docs: Appendix Z — full 37-entry vram_patch coverage + palette-family notes

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Matthew Stanley
2026-07-06 01:51:23 -07:00
parent d78e7a784f
commit c6d12d76cd
+13 -2
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@@ -894,5 +894,16 @@ proven HUD-visible because the y=320 row, same palette, is blitted onto the
HUD). Authoring loop (scratchpad `composestrips2.py`): peek the strip rect →
`src_hex`; overwrite the measured text-texel span with Latin glyph texels →
`en_hex`; preview-render both; append to toml; `xlate reload` + `vpatch` to
test live. The remaining strips inventoried above are the mechanical follow-up
backlog for full menu translation.
test live. Same-day follow-up shipped the rest of the inventory — 37 entries
total: title menu (TUTORIAL/NEW GAME/CONTINUE ×2 variants), pause menu
(CONTINUE/RESTART/GIVE UP/CHANGE CONTROLS + TARGET BATT), results
(STAGES/BATTERY/RANK/REFILL/NORMAL/SPECIAL), mode menu (TUTORIAL/NORMAL
GAME/FREE PLAY/STROKE GAME/DATA SAVE), DATA 1-4, STAGE SELECT, SELECT MOVIE
PIECE, BAD T BLOCK COUNT/LAYOUT, HIGH SCORE + FREE pills, TO CONTINUE / TO
SAVE prompts, high-score headers NAME/BATTERY. Per-strip palette families
matter: pause/mode boxes bg=1 with {c,d,e,f} text (Latin glyphs must be
remapped, e.g. {1→d,2→c}, or the stroke nibble collides with the box bg and
vanishes); gray prompt strips bg=5 keep the Latin {1,2} palette; the
high-score pill is light-on-dark (map {1→f,2→d}). Remaining: グループ box +
1/2/3位 badges, and the level-select レベル1/2/3 labels which are NOT in
this sheet (likely the 8bpp character sheets GRAPH2/3) — separate hunt.