Civilization (SNES) Static Recomp 1.3.0

Frontend and integration features
---------------------------------

- Native accessible Win32 launcher with windowed and full-screen presentation,
  exact rational NTSC pacing and an optional title-bar FPS counter.
- New saved Wide Screen mode, enabled by default, expands live world-map play
  from 256x224 to 398x224 with real generated terrain rather than stretching.
- Wide Screen preserves fog of war and supports cursor movement, unit selection
  and land inspection in the added left, right, top and bottom map areas.
- Menus, city screens and other non-map scenes automatically remain at their
  authentic 256x224 geometry.
- A 398x224 Wide Screen frame uses its real near-16:9 aspect in a window and
  fills a 1920x1080 full-screen display without cropping or 4:3 distortion.
- F8 saves the active 256- or 398-pixel core framebuffer in windowed mode and
  captures the complete presented screen while full-screen mode is active.
- Five persistent full-machine snapshot slots, battery SRAM, configurable
  keyboard and SDL gamepad input, and settings stored beside the executable.
- Accessible Welcome, Settings, Controls, Audio Settings, snapshot and static-
  failure windows restore focus to the launcher or running game when closed.

Audio
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- The static core executes the project-owned Full Static S-SMP and 32-phase
  S-DSP authority and produces native 32,040 Hz stereo PCM with no interpreter,
  runtime DSP library or emulator fallback.
- The Mesen-derived DirectSound frontend presents that PCM to the selected
  Windows device and resamples speaker output only when required.
- Configurable output device/rate, volume, Hermite/linear/nearest resampling,
  optional 0-40 ms extra latency, safety prebuffer, ring buffering, drift
  correction, stale-audio recovery and resume fade.
- Extra latency is disabled at zero by default.

Static core and validation
--------------------------

- Frozen Full Static W65C816 authority contains 103,584 exact processor
  contexts across 280 compact ahead-of-time shards, with fail-closed dispatch.
- Wide Screen terrain is generated from live game state and uses bounded caches
  and map-state checks; it does not replace or bypass compiled game execution.
- Native and Wide Screen windowed/full-screen screenshots, fog-of-war behavior,
  cursor interaction, snapshot continuation, settings persistence and audio
  operation were tested before packaging.
