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v0.2.7 - save safety and visible write failures (source only)
Pre-releaseSource and scripts only. No game image, generated game code or game executable is included; supply your own legally obtained ROM and build locally (docs/GETTING_STARTED.md).
v0.2.7 (prerelease)
- Visible save failures and recovery: native autosave shows one long warning when a write fails and a recovery notice once a retry succeeds. Godot's explicit flush API now returns the real result and publishes thread-safe status for the host's notices. No Godot autosave timer was added. Failed debug captures no longer label an older disk save as current.
- Save-chip hint, not unsafe guessing: an address-only read can mean EEPROM addressing or a cancelled flash read. Both hosts show an informational hint, without changing chip type, write-enable state or save contents. An automatic-switch heuristic was removed before publication after a regression demonstrated a lost subsequent write.
- Select EEPROM 64 KB in the launcher, or pass
--backup-type eeprom64k, for the European release. Auto uses an existing save's capacity, otherwise the flash default; no title signature table is shipped. - Cold-cache Godot lifecycle check: explicitly loads the real extension, rather than depending on an editor-generated import cache.
Verified on Linux: a read-only save directory produced a visible native warning; making it writable produced the recovery notice and a 64KB save. The real Godot worker also returned failure, repeated failure, then success after permissions were restored and persisted 64KB.
Further gates: 20 runtime tests and 588 Python tests pass; default boot hashes match the prior baseline in all five languages, English WAV matches byte-for-byte, and the 28,500-frame EEPROM64K scripted run matches the private baseline. Native/Godot RGB hashes match for 3,000 frames. A diagnostic-fixture build also passes the textured gameplay GPU-scene probe at 1×, 3× and 6×, including cache/toggle/clean-shutdown checks; this is not hardware or oracle parity.
Scripted-run observations are not a playability claim. Windows game runs, sustained interactive play, hardware parity and high-resolution oracle parity remain unverified. No save states. See CHANGELOG.md for the complete list.
Not affiliated with or endorsed by Square Enix or Nintendo. MIT covers original project code, not the game or other third-party material.