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docs: include bounded input smoke results and limits
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@@ -66,6 +66,13 @@ Polling captures nearby frames, not identical deterministic snapshots; no
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frame-perfect or guest-state equivalence claim follows from those pictures.
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Headless host audio output is inactive: guest SPU activity is not a listening test.
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Four additional input smoke runs (`results/retail-input`) reach 14,000 frames
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and exit 0: Tomba baseline/fixed 14004/14011; MMX6 14005/14020. Tomba enters
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its initial scene/dialogue and responds to pause; MMX6 enters the new-game story
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sequence. These are not complete gameplay routes. Inputs are wall-clock polled,
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not lockstep: actual injection frames and dialogue boundaries differ, so this
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does not establish deterministic input/state equivalence.
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Dispatch tables, declarations and guest code-range manifests are byte-identical
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between variants for each title. Codegen identity changes from `30317be3` to
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`4fe894d2`, so their generated overlay caches are separated. Added final safety-net
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