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Item auto-collect at non-max power — items past the point-of-collection line
are no longer magnet-attracted unless power is full (128). Matches the original. (upstream 7148a76, src/ItemManager.cpp)
Black background behind pre-boss dialogue — the three Background draw gates
now use Gui::IsStageFinished() like the retail executable instead of Gui::IsDialoguePresent(), so the stage keeps rendering behind dialogue. (upstream af72ca9, RT-006, src/Background.cpp)
Boss name banner — Gui::CopyEnemyNameTexture now takes its sprites from frontAnm (33 sprites) instead of the 6-sprite stgNtxt.anm; previously it
indexed sprites 16…27 out of bounds on every stage intro. (upstream 63256e0, RT-002, src/Gui.cpp)
Laser cancel burst — BulletManager::RemoveAllBullets steps the laser item
split by 32.0 like DespawnBullets already did; bombing or killing a boss during
lasers no longer under-awards items/score. (upstream a393f40)
Respawn animation stretched at the wrong rate (/60 → /30).
Radial effect scatter offset (+0.0f → +1.0f).
Narrow mirror-barrier bullet warp used the inverted ratio (branches were swapped).
Hardened (upstream a45e99fb)
LZSS decode now bounds-checks before reading — a truncated stream can no longer
read one byte past the buffer (this is the th08.dat / thbgm.dat path).
FileSystem::TryDecryptFromTable reports the true decrypted size (size - 4),
so modern bounded readers stop at the end of the buffer.
Legacy array allocations are released with delete[] in modern builds
(ZUN_DELETE_ARRAY, ZUN_DELETE_ARRAY2, SAFE_DELETE_LEGACY_ARRAY), while the
VC7-exact scalar delete is preserved for the original target.