BBLauncher-AP: local next-run candidate

Keep this folder intact and run BBLauncher-AP.exe. Use your own Bloodborne
installation with update 1.09. On the Archipelago page, choose the runtime:
- BBPort: select the port folder, merged game/update folder and save profile.
- shadPS4: select your game and the supported shadPS4 0.18.0 build.
The release was checked with Supermedo windows-v1.8.2 and CUSA03173 01.09.
Regional and other-fork evidence is recorded at https://peliarch.ca/bb/support.html.
On first launch, the AP fork looks for a regular BBLauncher setup beside its
folder or in Downloads and imports valid game/emulator paths and ordinary
preferences. It preserves the original config and any existing AP config.

Open the Archipelago page:
- Archipelago: choose your AP seed file and player/connection details.
- Standalone: enter any seed text and choose whether to include the DLC.
  No AP server or client is needed for this mode.

Randomize prepares an inactive mod. Launch verifies and activates the selected
run, then starts the game. Changed generation inputs invalidate preparation.
AP parameters are generated from your installed game during preparation;
the original game files are left unchanged.
If a prepared AP mod already exists, Rerandomize enemies chooses a fresh enemy
and boss seed while keeping the AP world and item placements.
AP boss randomization can be disabled independently. Scaling defaults on.
Chalice Dungeon boss donors support CUSA03173 and CUSA00900 1.09, using
available original donor maps from the installed release.
On Launch, a verified mod from the previous AP launcher is retired automatically
before the new mod is activated; unrelated merged files are preserved.
Regular play removes the randomizer package owned by this launcher while
preserving unrelated mods. Stop the game before changing active mods or modes.

Both modes support reviewed or expanded ordinary-enemy coverage. AP also
supports reviewed boss shuffle; standalone does not shuffle bosses. Boss gameplay and the full
roster expansion remain experimental; this package includes landed fixes.

Actual BBPort pickup, AP delivery, saving and restart evidence is available on
the support page. It is scoped to the named runtime and does not establish a
completed campaign. Newly prepared seeds request an ordinary save after rewards;
allow the game to finish saving before closing it. Keep only the intended seed
and compatible mods active because BBPort automatically enables new mod folders.
candidate-manifest.json records the bundled versions and file hashes. Final
release receipts and checksums accompany the downloads on Peliarch.

The Qt launcher is GPLv3. Its source, recursive dependencies and build recipe
are included in source-fork; matching Qt sources are in source-qt. Original
licenses and credits are under licenses and ap_backend/licenses. The native
writers and client's separate source material is under ap_backend/tools.
Keep the separate bb-archipelago-source.zip and checksum with this release for
the exact backend/build source. Any release documentation changes are supplied
in release-readme-source.zip and recorded separately from the compiled source.
The trophy artwork is now original SVG artwork; the old Mac mark was replaced
with the Archipelago flower, with its MIT notice preserved.

This Windows package relies on the supported Windows system's Direct3D and
ICU libraries and installed WebView2 runtime. It does not bundle Windows system
DLLs, a WebView2 installer, Mesa software OpenGL, or FFmpeg.

This candidate is a separate application folder. It does not replace your
existing launcher during extraction. Retain the previous folder for rollback;
do not switch back while the game is running or leave a randomizer mod active
under two different mod managers.
