Particle, weapon, digit and additional HUD sprites

Interactive cockpit and dynamic HUD

Explosion, smoke and flame recipes

Recovered fonts and interface

Presentation clips · Image sheets · Glyph metadata · Native verification · Cockpit layouts

Proportional fonts

Portable OpenType / WOFF2 fonts and live preview

Retail has three fonts from resource 00/29; each demo has two. Retail coverage masks, metrics and cursor advances match the native drawing routine at all four pixel alignments. Demo mask and pattern pixels agree across all four stored alignments; demo cursor advances currently use the retail convention and remain to be verified. White and grey distinguish the stored pattern bits inside the write masks; the game supplies runtime colour mappings. Codes above ASCII retain numeric identities.


Cockpit static background transfers

Masked HUD components and on/base previews · Formatted multilingual text

The original blitter copies source rows 0–135 to screen rows 0–135, then source rows 96–199 to screen rows 136–239. These previews reproduce those transfers. Instruments and the 3D viewport overwrite parts later; these are not finished cockpit screens.

Demo cockpit and effects source sheets

Original 320 × 200 indexed sheets, using each sheet’s stored palette. These are source assets, not retail masks applied to a demo cockpit. Demo investigation and scenario records.