SHADOWRUN JAPAN — NATIVE HTML5 RECONSTRUCTION

Source: user-supplied Shadowrun (Japan).sfc, header Shadowrun J-ver.
SHA-256: 586551eadaff2693c0f21d9c47a697841989ae312d422fa4bf30823473a40fae
Original game artwork, text, music and game code remain the original rights holders' work.
New browser implementation: JavaScript Canvas 2D, game-specific behavior VM,
version-specific native host functions, input/remapping and portable save format.

The original SNES program was studied using an offline Snes9x/libretro reference
in scratch analysis. No Snes9x, libretro, EmulatorJS, DLL, WASM core or ROM is
part of this browser runtime. VRAM/CGRAM/OAM snapshots supplied original artwork
and verified its decoding. Assets are decoded data, not a browser emulation video.

Research references (USA behavior labels are references only; Japanese bytecode
IDs and native-call signatures were independently checked in the supplied ROM):
https://github.com/Osteoclave/shadowrun-randomizer
https://wiki.romhack.org/index.php?title=La_compression_de_Huffman
https://github.com/libretro/snes9x
https://w3c.github.io/gamepad/
https://wicg.github.io/webhid/
https://gamefaqs.gamespot.com/snes/588651-shadowrun/cheats
(Western cheat discovery credited to GanonTEK and JLukas; original Japanese
Matchbox script omits that trigger. Restored sequence is an enhancement.)

Implementation coverage: opening morgue and original scalpel Examine/Pickup,
recovered hallway/street/Debug Room, and requested free Matchbox guide enhancement.
The guide placement, English dialogue, travel unlock, restored Western sequence,
adapted room transitions and debug return are additions to this Japanese version.
Verified Debug Room money/karma values are implemented; attendant spells/stats,
combat and the full game reconstruction remain unfinished.

New milestone: complete recovered morgue office and west exit; original Japanese
door scripts435/173/678, source wall volumes and walking floor transitions.
First mortician retreat uses native rendering of a bounded original frame-by-frame
capture, including genuine sprite tiles/priorities, bilingual speech planes and
source-timed door wake/completion events. Full NPC behavior remains unfinished.
Open/Exit menu is captured; Close label is derived from the original ROM English
font on that template. Reconstructed Open/Exit labels match the source exactly.
No emulator or reference capture player executes in the browser.

Morgue item milestone: unchanged Japanese scripts307/88/913/686/816/279/294
execute through bounded native JavaScript hosts. Paper is hidden until the
original slab Examine; cabinets retain the original later quest disguise/badge/
Grinder gate. Tickets/Credstick art captures used declared diagnostic unlock
flags, without adding an opening-game unlock. No money is awarded on pickup.
Original description pixels, English font/menu borders and selector are retained.
The English text tree is independently decoded from this same Japanese ROM.
Original UI navigation and unimplemented target/quest behavior remain bounded.

Decker encounter milestone: unchanged Japanese script708 and native conversation127
run through a game-specific JavaScript host. Original greeting, Talk, Ask/fallback,
Hitmen/Firearms keyword IDs and Exit152A ownership marker are retained. Original
waypoint traces supply bounded actor movement, not a general NPC movement system.
Forty original poses, verified palette, original portraits, completed bilingual
screens and source menu selector geometry are preserved. Active NPC continuations
and learned keywords survive saves. Locked-office Talk67/Open68 use original pixels.
Other NPC callback scripts, general scrolling/timing and full quests remain unfinished.

Broken Gate/Dog/Dog Collar milestone: unchanged Japanese scripts534/322/465
control gate Open/Close, source follow and escape route, six barks, reveal,
immediate ownership transfer and original owned examination. Fifty-two original
sprite poses, palettes, 141 recovered street collision boxes and bounded native
movement/animation adapters supply this scene. Clean source street planes remove
the old baked-in gate/dog. Original English names, menu pixels and bilingual132
description are retained. Native69 uses the original lookup/XOR algorithm with
deterministic browser hardware-counter inputs. Saved source continuations retain
quest/motion/RNG/pose/speech progress. General graphics allocation, English-window
clear scheduling, audio effects and later Collar quest actions remain unfinished.
See data/street-quest-runtime-notes.json and street-quest-ui.json for scope/evidence.

Street navigation milestone: original128solid/13event records, player input
velocity tables, body bounds, quarter-coordinate steps and gravity match all110
original pre-transition frames plus four literal controller-button probes.
Unchanged625/270 bytecode requests entry232 via5C after the verified queued
dispatch. DynamicGate collision uses0100 and its original asymmetricY/X header.
Forty ROM Jake poses retain original rates, variable pivots and display lag.
Verified entrance samples preserve original earlier-OAM alpha ownership masks.
Both NPC hosts now receive Jake's real landing elevation. Native physics,
queued entrance, animation, paths and partialallocation survive snapshots.
Room loading/fades, general actor collision and
OAM-helper masks beyond captured entrance samples remain unfinished.

Hallway navigation milestone: exact18solid/2rawexit geometry, original quarter
physics/input, source31/232 entries and feet-point exits18/1. Native818B43 camera
tracking retains its original rounding, clamps and previous PPU submission.
Door118 collision remains registered for closed/open/moving source headers; BA
occupancy checks Jake's actual body. New room allocation resets this stateless
door; in-room snapshots retain its VM. Native movement, camera, animation and
mouse paths survive saves. Presentation evidence is bounded to original captures;
general priority classification and room-load/fade timing remain unfinished.

Local side-door milestone: unchanged Japanese script379 exposes Examine80 only,
displaying original text155 and returning to its menu. Source door10A frame13501,
OAM1..3 priority3, and all357 Japanese caption pixels are preserved. Its artwork
is restored above BG1-high, and earlier-door alpha owns overlapping Jake pixels.
A controller-only original approach verifies that overlap. The text reference
uses the declared selected-Examine event diagnostic; no original hover-name/menu
capture is claimed. Mouse approach/navigation and display deadline are adapted.
VM saves retain continuation, not the active text bitmap or popup selection.
This milestone is delivered for local play, with Windows Start/Stop launchers;
no new hosted version is published.

Station notice-board milestone: expanded original C812A street and separate
C8000 map with native source collision, quarter physics, camera and raw421/419
walking connection. All 1,535 recorded controller frames match source physics
and camera. Both closed glass-door bodies retain captured stage1 registration.
Original Japanese board730 reads the actual global stage byte and offers only
Examine; original179/180 English windows and Japanese glyph pixels are retained.
Source art was recovered from documented native-loader and diagnostic-camera
captures. Player/interactive actors are removed from the planes and rendered
separately where implemented. The captured Hitman admission result is bounded;
random admission/combat, later glass-door quests, other exits, general priority
classification and full room-loader waits/fades remain unfinished.
This update is local only; no hosted version is published.

Station glass-door milestone: unchanged Japanese896/423 wrappers and6/477
opening children preserve one-time DD allocation, display, collision registration
and Examine/Open lock responses. Original appearance186 closed sprites, English
name752 and exact popup pixels stay intact. 114 genuine controller movement and
camera frames plus three original collision contacts are verified independently.
Four selected-event text diagnostics preserve source155 completed bitmaps; they
are explicitly not claimed as controller-only menu selection. Original graphics
worker timing, later station unlock/interior branches and general priority remain
unfinished. Native pair VM/clock snapshots and stateless reentry are preserved.
Mouse corner steering follows actual source floor cells and cardinal velocities.
This milestone remains local only.

Hotel corridor and injured-man room milestone: source695/745 wooden doors,
782 character,617 Memo and662 DoorKey run unchanged Japanese bytecode.
556 controller movement/camera frames and five original playfield fixtures are
verified. Original source menus/captions/palettes, next-frame reveal, pickup
ownership and measured D0 worker waits survive native snapshots. Capture
setup and selected-event diagnostics remain explicit in the source records.
Remaining hotel/combat rooms, DoorKey Use destinations, general object ordering
and progressive bilingual painting/loading remain unfinished. Local only.

Door Key target milestone: unchanged662/249/255 and originalE0 selection
contract with recovered Japanese-ROM hand cursor, English Use-on prompt and
bilingual far/wrong responses. Cursor movement and object selection input are
browser adapters. Valid doors119/49 are source-proven and tested but their
combat route and rooms remain unfinished and unavailable for play. Local only.
