Checkpoint 800 independently reviewed HD frames
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The Rust Options screen includes **HD art**. It starts disabled. Enable it to use reviewed artwork from the selected data directory's `hd/hd.json`; each missing or rejected frame keeps the selected original / 2x / 3x / 4x crisp treatment. The bundled runtime uses `data/`, while development artwork and review jobs live under `../data/`. The scale setting still determines the indexed rendering resolution, and the HD toggle can be changed while paused. HD art is presentation only: simulation, collision sizes, banking positions and save content IDs stay unchanged.
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The development base-game pack currently supplies **697 reviewed replacement frames in 276 complete sequences**. These include all twenty-one light, dark and firing-flash player poses, 222 boss frames, complete vehicle families, ground defenses and opening bunkers, all forty-seven equipment and pickup pictures, projectile and effect animations, eleven HUD picture glyphs, nine pilot portraits, both title logos, three standalone opening cards and 128 canonical terrain tiles. The tracked playable snapshot at `26ed9cc` contains 340 reviewed frames and stays unchanged until the root assembler refreshes it. The complete catalog backlog and generation status are listed in [hd-backlog.md](hd-backlog.md).
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The development base-game pack currently supplies **800 reviewed replacement frames in 340 complete sequences**. These include all twenty-one light, dark and firing-flash player poses, 223 boss frames, complete vehicle families, ground defenses and opening bunkers, all forty-seven equipment and pickup pictures, projectile and effect animations, eleven HUD picture glyphs, nine pilot portraits, both title logos, three standalone opening cards and 208 canonical terrain tiles. The tracked Linux/Windows playable snapshots currently contain 340 reviewed frames; the root assembler has a separate frozen 800-frame handoff for its next refresh. The complete catalog backlog and generation status are listed in [hd-backlog.md](hd-backlog.md).
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| Reviewed artwork | Original asset IDs | Supplied / complete frames |
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| --- | --- | ---: |
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@@ -27,6 +27,9 @@ The development base-game pack currently supplies **697 reviewed replacement fra
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| Dinosaur flight poses | `0x10328`–`0x1032d` | 6 / 6 |
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| Restored fork-and-rail fighter | `0x10345` | 1 / 1 |
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| TANK01 tread phases | `0x200c8`–`0x200cb` | 4 / 4 |
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| TANK02 tread phases | `0x200cc`–`0x200cd` | 2 / 2 |
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| Additional source-bound craft | `0x2009e`, `0x30049` | 2 / 2 |
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| Corrected third-campaign boss | `0x30044` | 1 / 1 |
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| First-mission industrial boss `SHIP10G1_PIC` | `0x10306` | 1 / 1 |
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| Industrial bosses `SHIP12G1_PIC`, `SHIP17G1_PIC` | `0x10308`, `0x1030f` | 2 / 2 |
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| Industrial boss `SHIP11G1_PIC` | `0x10307` | 1 / 1 |
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@@ -97,23 +100,32 @@ The development base-game pack currently supplies **697 reviewed replacement fra
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| Apogee, Cygnus and Taiwan standalone cards | `0x1002b`, `0x1002d`, `0x1002f` | 3 / 3 |
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| HUD number and symbol pictures | `0x10005`–`0x1000f` | 11 / 11 |
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| SHIELDS LOW warning and classic opaque cursor | `0x10010`, `0x10012` | 2 / 2 |
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| SYSTEM DAMAGED warning | `0x10011` | 1 / 1 |
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| Bomb/shield counter pictures | `0x102df`–`0x102e0` | 2 / 2 |
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| Slider and pointer pictures | `0x10127`–`0x10128` | 2 / 2 |
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| Indicator, question and checkbox pictures | `0x1012a`–`0x1012e` | 5 / 5 |
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| BUY/SELL and item buttons | `0x10130`–`0x10135` | 6 / 6 |
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| Left/right double-chevron buttons | `0x10136`–`0x10137` | 2 / 2 |
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| Canonical terrain set 1, first shard | `0x10360`–`0x1036f` | 16 / 16 |
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| Canonical terrain set 2, corrected first shard | `0x2010d`–`0x2011c` | 16 / 16 |
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| Canonical industrial terrain, first two shards | `0x300ed`–`0x3010c` | 32 / 32 |
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| Soil, foliage, shadow and rubble terrain | `0x10390`–`0x103af` | 32 / 32 |
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| Industrial, soil and canal terrain | `0x103b0`–`0x103cf` | 32 / 32 |
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| Source coast, bridge and water terrain | `0x103e0`–`0x103ef` | 16 / 16 |
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| Agricultural ground and vegetation | `0x2011d`–`0x2013c` | 32 / 32 |
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| Fourth-campaign machinery and soil | `0x400d5`–`0x400f4` | 32 / 32 |
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Every registered frame passed the exact original source hash, logical canvas, aspect, visible alpha and path checks. Complete contact sheets were inspected at source size and the 4× presentation size; per-frame geometry metrics and review evidence remain with each family. Their logical collision sizes are unchanged. Small contours and interpreted metal detail differ. Missing artwork keeps the crisp original fallback. HD remains an opt-in preview while the remaining catalog and game screenshots are reviewed.
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An actual Rust `HdAssets::sprite` pass also checked all registered frames at scales 1–4 with the game palette: every output has the expected dimensions and visible pixels, and the pack reports no diagnostics. Complete 4× source/HD sheets from that runtime path were reviewed for readable projectiles, equipment alignment, banking progression and energy-ring timing stages. These sprite checks complement live gameplay captures and do not establish full-game visual completion.
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The current 697-frame snapshot passed 2,788 actual scale checks. All 3,485 original and rendered PPMs are byte-identical to independently accepted references, with both source-age guards clear and the tested immutable library pinned by SHA and original build time. All 644 ordinary sources introduce no reserved palette labels; fifty sources retain legitimate gameplay classes, and the three opening cards use their authentic static palettes. Historical smaller-pack proofs remain separate.
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The current 800-frame snapshot passed 3,200 actual scale checks. All 4,000 original and rendered PPMs are byte-identical to independently accepted references, with both source-age guards clear and the tested immutable library pinned by SHA and original build time. All 730 ordinary sources introduce no reserved palette labels; 67 sources retain legitimate gameplay classes, and the three opening cards use their authentic static palettes. Historical smaller-pack proofs remain separate.
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The 189 additional boss frames passed complete source/1×/4× and native 2×/3× review across 56 full families. Opaque component panels, weapon apertures and source phases remain recognizable; fine material detail and minor contour interpretations are disclosed per family. These gallery decisions do not certify complete assembled-boss joins or native encounter placement. The shortened paired bottom feet in `0x200a2`, lost painted wing/strut cells in `0x30045`, Mole's missing initial blink, selected contracted hulls and the final EBOSS6 white-plate substitution remain held and are excluded.
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The six corrected dinosaur poses preserve every native source occupied cell, bound and centroid, including the formerly lost dorsal, belly and tail points. They contain new painted detail at higher scales. The restored `0x10345` fighter retains its fork teeth and lower rails; ten very dark outer corner/foot cells remain an accepted contour interpretation. TANK01 has stable hull landmarks and distinct tread phases; three or four external corner cells per pose round inward at 1× while every source cell retains occupancy at 2×–4×. Minor stationary surface shading variance is disclosed.
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All eleven HUD pictures retain their complete stroke layout and holes. Corrected N7's lower gold source cell becomes copper shading, with adjacent gold and the complete lower step still readable. The warning and cursor have source-bound gallery approval; the cursor retains opaque backing, all seventeen lit positions and the original index255 center. The corrected SYSTEM DAMAGED draft and other UI controls remain separate pending review. Native bitmap fonts keep their classic artwork.
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All eleven HUD pictures retain their complete stroke layout and holes. Corrected N7's lower gold source cell becomes copper shading, with adjacent gold and the complete lower step still readable. The warning and cursor have source-bound gallery approval; the cursor retains opaque backing, all seventeen lit positions and the original index255 center. Corrected SYSTEM DAMAGED retains exact native stroke positions, holes and spacing. Counters, red indicator states, question and checkbox pictures, classic sliders/pointers, shop buttons and opposite double chevrons also have complete source/all-scale artwork approval. Their retained classic call sites do not establish reachability through the custom Rust menus. Native bitmap fonts keep their classic artwork.
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The complete light banking sequence uses matching silver/gunmetal materials, dark red accents and the seven distinct original roll poses. Its safe square crop rectangles remove transparent canvas margin without excluding any pixel with alpha at least 32. Independent Rust `image::Lanczos3` checks use the runtime's two resampling stages, first to the resident 128×128 canvas and then to the original 32×32 logical size. All seven frames have source silhouette overlap of 87.7–92.3%, bounds within one logical pixel and centroid displacement below 0.74 logical pixels. Full-sequence visual review also checked the nose, canopies, wing ends and engine exits; numeric overlap alone does not approve a frame.
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@@ -121,7 +133,7 @@ The first four equipment families' visible material masks overlap their original
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Small-scale differences remain visible. At 1×, each Plasma projectile loses one tail row: the original 8/6-pixel heights become 7/5 pixels, while 4× retains the original logical extents. The first energy effect's fine cardinal rays also contract under binary alpha at small scales; its 1× bounds become `(7,5)..(34,34)` against original `(3,2)..(38,37)`. At 4× the rays remain visible but end approximately 1–2 logical pixels inside the source extremes. Later rings use smoother, thinner contours. These differences affect presentation and are follow-up candidates for per-asset fallback; source collision dimensions remain unchanged.
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Generated drafts are not active coverage. Earlier player atlas attempts and shortened extreme-bank variants were rejected. The complete light family replaces the initial straight-frame proof; the dark family uses coherent lighting edits of those reviewed poses and the original dark palette. Its exact runtime logical-mask overlap is 87.3–91.4%, with centroid displacement below 0.68 pixels, bounds within one pixel and no clipped meaningful alpha. The newly added Ground Missile, Turret, Pulse Cannon and Energy Grab families preserve their source phase differences. Late Energy Grab interprets two single-pixel peripheral ring holes as filled detail; the main transparent loop remains open. The full forty-seven-frame equipment/pickup category is now registered; HUD picture glyphs remain a separate review target. A 3×3 shoreline prototype preserves the broad coastline and demonstrates the terrain renderer, but remains unregistered: repeated canonical tiles, neighbors and destroyed states need individual artwork and seam review. Original AGX cinematics retain their original artwork.
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Generated drafts are not active coverage. Earlier player atlas attempts and shortened extreme-bank variants were rejected. The complete light family replaces the initial straight-frame proof; the dark family uses coherent lighting edits of those reviewed poses and the original dark palette. Its exact runtime logical-mask overlap is 87.3–91.4%, with centroid displacement below 0.68 pixels, bounds within one pixel and no clipped meaningful alpha. The newly added Ground Missile, Turret, Pulse Cannon and Energy Grab families preserve their source phase differences. Late Energy Grab interprets two single-pixel peripheral ring holes as filled detail; the main transparent loop remains open. The full forty-seven-frame equipment/pickup category is now registered; the eleven HUD picture glyphs are also registered separately from the preserved fonts. A 3×3 shoreline prototype preserves the broad coastline and demonstrates the terrain renderer, but remains unregistered: repeated canonical tiles, neighbors and destroyed states need individual artwork and seam review. Original AGX cinematics retain their original artwork.
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The firing family preserves all seven original poses and their localized amber reflections. Its distinct straight-frame contour points were checked explicitly: `(19,8)` remains opaque, `(11,12)` and `(11,13)` remain transparent, and `(11,14)` stays opaque. The MiniGun's four rotation phases and the seven newly registered missile phases passed complete sequence inspection; each missile retains its original exhaust length and fin layout. Native scene captures remain a separate reachability check. The additional `SHIP11G1_PIC` boss interprets its dark perimeter: logical alpha overlap is 82.9%, with 373 removed original occupied pixels (252 very dark) and 23 added pixels. Its towers, side machinery, center weapon and lower pods remain readable at every scale, but its alpha contour is not identical to the source.
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@@ -135,6 +147,10 @@ The additional thirty-two terrain frames (`0x10390`–`0x103af`) preserve origin
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The next thirty-two terrain frames (`0x103b0`–`0x103cf`) passed every source/native scale and all 39 current grain-fixed context boards. Their 120 cardinal pairs and 33 full 3×3 contexts produce 612 scale cases with no palette-class drift or overlay-order difference. Source pipe, roof, soil and canal joins remain aligned without recurring grain ribs. These IDs declare no state partners, so the review adds no destroyed-partner or new Host-scroll coverage. Unremastered neighbors keep original fallback.
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The agricultural thirty-two tiles retain original field topology, planting directions/counts, canopy contours and shadow boundaries. All 469 cardinal joins and 91 native samples were independently viewed with 651 current composition cases. Fine grass rectangles against original fallback are accepted and disclosed; the historical Host invocation executable was not pinned, so it is not a new current Host claim. The first thirty-two fourth-campaign tiles passed 4,644 actual composition cases with all 86 native contexts, 31 declared states and 1,012 directed joins inspected. Five unique damage pairs have both HD partners; 21 directed state relationships retain original fallback. The sixteen `0x103e0`–`0x103ef` tiles passed every 64 current context board and 1,416 cases, including 27 original-partner center swaps. Nine destroyed partners remain original fallback.
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Fifteen historical generation-provenance booleans across six opaque UI families were corrected from true to false using unchanged actual attempt records and saved request JSONs. Before/after byte streams and a coordinator verification journal are retained; candidate/source/raw/render bindings are unchanged. The cursor request was historically saved only as prompt text plus its same-execution attempt, and its missing request JSON is disclosed. No retrospective request history or new artwork was created.
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The new rotor and hatch-to-turret families retain every original phase; the jungle leaves stay inside the source material region. Energy pickup trajectories retain all original opaque dark backing. Death Ray equipment keeps identical housing across its four light states, with four shared peripheral alpha additions disclosed. Its duplicate pale-gold phases and the gold flash duplicate medium phases use byte-identical source/raw/runtime aliases.
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Four small pilot portraits (`0x10116`–`0x10119`) passed actual SDL main-menu SD/HD captures in the new 400×225 layout at logical position `(30,45)`. All eight captures and the comparison board were reviewed; their faces, equipment and slanted ID-card backgrounds stay recognizable, and every surrounding UI pixel was identical. The five large portraits and both title logos have complete gallery review but no verified active UI route. The Chinese logo legitimately uses 478 original fire-class pixels; its HD output preserves that class and adds no water or blink labels.
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