Add native Durak, poker, blackjack, roulette, Buckshot and billiards scenes with animation assets and regression tests. Improve arrival, city, hall, profiles, shops, audio and exit handling; remove the portable C game core and refresh shipping executables.
42 lines
2.3 KiB
Markdown
42 lines
2.3 KiB
Markdown
# Architecture Pass: References and Limits
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Reference photographs are not shipped as game textures. The generated materials
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and cutouts are stored in `assets/sprites/hall`, with prompts in `prompts-v3.json`.
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Generation used built-in ImageGen; packing is offline and the renderer is MASM32.
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## References
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- [McCarthy: El Cortez casino renovation](https://www.mccarthy.com/projects/el-cortez-casino):
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distinct gaming, bar and lounge spaces, rather than an undifferentiated room.
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- [Brintons: El Cortez carpet](https://www.brintons.net/project/el-cortez-hotel-and-casino):
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patterned flooring as part of the historic casino's character.
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- [The Neon Museum: El Cortez architecture](https://neonmuseum.org/el-cortez-hotel-casino-architecture-design/):
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arcade entrances, exterior depth and architectural framing.
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- [Official STALKER screenshot of Sidorovich](https://x.com/stalker_thegame/status/1143606854280458240):
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a cramped tiled trader's den. Our adaptation stocks cards, chips and talismans,
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not the original game's armory. This is inspired staging, not an exact replica.
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## Implemented Changes
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The entrance uses the original CASINO artwork once across the full doorway;
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there is no separately drawn replacement title. Its porch, side supports and
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street bays use world geometry and depth-tested detail panels. Transparent
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cutouts cannot write depth in transparent regions.
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Surface sampling supports 256px source textures, including every horizontal
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texel rather than duplicating the old 128px samples. The low-resolution fallback
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is retained if an optional pack is unavailable. Geometry crossing the camera's
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near plane no longer vanishes merely because one corner is behind the camera.
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The hall has patterned carpet in the gaming area, wood in the dining/pool areas,
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low partitions with open entrances, a pale ceiling and separate hanging lamps.
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The bunker is narrower and has green tile, a stepped vault, wooden drawers,
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mesh-protected merchandise and a desktop lamp/ledger/computer.
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## Still Pending
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The framebuffer is still 640x480; 256px materials do not make this a full-HD
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renderer. Walking characters remain billboards. Bay modules add depth but do
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not turn every building into a fully modelled interior. The bunker vault is
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stepped, not a smooth curved mesh. Target-laptop performance and a complete
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manual walkthrough remain separate acceptance steps.
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