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Input (input.c/h): - D380/D386: single effective PC layout; ini values ARE the bindings (no hidden defaults); versioned migration materialises effective GEPD defaults once (inputMigrateBinds, bindsVersion). - D385: keyboard keys and pad buttons 1..5 share the two bind slots; legacy extra ini tokens are migration-only. D386: SDL button-number correction in the D385 defaults. - D383/D384: opt-in inputBindingProbe (restores ini state); the PC settings editor must not navigate with live game keys. - D393/D394: Xbox 1.1 Jinx face map — A use, X reload, Y weapon cycle, B owned-gadget cycle (no N64 equivalent, port-side), L3/R3 crouch, LB aim; retires LB/RB weapon cycling. - D395: both options UIs refuse pad-initiated keyboard/mouse capture; pad B cancels a capture started by keyboard/mouse. Options UI (optionsoverlay.c/h): - D388: nested Input -> Bindings / Gameplay -> HUD roots in both F10 and front-options; redundant Low-end toggle retired (FPS cap / MSAA remain independent, stored values preserved on migration). - D391: hit bands follow rendered glyph baselines; dead zone + out-of-card click rejection. - D396: F10 pad B backs/closes a page (closes at root), A/X accepts/toggles without shifting sliders; left/right still adjust. All behind #ifdef PORT; N64 input/menu paths untouched. M7 (D387 AllUnlocked save-safety) intentionally NOT in this wave.