- crash.c: only the first crashing thread prints its state; later ones
wait in pause(), and a 15 s alarm ends the process if the dump stalls.
Unity's job threads crash together, and the dumps used to interleave
and leave the process hung.
- NVN render target, texture copy and clear records now carry a copy of
each texture object (REC_SNAP / tex_snap) instead of the game's
pointer, as NVN commands do not depend on the API object once
recorded. Replay rejects objects without the texture magic and sizes
beyond Metal's limits with a red line (a 1869367126-high texture used
to abort in Metal's validation).
- SignalToAddress type 2 with count <= 0 and waiters present now
subtracts 2 (mesosphere, Ryujinx and yuzu agree); it subtracted 1.
- Engage on the Mac: scripted input reaches the main menu and a new
game's appearance choice. The idle attract demo still crashes after
about 220 s (Unity's particle geometry job overruns its index buffer);
findings are in docs/agents/04-graphics.md.
- Docs: catalogue entries, README row. Mario 1.2.1 regression (120 s
scripted) clean: only the known SetRenderEnableConditional red line.