Parity Evidence
Status reviewed 2026-10-27 (main
d18445cc). Evidence is cross-game and bounded. A green parser or fixture test is not automatically a real-media runtime claim.
What Are Pass Documents?
The parity-evidence/ directory contains source-lock evidence documents, each named pass{NNN}_{description}.md. Each document anchors a specific behavioral claim to:
- A reference source location (ReDMCSB function/file/line or skproject symbol)
- A binary offset or data table in the original executable
- A runnable verification path (test binary or probe command)
Pass documents are numbered sequentially. The repository currently contains
thousands of checked-in evidence documents; use git ls-files
parity-evidence/ | wc -l when an exact local count is needed.
Purpose
Source-lock evidence serves three functions:
- Proves parity: documents that Firestaff’s implementation matches the original engine’s behavior at a specific decision point
- Prevents regression: each pass document names a test that can be re-run to verify the claim still holds
- Records provenance: captures exactly which reference source location or binary offset justifies each implementation choice
Structure of a Pass Document
A typical pass document contains:
# pass{NNN}: {title}
## Claim
{What this document proves}
## Source Reference
{ReDMCSB file:line, skproject symbol, or binary offset}
## Evidence
{How the claim was verified — binary analysis, source comparison, test output}
## Verification
{Exact command to re-run the proof}
Categories
DM1 PC34 Compatibility (*_pc34_compat.md)
764 documents covering:
- Viewport wall/door/ornament routing
- Movement completion matrix
- Inventory slot placement and drag/drop
- Combat timelines
- Champion panel material
- Original-transcript capture gates
- Creature info table decode (G0243)
CSB PC34 Compatibility
Documents covering DSA opcode core, startup presentation, entrance/credits, HUD, viewport geometry, thing/sensor runtime, combat, saves, and media.
The native Atari STX route additionally has a real-media M12→M11 proof for
the 50 Hz ANIMATE.SCR/ANIMATE.DAT title cadence, FTLCODE handoff and first
runtime HUD/viewport frame. This is bounded startup evidence, not a claim of
full campaign parity.
Its native Enter/Accept command reaches that authenticated FTLCODE handoff;
CSB --platform pc instead fails closed before selecting media, since no
original DOS/PC edition exists.
For CSB Amiga, the F0107 wall-ornament route now applies the original MEDIA720 scale selection and resolves type-0/type-7 placement anchors from authentic Amiga Graphics.DAT item C696. Focused real-data checks confirm the parser and selected anchors; they do not confirm framebuffer placement, palette/light parity, inscription readability or the separate floor-trapdoor renderer. See the CSB evidence ledger for the exact boundary.
DM2
Documents covering GDAT material families, G1 record graphs, creature occupancy, combat drops, sound decode.
The authentic Amiga archive route additionally verifies its source-clipped RAW4 CHARSHEET frame (121×72 to 119×70) through the native GDAT/palette path. This is bounded inventory evidence, not full Amiga campaign parity.
Theron’s Quest
Documents covering Track 02 IPL/stage-two handoff, the authentic JP Rev 1 MODE1/2352 initial Akutuba runtime handoff, level envelope and multi-level object tables. The JP runtime proof is bounded; it does not claim later-level or full gameplay parity.
The same authentic Track 02 data is also bound by a source-only public consumer to all seven campaign dungeons (34 maps and 2,269 linked source-object records), including Drator/dungeon 2 (eight maps and 291 records). The separate world ledger retains 2,266 ground-reference occurrences. The Japanese CUE projection is byte-matched against its raw BIN source after INDEX 01 and uses the same JP decoders. This deliberately does not infer transition, presentation, AI, combat or item-action semantics.
Nexus
Documents covering DGN geometry, MNS materials, Structure2/3, PRS3 topology, SAL/MAP audio, SLEV scripts and retail CUE→BIN CDDA source ownership. The CDDA evidence binds media only; native decoding/playback remains unproven.
The captured NBG1 receipt proves an enabled 256-colour bitmap layer, BMPNA
palette bank 0 and hardware scroll origin (0,0). It is intentionally not a
retail asset-to-VDP join; STABG stays no-draw until that separate proof exists.
The full 512×256 indexed NBG1 span and its 256-entry CRAM are also decoded
from that authentic capture in native code, but remain capture-only evidence.
The 2026-10-27 English-version cold-boot receipt verifies a Ymir reference checkpoint at the native three-choice title menu. Replaying the captured same-frame display state produces an image that matches the screenshot pixel-for-pixel. The source join has 126 informative byte matches among 137 textured draws; 11 zero-filled spans are excluded. This is partial source provenance and emulator evidence, not Firestaff menu-rendering, input or playable-game evidence. See the English cold-boot receipt.
The 2026-09-04 nexus-title-end-to-end-r6 session adds one hash-bound execution
window for retail disc identity, the exact 17,408 Track 1 FIFO words belonging
to TITLE.BIN LBAs 6039–6055, 7,904 CD-labelled writes into the bounded title
Work-RAM lane, all 31,616 frame-12596 instruction reads, their matching VDP2
writes/writer registers, and ten contiguous frames (12590–12599) containing
VDP1 registers/VRAM/both framebuffers plus VDP2 registers/VRAM/CRAM. Across
those frames the receipt observes five VDP2 register states, two VDP2 VRAM
states, five CRAM states, eight VDP1 VRAM states and four VDP1 framebuffer
states. This closes the observed Work-RAM-to-VDP2 value transport in the same
session. It does not assign that corridor to MAPD: MAPD begins at LBA 6063,
outside the authenticated 6039–6055 producer extent. MAPD transformation and
display ownership therefore remain fail-closed. A separate PC-filtered
producer receipt now proves MAPD/palette CD→RAM ownership: LBAs 6063–6088 map
contiguously to 0x060b7d80–0x060c4d7f, placing MAPD at 0x060b7ff8 and its
palette at 0x060c0c4c. Authenticated capture r27 closes the palette half of
the consumer boundary in the same frame: retail PC 0x060856ec reads those
32 bytes with physical destination 0x25f00400, and the paired VDP2 trace
writes the exact words to CRAM 0x100400–0x10041e at absolute frame 12592.
The capture manifest hash-binds the read/register/write sidecars and complete
VDP1/VDP2 hardware state. The follow-up r33 receipt closes the MAPD transfer:
N/E/X/U/S are selected at absolute frames 13294, 13334, 13375, 13415 and
13455, then 17,920 big-endian words match the five real 64×28 planes exactly
at VDP2 VRAM 0x05c000–0x05dbff. The fail-closed verifier binds the retail
Track 1 member, cached SH-2 selector trace, VDP2 writer trace and raw state to
their manifest hashes. Firestaff’s bounded MAPD asset presentation consumes
the same admitted MAPD/TITLE.CG plane and palette corpus; this does not promote
the separate Saturn menu, HUD or dungeon compositors, whose material ownership
remains fail-closed.
Naming Convention
pass{NNN}_{game}_{version}_{feature}_{suffix}.md
{NNN}: sequential pass number (e.g.,1101){game}:dm1,csb,dm2,theron,nexus{version}:v1(V1 compatibility layer){feature}: descriptive feature name in snake_case{suffix}: typicallypc34_compatfor PC 3.4 compatibility claims
What Pass Documents Are Not
- They are not design documents or specifications
- They are not test plans (the tests exist independently)
- They do not substitute a synthetic capture for original evidence
- They do not claim completeness — each document covers one specific point
Verification
To verify all pass documents’ associated tests:
ctest --test-dir build -j4
Individual pass documents name their specific verification command in the ## Verification section.