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Monopoly — Portage moderne 0.1.0
Portage moderne C/C++23 du Monopoly de 1999
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On the configured Windows checkout, double-click modern/PlayModern.cmd. It opens MonopolyModern.exe at 1920x1080 with the procedural board, complete recovered city, modern tokens, gameplay houses/hotels and optional modern IBar. F11 toggles fullscreen; the ordinary menus start or load a real game. The launcher prefers staged Release, with Debug fallback. On first Release launch only, it copies existing Debug saves if Release/savegame is absent. It never replaces an existing Release save directory.
The available licensed data uses USA rules and English labels. The recovered Paris city is decorative presentation; it does not substitute French rules, prices or missing DAT banks. All forty printed USA cells keep their decoded positions/UVs. The authoring model and Source/ are never modified.
Use the existing configured modern/build and licensed runtime-data folder. The qualified procedural bake must exist first; normal builds never run Blender.
The second target exports the actual recovered sculpted foundation and centre, retail USA printing, and seventeen independent city GLBs. It validates every asset through the production loader without increasing geometry budgets. City illumination uses authored emissive geometry and the existing runtime lighting; arbitrary Blender procedural bump and glass transmission are still approximated in these new city materials. Decorative table props are excluded so authored dice/token displays cannot be mistaken for gameplay objects.
Missing/rejected optional assets keep the existing retail fallback. Ordinary launches without modern scene flags retain their prior presentation. The launcher only selects an explicit modern presentation of the available game.
The audio decoder accepts the complete terminal data chunks in retail WAV49 files even when their last padding byte is absent. Missing samples or absent interior padding are still rejected; PCM and the real GSM codec are preserved.
GPU captures and fresh runtime qualification are recorded under the ignored build/procedural-play-20261001/ directory. Build/test success alone is not proof of audible output, complete-game stability or every animation state.
Six new GPU iterations are saved in build/procedural-play-20261001/scene-01 through scene-06: complete recovered city; camera framing; vector printing; corrected label orientation and scale; uniform cell paper and cleaned labels; then static board batching. The final board contains 36 exact cell names and 28 immutable retail purchase prices. Consolidation reduces board draw batches from 277 to 22; the scene-05/scene-06 1920x1080 GPU images have zero changed pixels.
The procedural HUD uses filtered higher-resolution property labels and score panels. Button artwork follows the actual CNK raster transform and IBar hit rectangles, keeping captions inside their clickable bands. Real licensed DAT GPU tests verify Buy/Status caption placement and retail fallback. Targeted scene-catalog, environment, renderer, audio-decoder, IBar-input and timestep checks pass; no gameplay or sequence timing is changed.
A fresh MonopolyModern.exe session rendered at 1920x1080 with shadows and 4x MSAA. Five two-second title telemetry samples measured 60.0-60.1 FPS during a real turn; this is a short runtime sample, not a complete-game stability claim. These initial measurements predate the continuation recorded in VISUAL_UI_POLISH.md. The first Debug city load could take tens of seconds; the title shows Loading game while the recovered geometry loads. Menus and Chance/deed artwork still use retail assets. French Paris DAT banks remain unavailable. Physical audio audibility and every animation state remain unverified.
Fresh final-session UI proof: the centred Roll dice and Done buttons advanced a real Chance move to B. & O. Railroad; clicking the centred Buy caption bought the property and changed player g's visible balance from $1500 to $1300. Modern token movement and the retail double-roll continuation were observed. F11 switched to the actual desktop fullscreen framebuffer (4096x2160), with 60.0 FPS displayed in that observed state, and toggled back to windowed mode.
MonopolyExportGameplayHouse exports only the recovered Maison jeu avant 00 prototype. It evaluates temporary copies, increases the authored bevel from two segments to four, and exports hardened weighted normals without changing its bounds, pivot, two materials or gameplay scale. The recovered blend stays intact. The ordinary exporter remains byte-identical when this opt-in flag is absent.
Matched1920x1080 GPU closeups are in build/house-edge-polish-20261001/gpu/before/modern-house-closeup.png and gpu/after/modern-house-closeup.png. The existing production scene probe now accepts --house-closeup --tabletop-samples <runtime-data> to frame the real catalog house at historical square1, slot2. This is an offscreen qualification layout, not a saved game. Softer roof edges are visible; diagonal self-shadow bands exposed by the closeup remain under investigation. Degenerate iron bevel triangles inherited from the authoring mesh increase22 to34, with no new nondegenerate zero normals. Total house geometry824 triangles; bounds drift0.