Original cockpit impact effects

These frames execute the original game code. The outside projection stays steady while the cockpit and instruments shift vertically. The third column adds the authored damage palette. Each displaced example uses four pixels; these are controlled states, not a real-time animation.

ViewBefore impactDisplaced cockpitDamage palette
ForwardForward beforeForward shiftForward flash
Lower instrumentsLower instruments beforeLower instruments shiftLower instruments flash
RightRight beforeRight shiftRight flash
LeftLeft beforeLeft shiftLeft flash

Repeated hits extend the 60-tick effect. The displacement normally stays within five pixels; changing cockpit view during a hit restarts it with a ten-pixel range. Exact clocks, palette swaps, clipping movement and randomness are covered by the comparison fixture. See environment notes for original addresses and capture boundaries.