Diagrams: how the server and the emulator thread fit together, the contract's levels, the loop hooks with a /step going through them, and a frame's accounting; a pitfall: a frame that runs over reads as exactly a frame
Contract 0.6 throughout: /perf and capabilities, a Performance Metrics page, and the pages brought up from 0.1 (the levels, the client's methods, the callbacks per level, the enhanced X16 emulator, the PC-FX)