Urban Chaos demo
Source https://archive.org/details/urbanchaos, urbanchaos.zip26,328,920bytes, SHA1 ba06b6ca040359ac07dd60ca75d680c9f2b5d15c verified after resumed download 2026-10-12 05:10Z. Public endpoint returned500; direct endpoint https://ia601406.us.archive.org/34/items/urbanchaos/urbanchaos.zip resumed the partial8.9MB file. Evidence0504Z preflight and0509Z recovery under scratch/runs/.
ZIP contains Demo.exe26,397,184bytes (WinZip SFX) and readme.rtf. 7z extracts 387files; unshield extracts752files from installer/data1.cab. Flatten the three groups Global_Media, Local_Media_-English, Program_Files into game/, preserving relative paths. Also copy ALL three installer directories clumps, data, talk2. Fallen.ex is already PE32, not compressed; copy as Fallen.exe without modifying bytes. Executable SHA256 8cc73044e19b423ef0f13858d8cb3bb3025ca023114cf87ff46c57838f4b2229. Remote assets /home/user/urban-chaos-demo-preflight on bx_44dwy4jt snapshot.
Installer configuration is required
0512Z first run omitted clumps and config.ini, and displayed Cannot locate Urban Chaos CD-ROM. Trace reads D:/clumps/mib.txc after LocalInstall defaults0. The installer script explicitly writes config.ini sections Game, LocalInstall and TextureClumps: keys language, textures, sfx, speech, movies, enable_clumps. setup-config.log records original script offsets; enable_clumps is literal1. For a full local extraction, reconstructed config uses LocalInstall entries1, TextureClumps enable_clumps1, and Game language=text/lang_english.txt (use Windows backslash in actual INI). No guest or emulator code changed, no media fabricated.
0514Z with local files/settings passes media lookup and opens graphics/audio setup, but initial language=0 causes missing-language labels. The actual English file is already present at text/lang_english.txt; Game.language is a path, not a language number.0516Z corrected config renders legible settings: primary3Dcard, 16-bit colour,640x480, MicrosoftDirectSound3Dhardware by default. Screenshots reviewed. Setup Okay is ordinary graphics/audio selection, not a licence dialog.
Module SHA256 9e835f75dfe5d2fcfb91f592641e945f91baadcd20f6751460777f4dba888cd6; remote build PASS. This is the retained test branch build, not a claim of testing clean main. Main0304a8549 integration remains ops-owned. ole32.dll real-file warning retained; no ordinal trap seen so far. Readme documents arrow movement/turn, Space jump, Enter enter vehicles; further controls and gameplay/browser/touch/audio/FPS still unverified.
0517Z-settings: ordinary click275,445 at100 accepts the displayed graphics/audio settings and reaches the Urban Chaos Official Demo Press Any Key screen. Reviewed640x480 capture, exit0 at40-second bound/583batches. No licence question was displayed or answered. Ordinary menu navigation is the next test.
0518Z character-only keypress13 at200 leaves title unchanged.0519Z normal keydown13 at200/up230 advances to mission map (Urban Chaos Demo marker/Start). Reviewed screenshot, exit0 at40s/2441batches. This was input semantics, not a proven emulator input bug; use held keys for this game. Next Start on mission map.
0520Z: add Enter down500/up530 to reach demo mission briefing (objective: eliminate/arrest targets and save hostages). Reviewed image, exit0 at60s/2141batches. No gameplay qualification yet. Next held Enter after the briefing is visible.
0521Z: add Enter down800/up830 to enter a rendered3D mission opening/camera sequence. Reviewed rain/street/building scene with objective caption and speaker portrait, exit0 at80s/2131batches. This is level rendering, not yet player input. 0509Z prepared-files.json records1122files/40,299,202bytes including reconstructed config.ini, plus the original readme.rtf. Original game file bytes unchanged.
0523Z add Enter2200..2230: final2330/120seconds shows D'arci in the player scene, radar/health/4-minute countdown HUD visible. Planned2450 screenshot and2500 movement never execute before the time bound; before.png is therefore absent, not missing transfer evidence.0526Z earlier2250 capture is STILL cinematic; Up2260..2290 happens before the playable HUD. Final2350/124.6seconds shows the same starting position as0523Z, so no player movement is verified. These two runs establish transition to the playable scene, not successful input.
Next use control-stdin or browser HUD-gated input (not another guessed early batch), then reviewed displacement/control comparison. Registration, browser, touch, audio/FPS remain unqualified. No known missing payload after full1122-file layout; config is reconstructed from installer strings and successful behavior, not a captured completed installation. No source/emulator/binary changes.
2026-10-12 05:37Z live HUD-gated movement
Evidence scratch/runs/20261012T0537Z-urban-chaos-live. Same module/executable hashes as above; remote build passed. CLI --control=8123 --frozen reaches batch 2370 using the documented menu route. Reviewed before.png shows D'arci on the street with radar/health and3:58 timer. Only after reviewing that capture, queued keydown38, stepped110 batches, queued keyup38 and stepped10 more. after-up.png shows D'arci running into the car park past the alley, timer3:56: ordinary player movement verified. Control replies confirm batches2370->2490; explicit quit exits0. Frozen stepping is a diagnostic route, not a browser performance measurement. The module was available when the runner loaded it; build finished shortly after runner launch. The recorded post-build hash matches prior tested module9e835f75.
Added local-only urban_chaos_demo / urban-chaos-demo registration on the separate codex/dr2-registration branch. Remote --prepare passes1121 data files, including config.ini; executable is separate. Initial preparation used the wrong fixture root demo-installers and failed clearly; corrected root is test/binaries/candidates. Static syntax/manifest/local-only checks pass. Browser launch/touch and audio/FPS are still pending; no public desktop entry or deployment.
Exact reconstructed config.ini (Windows path separator):
[Game]
language=text\lang_english.txt
[LocalInstall]
textures=1
sfx=1
speech=1
movies=1
[TextureClumps]
enable_clumps=1
Registered Chromium gameplay and touch (2026-10-12 05:50Z)
0550Z-urban-chaos-browser: Chrome155.0.8059.39/WebGL/worker threads, module 9e835f75..8cd6, registered urban_chaos_demo. Ordinary setup Okay, held Enter through title/map/briefing reaches player HUD (step4). ArrowUp3seconds moves D'arci toward the alley confrontation (step5). At844x390, real CDP touch on the direction pad held upward7seconds advances D'arci farther into the alley (step6 before, step7 after). All images reviewed, stage complete05:54Z. No source fix required. Buttons fit at844x390; other action bindings, physical phone/Safari, audio and FPS are not qualified. AudioContext autoplay warnings remain in run.log; no claim of working sound.
Initial0549Z attempt never launched: server rejects out-of-checkout fixture symlinks. Original payload existed, but game/ linked to a custom remote directory. Copied original files into test/binaries/candidates/urban-chaos-demo/game and replayed as0550Z; do not weaken server containment checks. Keep real files inside the served checkout for browser preparation. Failed capture/log retained.
Integration reconciliation, 2026-10-13
Recovered from origin/codex/wsasocket-capability at 15b37458e during the
release merge audit. The local-only registration and its required runtime fixes
are now on main. Earlier statements that integration is pending describe the
historical run, not the current branch. This recovery adds no fresh gameplay,
audio, performance, Safari, or physical-device qualification; retain the
recorded run IDs, module hashes, limitations, and failed attempts above.