DKR-R - Magic Code and split-screen rendering repair

This composition extends the accepted custom-car playtest 13. All authored
changes are in this Patch Pipeline directory. Input payloads, dependency
checkouts, RecompiledFuncs and RecompiledPatches are read-only.

SCOPE

1. Replace shared import-call quotas with transaction-local, per-package work
   accounting. SDK helpers are not native game calls. Native calls are charged
   once where a reviewed game function actually runs. Nested/mod-to-mod calls
   share the same owner ledgers and cannot reset a spent allowance.
2. Give initialization/loading more deterministic work headroom. Preserve the
   instruction watchdog, guest memory permissions, native stack and recursion
   checks. Host timing is never used to decide whether simulation continues.
3. Remove aggregate SDK 2 profile-work admission caps, not heap/RDRAM/archive
   bounds or exclusive-system ownership checks. Existing API 1/2 mods need no
   rebuild. New policy is part of both frozen code and rollback build identity.
4. Reconcile display-list heap layout after mod before_init_track callbacks.
   The supplied Joint Venture 1.1.0 source changes players=0 to players=1
   there, after load_level_game allocated the one-player buffers. Reallocate
   before track generation, not during drawing or a GPU task handoff.
   Only when the requested count increases, admit a validated retail pool's
   unused expansion-RAM tail, retaining a 128 KiB upper guard. This supplies
   headroom for the extra viewport/driver/HUD without increasing mapped RAM.
   Already-expanded or unrecognized pools are not changed. This is identical
   guest-state work in ordinary and owned worlds, not a host graphics option.
5. Cancel adjacent empty HUD/aspect begin/end scopes at one display-list
   address before admission to the fixed-size sidecar. Do not drop real
   scopes, accept malformed triangles or expand the 32-entry vertex cache.
6. Add bounded first-failure diagnostics for malformed rendering commands,
   drawing-heap layout changes and HUD resource allocation failures.

No game, mod, test, replay, benchmark, helper binary or AppImage is executed
as part of implementation/build inspection. Compilation and static source,
package and identity checks are not gameplay acceptance. The owner tests.
