DKR-R v1.0.9 vehicle playtest 18

This build adds support for Syeo's updated karts.zip exports. Import the ZIP
through Import Mods, then choose your car from Track Select as before.
Windows and Linux players need this same build for an online match.

WHAT HAS CHANGED

Playtest 17's CPU driver fix checked the wrong native register. It treated
the Settings racer-row pointer as the vehicle type, so the condition never
removed the CPU's skip-LOD0 flag. This build checks the actual vehicle ID
in fp/r30. The pipeline also verifies its native table-index instructions
and the separate Settings-pointer register for both ROM revisions.
The offline selector logs its actual selected driver LOD for the first
32 racer draws. This is bounded diagnostic output, not per-frame spam.

Maximum Vehicle Detail now has the highest driver model available for CPU
racers too. Retail deliberately skipped LOD0 (and sometimes LOD1) at spawn,
so its "highest available" selection could still mean a lower-detail model.
Primary cars, hovercraft and planes now retain those models using native
loaders and matching animation buffers. This preparation is the same on
every peer; your graphics preference stays local and still controls what
the renderer displays. Bosses and ghost spawns keep their original policy.
There is some extra resident-model memory, even with the option off; native
allocation checks and the existing guest memory limits remain in place.

Experimental Rollback's optional high-detail redraw uses the LOD0 driver's
own reviewed chassis mask when a custom car is selected. It keeps the
driver seated, without drawing the original car on top of the custom one.
Its private pose scratch now has a separate address range from custom-car
texture uploads. No low-detail animation buffer is used with a high model.

The race-end sun/lens-flare tint covers the full window until the wooden
results frame has actually appeared. After that it follows the framed race
view. The Track Select rule is preserved, with balanced per-draw scopes.

Custom wheels keep spinning during the end-race drive instead of freezing
the moment you finish. The game temporarily marks your racer as a CPU
inside each post-finish update. The wheel updater now keeps your original
player identity for that handoff, after checking the exact primary racer
object. It does not guess ownership from the character or race position.
The same continuous wheel phase, speed, braking and interpolation remain;
there is no finish-line reset, extra animation tick or always-spinning timer.
Normal CPUs, ghosts, cameras, physics and checkpoint layout are unchanged.

Custom car materials now keep the source PNG's full RGBA colour channels
when they fit the native RGBA32 tile banks. The supplied pack's textures
all fit. Car-only point sampling keeps their pixel-art edges crisp instead
of smoothing them again. No images are resized and menu/driver/track/water
filtering is unchanged. Larger previously accepted tiles retain the safe
RGBA16 fallback; the native texture and staging budgets are not increased.
The supplied material images are 32x16 or 32x32, so there is no hidden HD
version to recover. Higher-resolution detail needs higher-resolution source
art and a separate larger-material path, not artificial upscaling.

Custom cars now honour Maximum Vehicle Detail through the same effective
graphics option as character models. When enabled in the Modern profile,
each custom car keeps its highest-detail LOD0 mesh, including its wheels.
Turning it off restores normal distance-based vehicle LODs. Accurate keeps
its original policy. This is a local renderer-only preference, including
for CPUs and split-screen views; it does not change online simulation or
require everyone to choose the same graphics setting. No mod re-export
or re-import is needed if you already installed the playtest-14 car pack.

Each car now reads its own ten driver seat positions and fixed driver
references. Custom characters use their original base driver's entry.
The old 20-unit forward adjustment and Diddy-reference correction are NOT
added to this new format. Older supported exports retain their old path.

Car geometry now follows the declared origin, scale, yaw and translation.
Driver seats do not inherit that car transform. Wheel pivots follow their
wheel geometry, with the existing smooth high-speed wheel interpolation.
Gold Mantis can leave both rear-wheel assignments empty without failing.

The current pack already has native-safe material images. No additional
downscaling, larger texture limits or texture-pack changes were needed.

When an incoming car has the same name as a different installed car, you
can replace the older copies, keep both, or cancel. Replacing preserves
the prior enabled state and keeps the old immutable files and catalogue
history for recovery. Identical package imports remain a no-op.

The accepted Magic Code work isolation, online music/asset repairs, native
vehicle picker, random CPU cars and reviewed character ownership remain.

FOR YOUR PLAYTEST

Extract the complete build into a fresh folder. Do not mix old and new
runtime/worker files. Import the supplied karts.zip. If you already have
older versions installed, choose Replace older copies to avoid accidentally
selecting one of those exports instead.

Check the supplied cars with the original drivers and your custom characters.
Gold Mantis intentionally has different seats for different base drivers;
its sideways seat offsets must not be automatically centred.

Check acceleration, reversing, steering, fast wheel spin, camera changes
and distant LODs with Maximum Vehicle Detail both on and off. Also check
local multiplayer and an online match with everyone on this same build.
Custom cars remain Track Select-only.

With Maximum Vehicle Detail on, look at custom CPU drivers approaching and
passing your car. Check the same in 2/3/4-player split-screen and online,
including one online player with the option off and another with it on.
Also finish a sunny race and watch the tint before and after the wood frame.

Finish a race in a custom car and watch its wheels through the end-race
drive and results camera. In multiplayer, finish with each human player
while the others are still racing. There should be no sudden wheel freeze
or phase jump at the line, and stopped/braking cars should behave normally.
Look at the car decals, body edges and wheels up close, and check that
their transparent areas and repeating UVs still look right. Texture edges
will look crisper; these small source images have not become HD artwork.

The exporter describes Banjo and T.T. anchors as estimated references.
Unexported custom-driver authoring yaw cannot be recovered by the game.
Those remain authoring/visual acceptance points, not guessed corrections.

Compilation, linking and static archive/source/package inspection only.
No game, mod, test harness, helper or AppImage was executed by the agent.
Gameplay acceptance is yours. No installed mods or saves were modified.

This is an unsigned playtest, not a published automatic-update release.
