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https://github.com/RetroPortingToolKit/psxrecomp
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4c19677b9e
Corrects and refines the Bucket-1/3 findings with live GPU evidence:
- CLEAR!! banner: ALREADY renders in stylized Latin ("CLEAR!!") — verified
on-screen in a gameplay stage. Not Japanese; no translation needed. The
earlier "resister/baked-sprite" assumption was wrong.
- In-game HUD (ステージ/バッテリー): pinned the render model via the always-on
GP0 ring (gpu_frame_dump). The game composites — ~6 draw prims/frame,
rebuilding only the animated foreground (character/blocks, ~8 textured 0x2C
quads at screen y>=31, via BIOS DMA from an OT at ~0x138xxx). The HUD (screen
y~8) is composed ONCE at stage-load, not per-frame, and has no static SJIS
source (RAM-scan proof). Remapping it needs catching that stage-load compose
(a fresh stage load while observing) and a scoped blit/tile intercept — not a
source-patch. NOT shipped: no clean pixel-verified remap this pass, and a
blanket VRAM font swap would corrupt katakana elsewhere (Rule 5, no hacks).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>