FOURTH PASS — 2026-11-04

Current version: 0.400. This revision supersedes the third-pass stroke sizing. Interface Condensed and Briefing Wide fit their geometric centrelines into the required widths BEFORE adding a common stroke, so letters no longer acquire different weights through sideways scaling. Native metrics are included as native-metrics.json. Capitals, x-height, ascenders and descenders retain shared vertical planes.

Briefing punctuation is generated from shared geometry for both standalone font outlines and native-briefing-punctuation.svg. The native adapter preserves original shared regions: period uses the lower percent dot, and comma/apostrophe reuse one mark with different draw origins. Two previously absent standalone punctuation glyphs are now included (497 glyphs total across nine faces).

The native builder uses constant scales, compensates the original one-pixel capital destination offset, aligns the short-cell lowercase d with all other lowercase letters, and uses the actual variable-width mission digit cells. These are integration corrections, not alterations to the original game files. Prior reviews are historical. Source extracts and previous packs remain unchanged.

G-POLICE INTERFACE FONT STUDY — VERSION 2 / 4 NOVEMBER 2026

RESULT
Nine editable font faces and their vector/PNG artwork, covering the supplied briefing/settings screenshots and related styles on the supplied atlas sheet. This is an offline reconstruction package, not an installation into the game. All generated high-resolution lettering comes from new geometric outlines or the existing native FPS vector strokes. No screenshot or atlas is enlarged to create the delivered high-resolution artwork.

START HERE
Browse.html gives a local font tester and specimen links.
quick-preview.png / .svg provides a compact nine-style overview; styles-overview.png / .svg shows larger samples.
briefing-text-preview.png / .svg and settings-text-preview.png / .svg show the reconstructed text in context on a neutral background.
Each style folder contains TTF, WOFF, glyph-outlines.json, an alphabet specimen, a proof rendered from the TTF, individual glyph SVG/PNG files, and 4096-pixel-wide transparent sample labels.
source-extracts/ contains the decoded original atlases at native resolution, the painted MISSION reference, and the existing FPS centreline source.
asset-usage.tsv and source-evidence.json distinguish evidence of actual use from archive-only material.

STYLES AND CHARACTER COVERAGE
1. Interface Condensed — A–Z, true a–z, 0–9 and common punctuation. Reconstructed from alpha1 / caps1 and the supplied settings and button screenshots; nmbrs provides additional numeric references. Thin horizontal strokes, stronger upright stems, tall rounded bowls and narrow proportions.
2. Briefing Wide — A–Z, 0–9 and selected punctuation. Reconstructed from ftype4 and the related ftext2 family. Wide geometric shapes, angular shoulders, open/segmented T, and hooked I. Lowercase input maps to capitals, as appropriate for this displayed style.
3. Angular Tall — A–Z, 0–9 and selected punctuation, based on the taller ftext archive alphabet. This is a related-style basis using the shared angular skeleton; independent recovery of all 26 letter shapes is not established. The missing numeric set is extended from the related ftype4 design. Active in-game use was not established in this investigation.
4. Angular Test — a clean, hard-edged basis related to xxtext. This is a related-style basis using the shared angular skeleton; it preserves the angular test proportions as a separate archive reference, not a claim that it is a distinct active menu font. Digits and punctuation are regularized from the wider family where the test sheet is incomplete or ambiguous.
5. Map Kim — A–Z, true a–z, 0–9 and common punctuation. kimfont and akimfont are small/large size partners, represented by one scalable reconstruction. The original map code preserves case and proportional glyph widths.
6. HUD Maz — A–Z, 0–9 and punctuation. mazfont and amazfont are size partners. Lowercase input maps to capitals. Squared/chamfered outlines are redrawn, not pixel rectangles traced at larger sizes.
7. FPS Vector — the native project's existing centreline design extracted from hud_glyphs.h, exported as continuous filled strokes in a usable font. This is the current native FPS style, not a newly discovered 1997 bitmap font. A–Z, 0–9 and the source punctuation range are included. The source lines and their positions within each fixed-width cell are preserved; a fixed 4.2-design-unit stroke is used for this standalone font, whereas runtime weight depends on scale/settings.
8. HUD Segment Digits — a specialist numeric face, 0–9 plus . : - %. Recreates the large seven-segment numeral strip in the Maz atlases. No unsupported digital A–Z alphabet has been invented. A separate runtime use of this large strip was not newly tested.
9. Mission Heading — extended rounded bold lettering based on the MISSION word painted into the current replacement background. Only M I S O N are directly evidenced by that word; the other 21 capitals, numerals and punctuation are matching designs. Lowercase input maps to capitals. It must not be described as a recovered original font.

DOES THE GAME USE EVERY ITEM ON THE SHEET?
Not every entry is a separate font, and archive presence alone does not establish active use. The two condensed atlases form one mixed-case face. Kim/AKim and Maz/AMaz are size pairs. ftext2 and ftype4 share their wide letter design, while typetest contains only ABCDEF samples. ftext and ftext2 are vertically inverted in their stored pixel layout; reading-oriented copies are included without resizing. The supplied screenshots establish the condensed and briefing styles; source code establishes the map, original HUD, and current FPS text paths. The tall/test variants are included separately and explicitly marked as archive-only where active use remains unconfirmed.

RECONSTRUCTION METHOD
Letter centrelines and curves were drawn from the source shapes, then expanded into filled, joined outlines. Curve flattening and polygon union happen in design coordinates; PNGs render those outlines directly. The font files and SVGs share the same geometry. The interface and map faces include deliberately distinct lowercase forms. Spacing, weight, curve placement and several ambiguous low-resolution details have been regularized, so these are faithful-style editable bases, not pixel-identical font recoveries. The standalone SVG/PNG samples use an off-white fill; application text colour is freely selectable.

USING THE FILES
Install a TTF through your normal font manager or load a WOFF in a local page. Open SVG files in a vector editor. Individual glyph filenames use Unicode hexadecimal codes (U0041 is A, U0061 is a). The glyph PNGs are 640 pixels high with transparent margins; text sample PNGs are 4096 pixels wide. Use the SVG for arbitrary output sizes. The font tester runs locally and makes no network requests.

LIMITS AND PRESERVATION
The exported fonts have no manually tuned hinting, pair kerning, broad Unicode coverage, or localization beyond the listed glyphs. Symbol shapes outside the explicit source references are reconstructions. Unsupported characters use the missing-glyph box. The original game assets, live configuration, saves, source code and earlier metallic menu font packages were not modified. No game process was launched or controlled. A game integration would need its own renderer/atlas routing and visual checks.

VALIDATION
All nine TTF files load, round-trip and render. Character coverage, nonempty outlines, vertical bounds, sample sizes and unclipped transparent margins were checked. The source atlas extraction validates payload dimensions and palette lengths. The visual specimen and reconstructed screen previews were inspected; any comparisons concern these artifacts, not live game behavior. See validation.json and source-extracts/provenance.json for the recorded checks and source hashes.

SECOND PASS
See SECOND-PASS-REVIEW.txt for independent findings, fixes and rebuild instructions. second-pass-size-proof.png shows actual font renders at four sizes. Original source placeholders are not represented as recovered punctuation.

LOCAL CATALOGUE CHECK
Every relative link and font path in Browse.html was checked. Browser UI automation could not open the private local-file URL under its URL policy, so interactive behavior was not claimed as browser-tested. Actual fonts were independently rendered through FreeType.
