The selected startup checklist reached its retained 131-of-144 acceptance point. Graphics work focused on the ordering of surface operations and on understanding the original HUD rather than treating a plausible image as sufficient proof.
Startup progress
Reviewed initialization work connected additional MFC and cached-codepage behavior. Widget, font, constructor, numeric, version, and loader-related work continued in separate preparation lanes.
The 131-of-144 count described a bounded startup inventory. Native menus and playable native Training were still open at this point; compiled candidates outside the accepted chain did not increase that count.
Rendering and HUD work
The Vulkan replay path gained ordered clear and copy handling. Authored comparisons and presentation witnesses covered resize and minimize/restore behavior, with a recorded run completing without Vulkan validation messages.
HUD research examined text, panels, and the heat display's changing crop and position. An isolated Vulkan HUD pass and its handoff records helped separate recovered behavior from assumptions about the interface.
What came next
The remaining challenge was to connect application execution and live rendering. A replay viewer and isolated HUD tests could guide that work, but could not stand in for an executing native game.
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