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Document OEM cabinet addendum reconciliation in test plan
Verified the Dream Arcades install addendum (Serial 8616) against our build: DreamHID key map matches our config, extraneous panel keys (Esc/Enter/Tab/P and the shift layer) are inert or intended, and noted that PAUSE/SCROLLLOCK/F9/F10 hotkeys bypass AllowDebugKeys via the keyboard drawer. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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docs/windows-arcade-test-plan.md

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| Bottom middle attack | `I` |
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| Bottom right attack | `K` |
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## Cabinet OEM Addendum Notes (Dream Arcades)
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From the OEM "Custom Game Install Addendum" (Serial ID 8616, 2026-06-10):
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- The cabinet boots a nightly Ikemen-GO build via a `shell:startup` shortcut,
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plus a desktop shortcut. Install path on the cabinet:
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`C:\Users\Dream Arcades\Desktop\Ikeman_GO-dev-windows`.
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- The config **in use** on the cabinet is
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`...\Ikeman_GO-dev-windows\save\config.ini`. A reference copy (not in use)
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sits at `Desktop\config.ini` with the OEM's `[Video]`, `[Keys_P1]`, and
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`[Keys_P2]` edits.
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- Deployment is a drag-and-drop replacement of the install folder, so **our
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`save\config.ini` becomes the live config**. Our `[Keys_P1]`/`[Keys_P2]`
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already match the DreamHID outputs, so only `[Video]` differs: the OEM ran
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1080p fullscreen, ours renders 720p in exclusive fullscreen (the display
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upscales). The OEM tested our 720p build without issues.
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- The OEM cabinet's utility-button cluster is physically mirrored versus the
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handoff image (their 4 buttons sit on the right, not the left). The key
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codes emitted are unchanged, so no config change is needed.
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- The lighted **Red Exit button sends `Esc` and is the intended exit to the
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Windows desktop**`EscOpensMenu = 0` means Esc never opens a pause menu;
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it exits the game, which is the cabinet design, not a bug.
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- The DreamHID has a board-level shift layer (a second key code per control).
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Those secondary keys (`3 4 7 8`, `J L O .`, `T U`, `M Y H`, `[ ] \`) are all
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unbound and trigger no engine hotkey, so they are inert if emitted.
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- Engine hotkey audit for the panel's extraneous keys, with
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`AllowDebugKeys = 0` and `AllowDebugMode = 0`:
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- `Enter` (P1 blue): unbound; raw Enter is only read in text-input screens
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that are unreachable in the locked Play-only flow.
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- `Tab` (P2 green) and `P` (P2 yellow): referenced nowhere in the config,
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scripts, or screenpack — inert.
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- All debug hotkeys are either Ctrl-modified (no Ctrl key exists on the
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panel) or debug-gated, including the plain-`Space` life-refill hotkey,
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which matters because `Space` is P1's bottom-right attack.
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- **Keyboard-drawer caveat:** the `PAUSE` (pause), `SCROLLLOCK` (frame step),
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`F9` (load state), and `F10` (save state) hotkeys are *not* gated by
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`AllowDebugKeys` and remain active in the production config. None exist on
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the control panel, but the cabinet keyboard drawer can trigger them — keep
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the drawer closed during normal operation.
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## Notepad Input Test
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Before launching the game, open Notepad and press every physical control.
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not required by the current game flow.
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- The repo includes macOS runtime files, but Windows must use
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`Ikemen_GO.exe` from the official Windows ZIP.
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- `Esc` exits the game by design — it is wired to the cabinet's lighted Red
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Exit button (see the OEM addendum notes above).
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- The base KFM assets are licensed CC BY-NC, so keep `LICENSES.txt` with the
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package.

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