Rock n' Roll Racing (SNES) Static Recompilation
Version: 1.0.0
Platform: Native 64-bit Windows 10 and Windows 11
Executable: Launcher.exe
ROM: Required externally; not included

Version 1.0.0 release summary
-----------------------------

- Initial production release of the Rock n' Roll Racing SNES static
  recompilation and native Windows launcher.
- The supported USA NTSC cartridge executes through ahead-of-time native
  S-CPU, S-SMP and S-DSP authority. No general-purpose SNES CPU or SPC700
  interpreter, runtime opcode decoder, JIT, dynamic recompiler, runtime
  learning system or emulator fallback is present.
- Graphics, sound, races and player actions are generated live from machine
  state and input; they are not prerecorded.
- The required unheadered ROM is 1,048,576 bytes with SHA-256
  9d721753301278325c851f1843d669a697aed757dcf6495a31fc31ddf664b182.

Static-core summary
-------------------

- The production S-CPU authority contains 24,835 exact PBR:PC:E:M:X contexts,
  28,911 guarded successor relations and one exact timing row per context.
- Lossless compaction represents those contexts through 309 shared semantic
  templates across 81 address shards. Offline reconstruction confirms every
  compacted body matches its uncompacted generated body.
- The audio core contains 1,629 exact-PC SPC700/S-SMP bodies and an exact
  project-owned 32-phase S-DSP implementation.
- Unknown execution or hardware states fail closed and produce detailed
  diagnostics instead of selecting an emulator fallback.

Version 1.0.0 frontend features
--------------------------------

- Native Win32 launcher, menus, toolbar and keyboard-accessible dialogs.
- Portable Release build with the Visual C++ runtime and SDL3 statically
  linked; no separate SDL DLL is required.
- Windowed and full-screen presentation with optional integer scaling.
- Natural NTSC frame lock follows 39,375,000 / 655,171, approximately
  60.0988 FPS, and is enabled by default.
- Optional live title-bar FPS display, disabled by default.
- F8 captures the game frame in windowed mode and the complete presented
  screen while full screen is active.
- Configurable keyboard or SDL3 gamepad input, accessible/classic keyboard
  layouts, gamepad rebinding and opposing-direction filtering.
- Full Screen When Playing, Auto-Run, Pause on Focus Loss, scaling, current
  snapshot slot and first-run Welcome state persist in settings.ini.
- Escape switches between gameplay and the launcher without resetting the
  static machine.
- The Welcome, About/error, Snapshot and Audio windows restore focus to the
  previous valid control after closing. The resizable Welcome layout is
  constrained to the monitor work area and supports Tab, Shift+Tab, Enter and
  Escape.
- Five full-machine snapshot slots include S-CPU, scheduler, DMA, PPU, input,
  S-SMP, S-DSP, ARAM and rendered-frame state. Files are versioned, integrity
  checked and replaced atomically. Press 1 to save and 2 to load the selected
  slot; F2/F3 open the detailed Save/Load windows.
- The clean release includes Rom and Screenshots instruction folders. Captured
  images are written only when requested; Saves and Logs are created only when
  the application has corresponding data to write.
- Fail-closed errors produce a detailed text log in the Logs folder and a
  readable Close-button window.
- Losslessly compacted S-CPU authority: all 24,835 exact contexts are retained
  as frozen records selecting 309 shared semantic templates across 81 shards.
  Offline reconstruction proves each compacted body matches its uncompacted
  generated body; no runtime decoder, learning path or fallback was added.

Frontend audio
--------------

The static core executes 1,629 exact-PC SPC700/S-SMP bodies and an exact
32-phase project-owned S-DSP, producing native 32,040 Hz signed 16-bit stereo
PCM. The frontend does not substitute streamed music, captured audio, an
emulator APU or a host synthesizer.

Completed DSP batches enter a bounded frontend FIFO and a DirectSound circular
buffer. The selected output rate is 48,000 Hz by default, using Hermite
resampling. Audio Settings includes output enable/device, volume, optional
0-40 ms forced latency, output rate, Hermite/linear/nearest resampling, safety
buffer, bounded drift correction, tolerance, maximum rate adjustment, averaging,
integral correction, underrun recovery/threshold/realignment and resume fade.
Forced latency is disabled by default.

Version 1.0.0 validation
------------------------

- Clean Visual Studio 2022 x64 Release build and ten ROM-free CTest targets.
- Production reconciliation of every S-CPU context, successor and timing row,
  all 1,629 static S-SMP PCs and all 32 static S-DSP phases.
- A 180-second title/demo run produced 5,767,199 known PCM frames, zero unknown
  PCM frames and no static-core stop.
- The natural route reached a live race and exercised steering, primary weapon
  input and deterministic snapshot replay with continuous audio production.
- Windowed/full-screen presentation, F8 capture, settings persistence, input
  latching, resampling and fail-closed logging are covered by tests or manual
  release validation.

Release package
---------------

The Windows package contains Launcher.exe, README.txt, VERSION.txt,
THIRD-PARTY-NOTICES.txt, SDL-LICENSE.txt and SNES9X-LICENSE.txt, plus Rom and
Screenshots instruction folders. It does not contain the game ROM, settings,
snapshots, captured screenshots, logs or development evidence.

Keyboard shortcuts
------------------

Escape  Play or pause; switch between the game and launcher
1       Save the current snapshot slot
2       Load the current snapshot slot
F1      Welcome and shortcut help
F2      Save Snapshot window
F3      Load Snapshot window
F4      Settings
F5      Controller Bindings
F6      Audio Settings
F7      Run the selected ROM
F8      Capture a screenshot
