Integration-only (no logic changes). Validated the full candy vibe in the booted iPhone sim and brought every artifact in line with the shipped candy palette + Triple Treat SFX bank. Goldens — swept all 23: - Refreshed 15 that predated the candy palette (P12): p6_idle_t0, p6_idle_mid, p6_select, p7_restart, p5_swap_before/after, p6_anim_swap/clear/fall/after, p6_fx, p6_fx_after, p6_fx_match, p6_inputlock_board, p11_combo_deep — re-captured via the documented M3TE_* hooks. - Left 5 unchanged (board+HUD region byte-identical to the current build, verified by cropped-region hash): p4_board, p4_hud, p9_polish, p7_win, p7_lose. - Removed 3 obsolete pre-board orange-quad goldens (app no longer renders them): p0_quad, p0_input_before, p0_input_after. Docs — README.md: - Section 2 now describes the candy board (not the old orange quad) and points at goldens/p6_idle_t0.png; dropped the removed p0_* references. - Added the final audio model: Triple Treat SFX provenance + per-cue mapping, the per-round ascending cascade (one combo cue per round, clamped at combo5), the WAVE/mono/44100/Int16 @ -15 dBFS format spec, and the cue-log capture commands. - Added image-art asset regeneration (codex imagegen via codex exec + sips normalize to exact per-asset dims/format). Gate: ios-sim build links (exit 0); 21/21 pure-sx logic tests pass. Playthrough evidence (cue NSLog ascending combo1..combo5 + win/lose stingers, screenshots) captured in the worker report.
3.2 MiB
1206x2622px
3.2 MiB
1206x2622px