The first cartridge run found what the synthetic trace could not. In the
Viridian Forest north gate the font bit rose on one frame and DisplayTextID's
argument reached wSpriteIndex twenty frames later: DisplayTextIDInit loads the
font's tiles into VRAM first. Until then the byte still names the previous
text's subject, which may be the person in front of the fly from a conversation
that did not pay. So the watch now remembers the byte from the last ready
frame and reads it once, when it changes or after 45 samples, and only while
the bottom dialogue box is drawn (the start menu draws its own elsewhere); a
box that closes first is read on the closing sample if the dialogue box was up.
tests/rom_engage.rs, gated on FLY_ROM and FLY_ENGAGE_CHECKPOINT: from the rung-10
Pewter checkpoint, with the checkpoint's own v6 ledger restored (the migration,
on real game state), a scripted walker goes down Route 2 into the forest's north
gate, talks to the old man three times (one payout, 0.10) and picks up the
Antidote ball at (25, 11) (one payout, 0.15, "FOUND ITEM #11"); pressing A at
the empty tile pays nothing, and after rolling the emulator back to before the
pickup, taking it again pays nothing. No boundary payout lands while an indoor
header is loaded.
It also measured the warp transition: for about thirty frames of
PlayMapChangeSound wCurMap already names the destination while the tileset and
warp table are still the map being left, so the exit the fly stands on is
classified by the map it belongs to -- a town door still pays its on-exit half,
keyed under the building's id as before, and a building's door does not. A unit
test pins both directions.