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docs: specify mod storage and checkpoint APIs
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@@ -140,6 +140,55 @@ default** (1x front, 2x back).
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ball-to-pic grow multiplies your scale through each stage, so a rescaled
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mon still grows into place from the ball, grounded the whole way.
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## Durable tool storage and runtime checkpoints
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`mod.save` remains the right place for state that should travel with the next
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normal Pokémon SAVE. Tools that need independently written, larger data-only
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records can use `mod.storage`; the engine scopes every logical key by game
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version, opaque playthrough identity, and mod id, and routes it through the same
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standard or portable persistence backend as saves:
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```lua
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local context, code, message = mod.storage:context(game)
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local ok, code, message = mod.storage:write(game, "history/quick/q0001", {
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format = 1, createdAt = os.time(), payload = { money = 3000 },
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})
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local value, code, message = mod.storage:read(game, "history/quick/q0001")
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local keys, code, message = mod.storage:list(game, "history/quick")
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local deleted, code, message = mod.storage:delete(game, "history/quick/q0001")
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```
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Values must be tables containing serializable data only. Keys are conservative
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slash-separated segments (letters, digits, `_`, `-`); paths and filesystem
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handles are never exposed. Writes are staged and decode-verified, reads recover
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from a valid staged/backup generation, and methods return structured errors for
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normal data or I/O failures. The playthrough identity is allocated lazily on the
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first storage/checkpoint call, so an unused API changes no save bytes.
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`mod.checkpoints` captures and reconstructs engine-owned semantic runtime state:
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```lua
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local capability = mod.checkpoints:inspect(game)
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if capability.canCapture then
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local checkpoint, code, message = mod.checkpoints:capture(game)
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-- Store the detached data-only checkpoint through mod.storage.
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end
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local ok, code, message = mod.checkpoints:restore(game, checkpoint)
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```
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Checkpoint format 1 supports settled overworld control only: the overworld must
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be topmost, the player stationary on a tile, and no transition, menu, script,
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queued script movement, or partial field animation may be active. Refusals carry
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a stable `reason` and readable `message`. Capture excludes global options and
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runtime objects. Restore validates format, game/playthrough identity, content,
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and coordinates before mutation; preserves current options; suppresses normal
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map-entry/save-load side effects; verifies a recapture; and rolls back in memory
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if reconstruction fails. Callers that need crash recovery should durably capture
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their own recovery checkpoint before restore.
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See RFC 0003 and RFC 0004 for exact contracts and error codes.
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## Developer console
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Boot with developer mode on to unlock the in-game console and hot-reload
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@@ -0,0 +1,123 @@
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# RFC 0003 — Playthrough-scoped mod storage
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## Status
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Proposed. Engine: `SaveData.lua`, `SaveSerializer.lua`, `Storage.lua`,
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`Loader.lua`. Tests: `playthrough_identity.lua`, `storage.lua`, the existing
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save-slot and mod-save suites.
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## Motivation
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`mod.save` intentionally lives inside the normal progress record. That is the
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right home for quest state, but not for independent tool data such as replay
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captures, checkpoint histories, or recovery records: writing it would require a
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normal Pokémon SAVE, and storing copies of progress beneath `save.modData` would
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recursively embed the save that contains them.
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Mods also cannot safely infer which launcher slot or portable filesystem backs
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the active playthrough. Direct filesystem access would expose private paths and
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make isolation dependent on engine implementation details.
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## The decision it extends
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Extends the per-mod persistence contract documented in `docs/modding.md` and the
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wiki's Save Model. `mod.save` and `mod.options` keep their existing behavior.
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## The exact API delta
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Backward-compatible, additive-only. `Loader:_api` binds a new `mod.storage`
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facade to the calling mod id. Mods receive logical keys and decoded values, never
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filesystem handles or physical paths.
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### Lazy opaque playthrough identity
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`SaveData.ensurePlaythroughId(save[, fs]) -> id | nil` allocates an opaque
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32-hex-character identity without consuming gameplay RNG. It is called only when
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`mod.storage` or `mod.checkpoints` first needs a scope; New Game, ordinary SAVE,
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and ordinary load remain byte-compatible when no caller uses either API.
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The id is stored in `save.meta.playthroughId` after allocation. Until the next
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ordinary SAVE writes it into progress, a mapping in `options.lua` keeps legacy
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saves stable by game version and active launcher slot (or the legacy flat-save
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scope). A newly created playthrough never adopts the previous playthrough's
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mapping for that slot.
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`SaveData.persistenceFs([fs])` is engine-only routing used by the storage
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implementation. It follows the same standard/portable backend as progress and
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honors injected test filesystems; it is not exposed on the mod object.
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### `mod.storage:context(game)`
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Returns:
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```lua
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{ gameVersion = "red", playthroughId = "..." }
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```
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or `nil, code, message`. It intentionally omits launcher slot ids and paths.
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### `mod.storage:write(game, key, value)`
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Accepts a data-only table and returns `true`, or
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`false, code, message`. Keys are nonempty slash-separated segments containing
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letters, digits, underscore, or dash. Empty segments, leading/trailing slash,
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`.`/`..`, and other characters are rejected.
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The engine encodes deterministically, stages and decodes a `.tmp` witness,
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preserves the previous valid generation, writes and decodes the main record,
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then rolls the verified bytes to `.bak`. A failed stage or replacement leaves a
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verified prior generation readable.
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### `mod.storage:read(game, key)`
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Returns a freshly decoded table, or `nil, code, message`. It tries main, staged,
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then backup data. A valid staged/backup value is returned and promoted
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best-effort; corrupt bytes are never executed.
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### `mod.storage:list(game[, prefix])`
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Returns sorted logical keys beneath a valid prefix, an exact key when the prefix
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names one, or `nil, code, message`. Physical witness filenames are hidden.
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### `mod.storage:delete(game, key)`
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Deletes only that key's main, backup, and staged witnesses. Returns `true`, or
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`false, code, message`.
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### Scope and errors
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Physical records are scoped as:
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`persistence root / mod_storage / game version / playthrough id / mod id`
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Stable error codes are `not_in_playthrough`, `storage_unavailable`,
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`invalid_key`, `encode_failed`, `write_failed`, `verify_failed`, and
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`not_found`. Ordinary data and I/O failures are return values, not callback-
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terminating errors.
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The restricted serializer's recursive writer runs outside LuaJIT traces. A
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1,000-process GC stress regression found compiled recursion could intermittently
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drop a newly inserted nested identity entry and produce undecodable bytes; save
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encoding is infrequent and I/O-bound, so interpreter execution is the safe
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boundary.
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## Migration note for existing mods
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**Nothing.** No API is removed, no manifest field changes, and no storage path or
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playthrough id is created unless a mod invokes `mod.storage` or
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`mod.checkpoints`. Existing save bytes remain unchanged on the no-caller path.
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## Parity tests
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- **No-mod:** New Game plus ordinary save/load creates no identity or storage
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file; the existing save-slot and mod-save suites remain green.
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- **Engine identity:** lazy allocation, save/load preservation, stable legacy
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mapping, fresh-playthrough replacement, and version/slot isolation.
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- **Public Mod API:** two real API-2 entry chunks prove data-only roundtrip,
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deterministic listing, key rejection, mod/game/playthrough isolation,
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corrupt-main recovery, failure retention, exact delete, and no-mod no-write.
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## Deprecation etiquette
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Nothing deprecated. The additions are one bound public facade and engine-private
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persistence/identity helpers.
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@@ -0,0 +1,124 @@
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# RFC 0004 — Stable runtime checkpoints for mods
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## Status
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Proposed. Engine: `Checkpoint.lua`, `Game.lua`, `OverworldController.lua`,
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`Loader.lua`. Tests: `checkpoints.lua`, existing world and engine suites.
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## Motivation
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Mods can observe world events and request semantic actions, but no supported API
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can capture canonical progress at a proven-safe runtime boundary or reconstruct
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the overworld without replaying map-entry scripts. Reaching into the state stack,
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controller, ScriptRunner, or save restore internals would bind distributable mods
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to private objects and can duplicate story side effects.
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The engine is the only component that can authoritatively decide whether the
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runtime is settled and rebuild its controller objects. A generic checkpoint seam
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lets tools store data-only records while keeping those responsibilities private.
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## The decision it extends
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Extends the public world/tool surfaces in `docs/modding.md`. It does not change
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`mod.world`, normal CONTINUE, vanilla SAVE, or save lifecycle hooks/events.
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## The exact API delta
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Backward-compatible, additive-only. `Loader:_api` binds `mod.checkpoints`; mods
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never receive `Game`, StateStack, controller, coroutine, renderer, or filesystem
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internals inside a checkpoint.
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### `mod.checkpoints:inspect(game)`
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Returns a capability record. Stable overworld control returns:
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```lua
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{ canCapture = true, canRestore = true, kind = "overworld" }
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```
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A refusal returns the same booleans as `false` plus `kind`, `reason`, and a
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player-readable `message`. Format-1 supports only an overworld whose controller
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is topmost, player movement has settled on a tile, and no transition, foreground
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or parallel ScriptRunner, queued script, scripted move, engagement, emote,
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teleport, field animation, or similar partial controller mutation is active.
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Refusal reasons are `not_in_playthrough`, `not_overworld`, `screen_busy`,
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`transition_busy`, `script_busy`, `animation_busy`, and `movement_busy`.
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Identity allocation is lazy and happens only after an active topmost overworld
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has been established.
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### `mod.checkpoints:capture(game)`
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Returns a detached data-only format-1 checkpoint, or
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`nil, code, message`:
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```lua
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{
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format = 1,
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kind = "overworld",
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identity = { gameVersion = "red", playthroughId = "..." },
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save = { -- canonical dynamic progress, excluding global options },
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runtime = { overworld = {
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map = "PALLET_TOWN", x = 5, y = 6,
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facing = "down", surfing = false,
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} },
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}
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```
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Capture deep-copies through the restricted serializer before and after
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`OverworldController:captureSave` synchronizes live map, tile, facing, and surf
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state. It excludes `save.options`, functions, userdata, threads, metatables as
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behavior, controller instances, and static content registries. Failure code
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`capture_failed` covers non-data progress and synchronization errors.
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### `mod.checkpoints:restore(game, checkpoint)`
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Returns `true`, or `false, code, message`. Before mutation it requires the current
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runtime to be capturable and validates a detached copy of the complete record:
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format, kind, internal identity consistency, current game/playthrough identity,
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map availability, integral in-bounds tile, facing, surfing, and synchronized save
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position.
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Validation codes are `invalid_checkpoint`, `unsupported_format`,
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`unsupported_runtime_kind`, `wrong_game`, `wrong_playthrough`, `invalid_map`, and
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`invalid_position`, in addition to the capability refusal reasons.
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The engine captures an in-memory rollback checkpoint, preserves current global
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options, then reconstructs semantic overworld state through
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`Game:restoreCheckpointSave`. Checkpoint entry suppresses normal map exit/entry
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events, `onEnter` scripts, forced-movement/current checks, and last-map rewrites;
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it does not emit normal `save.loading`/`save.loaded` lifecycle events. After
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reconstruction, the engine recaptures and byte-compares normalized data. A failed
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apply rolls back and returns `restore_failed`; failure of that rollback returns
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`rollback_failed`.
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Durable recovery remains a caller responsibility: in-memory rollback handles a
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runtime exception, not process termination.
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## Runtime boundary and future kinds
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Format 1 intentionally rejects battles, menus, transitions, animations, and
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suspended/queued scripts. Future battle or explicit script-checkpoint kinds must
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have separate inventories, validation, reconstruction, deterministic RNG, and
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differential tests; they are not implied by this RFC.
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## Migration note for existing mods
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**Nothing.** No existing hook, event, save, controller, or world action changes
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when `mod.checkpoints` is unused. The reconstruction path is called only by a
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successful public restore after validation.
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## Parity tests
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- **No-mod:** the complete ROM-free engine suite and existing world behavior stay
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green; ordinary New Game/save/load allocates no checkpoint identity.
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- **Public Mod API:** a real API-2 entry chunk proves stable inspection and every
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unsafe refusal, detached data-only capture, exact map/tile/facing/surf sync,
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`A -> mutate B -> restore A -> recapture A2` equality across representative
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progress, settings preservation, compatibility rejection without mutation,
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map-side-effect suppression, and injected reconstruction rollback.
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## Deprecation etiquette
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Nothing deprecated. This adds one public facade and a checkpoint-only semantic
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reconstruction route.
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