Synthetic data by game

Inventory performed in the Firestaff repository on 2026-08-08. This document distinguishes between:

  1. synthetic data used only by tests and negative contracts;
  2. diagnostic worlds or fallback routes that must not be used in production;
  3. placeholder, procedural, or AI-generated material that can resemble real game data.

A test fixture should not be replaced with a copied original file merely because that file exists. A fixture often tests a constrained format error or a negative branch. When the same production route already has an authenticated source, however, that route must not be presented or verified using fixture data.

Summary

Game Synthetic material found Authentic source available Correct action
DM1 V2/V2.2 modern-art placeholders, diagnostic V2 models, test fixtures, and capture fixtures Yes: PC/DOS, FM Towns, and several original archives under ~/.firestaff/data/dm1 Keep test fixtures isolated. V1 must read original data or produce no draw. V2.2 must not use placeholder art as real DM1 graphics.
DM2 V2/V2.2 HUD and modern-art fixtures, synthetic dungeon/overlay tests, and bounded fallback fixtures Yes: DOS, Amiga, FM Towns, and Macintosh under ~/.firestaff/data/dm2 Keep them only in tests/scratch space. Production must use verified GDAT/DUNGEON data or fail closed.
CSB Synthetic dungeon-loader/world fixture, experimental launch fixture, and V2.2 procedural art Yes: Atari ST, Amiga, and FM Towns under ~/.firestaff/data/csb Keep negative and parser fixtures. Do not substitute procedural art; bind corresponding original records before opening any V2.2 route.
Nexus Generated DGN/DMDF/save fixtures and legacy synthetic fallback in older probes Yes: Saturn CUE/BIN, DGN, SLEV, and MNS under ~/.firestaff/data/nexus Use original files in real-data probes. Retain synthetic fallback only as an explicit fixture/test and do not label it gameplay evidence.
Theron Procedural/AI-generated V2/V2.2 material, no-op/fixture startup, and synthetic parser/runtime fixtures Yes: authentic JP Track 02 BIN/CUE and US CloneCD ZIP under ~/.firestaff/data/theron Keep production capture-gated. Bind only authenticated Track 02 records; do not replace missing semantic routes with generated data.

DM1

Findings

Real source

Decision

DM1 V1 must continue to consume verified GRAPHICS.DAT/DUNGEON.DAT and save bytes, or leave the material empty. V2.2 placeholder art must not replace original PC34 records merely because it is visually complete. The remaining pixel-pair and C13-capture gates are evidence work, not permission to create synthetic saves or screenshots.

The V2 movement/viewport real-data check reads DATA/DUNGEON.DAT from the canonical PC 3.4 ZIP using the native ZIP reader. It no longer accepts an extracted DUNGEON.DAT as its primary corpus or uses a fixture as the positive dungeon decode proof. Its V1/V2 side-by-side seed is now constructed from that decoded original dungeon state; the former positive fixture composition is not used by this real-data regression. The standalone side-by-side seed gate uses the same ZIP-backed state for its positive framebuffer, RGBA, and region checks; absence of the local archive is an explicit skip, never a fixture fallback.

The companion V1/V2 directional parity gate also decodes the original member itself and checks all cardinal directions from the authentic initial position. The former built-in entry-state fixture and its data-free screenshot probes were removed: V1/V2 viewport verification now requires source-owned dungeon bytes.

DM2

Findings

Real source

Original DM2 data is available as direct DOS, Amiga, FM Towns, and Macintosh archives under ~/.firestaff/data/dm2. Production probes must select the verified edition’s GDAT/DUNGEON records directly from the container when available and must not promote synthetic HUD or dungeon bytes to production.

Decision

Keep the HUD fixture because it tests the state gate. It must not be installed as a real art pack. V2.2 must remain closed until real source-owned material records and pixel verification exist.

CSB

Findings

Real source

Original CSB data exists under ~/.firestaff/data/csb, including Atari STX, Amiga ADF, and FM Towns archives. Real-data probes must use the selected original platform’s GRAPHICS.DAT/DUNGEON.DAT.

Decision

Fixtures may remain for parser and rescan contracts, but must be explicitly fixture-only. Procedural V2.2 art and generated cache files must not replace real CSB records.

Nexus

Findings

Real source

Original Nexus data exists under ~/.firestaff/data/nexus, including the Japanese retail CUE/BIN source, LEV*.DGN, SLEV*.BIN, SNDLEV*.SAL, and *.MNS.

Decision

Keep synthetic DGN/DMDF/save data for parser and negative tests, but never present it as a playable original. Real-data probes must use hash- and format-verified files from the Nexus directory. Saturn pixel and runtime capture gates remain open until an authentic capture exists.

Theron

Findings

Real source

The current local corpus under ~/.firestaff/data/theron contains the authentic US Track 02 BIN (TQUS02.bin, MD5 f23601102138f87c33025877767ebf76), the authentic JP Rev. 1 Track 02 BIN (TQJP02.bin, MD5 b7afb338ad31be1025b53f9aff12d73a), and a combined US/JP RAR with regional CUE and ISO/audio members. Real-data CTest coverage confirms the JP raw BIN loads all seven source dungeons; the US and JP raw media also reach their bounded startup routes. The supplied JP TQJP02End.iso is only a 149-sector, zero-filled stub and is rejected as dungeon content. The US CloneCD ZIP and the authentic original-runtime transition/presentation captures are not present in this local corpus; tests requiring those external artifacts skip rather than falling back to fixtures. Production claims about levels, items, champions, and bitmaps must remain bound to authenticated Track 02 records.

Decision

Keep fixture and no-op routes as clearly labelled tests. Do not replace open semantic or visual Theron gates with procedural art, AI upscaling, or generated roster/level data. The next step is source lock and authentic capture, not more synthetic content.

Rule going forward

New data may count as real game data only when its original source, format, hash/provenance, and runtime owner are documented. If an equivalent original exists locally, production code must read it or refuse to draw/load. Synthetic files may appear only in tests/, probes/, examples/, or explicit fixture documentation and must never be used as positive real-data evidence.