Render scripted boss phases and accelerate validated mod loading
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@@ -99,8 +99,13 @@ and pointer input complete all eight sorties, saving and loading the pilot,
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script state and RNG between each, then replay the finale. Three normal Energy
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purchases are paid from carried credits. The route finishes the first eight
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with 334,910 credits, and the saved replay with 396,520; equipment stays owned
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and rewards are not duplicated. Authors also check every mission at all four
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difficulties, starter gear, full inventories and delayed objective completion.
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and rewards are not duplicated. Independent review also completes the eight
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sorties and a saved finale replay at all four difficulties from the same
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registered-pilot baseline, using paid Energy repairs. Authors check full
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inventories, purchased weapons and delayed objective completion. The aggregate
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README subsequently corrects the mission-selection instructions; its separate
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successor receipt verifies that every content, script, image and sound file
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remains identical. The final saved route binds the successor package hash.
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Control policies vary, so these are achievable fixture outcomes rather than
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predictions of player earnings or difficulty.
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@@ -112,10 +117,24 @@ review inspected 232 decoded SD/HD outputs at scales 1–4 and checked 75 native
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sound effects with nonzero output and exact FX mute. The music package records
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separate complete-score FM and loop-boundary validation.
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The ordinary suites pass 310 headless and 374 desktop tests. Final focused
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Script-pinned boss phase artwork reaches both sprites and shadows; resetting a
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pin restores normal animation. A synthetic Host regression covers ground and
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air enemies in SD/HD at scales 1 and 4, and the real artwork previews assert
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that consecutive boss phases produce distinct displayed pixels.
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PNG activation still fully decodes artwork and retains the same size, canvas,
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HD-resolution and catalog-palette checks. It now avoids converting validation
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images to indexed pixels only to discard them. Paired checks with all 45 mods
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reduce active content construction from 26.9 to 7.0 seconds; all 6,682 unique
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referenced PNGs produce byte-identical indexed output. Actual package startup
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is measured separately during relocation tests.
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The ordinary suites pass 315 headless and 380 desktop tests. Final focused
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checks pass four portable campaign checks plus the real saved route, nine
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weapon tests, nine shared-enemy tests, six animation/effect API tests and the
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ignored Host preview check. All 34 Host captures were visually inspected:
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ignored Host preview check. All 34 Host captures were visually inspected; after the phase fix, the six
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changed SD/HD phase pictures were inspected again and the other 28 remained
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byte-identical:
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SD/HD boss artwork on each mission's terrain, both shop modes, weapon details,
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Nightbreak/finale mission cards, dependencies and the disable confirmation.
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Bosses in these pictures are deliberate art previews; actual combat phase
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+22
-14
@@ -26,23 +26,31 @@ the relocation. See [repository layout](repository.md).
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### Current runtime and Stage 2 work
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The `b8b8620` runtime checkpoint includes the reviewed **1,148-frame / 421-sequence**
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HD snapshot in both executables' shared catalog. It contains **6,848 data files**
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with unchanged original `INDEX`. Linux binary SHA-256 is
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`fdfcf03f126279246f3b762987e02fa7b385f07b4d31339732037462f9e52413`;
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Windows is `a74cc4ea20ddc17a39fe4cbf2da2e7391a561d1975b114ec56dd35fb5ff38f2d`.
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The engine now exposes checked script commands for boss animation frames and
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native impact-effect kinds. Original effect serialization remains compatible.
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The current Linux and Windows runtimes include the reviewed **1,148-frame /
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421-sequence** HD snapshot and **6,848 data files**, with unchanged original
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`INDEX`. Linux binary SHA-256 is
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`7e62ae1b0e8d18670a7c6c3d4f6419878f696f62ba4c7dd2ee9ebf7545f648de`;
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Windows is `63d040f5d5c76bad15a74ab1ef54ca992a0fd9cd8b7a46f8506d8cce4fbec275`.
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Checked script commands control nonlegacy boss animation frames and native
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impact-effect kinds. The renderer applies phase pins to sprites and both
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shadow layers; clearing a pin restores ordinary animation. Original effect
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serialization remains compatible. PNG activation fully decodes with the same
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limits while avoiding discarded palette conversion; all 6,682 referenced PNG
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outputs compare byte-identically and five rejection/output regressions pass.
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**Iron Coast II: Black Tide** adds eight missions, eight bosses, three shared
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enemies, three original FM scores and two optional purchased weapons through
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23 individual packages. All eight missions pass starter-gun runs at difficulties
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0–3. All 23 package freezes and independent long-run checks are complete. The
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actual registered-pilot Veteran route saves between eight wins and a finale
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replay; all 34 Host artwork/shop/menu captures are inspected. Final relocated
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Linux/Windows archives are the remaining release checks. The ordinary source suites pass **310
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headless / 374 desktop** tests. [Stage 2 design and validation](iron-coast-stage2-design.md)
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records the new content and final acceptance scope.
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23 individual packages. Independent review completes the eight missions plus
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saved finale replay at difficulties 0–3 from registered-pilot starting gear,
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with paid repairs. The final root Veteran route saves/loads between nine wins
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and binds the documentation-only aggregate successor hash. All 34 Host
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artwork/shop/menu pictures are reviewed; the six changed phase pictures were
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inspected again and the other 28 remain byte-identical. Ordinary release suites
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pass **315 headless / 380 desktop** tests, with 26/36 deliberate original-data
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and capture tests ignored. Final Linux/Windows archive relocation checks are
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in progress against the corrected runtimes; previous archive receipts remain
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historical. [Stage 2 design and validation](iron-coast-stage2-design.md)
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records content, controls, prices and acceptance scope.
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Original HD work continues under `hd_coordinator`; later approved candidates
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remain separate from the immutable packaged 1,148-frame snapshot. The paragraphs
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+12
-6
@@ -62,18 +62,24 @@ mods, captures SDL gameplay and publishes the zip as a workflow artifact.
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The included GNU executable uses the reviewed **1,148-frame HD snapshot**;
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the shared manifest binds **6,848 data files** and the package contains
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**45 installed mods**. Its SHA-256 is
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`a74cc4ea20ddc17a39fe4cbf2da2e7391a561d1975b114ec56dd35fb5ff38f2d`.
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`63d040f5d5c76bad15a74ab1ef54ca992a0fd9cd8b7a46f8506d8cce4fbec275`.
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The [1,148-frame native Windows run](https://github.com/Quintine/RustRaptor/actions/runs/38126069413)
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passed portable tests, exact committed GNU runtime checks, the MSVC desktop
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build and exported-folder catalog, HD, mod and SDL gameplay validation. That
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run preceded the Stage 2 content commit; it verifies the engine and the
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previous 22 mod packages.
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The expanded workflow additionally completes all eight Black Tide missions
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and a saved finale replay with normal firing/input and paid repairs. It then
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checks all 45 mods and captures Stage 2 gameplay, FM music and music-muted
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sound effects from the MSVC package. Final archive relocation evidence is
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recorded after export and identifies the exact ZIP tested.
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The [first Stage 2 native run](https://github.com/Quintine/RustRaptor/actions/runs/38127321917)
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also completes all eight Black Tide missions and a saved finale replay with
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normal firing/input and paid repairs. It validates all 45 mods, the MSVC
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package and actual FM music plus music-muted sound effects. That run precedes
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the displayed-phase fix and PNG-validation optimization.
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The current workflow additionally checks phase sprites and ground/air shadows
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in SD/HD, then asserts distinct consecutive phases in actual Host previews
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with shop/menu captures. The corrected included executable and final archive
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receive fresh relocation and SDL/audio checks; the receipt identifies the
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exact ZIP tested. These checks use isolated profiles and preserve user saves.
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Earlier Windows checkpoints passed 279 portable tests under Wine 11.19,
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including save replacement and preservation of a locked existing save.
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