\n\n* RPH-3.2: prove transient NES frame acceptance",
"is_bot": false,
"headline": "RPH-3.2: prove transient NES frame acceptance (#330)",
"author_name": "José Manuel Nieto",
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"headline": "RPH-3.2: restore FCEUmm four-screen streaming parity (#329)",
"author_name": "José Manuel Nieto",
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"committed_at": "2026-07-13T10:04:10Z",
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"body": null,
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"headline": "RPH-3.1: initialize NES packed camera deterministically (#328)",
"author_name": "José Manuel Nieto",
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"body": null,
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"headline": "RPH-3: restore NES packed collision cadence (#325)",
"author_name": "José Manuel Nieto",
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"committed_at": "2026-07-12T21:59:02Z",
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"body": null,
"is_bot": false,
"headline": "RPH-2: prevent let from narrowing word expressions (#320) (#324)",
"author_name": "José Manuel Nieto",
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"committed_at": "2026-07-12T19:51:23Z",
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"body": null,
"is_bot": false,
"headline": "RPH-1: restore word-wide runner landing on GB and NES (#319) (#323)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-12T19:12:38Z",
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"body": null,
"is_bot": false,
"headline": "LW-3.5: prove joint full stage1 acceptance (#317)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-12T16:06:06Z",
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"body": null,
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"headline": "LW-3.4: integrate staged four-screen NES streaming (#316)",
"author_name": "José Manuel Nieto",
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"oid": "c123f98629d99c65471d918ab1cfd512e38ed1cf",
"body": "Closes #303",
"is_bot": false,
"headline": "LW-3.3: implement the fixed-bank NES WorldPack reader (#315)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-12T09:06:54Z",
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"body": null,
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"headline": "LW-3.2: place NES WorldPacks and select final profile (#314)",
"author_name": "José Manuel Nieto",
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"committed_at": "2026-07-11T23:59:45Z",
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"oid": "ca19eeb86c05f5caf25ecad502def28f4ae67074",
"body": null,
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"headline": "LW-3.1: add MMC3/TVROM fixed-runtime foundation (#313)",
"author_name": "José Manuel Nieto",
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"committed_at": "2026-07-11T23:05:36Z",
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"body": null,
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"headline": "LW-2.5: prove full stage1 on Game Boy (#312)",
"author_name": "José Manuel Nieto",
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"committed_at": "2026-07-11T19:07:26Z",
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"body": null,
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"headline": "docs: sync Large Worlds production status (#311)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-11T18:02:26Z",
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"body": null,
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"headline": "LW-2.4: integrate staged Game Boy camera edges (#310)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-11T17:28:12Z",
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"body": null,
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"headline": "LW-2.3: implement fixed-bank Game Boy WorldPack reader (#309)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-11T12:44:12Z",
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"oid": "f7bfca5bdc5db00eb4eda69542f6a0150a74a7a8",
"body": "Fixes #297",
"is_bot": false,
"headline": "LW-2.2: place Game Boy WorldPacks in MBC1 banks (#308)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
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"body": null,
"is_bot": false,
"headline": "LW-2.1: add fixed-bank MBC1 world-read foundation (#307)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-10T23:27:20Z",
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{
"oid": "f3716ae2682bb44afecb7b9216d3844db84674da",
"body": null,
"is_bot": false,
"headline": "docs: link published Large Worlds target waves (#306)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-10T21:16:36Z",
"body_truncated": false,
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{
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"body": null,
"is_bot": false,
"headline": "docs: make Large Worlds waves 2 and 3 executable (#295)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-10T21:08:48Z",
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{
"oid": "47ff91d146017c86601f5ee3429a605a91b9f370",
"body": null,
"is_bot": false,
"headline": "LW-1.5: add deterministic world budget diagnostics (#294)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-10T20:17:11Z",
"body_truncated": false,
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{
"oid": "fd3368d0ad8b6e4b0c425237db11afdab55a059c",
"body": null,
"is_bot": false,
"headline": "LW-1.4: compile Tiled worlds into deterministic WorldPack chunks (#293)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-10T18:48:10Z",
"body_truncated": false,
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},
{
"oid": "7805406b5fda19ce0ce31eb839c9a979c06bdbe6",
"body": "Closes #281",
"is_bot": false,
"headline": "LW-1.3: add the target-neutral WorldPack model (#292)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-10T17:23:56Z",
"body_truncated": false,
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},
{
"oid": "d040c545fa521564603d405175ece619049300a1",
"body": "Closes #280",
"is_bot": false,
"headline": "LW-1.2: implement the widened collision-hit contract (#291)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-10T16:45:46Z",
"body_truncated": false,
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},
{
"oid": "03fafea88741b490eb5391d78b048cc655fcf523",
"body": "Closes #282",
"is_bot": false,
"headline": "LW-1.1: implement 16-bit world dimensions and camera lowering (#290)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-10T15:46:45Z",
"body_truncated": false,
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},
{
"oid": "7e576b5694622a11386e12398bc472ae7987b8e8",
"body": null,
"is_bot": false,
"headline": "LW-0.3: select NES Large Worlds cartridge profile (#289)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-10T13:00:09Z",
"body_truncated": false,
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},
{
"oid": "c65c1589979a92628b2ccb8e154b9e6f6e53d9c5",
"body": null,
"is_bot": false,
"headline": "LW-0.4: define 16-bit world coordinate contract (#288)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-10T12:27:26Z",
"body_truncated": false,
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},
{
"oid": "55f0a06585df42939635eb94a42cf5a3d7e42895",
"body": null,
"is_bot": false,
"headline": "LW-0.2: define WorldPack v1 format (#287)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-10T11:50:43Z",
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},
{
"oid": "ea74c65676f32acf3297aa3daa59ef36dae910e6",
"body": null,
"is_bot": false,
"headline": "LW-0.1: freeze full stage1 acceptance baseline (#286)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-10T11:09:35Z",
"body_truncated": false,
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{
"oid": "72ccccf5ac760214c5411f41331e1ccb74de92e8",
"body": null,
"is_bot": false,
"headline": "docs: link Large Worlds execution issues (#285)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-09T23:02:08Z",
"body_truncated": false,
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},
{
"oid": "f867109c1e59e170fe3e097c001bc36f2e973642",
"body": null,
"is_bot": false,
"headline": "docs: set up Large Worlds epic (#274)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-09T22:57:44Z",
"body_truncated": false,
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},
{
"oid": "4deced317e6277d9dee769ce16842bff2a7de5d0",
"body": "…sons (#273)\n\nGame Boy EmitCompareWordByte loaded the left operand into A and then\nmaterialized the right operand into A as well (via EmitLoadWordByteToB),\nclobbering the left byte. Every word variable-vs-variable relational\ncompare degraded to right-vs-right, i.e. always equal: '<', '>', '<=',\n'>='\n[…]\n covering every relational operator on i16 variables, and regenerate\nthe tracked runner.gb. The NES backend already preserved the operand, so\nNES was unaffected; the runner sample itself is unchanged.",
"is_bot": false,
"headline": "fix(gb): preserve left operand in 16-bit variable-vs-variable compari…",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-09T22:13:46Z",
"body_truncated": true,
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},
{
"oid": "fab65e467bbfbc0808771e3f9a404651aa66f766",
"body": "Horizontal column streaming rewrote nametable tiles but never updated the\nNES attribute table, so background tiles scrolled in with a stale palette\nslot (e.g. runner clouds rendering with the ground palette). Precompute the\nper-source-column attribute bytes from the imported Tiled palette slots usin\n[…]\nses slot 0 (unchanged).\n\nRegenerated samples/runner/bin/runner.nes; added a World.Load regression test.\nValidated in ADNES: the previously corrupt scrolled-in clouds now render\nwhite/blue as authored.",
"is_bot": false,
"headline": "fix(nes): refresh attributes when streaming background columns (#272)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-09T19:45:15Z",
"body_truncated": true,
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{
"oid": "4998e0743299f66bce8c486176caee53f9bfee1b",
"body": "…tom overscan (#271)\n\nOn NES the runner ground was cut ~8px at the bottom: the screen-tall stage1\nworld (30 rows) draws its bottom ground row against the very bottom scanlines,\nwhich hardware and most emulators crop as overscan. Game Boy has no overscan so\nits ground was fine.\n\nWhen a world fits the\n[…]\n regenerated tracked runner.nes\n\nValidated on ADNES: full ground now inside the 224px safe area, Mario aligned on\nit, clean sky in the cropped bottom strip; horizontal scroll and jumps keep the\ninset.",
"is_bot": false,
"headline": "fix(runner/nes): shift screen-tall world up one tile row to clear bot…",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-09T17:07:01Z",
"body_truncated": true,
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{
"oid": "edbfbfe347f30eb2e9834b6b86bc34339fd75666",
"body": "…() intrinsic (#270)\n\nThe NES camera framed the runner with the ground mid-screen, exposing\nrepetitive filler rows the map does not define, because a single shared\ncamera Y cannot frame the taller NES viewport (30 rows) and the GB\nviewport (18 rows) the same way.\n\nAdd a portable Camera.VerticalScrol\n[…]\nStartY=193 absolute,\n main.rs primes view.y, FollowPlayer clamps to VerticalScrollMax()\n- tools/build_stage1_playable_map.py: KEEP_ROWS=15, PAD_ROWS=0\n- tests + docs updated; regenerated tracked ROMs",
"is_bot": false,
"headline": "fix(runner): respect vertical map bounds via Camera.VerticalScrollMax…",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-09T15:55:09Z",
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{
"oid": "4b705ed3421b9be914d0d1cc9377564fa2e777d8",
"body": "…s (#269)\n\nThe NES jump used `assets/sfx/smb-jump.nes.vgm`, a 214-byte capture only ~33 ms\n(1470 samples) long -- roughly two pulse-1 frames, i.e. the initial blip of the\nsweep, which plays as a short high-pitched beep instead of the jump.\n\nRemove that truncated variant so NES falls back to the full\n[…]\nill fits NROM alongside the\nmap and BGM. The NES SFX compiler keeps every pulse-1 frame (it filters by\nchannel, not by time), so the full sweep is emitted. Tracked runner.nes\nregenerated; suite green.",
"is_bot": false,
"headline": "fix(runner/nes): restore full jump SFX so the NES jump no longer beep…",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-09T13:49:55Z",
"body_truncated": true,
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},
{
"oid": "38869f75a87ad9fb7a20c9f29fa68f727abb4203",
"body": "…268)\n\nThe previous stage1 migration bolted 16-bit column streaming + banking onto\nGame Boy and RLE/variant map storage onto NES to force a 312x40 world through\nthe 8-bit targets. That forcing infrastructure was unstable: Game Boy corrupted\nthe ROM bank and wild-jumped into startup when scrolling le\n[…]\nario lands and\nstays on the ground, left/right/jump scroll cleanly with no crash, and the\nwhole suite is green. Runner golden tests updated for the new geometry,\nconstants, and horizontal-only design.",
"is_bot": false,
"headline": "runner: migrate to a stable stage1 map on the master 8-bit backend (#…",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-09T13:30:32Z",
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{
"oid": "95f166886713ff3b88bc1e17c03ef0ffe93d649a",
"body": "* SDKEXT: add static SDK plugin extensibility proof\n\n* SDKEXT-4: enforce plugin capabilities and validators per target\n\nAdd ProvidedCapabilities to SdkPluginTargetLoweringDescriptor so a target\nopt-in must grant an operation's RequiredCapabilities. SdkPluginDescriptor now\nrejects operations/hooks th\n[…]\nBoundaryTests. Update SdkPluginBoundary,\nSdkArchitecture, ArchitectureRoadmap, Portable2DSdkV1, and README to document\nper-target capability enforcement, CLI host registration, and migration\nguidance.",
"is_bot": false,
"headline": "SDKEXT-4/6/7: complete SDK plugin extensibility (epic #258) (#267)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-08T22:40:24Z",
"body_truncated": true,
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},
{
"oid": "78531648f5abb7d7d95ee670a8f0497fc7d5ff15",
"body": null,
"is_bot": false,
"headline": "Language/ABI: reject public pointer addressability forms (#266)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-08T14:36:28Z",
"body_truncated": false,
"is_coding_agent": false
},
{
"oid": "03711d46f4533579edb43ffed98a3ce088aeacb1",
"body": "Clarifies the raw target-intrinsic boundary for SDK v1 and tightens sample quarantine coverage.",
"is_bot": false,
"headline": "Resolve #246: clarify raw target intrinsic quarantine",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-08T13:59:11Z",
"body_truncated": false,
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},
{
"oid": "06aac376fb5e74b4c411c253584a5889cf9fe20e",
"body": "Route actor/enemy public facade recognition through sdk_role metadata while keeping the actor framework lowering compiler-owned and zero-cost.\n\nCloses #251",
"is_bot": false,
"headline": "fix: route actor facade recognition through sdk roles",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-08T10:46:23Z",
"body_truncated": false,
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},
{
"oid": "fa50051c079e3e1e7b3def2fd44ec4bdd554c9a0",
"body": null,
"is_bot": false,
"headline": "docs: define SDK plugin boundary (#255)",
"author_name": "José Manuel Nieto",
"author_login": "SuperJMN",
"committed_at": "2026-07-08T10:02:18Z",
"body_truncated": false,
"is_coding_agent": false
},
{
"oid": "04e599c2987bb348f0d604dae837a44efbb8bcd4",
"body": "Closes #253",
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