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