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The branch forked 79 commits before main and 98 before dev. Resolutions: 1. Aspect ratio: dev's implementation stays (camera patch at page +56 on 1.4.3, tools/ultrawide_layout.py layouts per size in romfs-patches-<w>x<h>, the aspect = fit|stretch setting). The PR's second implementation is dropped: the aspect sets of patches-v121.txt and patches-v143.txt (the 1.4.3 one patched the same viewport sites as dev's), tools/aspect_layouts.py, the resolution.c shapes that limited game resolutions to 16:9, 16:10 and 21:9, and the picture_fit setting. Its letterbox code (gfx_fit_rect) is kept and reads TOTK_ASPECT. 2. Code dev changed where the PR moved it: the stick dead zone, the test gamepad and the paddles go to input.c; the DPI awareness, keep-awake and IME detach of gfx_window.c go to gfx_window_win.c; device fault reports and GPU breadcrumbs to gfx_present.c. gfx_window_dpi gets an SDL version. 3. dev's Win32 calls in shared code go through platform.h: the shader cache pack reader (PlatFile), the romfs overlay checks, the audio pacing waits, the motion, ASTC and device fault locks. plat_cpu_usable and plat_commit_info get Linux versions; plat_cpu_count counts the machine's processors on both. dpi_probe.c becomes dpi_probe_win.c. 4. assume_focus defaults to 1 as the PR has it (a load interrupted by a focus loss can stop for good) and stays live, with dev's Game tab row. 5. The frame limits 40 and 45 join dev's list. The BC 3D storage fallback for Vega only runs with TOTK_BLOCK_VIEWS_3D=1, since dev makes 3D BC images without block views by default. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>