# Parity Evidence > **Status reviewed 2026-08-25.** 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: 1. A reference source location (ReDMCSB function/file/line or skproject symbol) 2. A binary offset or data table in the original executable 3. 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: ```markdown # 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. ### 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 real Track 02 is also bound by a source-only public consumer to all seven campaign dungeons (2,266 source objects total), including Drator/dungeon 2 (eight maps and 291 objects). It deliberately does not infer the 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. ## 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}`: typically `pc34_compat` for 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: ```bash ctest --test-dir build -j4 ``` Individual pass documents name their specific verification command in the `## Verification` section.