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Original artwork HD backlog

The checked catalog contains 5,753 standalone picture frames. The active local HD pack supplies 215; 5,538 have no registered HD replacement. These counts include unnamed graphics outside sprites/. Scale2x/3x/4x filtering is crisp scaling, not a newly authored HD replacement. Authored mod SD/HD art is separate from this original-catalog audit.

Category Picture frames Registered HD Missing HD Declared sequences / terrain sets
Player banking 21 21 0 3
Bosses 249 4 245 79
Enemies and ground objects 419 46 373 183
Player and enemy projectiles 51 17 34 18
Explosions and effects 281 69 212 25
Equipment and pickups 47 31 16 23
Terrain 4,535 16 4,519 4
Menus, portraits, HUD and other pictures 150 11 139 mixed static / animated

Registered pack and generation jobs

Only registered frames passing canvas, source-hash, PNG and alpha checks count as registered HD. This is loader coverage, not proof that every original animation event is reachable in the current renderer. A generated image or successful still-image review does not complete an animated family. The optional pack remains disabled by default.

Registered sequence Asset base Valid / complete frames
Light player banking 0x1011a 7 / 7
First mission industrial boss 0x10306 1 / 1
Plasma Guns projectile HD 0x101cf 2 / 2
Enemy cannon projectile HD 0x101d6 2 / 2
SHIP01G1 faithful HD remaster 0x102f8 1 / 1
Energy effect HD 0x101ae 12 / 12
SHIP27G1 faithful HD remaster 0x10330 1 / 1
Forward Guns equipment 0x102b0 1 / 1
Plasma Guns equipment 0x102b1 2 / 2
Dumb Missile equipment 0x102b5 1 / 1
Air Missile equipment 0x102bf 1 / 1
TARGT1G1 faithful HD remaster 0x10138 1 / 1
TARGT6G1_PIC 0x1013d 5 / 5
Dark player banking 0x20045 7 / 7
TARGT2G1_PIC 0x10139 1 / 1
TARGT3G1_PIC 0x1013a 1 / 1
Terrain 10360 0x10360 1 / 1
Terrain 10361 0x10361 1 / 1
Terrain 10362 0x10362 1 / 1
Terrain 10363 0x10363 1 / 1
Terrain 10364 0x10364 1 / 1
Terrain 10365 0x10365 1 / 1
Terrain 10366 0x10366 1 / 1
Terrain 10367 0x10367 1 / 1
Terrain 10368 0x10368 1 / 1
Terrain 10369 0x10369 1 / 1
Terrain 1036a 0x1036a 1 / 1
Terrain 1036b 0x1036b 1 / 1
Terrain 1036c 0x1036c 1 / 1
Terrain 1036d 0x1036d 1 / 1
Terrain 1036e 0x1036e 1 / 1
Terrain 1036f 0x1036f 1 / 1
Super Shield pickup 0x102d0 1 / 1
Micro Missile 0x102b3 2 / 2
Missile Pods 0x102be 1 / 1
Mega Bomb 0x102c5 1 / 1
Detect / Itembuy1 0x102d5 1 / 1
Itembuy2 0x102d6 1 / 1
Itembuy3 0x102d7 1 / 1
Itembuy4 0x102d8 1 / 1
Itembuy5 0x102d9 1 / 1
Bomb 0x102da 1 / 1
SHIP14G1_PIC 0x1030a 1 / 1
SHIP02G1_PIC 0x102f9 1 / 1
SHIP12G1_PIC 0x10308 1 / 1
SHIP17G1_PIC 0x1030f 1 / 1
TARGT5G1_PIC 0x1013c 1 / 1
Mini Gun 0x102b6 4 / 4
Player firing-flash banking 0x2004c 7 / 7
Dumb Missile 0x101ba 3 / 3
Missile Pods / Air Missile 0x101bd 2 / 2
Grd Missile 0x101bf 2 / 2
SHIP11G1_PIC source-faithful HD candidate 0x10307 1 / 1
Blue sparks v1 0x1019c 9 / 9
Death ray hit companion v1 0x101f1 4 / 4
Original Raptor pilot portraits and ID pictures 0x10111 9 / 9
Original English Raptor title 0x10013 1 / 1
Original Chinese Raptor title 0x10014 1 / 1
Platoon effect v1 0x10213 10 / 10
Air blast v1 0x102a0 16 / 16
Pickup light-mask glow v1 0x10225 4 / 4
Lightning and energy grab v1 0x1018e 14 / 14
Grd Missile 0x102c0 1 / 1
Turret 0x102ba 4 / 4
Pulse Cannon 0x102c6 2 / 2
Energy Grab 0x102c1 4 / 4
TARGT7G1_PIC 0x10142 15 / 15
BONUS1G1_PIC 0x10151 1 / 1
SHIP08G1_PIC 0x10300 4 / 4
SHIP09G1_PIC 0x10304 2 / 2
SHIP03G1_PIC 0x102fa 1 / 1
SHIP06G1_PIC 0x102fd 1 / 1
SHIP07G1_PIC 0x102fe 2 / 2
SHIP24G1_PIC 0x10327 1 / 1
SHIP28G1_PIC 0x10331 1 / 1
TARG10G1_PIC 0x10161 1 / 1
SHIP26G1_PIC 0x1032f 1 / 1
SHIP13G1_PIC 0x10309 1 / 1
TARGT4G1_PIC 0x1013b 1 / 1
TARGT9G1_PIC 0x10160 1 / 1
Forward Guns / Mini Gun 0x101c3 4 / 4
Enemy beam v1 0x101d1 2 / 2
Generation job Status
Light player banking, 7 poses Complete 7-pose family registered after source and full-sequence review and exact Rust resident 4× → logical QA; earlier failed drafts stay unregistered.
Dark player banking, 7 poses Complete coherent seven-frame family registered after actual Rust source/logical/indexed4× review. Earlier independent drafts remain rejected.
Firing-flash player, 7 poses Awaiting a complete coherent family; the straight firing-flash pose has a distinct source alpha mask and needs separate review.
First mission enemies and boss Boss, two common fighters and opaque ground-defense target complete and registered.
Projectiles and effects Plasma 2, enemy cannon 2 and energy ring 12 frames complete and registered; other originals retain crisp fallback.
Equipment and pickups Forward Guns 1, Plasma 2, Dumb Missile 1 and Air Missile 1 frames complete and registered; other originals retain crisp fallback.
Terrain shoreline Contextual 3×3 prototype remains unregistered. Canonical terrain renderer and ten portable checks pass; all reusable tile IDs, neighbors and intact/destroyed states still require generated artwork review.
Menu background Separate authored background job and menu renderer integration; not part of original sprite HD manifest.
Original cinematic artwork Original AGX sequences retained; no HD cinematic replacement registered.
First canonical terrain shard,16 IDs Registered after all48 actualcontexts,755cardinalpairs and32native scrollphases; independent review passes. No IDhas a destroyedpartner; this adds no HD debris coverage.

The catalog also contains 303 AGX cinematic delta frames in 13 sequences and 4 bitmap fonts. These have explicit native-art preservation policies: keep the classic cinematics and sharp original glyphs, validate complete playback/alignment, and never count them as generated HD replacements. The AGX frames are separate from standalone pictures.

Sequence priorities

  1. Keep all light/dark-player banking poses and firing-flash poses coherent as complete families. Preserve the exact firing-flash source mask, which differs from the light/dark mask for the straight pose.
  2. Ground defenses, airborne enemies and complete boss animation sequences; share palettes and the original logical canvases, rather than treating each enemy frame as an unrelated illustration.
  3. Original projectiles and pickup/equipment animations. Tiny projectiles need careful readability checks; per-asset nearest fallback remains temporary until a clean remaster passes review.
  4. Explosions, flame/spark sequences and other effects. Check full animation timing, transparency and palette cycling, not only a still image.
  5. All four terrain sets, including unnamed catalog tiles. Generate with neighboring context and verify joined seams before changing runtime coverage.
  6. Every original menu background, portrait, HUD and retained unused picture. Gameplay UI text and button labels must remain readable and match their actions. Verify the preserved native cinematic/font paths separately.

Reproduce the audit

python3 tools/hd_art_audit.py --data ../data \
  --json ../data/hd/coverage-audit.json --markdown docs/hd-backlog.md
python3 tools/hd_job_queue.py --data ../data

The JSON gives every picture's asset ID, path, logical dimensions, original header options, source hash and HD status, plus each declared animation/set. The completion ledger records every required picture and native-art verification target, including complete families, ownership and candidate/review/registration stages. Both contain metadata only. Original and original-derived artwork remains outside Git.

Folder totals: sprites/: 985, tiles/: 232, misc/: 4,536. These folders are not semantic categories; terrain and other pictures also live in misc/.

Secondary effect coverage

Native animation registrations, pickup masks and beam impact/power companion arrays contribute 281 distinct effect frames. The 25 declared ranges include one five-frame descending-smoke subset of the nine-frame smoke family, leaving 24 complete families. This includes muzzle flashes/casings, laser impacts, smoke trails, lightning, sparks and the super-shield glow as well as explosions. Pickup glow uses indexed light-table mask semantics and needs a different HD treatment from an ordinary color sprite. These assets are not UI artwork merely because they are absent from the content registries. Renderer event reachability needs its own check before claiming complete gameplay effect coverage.

Runtime reachability and duplicate artwork

The terrain backlog contains 4,524 distinct payload hashes and 4,524 distinct decoded images across 4,535 catalog IDs. Duplicate IDs can share the same reviewed treatment; they still require explicit source-bound metadata. The canonical HD terrain renderer is validated: intact/destroyed source-bound tiles, shared HD edge/corner treatment and palette-class preservation are implemented. This adds no artwork coverage; each generated tile still requires its own contextual seam review.

The Python inventory matches the Rust decoder's complete picture ID and logical-dimension inventory. The shipped 27 missions reference 512 of 528 enemy definitions, which reduce to 260 of 262 distinct art sequences, and 4,217 terrain frames, including destroyed variants. Enemy names may alias the same artwork; the category table counts each asset ID once and the sequence count deduplicates identical base/frame ranges.