Photo and replay repairs, weapon lighting and the announcement trailer

Work repaired photo-mode crashes, screenshot colors, frozen texture state and surface-memory pressure, refined mech attachments, and added experimental lighting from weapon effects. Corrected in-game camera captures now feature in the published announcement trailer and the website's new Mechs and Gameplay sections. The work preserves original gameplay while modern rendering and tools continue through testing.

Photo, replay and stability

  • Repaired target-marker handling during photo mode and corrected camera layout and entry framing.
  • Kept HUD hiding separate from shared transparent world draws, preserving the paused water view.
  • Corrected screenshot and video pixel conversion so 16-bit and 32-bit render targets produce the expected colors and image layout.
  • Restored host graphics settings alongside the game's cached texture state in frozen snapshots, removing the stretched terrain artifacts. Saved rewind data now uses version 3.
  • Added pressure-driven reuse of released surface pages while protecting live references, locked pixels and queued rendering. A dedicated allocation-pressure run continued rendering after reclaiming about 2 GB.
  • Recorded short, visible real-time baselines on Big Lake, Grasslands, Rolling Hills and Gorge. These are starting points for future comparisons, not full-map or heavy-combat performance claims.

Mechs and lighting

Mad Cat and Vulture attachment work now accounts for live shoulder and elbow motion rather than only a saved standing pose. Orion and Annihilator forearm reference-pose corrections keep their visible weapons facing forward. These are visual adapters; original animation decisions, weapon origins, damage and simulation remain in control. Damaged states, extreme poses and distance transitions still need broader checks.

A separate night-lighting preview adds local illumination from original laser, PPC and impact effects on terrain, structures and mechs. It retains the original effect sprites and weapon behavior. Moonlight and ambient fill were adjusted for visibility. Flash fading now advances during play, holds in photo mode and expires correctly after firing stops.

Local weapon lights remain experimental: effects that never reach the renderer can be missed, and unshadowed lights can illuminate through nearby obstacles. Whole-campaign, all-weapon and sustained-session coverage remain open.

Announcement and website

The filming camera was isolated from the gameplay camera after review exposed sideways firing. Moving controls compare the original player pose, camera state and clock; refreshed captures use the corrected private filming build.

The published two-and-a-half-minute announcement features 14 mechs in motion, familiar environments and night combat. It reuses the ten-second Core Critical opening and original game music and sound effects, with audio edited to the footage. Capture output is not a performance benchmark. Held Daishi footage remains excluded.

The website now has Mechs and Gameplay categories. Fourteen mech features include individual profiles and playable orbit videos. The YouTube announcement appears in Gameplay and on the homepage. The site also identifies the AI-developed, human-directed recompilation project clearly, and its www address has been connected to Cloudflare Pages.

What remains

These results do not establish whole-game fidelity, campaign completion or a public playable release. The regular playable host, material preview and private filming build retain their separate scopes. Longer sessions, repeated mission transitions and broader visual and combat checks remain necessary.

The retained startup acceptance count remains 131 of 144. Original game media, executables and generated game code remain outside the source repository.

The source repository is currently private; GitHub links require collaborator access.