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