Mindrealm v1 - Synchronous Curved Windshield-Wiper Removal - Checkpoint 05

Clarifies and replaces the prior per-beast flying/swiping movement effect.
Every explosion retains an independent list of visibly defeated beasts, and
all of their 8x8 monster cells start the wiper together when that blast ends.

The wiper is a circular-arc wipe concentric with the explosion (using pixel
radii from the blast center), sweeping from the near side toward the far side
of EACH monster's cell. Each cell normalizes its radius range separately, so
all affected cells complete simultaneously, even at different distances.
The monster art stays anchored inside its original cell and is erased behind
the curved wiper edge with a small antialiased leading boundary; there is no
sprite sliding, translation, offset, explosion-wide stagger, or independent
per-monster timer. Every later explosion starts a fresh wipe batch.

The map mutation, defeat accounting, fog masking, state resets, deterministic
RNG, compiler UI, bootstrap, and versioned ../../Mindrealm v1/ clone path are
unchanged. Normal text uses CRLF; Linux shell scripts retain LF.

Validation: ZIP CRC, filename/paths, structure, synchronous animation source
invariants, unaffected compiler/bootstrap bytes. Native FreeBASIC compile and
visual runtime behavior were not tested in this environment.
