forked from Ports/goldeneye-pc-port
D252: document the rainbow particle-palette bug (no fix for v0.2.0-pre)
User playtest report: bullet-impact sparks and lingering smoke/explosion residue drift through the full hue wheel over time instead of holding their intended grey/orange palette. Logged in findings §F (D252) with this session's mechanism work: particle colour comes entirely from the 15 distinct IMAGE_SMOKE_N x IMAGE_FIRE_N (RGBA16) pairs the particles age through (assets/oddtextures.c records, white default vertex); the M-82/D172 tile-offset fix and the 5551 decode are both verified correct for this path; prime suspect is import_texture_rgba16 deriving width/height from the tile line size (32x7 instead of 16x14 for the 16px-wide fire tiles), which would scramble each aging stage into a different wrong hue -- exactly the observed slow rainbow sweep. Per user instruction: documented only, ships as a known issue (README + release notes + GRAPHICS-BACKLOG); index csv regenerated.
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@@ -33,6 +33,9 @@
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The most visible gap in this release.
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- **Music quality on some tracks** — a wrong-sounding bass instrument on a few
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elevator/level tracks (D230).
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- **Particle colours cycle through a rainbow palette** — bullet-impact sparks
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and lingering smoke/explosion residue drift through the hues over time
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instead of holding their intended grey/orange palette (D252).
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- Water on `IsWater` levels shows a moving seam between two patterns (D245);
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thin pixel strips at the left/right screen edges at non-integer window
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scales (D246); character face textures can wrap on Silo (D197).
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