feat(timing): implement nominal Game Pak opcode prefetch
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@ -123,8 +123,10 @@ The timer therefore runs two additional cycles before the handler stops it.
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- Cold-start costs and state-changing test/compare quirks are not hardware-validated.
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- Data timing still uses an instruction-local access trace. This is not a complete bus-event scheduler.
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- Device clocks still update once per instruction, IRQ entry, or DMA unit.
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- Game Pak prefetch, configurable EWRAM timing, display contention, and DMA during internal cycles remain unimplemented.
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- Configurable EWRAM timing, display contention, and DMA during internal cycles remain unimplemented.
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- IRQ synchronization delays and complete BIOS/general-bus latch history remain incomplete.
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The later [prefetch prerequisite](gamepak-prefetch.md) records source, data, internal, and refill costs in order without changing totals.
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The later ordered timing transaction preserved these baseline totals.
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The subsequent [nominal prefetch queue](gamepak-prefetch.md) uses those events and can accelerate code despite a CPU N request.
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CPU access-kind rules remain separate from the queue's cartridge-bus timing.
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The next timing work remains an active Game Pak queue, with verified startup and invalidation rules and independent tests.
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