Seiken Densetsu 3 English v1.01 — adventure files and snapshots
Website wrapper 1.1.0 — November 3, 2026

PLAYING
Open an existing .srm adventure file or create a new one before startup.
Direct mode asks you to choose a file or folder. New-file creation refuses an
existing name, including an empty file. Canceling or choosing invalid bytes
does not start a blank adventure. Your file handle lasts only for this page.

If direct access is unavailable or unsuitable, expand Use download mode and
acknowledge that you must keep and reopen the latest downloaded file. This is
an explicit alternative: it never silently replaces direct saving or claims
that a download overwrote your original file.

Save at a goddess statue in the game. Once changed, recognizable SRAM remains
stable across running samples, a reminder pauses the game. Save file explicitly
writes the chosen file; Not now, Escape and the X retain the pending update.
You can reopen the reminder. In download mode, keep the latest requested file
and open it next visit. A download cannot be verified as an on-disk overwrite.

Direct writes require permission and a confirmed exclusive writable stream.
Full bytes are compared before locking, after locking and before close. Close
is awaited, then the complete file is read and compared with the intended
bytes. Conflict or an uncertain write blocks play and further writes; preserve
the offered recovery copy and reload with the file you intend to use. Permission
retry is a separate user gesture and does not automatically save pending data.
The temporary pre-Load recovery copy is kept only for an uncertain queued Load;
a confirmed Load clears it so a later file conflict offers the newest pending
adventure bytes rather than an older pre-Load copy.
The browser API does not provide a universal atomic create-if-absent operation;
creation checks absence and emptiness but cannot prove away every empty-file
creation race. It never intentionally replaces an existing named file.

EIGHT SNAPSHOT SLOTS
Choose a slot and name. Save captures a paused native state. Replacing a slot
requires confirmation and checks that the displayed record has not changed.
Load requires confirmation, validates identity/checksums/native layout, waits
for native completion and leaves the game paused. Use Resume game explicitly.
Download backup exports a slot; Import backup stores into the selected slot
without loading the game. Import and replacement failures preserve the old slot.

Snapshots and .srm adventure files are different. Load preserves current native
SRAM by deriving a private state payload with the current entire SRA block;
the stored snapshot stays unchanged. The native block_sram_overwrite option
adds a second guard. Use snapshots outside an in-game save operation. Loading
an old moment can lead to future game decisions replacing progress if you then
save in-game and explicitly save the adventure file.

Compatibility identity: supplied English fan translation v1.01 by LNF,
Neill Corlett and SoM2Freak; ROM SHA-256:
de87e4e9579b2d53e1fa25eeef456034c53c8bfd951f6ed9c2e9968044ba0532
EmulatorJS 4.2.3 / Snes9x legacy 2.0.2.
Native SRAM: 8192 bytes; path in private MEMFS:
/data/saves/Snes9x/seiken-densetsu-3-en-v1.01.srm
Blank SRAM is 0x60-filled. Populated records need valid SD3 checksums and
recognizable character data. Raw SRAM does not contain a ROM revision hash;
this validation proves structural compatibility, not cryptographic origin.
Native state: RASTATE v1 / S9x snapshot 0012, exactly 823432 bytes.
No PS1 parser, addresses, memory-card size or Java checkpoint layer is used.

STORAGE AND PREVIOUS SAVES
The stable eight-slot database is cosom-seiken-densetsu-3-state-slots-v1;
backup format is cosom-seiken-densetsu-3-state-v1. Browser storage is local to
this origin/profile and may be cleared by the browser; keep exported backups.
No file handles or adventure files are uploaded or silently persisted elsewhere.
The old cosom-seiken-densetsu-3-game single-snapshot database and its exact
edition/ROM/core key remain intact. Previous browser snapshot recovery reads
that one record only when requested. Older exported .seiken-densetsu-3-save
wrappers can also be imported. Both paths verify checksums and the native
profile, store into a reviewed new slot, and never load automatically.
Old IDBFS SRAM is not mounted or migrated by this new chosen-file flow.
The story checklist keeps its original separate key and objective identifiers.

IMPLEMENTATION AND ACCEPTANCE
The user's November 3 save-system handoff was adapted to this SNES core.
Its private reference packet is not republished. The editable browser source,
adaptation notices and state/file modules are in browser-wrapper-source-1.1.0.zip.
The prior wrapper archive, prior release and November 2 development note remain
available unchanged. ROM, runtime, music, sounds, graphics and walkthrough bytes
are retained unchanged from the previous release.

Disposable checks include 36 file-session tests, 24 state-storage tests, exact
retained-WASM blank/synthetic SRAM startup and state probes, and browser UI /
OPFS real-stream checks. Storage/native fixtures are not real game saves.
The native Load fence observes the private state file close and verifies loaded
CPU, registers, RAM and preserved SRA before success. A timer is only a failure
deadline. Uncertain queued Loads disable Resume, game inputs, cheats and writes;
SRAM recovery and intact slot backup export remain available.

Genuine statue-save -> chosen OS file -> reopen page -> in-game Load acceptance
has NOT been performed. nativeGameSavingVerified remains false. Campaign play,
cheat behavior and physical controllers remain outside this update's checks.
See save-system-acceptance.json for the dated, explicit acceptance record.
