Implement deployment card numeric rendering

This commit is contained in:
gamer147
2026-07-21 17:31:57 -04:00
parent 56cafeb9f2
commit cc6db721db
7 changed files with 175 additions and 17 deletions

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@@ -467,6 +467,16 @@ focused CP932/NUL, operand-resolution, and stale-destination regressions. All 28
Godot build, and threaded selftest pass. The next bounded action is a visual recheck of the DEBUGMAP popup and
TITLE developer menu.
The subsequent DEBUGMAP deployment-picker comparison exposed a separate numeric renderer in
`DRAWENP.BIN`. Its red unit-information card draws labels and `/` separators through `0x204`, but draws
level, HP/SP/FS pairs, and both stat columns through 16 calls to opcode `0x205`. Native `0x205` formats a
fixed-width signed decimal field, applies zero-pad/alignment/half-width flags, adjusts the x anchor for
suppressed leading cells, and rasterizes the result into the same temporary surface using current text
style. The shared VM implementation now covers that path; focused tests use DRAWENP's exact level call and
the observed half-width, zero-padded, and full-width variants. DRAWENP is now 611/611 instructions handled;
all 284 engine tests, the zero-warning Godot build, and threaded frontend selftest pass. A manual
deployment-card visual recheck remains.
## Later Phase B breadth
Once the natural spine and first gameplay loop are trustworthy, broaden in independent tracks: