1@README.md 2 3- A step byte (`$7E0011`) means a different thing in each mode, so `Step::read` 4 takes the mode. Never name a step without one. 5- Several bytes share one step name where the game's table points them at the 6 same routine. That is the table, not a shortcut. 7- A MODE or STEP byte with no name stays `Numbered`/`Unrecognised` and carries 8 its value. Name it only from a dispatch table you have read, and cite the file 9 and lines on the type. The source's own `Overworld_FuncNN` entries are not 10 names. 11- **`Mode::kind` has no wildcard arm and must not grow one.** It is what lets 12 a caller handle every screen the game can put up; a new mode is a compile 13 error there until somebody says which kind it is. That is the whole point. 14- Modes 10 and 11 (`0x0A`/`0x0B`) are the special overworld, not the dark 15 world; light or dark is `$7EF3CA` (`research/`, corrected 2026-09-20). 16- **Freeing Zelda is `$7EF3CC` (`Follower`), not `$7EF3C5` (`Progress`).** 17 The progress byte only becomes 2 when she reaches the Sanctuary; reading the 18 rescue off it made the rescue and the Sanctuary one event (see `Follower`'s 19 doc comment).