smodusermc/offline-games / _verification /next-batch-update.md
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# New-game batch and declared-asset audit
[Public bucket](https://huggingface.co/buckets/smodusermc/offline-games)
## Added eight source-site games
| Game | Verified scope / remaining caveat |
|---|---|
| Fireboy and Watergirl 3 | Entered the first level through the declared play/ entry. Middle/end map data loaded via existing engine state API and rendered; direct-transition probes also emitted null/add errors. Not normal progression or a full playthrough. The outer landing page has three source-missing navigation/button assets. |
| Fireboy and Watergirl 4 | Entered the first level. Middle/end map data loaded via existing engine state API and rendered; direct-transition probes also emitted null/add errors. Not normal progression or a full playthrough. |
| n-gon | Started n-gon; simulation cycles advanced and D moved the player from x=460 to about 868 with external browser requests blocked. |
| OvO | All 94 declared audio files decode independently. The full restored game hit the test host memory guard; no post-repair gameplay pass claimed. Online tips/telemetry requests remain external. |
| OvO 2 | The introductory scene renders, with no missing local requests or page errors. Controls were exercised, but movement/progression was not established. The export declares no audio files. |
| Pacman | The source site’s JS Pacman implementation started, and arrow-key movement increased the score from 00 to 190 in the assertion. Not an original arcade-ROM archive or full playthrough. |
| Vex 3 | Reached the playable level hub; right/jump keys exercised. No page errors. Source-missing global wrapper and branding configuration requests remain; no all-acts playthrough claimed. |
| Volley Random | Reached the 1-player/2-player mode menu with no missing local requests or page errors. Mode-selection/control attempts did not establish a match start; no match-play pass claimed. |
## Asset checks, not just title screens
The audit covered the eight new entries **plus the earlier Fireboy and Watergirl 1–2 captures**.
- **1,213 SHA-256 comparisons passed** after downloading stored files back from the bucket. No mismatches.
- **287 audio decode checks** and **587 image decode checks** passed in Chromium, using a local fixture and blocking external browser requests.
- **704 explicit declared-path checks passed**, with no absent declared objects. Every stored JSON file in the ten audited manifests parsed successfully.
- The four Fireboy/Watergirl inventories list **149 map paths**: Forest 32, Light 41, Ice 37, Crystal 39. **All are present**, along with their referenced tileset JSON files. The final count is 149, correcting the earlier progress-message count of 148.
- **94 OvO audio files** were missing from the mirror. All were restored from the named **1.4.4 upstream release**, saved in the bucket, and decoded individually. This includes codec alternatives and music, not only effects heard on the menu.
- **113 source-missing map files** were restored from the GameDistribution build IDs identified in the respective loaders. Other missing maps were recovered directly from the source mirror. Original folders are retained.
There are **207 documented upstream replacements** this batch: 94 audio files and 113 maps. Exact byte equivalence with unavailable mirror copies is **not asserted**. Replacement URLs, hashes, and original failures are recorded. No substitute gameplay, fabricated SDK responses, or license responses were created.
The collector now understands local `play/` entry links, ES-module-relative imports, older Construct audio lists, Fireboy/Watergirl temple inventories, and their dynamically named audio families.
## Coverage limits
- The counts above are **per-entry checks**; some shared supporting files appear in multiple manifests.
- Declared-file coverage and valid media do not establish that every undiscoverable resource, online feature, or every level works. No full playthroughs are claimed.
- Tests use a **local HTTP mirror with external browser requests blocked**. The test server applies documented routing to supporting libraries. This is not a test of untouched `file://` execution or a promise of self-contained HTML files.
- Fireboy 3's actual game entry is **`site/games/watergirl-3/play/index.html`**; its outer catalog landing page has missing source navigation/button assets.
- The later-level probes used the existing engine state API. Map data loaded and scenes rendered, but transient null/add errors occurred during direct transitions; those probes are not promoted to normal-progression passes.
- OvO's restored library passed file/audio validation, but the full game exceeded the small test host's safe memory budget. OvO 2 and Volley Random are likewise **not marked gameplay-passed** merely from their scenes/menus.
- Ads, telemetry, online tips and some source-missing wrapper/branding requests remain documented separately from stored core asset inventories.
## Progress and evidence
**89 entries have verification reports; 220 catalog candidates remain queued**, plus two oversized entry pages deferred. Two report entries are historical external-build exclusions, not archived local games. Bucket size is approximately **9.28 GB** before the final report upload. Geometry Dash's separate dataset is untouched.
- `_verification/next-batch-declared-assets.json`: manifest inputs, explicit paths, recoveries and original-source failures.
- `_verification/next-batch-upstream-restorations.json`: source provenance and hashes.
- `_verification/next-batch-payload-validation.json`: download-back hashes, media decoding, JSON parsing and tileset references.
- `_verification/games/`: input checks, scene observations and runtime caveats.
- `_verification/storage-audit.json`: **89 manifests, zero missing recorded objects, zero size mismatches** (presence/size audit, not a full historical SHA audit).
- `_verification/evidence/`: screenshots; `_tools/`: credential-free scripts.
Temporary game assets, downloaded source-inspection files, local screenshots and bulky caches are removed after publication. Small tools, manifests, and reports remain locally, below the 128 MB limit.

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