Record repository relocation and original ground-target investigation
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@@ -39,17 +39,68 @@ reward; this run wrote `.reference/machine-gun-ground.json` outside Git.
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Package PNG/WAV decoding remains covered by the separate mod validator; this
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collision test loads the actual definitions, logical canvases and Rhai sources.
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The October 11 follow-up expands that check to all 110 distinct non-boss ground
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enemy definitions referenced by the 27 original maps, plus those five Iron
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Coast units. All 115 can take damage from the default guns. The original ten
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cases still require destruction and the exact reward. Additional cases require
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damage, rather than treating disappearance as a kill: moving units can escape,
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and the deliberately aggressive secret enemies can kill a starter pilot. Of
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the 115 range cases, 91 were actually destroyed. Four needed a second ordinary
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input strategy: a closer firing lane with movement lead. The report retains
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both attempts. This proves collision eligibility, not that an unequipped pilot
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can defeat every original enemy from a stationary firing lane.
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Buildings, parked cars and other map props are usually terrain definitions,
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rather than enemies. A separate local test covers every one of the 889 unique
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destructible terrain definitions used by the original maps, with actual health,
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replacement art and rewards. All explode, settle and pay once in the native
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collision window. One definition starts with negative health and therefore
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explodes without a hit, as it does in the classic source. Original terrain
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requires health below zero, rather than exactly zero, before its deferred
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explosion; the follow-up does not change that rule.
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Two focused tests cover the reported Bravo Sector waves 6 and 7. They keep each
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complete original layout and advance ordinary simulation steps to the actual
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displayed positions. All 17 destructible occurrences in rows 130 through 149
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are destroyed by default-gun input. Examples in wave 7 include building `1045a`
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at row 143, column 6 (25 health, 100 credits), and small vehicle/debris tiles
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`1040c`, `1040a`, `1040e` and `1040d` (3–5 health). Nearby industrial/fence tiles
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`1045c` through `1045f` remain intact: their original intact and replacement IDs
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are identical, and the classic `TILE_IsHit` deliberately rejects them.
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The spawn-path test retains the native tick, placement, dimensions, movement
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and full terrain for the four ordinary early ground emplacements. With capped
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four-pixel mouse movement and the default guns, the wave 6 bonus emplacement
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and turret die at ticks 565 and 648; wave 7's two turrets die at ticks 392 and
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744. All runs retain 75 shield. The report records each original spawn position,
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the first gun-hit coordinates, current logical bounds and prior interpolation
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position. Every first hit is inside the displayed enemy's current bounds;
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interpolation differs by the expected single vertical pixel.
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No further native collision defect was reproduced, so this follow-up changes
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tests and documentation only. The original point collision rules, update order,
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terrain delay and deliberately static scenery remain intact. These simulation
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checks do not independently prove every HD image's visible footprint or the
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desktop presentation; the exact reported screenshot would still be useful if
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the player sees a destructible object that differs from these examples.
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The detailed JSON reports and original map contact images are local under
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`.reference/ground-investigation/` in the parent project directory, outside the
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Git root. The runtime catalog is tracked in `data/`. Their report variables are
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`RAPTOR_GROUND_REPORT`, `RAPTOR_TERRAIN_REPORT`, `RAPTOR_EARLY_TERRAIN_REPORT` and
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`RAPTOR_EARLY_SPAWN_REPORT`.
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Run the portable checks with:
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```sh
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cargo test --locked --test machine_gun_ground --test gameplay
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```
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After campaign package files are stable, run the local original-data check with:
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After campaign package files are stable, run all four local original-data checks with:
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```sh
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RAPTOR_TEST_DATA=../data cargo test --locked --test machine_gun_ground \
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real_forward_guns_damage_classic_and_iron_coast_ground_units -- --ignored
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RAPTOR_TEST_DATA=../data cargo test --locked --no-default-features \
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--test machine_gun_ground -- --ignored
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```
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Commands above run from `RustRaptor/`. Set the usual local SDL library path
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@@ -15,6 +15,9 @@ priority without moving the cursor. Returning from details or a disable
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confirmation restores the selected mod and its list position. Opening details
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again while already in diagnostics preserves its parent, so Escape always
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returns one level. Portable regressions exercise these navigation sequences.
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The 42-capture audit was rerun after the navigation fixes on 11 October and
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all four current contact sheets were visually reviewed; panels, focus,
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confirmation text and shop information remain readable and correctly placed.
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The audit also verifies the complete startup reaches its return screen at exactly 1,891 70 Hz service ticks and restores menu music. Cancelling a mod-mismatch prompt preserves the original save; accepting it displays unavailable equipment without silently discarding it.
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@@ -25,4 +28,8 @@ RAPTOR_TEST_DATA="$PWD/../data" LD_LIBRARY_PATH="$HOME/.local/lib" \
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cargo test --locked --lib every_menu_screen_and_original_intro_visual_audit -- --ignored
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```
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Captures and the action-row manifest stay ignored in `../.reference/ui-all/`. The background was generated with the imagegen skill's built-in image generation tool; the exact prompt and provenance are tracked in `art/menu-background-v1.prompt.txt` and `art/provenance.json`. Original cinematic pixels remain outside Git.
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Captures and the action-row manifest remain local in `../.reference/ui-all/`,
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outside the current Git root. The background was generated with the imagegen
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skill's built-in image generation tool; its prompt and provenance are tracked
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in `art/menu-background-v1.prompt.txt` and `art/provenance.json`. The packaged
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original cinematics are now included in tracked `data/`.
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@@ -6,9 +6,25 @@ helper or packaging shell process remained at recovery. The image-generation
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gate was paused with zero active leases, and has now been resumed. Recover each
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worker from its existing outputs before submitting another generation request.
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## Repository relocation and GitHub
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`RustRaptor/` is now the Git root, including its `.git/` metadata. Migration
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commit `8f45979` preserves history and is pushed to the public
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[Quintine/RustRaptor](https://github.com/Quintine/RustRaptor) repository on
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`codex/rust-rewrite`. Run all Git commands from `RustRaptor/`, with paths such
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as `src/desktop.rs` and `docs/hd-backlog.md`.
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The user explicitly requested that the bundled game and data be included in
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Git. `bin/`, `lib/`, `data/` and `runtime-manifest.json` are tracked; caches,
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review files and duplicate zip exports are ignored. All 6,566 runtime data
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hashes match in a fresh public GitHub checkout, which validates all 6,449
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original catalog entries. Its SDL game also launched from `/tmp` using only
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the bundled library and an isolated profile. Pending source, mod and artwork-review work survived
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the relocation. See [repository layout](repository.md).
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## Engine and package
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- Last committed engine checkpoint: `fdf2ff0`, standalone RustRaptor, widescreen
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- Packaged executable checkpoint: `fdf2ff0`, standalone RustRaptor, widescreen
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menus and always-4:3 original cinematics, including when gameplay stretching
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is selected. Fresh 1080p intro capture confirms black 240-pixel side borders.
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- `RustRaptor/bin/raptor-rust`, `lib/`, `data/` and
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@@ -18,28 +34,41 @@ worker from its existing outputs before submitting another generation request.
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- Before shutdown, 320 default tests, the complete 42-image menu/intro audit,
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separate cinematic aspect regression, mod/catalog/HD validation and copied
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1280×800/1080p SDL/audio smoke checks passed. Later fixes require fresh checks.
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- Uncommitted lightning weapon/API packages and terrain compositor improvements
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- Source navigation fixes are committed in `4b1edef`; the terrain compositor
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fix is committed in `ab23255`. Uncommitted Lightning weapon/API packages
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are preserved. Review and commit them separately; do not discard their work.
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The executable/package must be refreshed after source or accepted-art changes.
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## Next user fixes
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1. Mod/save diagnostics: parent and selection are now preserved when details
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are reopened. The Escape regression passes; full screenshot audit is running.
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are reopened. The Escape regression and fresh 42-capture screenshot audit
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pass, including repeated details, confirmation and back navigation.
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2. Installed mod rows now stay in ID order through toggles and priority changes,
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with dependency and confirmation behavior preserved. Navigation tests pass.
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3. Default Forward Guns still appear to miss miscellaneous buildings/cars.
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Expand actual original-content coverage beyond the earlier ten-unit test.
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Actual original-data checks now cover all 889 destructible terrain
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definitions, 17 early wave 6/7 occurrences, all 110 classic ground units
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and four early native spawn paths. These pass. Some industrial pieces are
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deliberately indestructible in the original tables; the exact reported
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object remains unidentified, so no speculative native collision change was made.
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The resumed source suite passes 333 tests with 31 optional checks ignored.
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The original menu/intro audit passes and completes at 1,891 service ticks.
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These checks include pending Lightning API/mod changes, which still require
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independent review and a refreshed packaged executable before release.
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Root owns menu fixes. `iron_coast_5` temporarily owns the ground-target diagnosis;
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its completed boss candidates and pending equipment review remain preserved.
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## HD state and owners
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The original picture inventory is 5,753 IDs; 221 are registered and 5,532 remain
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unregistered. Existing raw candidates are not counted as accepted remasters.
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All original/generated base pixels and proof captures remain ignored; authored
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mod artwork and sound belong in Git.
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The original picture inventory is 5,753 IDs. The development pack now has 340
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registered frames across 122 complete sequences; 5,413 IDs remain unregistered.
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The packaged runtime still has its earlier 221-frame snapshot. Existing raw
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candidates are not counted as accepted remasters. Working originals, generated
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drafts and proof captures remain outside the Git root; the approved runtime
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snapshot and all authored mod artwork and sound are tracked in Git.
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| Agent | Recover and continue |
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| --- | --- |
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