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fix: account for measured frame time in OoT game stepping - #11

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MD5Visual:feat/oot-bootfrom
baromas:review/oot-frame-step-md5
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baromas wants to merge 1 commit into
MD5Visual:feat/oot-bootfrom
baromas:review/oot-frame-step-md5

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@baromas

@baromas baromas commented Nov 7, 2026

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The v131072 game derives its frame step from the target rate. When real rendering is below that rate, game time can lag wall time. Use an averaged measured interval through the existing frame-time callback, while retaining the original division and preserving its larger step. Verify the original instruction, text padding and range before installing the veneer. DM_FRAME_DELTA=0 restores the original calculation.

The native ARM64 fixture passed on this base, including the original mode and invalid-site/padding controls. The combined Mac runtime used the change in gameplay. The original opening has a separate frame-counted timeline, so this does not fix the opening voice drift on its own. The isolated branch still needs an in-game timing comparison.

Use the existing render timestamp callback and guard the original ARM64 instruction and stub padding. Keep the original frame step available through DM_FRAME_DELTA=0.
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