Phase E/I: expose evalScript() as a permanent debug API, finalize README
Promotes vpinball_wasm_eval_script from a one-off validation hack to a supported PinballInstance.evalScript() method (runs arbitrary VBScript against the live table via the interpreter's own debug-console entry point) - useful standalone, and it's what confirms the DMD script API rides the same execution path already proven by real flipper input. Rewrites the README's Status/Roadmap/Known limitations to reflect tonight's actual, hands-on-confirmed state: keyboard input, audio, and VBScript-driven gameplay all verified end-to-end (not just code review); two more real engine bugs found and fixed (GL back buffer sized in logical instead of device pixels; back buffer never resynced on resize, breaking fullscreen); the default table swap and why; B2S backglass explicitly assessed and declined for now, with the concrete reasons (no plugin subsystem wired for this build, no test table to validate against) rather than left as a vague TODO. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -77,6 +77,7 @@
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progressBar.style.width = `${Math.round(fraction * 100)}%`;
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},
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});
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window.pinball = pinball; // for console access (e.g. pinball.evalScript(...))
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startButton.disabled = false;
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startButton.textContent = 'Start';
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