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# Conflicts: # src/mods/Loader.lua
# Conflicts: # docs/modding.md # src/mods/Loader.lua # src/world/WorldAPI.lua
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Gen1Recomp mods can poll every interactive frame or pause Game simulation through
core.update; Gen2Recomped currently callsGame:update(dt)directly, so registered callbacks never run. Add the matching(next, game, dt)seam through a smallPlatformHooks.updatehelper, plus native capability and unified callback catalog entries.Depends on #143 and its public-API prerequisites. Merge those first and rebase before merging. This PR's new work is isolated in one commit: implementation-only diff. It does not require the rendering or shader PRs.
Normal interactive frames dispatch once outside the fixed-step loop. Omitting
nextpauses Game:update while the pausing wrapper and host housekeeping can continue on subsequent frames.next()forwards current arguments; explicit replacement arguments also change the native update target/delta. The hoisted native default discards Game:update results exactly as Gen1 does. Existing hook priority, error, unsubscribe and owner rules remain in force.The native host boundary is preserved: launcher/importer, editors, boot reports and absent-Game frames bypass the seam. Autopilot and coroutine-driver paths retain their direct deterministic 1/60 updates and bypass the hook, matching Gen1. No wrapper is added to Game:update itself, so these scripted loops do not acquire extra dispatch.
Includes a generic pause/poll example, documentation and a dedicated ROM-free workflow pinned to unmodified Gen1Recomp
79ea62f45fb2ea8f65d081a109431e4eb1bbdb36.Validation:
ROM-dependent tiers were skipped without imported data. These tests verify dispatch and native routing with spies, not full-world simulation, GPU rendering or OS event delivery.
Hosted workflows currently require maintainer approval (
action_required): API 3 contracts, portable input hook contract, ci, portable core.update contract, portable logical mod input contract. No hosted pass is claimed.