Heresy: Add masked vehicle graphics for stages 1-6 - #32
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Rename vehicle bitmap arrays to descriptive names, add masked variants for near-frame vehicle sprites across all stages (proper silhouette masking instead of solid rectangles), fix a corrupt perp car on the pregame screen exposed by the switch, and dedupe stage 6 vehicle graphics into CommonData.c. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Reviewer's GuideImplements an optional CHQ_ENABLE_MASKED_VEHICLES build flag that replaces near-frame vehicle sprites in stages 1–6 with silhouette-masked variants, renames per-stage vehicle bitmap sets to descriptive names, deduplicates stage 6 vehicle graphics into CommonData.c, and fixes the perp car reveal on the pregame screen to use masked drawing when appropriate; also updates the PNG graphics tooling to correctly detect masked arrays across all stage data files. Sequence diagram for masked pregame perp car revealsequenceDiagram
participant Pregame as PregameScreen
participant Reveal as reveal_perp_car
participant Sprite as plot_masked_sprite_by_width
participant Buffer as BackBuffer
Pregame->>Reveal: reveal_perp_car
Reveal->>Reveal: inspect BITMAPFLAG_MASKED
alt masked vehicle bitmap
Reveal->>Sprite: plot_masked_sprite_by_width
Sprite->>Buffer: draw silhouette-masked sprite
else default vehicle bitmap
Reveal->>Buffer: plot_sprite
end
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Unmasked stage2/3/4 vehicle bitmaps only fed the #else branch of BITMAPFLAG_DEFAULT frame tables, dead now that masked vehicles are default-on. Fixes -Wunused-const-variable warnings. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- Fix scrambled font/transition mask tables (frame-major arrays) - Stop false-masking reshaped scaffold blobs - Output single-column sheet instead of a grid - Recover real dims for size exprs with trailing scaffold bytes, render the real block masked and leftover bytes as plain rows - Variable cell height per entry instead of a shared max - Give leftover scaffold bytes their own row width, capped like other undimensioned blobs, instead of stretching into tall skinny noise strips
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Rename vehicle bitmap arrays to descriptive names, add masked variants for near-frame vehicle sprites across all stages (proper silhouette masking instead of solid rectangles), fix a corrupt perp car on the pregame screen exposed by the switch, and dedupe stage 6 vehicle graphics into CommonData.c.
Summary by Sourcery
Enable optional silhouette-masked near-frame vehicle rendering across stages 1–6 while consolidating shared graphics and improving bitmap tooling.
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