Files
psxrecomp/docs
Matthew Stanley 4806096cde docs: HUD reachability blockers (empty saves, static demo HUD)
Records the LOAD-GAME attempt outcome and why the HUD can't be finished
headless: both memcards are empty (0 used blocks) so LOAD GAME reaches no
stage; NEW GAME still hits the intractable name grid; and the attract
demo's HUD is composed once at stage-load and only displayed (never
per-frame-drawn as glyph quads in the full 554-3754 GP0 capture; its
values are static so there is no dynamic draw to intercept). The drawer
(0x8005443C) + font-tile scheme are cracked; capturing the HUD label's
own glyph quads needs real gameplay (dynamic HUD) reachable only via a
real save or driving past the name grid on an interactive build. No hook
shipped (no discriminator captured -> would risk non-HUD quads; Rule 5).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 18:30:16 -07:00
..
2026-05-20 12:31:11 -07:00