boot: normal reset power-on failed 0 pending 1 counted 0 prev_stage 0 (none)
PASS: 192-frame halves, 512-byte extra DMA RAM over Stage34, 32-frame control blocks; real ISR output/guards; one-time BASS collection reset, OFF, other favourites preserved, persisted marker/new entries retained
boot: normal reset power-on failed 0 pending 1 counted 0 prev_stage 0 (none)
PASS: actual emulator ISR Gate silence/Off recovery, live sound
boot: normal reset power-on failed 0 pending 1 counted 0 prev_stage 0 (none)
layer: open 6 (locked)
metro: cells Click BPM Sidechain Loop trans
PASS: SEQ KNOB3 On/Off, exact bypass, beat duck/recovery, stereo smoothing, all signatures, free-loop wraps, EMPTY/STOPPED internal pumping, real queued USB/UART clock at 20/120/300, phase restart, duplicate filtering, dropout bypass, master unchanged
boot: normal reset power-on failed 0 pending 1 counted 0 prev_stage 0 (none)
layer: open 6 (locked)
loop transpose: +7 semitones
metro: cells Click BPM Sidechain Loop trans
loop transpose: +12 semitones
loop transpose: -12 semitones
loop transpose: +0 semitones
PASS: SEQ KNOB4/UI, +/-12 clamps, all performance modes, live retuning and bass, shared note ownership, clipping recovery, scheduled offs, unchanged loop records
audio: overload keeps each part's MONO lead and lowest POLY note                  ok
audio: overload frees its victim within one control block                         ok
audio: a lead alone on each part stays protected                                  ok
audio: overload frees a held one-shot drum without waiting for its decay          ok
audio: UNISON loses an extra voice and retains its lead                           ok
audio: overload can reclaim stale POLY voices after a MONO / LEGATO change        ok
audio: overload can reclaim stale POLY voices after a MONO / LEGATO change        ok
audio: released voices shed the quieter tail first                                ok
audio: an auxiliary interrupt does not render a DMA half                          ok
audio: one slow half records elapsed load but does not shed yet                   ok
audio: a second slow half in a row requests shedding                              ok
audio: DMA advancing during a render is counted once                              ok
audio: TIMER5 nested in the render counts toward the deadline                     ok
audio: slow halves that are not consecutive do not shed                           ok
audio: steady CPU load converges without integer smoothing bias                   ok
audio: all passed
PASS: target C syntax dual-core 0/1; assembly/linking and hardware timing need Mac target build
