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.