Interactive cockpit and dynamic HUD

Particle and HUD sprites

Interface · Masked HUD · Indexed pixels, masks and native selectors · Native selector verification · Native sequence verification

Particle sprites retain their original scanline masks. Size changes are distance-based; phase numbers are native selectors. Fire and smoke previews follow the native reverse phase order and share phases 9–0. Playback illustrates the sequence; individual effect spawn timing is not simulated. Weapon icons and coordinate digits preserve the complete copied rectangles.

Effect recipes: spawn timing, emitter parameters and sound layers

Caero compass marker

Recovered five-pixel marker positions for all 136 heading states, over the cockpit radar. The red highlight uses the original five palette indices, which match the artwork at heading state 0. The original highlight is cleared before the selected heading is drawn.

Native procedural HUD definitions