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- --headless: no rendering/TUI; serial TX -> stdout, RX <- stdin (nonblocking)
- generalize serial: serial_out_fd/serial_in_fd on the GB; internal-clock
transfer now shifts in a real RX byte (from stdin) instead of always 0xFF
- paced to native speed by default, --uncapped for turbo; pipes/scripts cleanly
- README: document headless serial console
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gbctl hud now scans tmux for panes started with gbhud.py and kills them before
spawning, so there's never more than one HUD (fixes the double-spawn flicker).
Added 'gbctl hud --kill' to just tear the HUD down.
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A client that connects and closes before reading (e.g. the HUD's liveness
probe) made the greeting write() raise SIGPIPE, terminating the whole emulator
- this was behind much of the 'it keeps dying' this session. Also: gbhud now
re-resolves the live instance from the registry on every reconnect (skipping
stale sockets by test-connecting), so the HUD follows respawns, and its box
rendering is ANSI-width-correct.
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Reads WRAM over the control socket, resolves addresses from pokeyellow.sym, and
pretty-prints game state (location, player pos/facing, movement+collision debug,
player name/money/badges, party nicknames/levels/HP bars) refreshing ~5Hz.
'gbctl hud' spawns it in a tmux split bound to the live instance.
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