Document patch-wrapper font realization

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gamer147
2026-08-02 14:45:06 -04:00
parent ba86dbcc9e
commit 4df3e061ab
4 changed files with 72 additions and 9 deletions

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@@ -3683,6 +3683,23 @@ remain cell-bounded so timed reveal cannot expose a neighboring glyph. Synthetic
regressions pass, the Godot build is clean, and forced exact and portable self-tests both report
`SELFTEST OK`.
**Live native-face follow-up (2026-07-30; investigation only):** the user-reported delicate strokes and
exposed Mincho flourishes are a family mismatch at the reference launch boundary. Their port capture is
pixel-count identical to fresh forced `windows-gdi-gray4` Mincho output; forced portable is much narrower,
forced-GDI GPU/software agree, and the port matches an independent offscreen weight-700 MS Mincho Gray-4
request plus the decoded compositor. The native image still has 2,391 near-white text pixels versus 1,347
in the port at `SC0000@0x869`.
A focused live capture resolved the mismatch. AGE's manager carries the authored Mincho face bytes and
`-24/-12/700`, but `GetObjectA` on its selected `HFONT` reports `MS Gothic`, Japanese charset 128, with
24/21/3 height/ascent/descent. Thirteen uncached `GetGlyphOutlineA(GGO_GRAY4_BITMAP)` masks match an
independent bold MS Gothic request exactly in metrics and every coverage byte (13/13); Mincho matches 0/13.
The shipped `AGE Patch.exe` loads `jprun.dll`, which detours `CreateFontIndirectA` and contains hard-coded
`MS Gothic` family strings. This identifies the screenshot difference as a wrapper artifact rather than a
true-native mismatch: the port's authored Mincho request remains the correct default. No
runtime/configuration code changed. An optional future launch parameter could override the realized family
for wrapper-specific compatibility, but no text correction is required for this finding.
## Persistence native-format reconnaissance complete (2026-07-24)
The deferred save/profile ownership question now has a compatibility-mode answer. The remaining native