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Restore Zero charge colors and stored saber glow - #57

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mstan wants to merge 1 commit into
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fix/zero-charge-presentation
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mstan wants to merge 1 commit into
mainfrom
fix/zero-charge-presentation

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@mstan

@mstan mstan commented Sep 29, 2026

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Zero's buster could remain orange at full saber charge, and taking damage or switching characters could leave overlapping charge particles. This restores X3's original blue/purple/green body palettes and three charge-particle animations. The green flash remains after both beams while the saber is stored, then clears when used or cancelled.

Charge cancellation now retires class-1 effects across the complete native small-actor pool. Assets are extracted from the user's X3 ROM into a v7 cache; no ROM-derived art is distributed. The existing 40-byte save layout, charge thresholds, combo timing and X1 special-weapon upgrade requirements are preserved. This branch contains only the Zero follow-up.

Validation: visually compared original X3 and port captures; native/Python extraction parity including copier headers and invalid-ROM preservation; Zero/renderer CTests; ROM-backed charge checks without/with arms, stored saber, hurt, both swaps and deterministic replay. The existing complete Zero runtime suite also passed on the integrated development branch.

Fixes #55. Fixes #56.

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[Zero Mod] No charge colors past orange despite full charge ability [Zero Mod] Double Charge

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