Why the screen moves
Watch the yellow band.
Inside that horizontal band, the camera waits. Move past it and the scenery scrolls while Copper stays near the same place on screen. Vertical movement has a wider airborne window. The distant scenery scrolls at different speeds, just as the REV00 routines specify.
Yellow: camera window Cyan: body collision box Pink: terrain sensor
What this build proves
Test the arithmetic first.
The player uses the original fixed-point constants, terrain profiles and movement order. Six movement sequences, including a loop, matched the original ROM across 880 updates and 11,440 compared fields. That verifies those sequences; it does not establish a complete game reconstruction.
Some objects, activation rules, terrain animation and game events remain incomplete. This course uses original reference art. Copper’s artwork is newly generated. Our own stage comes next.