Wonder Boy in Monster World: automatic progress and trigger controls
Thirty original-state goals and eighteen route tips follow the adventure; right-trigger fast-forward and left-trigger rewind use the selected speeds.
What changed
- Added automatic tracking for30 original quest/item/equipment/final-result goals across all9 chapters, plus18 route tips. All48 IDs, manual corrections and checklist import/export remain compatible.
- Automatic goals follow the currently loaded adventure. Older saves, rewind and new-game transitions replace automatic facts, while manual corrections remain separate. Verified paused states can be read without resuming gameplay.
- Added guarded standard-controller trigger holds for Player1: right trigger for fast-forward and left trigger for rewind, using the selected speeds. Selection, release/rearm and lifecycle boundaries have synthetic tests; physical hardware remains unverified.
- Preserved both previous dated articles and all existing journal content. Original ROM/core, save formats, namespaces and recovered media remain unchanged.
Verification
- The142 native/module and18 player integration contract checks retain their recorded run chronology. After one Completed-view note changed, the28 checklist UI/state contract checks were rerun against the final route script.
- All30 rules passed36 positive-branch and49 missing-required-leaf reader cases. One hundred paused observations preserved native state, RAM, battery, controller and source-save hashes. Original-code mapping passed47 checks.
- Thirty-one synthetic controller-trigger check groups cover retained vendor callbacks, adapter ordering, thirteen lifecycle boundaries and release/rearm behavior.
- Original reward progression, rewind rollback, trigger lifecycle and read-only OS-picker behavior were observed in foreground Chrome. Their unchanged execution logic is carried across one UI sentence by a byte-exact inverse proof. The final Completed note was separately reloaded and checked in IAB; this does not claim another gameplay or OS-file test.
- The immutable0.1.2 baseline protects every out-of-scope file and both older articles. Historical OS selected-file writer, inn browser and media evidence retain their original bindings.
Limits
- The 710 decoded graphics banks are preserved tile data. Complete character animation mappings, all palette assignments, later-area compositions and full world maps remain unfinished.
- Music uses verified score intervals from new original-driver recordings. Video-frame boundary precision, fractional tempo variation and FM/PSG phase mean this is not an exact physical-chip cycle claim. Gameplay event names remain command-based.
- No-hitbox, HP and magic behavior are verified by exact-core original-routine fixtures. Every enemy, projectile, boss and scripted-death path has not been played through.
- Fast-forward selections are target ratios. The browser/native scheduler can run above or below the selected ratio, particularly at high speeds. Rewind is sampled and its duration is bounded by a 32 MiB journal.
- Gold buttons change the actual spendable balance and report the total. The original HUD refreshes its digits on a normal pickup or purchase.
- Physical controller operation and the full campaign remain unverified. Assisted native gameplay has verified the first inn save and original reset/Continue; browser and selected-file tests are recorded separately.
- All30 story goals use exact original-state predicates. Eighteen travel/input/preparation tips retain their instructions without claiming permanent action history. A full campaign replay remains unverified.
- The controller trigger tests use synthetic Gamepad events, actual retained vendor callbacks and adapter order fixtures. Physical controller hardware is unverified.
- Current native/module and route browser tests are separate from retained0.1.1 OS selected-file writer and ordinary inn browser evidence.
Automatic route evidence · Controller trigger evidence · Development journal