DKR-R v1.0.9 - Mod runtime repair 1

This build keeps the accepted custom-car changes and fixes the Magic Code
call accounting, the mod-added viewport drawing heaps and empty HUD scopes.

Extract the complete package into a fresh folder. Do not copy only the launcher
over an older libexec folder. No ROM, save, installed mod or login is bundled.
Keep a backup of your saves before using a development build.

Existing API 1 and API 2 Custom Magic Codes do not need rebuilding. Simple
SDK calls such as setting lookups no longer use a shared 128-call allowance.
Each package has its own deterministic work ledger. Real native calls are
charged once. Memory permissions and runaway-code/stack checks remain.

Joint Venture changes the hub to two viewports after the original outer
loader has already chosen one-player drawing buffers. This build reconciles
those buffers before track generation and admits unused expansion RAM for
the extra viewport where the allocator is still using the stock 4 MiB pool.
It does not allocate more guest RAM. Empty HUD scopes no longer accumulate
against the per-command marker ceiling. Malformed commands/triangles are
still rejected; the decoder now records their first raw command words.

Please check your original enabled-mod combination, including Rainbow Rumble,
then Joint Venture hubs/bosses, HUDs and scene changes. Also check ordinary
Track Select, both supplied custom cars, CPU cars, trophies and 1-4 players.
For online play, both PCs must use this complete build: it has a new rollback
contract. Do not mix it with an earlier car playtest or the public 1.0.8 build.

Compilation, source receipts and package inspection are performed during
delivery. Gameplay and hardware checks are left to you. If a failure remains,
close normally and send runtime.log; the new messages include package-specific
work counts, allocated/requested viewport layout and malformed command data.
