G-POLICE HUD PHOSPHOR REVIEW — 4 NOVEMBER 2026

Open Browse.html to compare Original, Clean and Phosphor versions. Click an image for the full-resolution asset. previews/overview.png shows the current selection; previews/comparison.png places matching originals and reconstructions side by side.

STATUS AND SCOPE
This is an offline review package. No game texture, executable, setting, launcher or save has been replaced. Deployment requires the user's review and a subsequent instruction. The cockpit is excluded. The G-Police, Krakov, Nanosoft and Civilian target symbols are also excluded at the user's request; their original textures remain unchanged. Their rejected reconstructions are not part of this package.

CONTENTS
originals/: exact decoded source textures at their original dimensions. 7064-gph6-logical.png additionally shows the engine's transposed display orientation; the physical texture is also retained.
geometry/: scalable artwork in original texture coordinates, without extra padding.
core/: clean SVG and transparent PNG exports, with four original texture units of padding.
phosphor/: the same artwork with local glow, also with four units of padding.
fonts/: the existing source-based HUD Maz and segmented-digit outlines, with glyph specimens and font files. No new readable wording is inferred from tiny source pixels.
previews/: overview and side-by-side comparison sheets.
source-manifest.json: resource identities, archive locations, original dimensions, flags, palettes, bitmap hashes and source-container hashes.
source-code-findings.json: source tracing, glyph cells, resource-selection thresholds, exclusions and limits.
tools/dynamic-source-samples.json: exact original drawing calls for the two reticles and three weapon-bar samples.
reconstruction-manifest.json: reconstruction methods, output coordinates and glow parameters.
scope.json: the explicit exclusions.

RECONSTRUCTION
Review revision: aradar02 (7107) now has one smooth elliptical boundary, preserving its original occupied bounds and #003800 fill. Both clean and phosphor exports are updated; previews/aradar02-smoothed.png shows the result. Other candidates and all originals are unchanged.

The larger originals provide the preferred reference when the game includes them. The curved ladder segments use recovered source vertices and continuous thin strokes. The shield uses ten smooth annular segments while preserving the colours of all eleven source states. The radar line is an ellipse fit through the original occupied texels. Filled overlays retain original palette regions. These are measured reconstructions requiring visual acceptance, not recovered high-resolution developer masters.

HUD Maz and the segmented numerals reuse the project's saved v4 geometric font reconstruction. The two Maz atlases fit those paths into the original source cells and ink bounds; their coordinates are documented. The original solid @ placeholder is preserved as a placeholder. The currently installed C033 angular vector lettering is a different design and was not treated as the original font.

The altitude tape is stored sideways (TEX bit1). Its review sample transposes the exact source and vector coordinates so the rungs are horizontal as in flight. Future integration must preserve physical texture orientation, source cropping and animation driven by altitude.

PHOSPHOR
The prototype uses a crisp source-coloured core with a 1.10 colour gain, a nearby blur of 0.168 original texture pixels at 0.36 opacity, and a wider blur of 0.6 pixels at 0.30 opacity. The transparent margins retain the halo without moving the source origin. There are no full-scene scanlines. These values are visual preview parameters, not installed game settings.

DYNAMIC SAMPLES
Reticles and weapon bars are drawn by original code, not stored in texture files. The supplied samples come from a bounded offline machine-code trace with a 3200 by 2000 viewport, a chosen projected centre, and ammo values 99, 50 and 10. Their original line widths, colours, alpha and coordinates are preserved. These are representative source-derived states, not screenshots of a running game. Their crop origin is recorded in the trace and their exported SVG uses that crop. They do not use the texture-padding convention.

LIMITS
The main moving target brackets, every vehicle/camera mode and the full range of game colour modulation have not been recreated as static samples. Dynamic values must continue to come from the engine. The stored TEX palette alone does not prove final in-game brightness. No live replacement, game launch or performance claim is made. Source extraction checks and offline draw traces establish provenance; the user decides visual acceptance.

REBUILD
Run tools/probe.py with Python/Pillow to extract from the active native project's original-data copy. tools/build_review.py uses NumPy, Pillow and Shapely; its GP_HUD_PYTHON_PACKAGES variable can select an existing package directory. tools/render.cjs uses Sharp to render the listed SVG jobs. tools/present.py builds the review page and sheets, followed by rendering presentation-jobs.json. Paths to existing local Python/Node dependencies are recorded in those tools and can be changed for another machine. The source archives are only read.
