G-POLICE MENU LETTERING — VECTOR RECONSTRUCTION v0.3

REVISION 3 / SECOND-PASS REVIEW
B now has a rounded lower lobe and rounded lower counter. J now has a shorter, right-aligned cap and a returning lower hook with an upward left terminal, making it distinct from T. All other 24 letter contours and their metallic SVG/PNG files are preserved, including the previously approved N gap. B and J remain inferred matching designs, not recovered original letters. Earlier versions are retained separately.

An independent subagent reviewed the retained original menu word references, alphabet, B/J defects, and revised proofs. The monochrome font side bearings now describe the actual outline extents, and font version fields are 0.300. Existing spacing is preserved: metallic SVG labels use width+7 design units, while the plain font uses width+14 for more generous unoutlined spacing. Five menu labels contain no B/J and remain byte-identical.

WHAT THIS IS
An editable A–Z reconstruction of the heavy metallic menu lettering in the supplied screenshot. This is a new outline drawing based on original raster references, not an enlarged bitmap and not a recovered original commercial font. The attached screenshot establishes the target appearance; the local original resource corpus supplies cleaner shape references.

FINDINGS
The inspected game assets store these labels as numbered 32x32 texture fragments. Their visible lettering is roughly 25 pixels tall. The menu strings are artwork, not evidence of a complete installable alphabet. Separate ordinary text atlases found in the same corpus do not use this menu style. No original typeface name has been established.

The design uses unusually wide, heavy capitals, horizontal top alignment, square counters, disconnected bars and swept circular terminals. O has a square opening with a channel to the baseline; I has a separate top bar and a curved lower stroke; A and D share an arch; N, P and M share a descending hook; E uses a curved stem with separate horizontal bars. The design is display lettering, with intentionally ambiguous letterforms at small sizes. In the original screenshot a white keyline, dark inset, silver shading and offset shadow sit beneath the CRT scanline and glass effects.

PROVENANCE OF LETTERS
16 visible in supplied screenshot: A D E G I L M N O P Q R S T U W.
3 additionally supported by original menu artwork: C H V (CONTROL / GRAPHICS / SAVE).
7 newly designed to match: B F J K X Y Z.
All 26 are hand-drawn reconstructions. Source-backed does not mean mathematically identical. Curve placement, side bearings and silver shading have been regularized for a coherent editable basis. The extra seven should be reviewed as proposed designs.

FILES
alphabet-preview.png — 3200-pixel-wide visual specimen.
alphabet-preview.svg — scalable specimen with actual letter paths.
GPoliceMenuReconstruction-Regular.ttf — installable monochrome A–Z font.
GPoliceMenuReconstruction-Regular.woff — webfont version.
glyphs/ — 26 individual metallic SVGs and transparent PNGs, 1024 pixels high.
menu-labels/ — five rebuilt SVG labels and transparent 4096-pixel-wide PNGs.
glyph-outlines.json — editable source curves and provenance for every letter.
font-render-proof.png — actual font rendering, rather than an SVG substitute.
source-extracts/ — original native-size word references, exact decoded tiles, and provenance hashes.
validation.json — checks performed on the delivered artifacts.
BJ-revision-preview.png / .svg — before/after B/J, with unchanged T/N references.
SECOND-PASS-REVIEW.txt — independent review and bounded acceptance notes.
N-revision-preview.png / .svg — retained historical illustration of the earlier N change.
build-tools/ — reproduction script and dependency list.

USING THE FONT
Install the TTF in an application that accepts TrueType fonts. Lowercase input deliberately maps to the capital design. Space is included. Numerals, punctuation, true lowercase, hinting and pair kerning are not provided in this A–Z basis. Missing characters use a box. Use at display sizes.

The TTF/WOFF contains plain outlines. Use the SVG/PNG files for the layered silver artwork; it is not baked into the monochrome font. SVG paths remain sharp at any size. PNGs are fresh renders of the new curves. No enlarged screenshot or interpolated source bitmap is used in the recreated artwork.

EXTRACTION
The original palette-indexed resources were decoded using the layout already documented by the native project. Original-tiles PNGs retain exact decoded RGBA pixels, including magenta edge markers. Joined reference words omit the right guard column of each tile, remove remaining magenta markers and trim transparent margins without resizing. Main-menu reference pairs use an eight-pixel presentation gap; their layout is not a recovered engine spacing table. See source-extracts/provenance.json for resource identities and archive hashes. Originals were read only.

VALIDATION AND LIMITS
All 26 glyphs have outlines; the TTF loads, round-trips and renders through FreeType/Pillow. The five PNG labels are 4096 pixels wide with transparent, unclipped margins. The alphabet and actual font proof were visually inspected. This is an offline asset basis. It has not been installed into the game or accepted as an exact reproduction; menu texture replacement and gameplay validation would be separate work.

REBUILD
Install build-tools/requirements.txt, then run python3 build-tools/build_font.py followed by python3 build-tools/validate.py. This regenerates the alphabet, glyphs, labels, font files, actual font proof and validation. The before/after comparison and historical N preview are retained review records. All sources required for building the font are bundled; no game archive or network is needed at build time.
