PASS (0) Compiler-Component-Duration.Tests.js
PASS: duration mandatory-build, stopwatch persistence, skipped ETA deduction, estimated packaging overhead, UI telemetry, 95/99.999 caps.

PASS (0) Compiler-History-Array-Safety.Tests.js
PASS: UI /start numeric history sanitization and component-overhead history regression.

PASS (0) Compiler-Mindrealm-Release-Integration.Tests.js
PASS: Mindrealm target constraints, manifest ETA caps, shared progress module, external release output integration.

PASS (0) Compiler-Progress-UI-r28.Tests.js
PASS: graphical ETA 95%, overflow duration, 99.999% pending, success 100% lock, failure freeze and new-run reset.

PASS (0) Compiler-Red-Failure-AutoFlush.Tests.js
PASS: shared compiler progress failure RED, 0%-fail visibility, terminal position, freeze/resume countdown, pagehide/beforeunload Auto-Flush, atomic options payload, keepalive fallback.

PASS (0) Mindrealm-Assembler-DLL-r44.Tests.js
PASS: assembler PE import walk, DLL resolution, arch guard, no online untrusted DLL download, PATH scoping

PASS (0) Mindrealm-CHOP-Reverse-Face-r57.Tests.js
PASS r57: 512 six-view orientation/voxel combinations; six independent material files for 29 models; native BACK/RIGHT/BOTTOM UV centering; alpha-only opt-in mirroring; four-panel face selectors.

PASS (0) Mindrealm-CHOP-Tile-Editor-r56.Tests.js
PASS: 29 actors, 174 TIL encode/decode roundtrips, six-way voxel checks, repair with 0 original projection losses and 0 added coverage pixels, no lost pixels after repair, 29 model front-based rebuilds with exact voxels, ZIP export.

PASS (0) Mindrealm-Conditional-Libm-Link-r47.Tests.js
PASS: Linux-only libm and Win32/Win64 omit -lm from Mindrealm source.

PASS (0) Mindrealm-Gamepad-Microcode-r40.Tests.js
PASS: layout-specific runtime bytecode compile/execute semantics, physical masks/chords, held vs edge, hot reload integration and PHLEGM-host trigger extension

PASS (0) Mindrealm-Headerless-C-ABI-r43.Tests.js
PASS: target-specific C headerless ABI and compiler probing / incremental source dependencies

PASS (0) Mindrealm-InMap-Player-Controls-r54.Tests.js
PASS r54: in-map keyboard/gamepad turn + strafe, held glide, ring unchanged, old per-layout shoulder actions preserved

PASS (0) Mindrealm-InputVM-Array-Parameter-r46.Tests.js
PASS: FreeBASIC input array-descriptor syntax and r46 manifest.

PASS (0) Mindrealm-Native-C-Toolchain-r42.Tests.js
PASS: target-architecture C headers preflight, fallback and shared native object cache

PASS (0) Mindrealm-POV-CHOP-Plasma-Turn-r55.Tests.js
PASS r55: 29 complete six-direction actor models (174 directional TILs), single-view full-cube stairs, POV blast/erasure and release-only turns preserving Ring

PASS (0) Mindrealm-Player-Facing-Mocks-r59.Tests.js
PASS r59: beast/vendor/powerup use camera-facing TIL cutout mocks (static, moving, defeated); plasma erasure survives; true 3D world/doors/gates/stairs and Ring/player behavior untouched.

PASS (0) Mindrealm-Pov3D-r33.Tests.js
PASS: Mindrealm v1 r33 GPU POV source integration and conservative camera bounds (native runtime not executed)

PASS (0) Mindrealm-Pov3D-r34-Compiler.Tests.js
PASS: FreeBASIC shared string fix and POV player-mock removal (native compilation pending)

PASS (0) Mindrealm-Pov3D-r35-Glide-Synchronization.Tests.js
PASS: camera, player map sprite and gliding creature textures share map glide phase; boundary visibility preserved

PASS (0) Mindrealm-Pov3D-r35-Textures.Tests.js
PASS: r35 GPU tile texture uploads, per-entity canonical sprite selection, alpha handling, and asset references

PASS (0) Mindrealm-Pov3D-r36-Turn-Interpolation.Tests.js
PASS: smooth camera yaw uses map glide clock, shortest 90-degree arc, explicit 180-degree tie breaker, and turn-only boundary motion

PASS (0) Mindrealm-Pov3D-r37-Floor-Debris.Tests.js
PASS: textured GPU ground, actual 2D debris TIL, reset/seeded/destruction debris state and map POV parity

PASS (0) Mindrealm-Pov3D-r38-GPU-Bump.Tests.js
PASS: standard TIL untouched; brighter = higher; cached central differences; GPU lighting normals on wall cubes/debris panels

PASS (0) Mindrealm-Pov3D-r39-Backends.Tests.js
PASS: r39 compiler identifier, D3D11 API, GL isolation, CPU triangle fallback, architecture-specific native build wiring

PASS (0) Mindrealm-Pov3D-r48-Map-Overlay.Tests.js
PASS: r48 320x200 POV, player-free camera, upper-right 80x50 map at 30%, independent encounter log

PASS (0) Mindrealm-Pov3D-r49-POV-Local-Movement.Tests.js
PASS: player-centered edge-clamped 1/4-area inset, 80x50/30% overlay, relative forward/back/strafe and smooth yaw controls

PASS (0) Mindrealm-Pov3D-r50-Pointer-Index.Tests.js
PASS: r50 FreeBASIC pointer subscript guard and revision metadata

PASS (0) Mindrealm-Pov3D-r51-CHOP-Doors-Triggers.Tests.js
PASS: canonical 8x8 TIL -> full-cube CHOP door/locked-door/gate mesh, 1 batch, 4 layouts L2/R2 hardware normalization [ [ 'door', 64, 32 ], [ 'locked-door', 63, 36 ], [ 'gate', 52, 72 ] ]

PASS (0) Mindrealm-Pov3D-r52-Cubic-CHOP-Projections.Tests.js
PASS: door front/side projections reproduce 64 TIL pixels
PASS: locked-door front/side projections reproduce 63 TIL pixels
PASS: gate front/side projections reproduce 52 TIL pixels
PASS: full cube CHOP extrusion, single barrier texture, six exposed-face directions

PASS (0) Mindrealm-Pov3D-r53-Door-Gate-Cube-Fit.Tests.js
PASS: 3D map cube fitting (X=1, Z=1, Y=1.10); all 8^3 voxels bounded; original alpha carving and same front/side texture; door, locked-door, gate

PASS (0) Mindrealm-r58-Imported-Tiles-Facing-EndUser.Tests.js
PASS r58 assets + r59 player-facing rendering: 174 user TIL files, 29 coherent 6-view voxel models, editor seed parity in 4 bundles; 4 cardinal actor headings, rigid rotation/occlusion, moving and erased mock state, player heading, both End User package routes.

PASS (0) Revision-First-Archive-Naming.Tests.js
PASS: Mindrealm-v1-r59 revision-first filename, manifest, shared compiler, legacy discovery, bootstrap
