launcher: notice when an interrupted apply was finished or rolled back (retries while another window applies), windows take over config changes made in another window, hints and settings wrap at the minimum window size, data paths with .. cleaned up, boot-to-level starts bound to their level (ignored for other levels)
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@@ -10,7 +10,16 @@ no world map. Used by the level editor's Play button (details, offsets and tests
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| `slot` | 3 | save slot the game plays with (new game if empty) |
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| `logos` | on | skip logo movies and title screen (skipped if intro-skip already patched them) |
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| `quitOnEscape` | off | Escape (pause) ends the game at once through the normal exit path |
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| `start` | empty | "x, y, z[, yaw]" in cells: moves the level's player start (WAD rebuild) |
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| `start` | empty | "x, y, z[, yaw][ @ world/chapter]" in cells: moves the level's player start (WAD rebuild) |
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**Start bound to a level** (2026-11-07): a start with "@ world/chapter"
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(`BootToLevelMod.formatStart(world, chapter, …)`) is used only while `world`/`chapter` name that
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level; for any other level it is ignored with a progress note ("Player start ignored: it was set
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for world W chapter C") instead of failing with "no collision floor" (a play-test whose restore
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never ran left its start in config.json, and every later apply for another level failed). A start
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without "@" applies to whatever level is chosen (old configs, hand-typed values) and is still
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checked strictly. Tests: `BootToLevelModTest.startOfAnotherLevelIsIgnored`, `parsesStartLevel`.
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The editor's play-test (`PlaytestRunner.install`) should write the bound form – see the report.
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Patches: `jmp` at 0x549C50 (main-menu frame handler) → once: read slots (FUN_0041c0e0), load
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slot (FUN_0041cc70), set tribe/world/chapter/map 0x584EB4…, music shutdown, state 0x5846E4 = 3,
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