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A seed that names the image's bytes in another segment than its link segment (0xA00100F0 for a KUSEG-linked EXE, 0x00012345 for a KSEG0 one) now compiles a segment variant (docs/SEGMENT_AWARE_CODE.md §5.4): the home functions the seed reaches through direct edges (calls, tail jumps, split pieces, fall-throughs, call returns; a seed at a CPS continuation roots its owner, an alias entry its alias group) are compiled again through a view of the image in that segment. The variant's names, rows and every PC it bakes are that segment's, and a KSEG1 variant charges a fetch per instruction (#429's rule through B's runtime_pc()). A cached variant is the home C with the segment swapped. Exact-match config sites move into the variant's segment, so a variant gets every hook the home body gets. A seed that names no home dispatch entry stops the build, and so does a seed in a segment that does not map physical memory (0x20000000-0x7FFFFFFF or KSEG2: Beetle's addr_mask leaves them unmasked, so they address no RAM and are no alias of the image's bytes). tools/collect_game_misses.py reports such a segment miss instead of writing it as a seed. The dispatch table holds a row per compiled segment of a word, adjacent and in PC order; when any word has more than one row the lookup (indexed and binary search) searches the word's rows for the exact PC. Two rows for one PC remain a build error. A title without variants gets the same dispatch source as before. A jump-table case whose value is in another segment than its body is no longer a local case: the default tail-transfer dispatches it with its full PC. This applies to every compile. In a variant it is the common case (a KSEG0 variant of KUSEG-linked code). A home or overlay compile has one only when its table holds another segment's PCs of its own bytes, for example a KSEG0-compiled overlay shard of code that runs at KUSEG. Such a case used to continue in the KSEG0 body with KSEG0 links and fetch tags. Now it dispatches: a game-text PC with no row in its segment is a recorded segment miss, and #417's gate sends an overlay PC to the interpreter; both run it at its own PC (PR E returns overlay code to native per-segment shards). R4's game C and its 26 overlay shard sources are unchanged. Ledger: segment-variants and kseg1-fetch-charge close (KNOWN_GAPS is empty) and become regression guards; resume-pc-segment now requires each row's key and resume PC to be in its body's segment, and segment-variants checks every PC a variant body bakes. New segment_variants_test; kuseg_dispatch_lookup and emitter_runtime_pc_test cover variant rows, closure, equality with the home C, per-instruction KSEG1 charging, foreign jump-table cases at home and in variants, data stubs (no row), alias groups declared for every shard and seeds outside the physical segments. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>