Match full reference demo and validate original missions, transitions and sprite rendering

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raptorreplica committed 2026-10-10 12:42:33 +11:00
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@@ -28,8 +28,10 @@ repair kits, and the command ship arrives at step 720. Destroy at least two
turrets and the command ship to finish. The boss stays in the playfield until
killed; waiting out the mission duration cannot produce victory.
The mission grants a trial Pulse Cannon, which fires alongside forward guns,
and three field repairs. Cycle equipment to **Iron Coast Field Repair** and
When inventory space allows, the mission grants a trial Pulse Cannon, which
fires alongside forward guns, and three field repairs. Granted equipment
remains with the pilot. A full inventory can still start; new grants are
skipped while existing equipment is preserved. Cycle equipment to **Iron Coast Field Repair** and
press the special button to restore 25 shield per repair. Depots drop extra
repairs. Victory pays 5,000 credits plus ordinary enemy rewards. The central
turrets and boss patrol overlap the starter-gun firing corridor; the mission
@@ -45,6 +47,7 @@ Script objectives are namespaced and saved with the pilot:
| `iron_coast_boss:defeated` | Command ships destroyed |
| `iron_coast_mission_1:depots_opened` | Supply depots destroyed |
| `iron_coast_mission_1:complete` | All required targets destroyed |
| `iron_coast_mission_1:trial_issued` | Trial weapon was granted or replenished |
## Art and audio
@@ -99,6 +102,32 @@ and the trial Pulse Cannon. These tests use no original images and replace the
generated assets with synthetic fixtures. Local package validation additionally checks
the actual generated SD/HD images and WAV files.
Release acceptance passes all six tests in **1.43 seconds**. Synthetic
seven-package activation takes 0.179–0.290 seconds including fixture creation
and PNG/WAV validation. Actual seven-package validation, including the generated
SD/HD artwork and WAV files, passes in **2.234 seconds** with zero overrides.
The two playable runs complete as follows:
| Loadout | Completion step | Final shield | Credits |
| --- | ---: | ---: | ---: |
| Starter forward guns | 882 | 94 | 7,715 |
| Trial Pulse Cannon plus forward guns | 786 | 92 | 7,715 |
Both start at difficulty 2 with shield 100. The test holds fire, fixes the
player at (144,160), selects field repairs on step 2 and presses the special
button every 90 steps starting at step 61. The starter run removes the granted
trial cannon after initial setup. Granted/dropped repairs heal through normal
item callbacks; these runs use no direct shield refills, invulnerability,
enemy damage commands or victory-objective mutations. They establish that
the actual waves and boss can be completed under this controlled input, not
that every normal-player route or loadout has been balanced.
The default debug suite took 34.15 seconds for the earlier five-test version;
the release result shows that its slowdown comes mainly from unoptimized
simulation, serialization and scripting. PNG color memoization reduced the
previous multi-minute asset validation overhead. Release measurements above
exclude compilation.
Visual approval remains provisional: sprite and terrain previews were
inspected for readability, canvas alignment and transparency, with numeric
palette and repeat-seam checks. Wider player testing should assess difficulty,