> For the complete documentation index, see [llms.txt](https://ai-os-and-trend-finder.gitbook.io/ai-os-and-trend-finder-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ai-os-and-trend-finder.gitbook.io/ai-os-and-trend-finder-docs/.spec_system/archive/phases/phase_37/session_01_g8_runtime_fx.md).

# Session 01: G8 Runtime FX

**Session ID**: `phase37-session01-g8-runtime-fx` **Status**: Not Started **Estimated Tasks**: \~12-25 **Estimated Duration**: 2-4 hours

***

## Objective

Pack and wire the G8 combat, status, fog, and accessibility visuals that most improve runtime readability, with product-visible browser proof.

***

## Scope

### In Scope (MVP)

* Extend the crop manifest for accepted and rejected G8 status, overlay, combat-effect, fog, reveal, high-contrast, and reduced-motion candidates.
* Crop, clean, pack, type, and require selected G8 runtime frames.
* Wire preference-aware frame selection for normal, high-contrast, and reduced-motion modes without changing simulation rules.
* Update focused runtime tests and visual asset documentation.
* Capture real runtime evidence that the new visuals render in AI Rogue.

### Out of Scope

* Simulation rule changes, balance changes, or new statuses.
* Adding a third atlas unless asset-size evidence forces a separately reviewed decision.
* Audio cues or theme music changes.

***

## Prerequisites

* [ ] Phase 37 PRD exists as the visual asset source of truth.
* [ ] G8 source and alpha derivative are available under the generated visual asset directory.
* [ ] The visual asset packer can run locally.

***

## Source Inputs

| Asset            | Path                                                                                                               |
| ---------------- | ------------------------------------------------------------------------------------------------------------------ |
| Source sheet     | `docs/ongoing-projects/generated/ai-rogue-visual-audio-assets/source/ai-rogue-combat-fog-accessibility-source.png` |
| Alpha derivative | `docs/ongoing-projects/generated/ai-rogue-visual-audio-assets/alpha/ai-rogue-combat-fog-accessibility-alpha.png`   |
| Crop manifest    | `docs/ongoing-projects/generated/ai-rogue-visual-audio-assets/crop-manifest.json`                                  |

Review punctuation-like hazard symbols against the no-baked-text rule. Carry forward punctuation-like hazard symbols as rejected candidates unless they can be edited into abstract, no-text-safe marks.

***

## Detailed Work

* Crop and pack Strike, Surge, Trace Lance, Phase Step, shield block/break, burn/corrupt/leak, jam, root, traced, repair, and cleanse frames where they read clearly at runtime scale.
* Add status pips and entity overlays for jammed, burning, shielded, overclocked, leaking, lagged, traced, corrupted, forked, and rooted states.
* Add fog corners, explored-memory overlays, reveal shimmer, high-contrast markers, and reduced-motion static impact frames only where they improve readability.
* Start with status pips, entity overlays, shape-first high-contrast markers, fog/reveal pieces, and reduced-motion impact frames.
* Wire preference-aware frame selection for high-contrast and reduced-motion modes without changing simulation rules.

***

## Likely Code Touchpoints

* `src/extensions/ai-rogue/runtime/types-assets.ts`
* `src/extensions/ai-rogue/runtime/assets.ts`
* `src/extensions/ai-rogue/runtime/status.ts`
* `src/extensions/ai-rogue/runtime/render-model.ts`
* `src/extensions/ai-rogue/runtime/render-hud.ts`
* `src/extensions/ai-rogue/runtime/effects.ts`
* `src/extensions/ai-rogue/runtime/renderer-layers.ts`
* `src/extensions/ai-rogue/runtime/__tests__/assets.test.ts`
* `src/extensions/ai-rogue/runtime/__tests__/render-model.test.ts`
* `src/extensions/ai-rogue/runtime/__tests__/status-expanded.test.ts`

***

## Required Validation

* `scripts/extensions/ai-rogue/pack-visual-assets.py`
* `bun run typecheck`
* `bash scripts/check-asset-sizes.sh`
* Focused Vitest suites touched by the batch, including assets, status, render-model, effects, and runtime coverage where touched.
* `bunx playwright test tests/e2e/ai-rogue-runtime.spec.ts`
* `bunx playwright test tests/e2e/ai-rogue-mobile.spec.ts`
* Browser evidence for normal, high-contrast, and reduced-motion runtime paths.

***

## Deliverables

1. Updated G8 entries in `crop-manifest.json`.
2. Refreshed gameplay/UI atlas outputs with typed required frame names.
3. Runtime mappings for combat FX, entity overlays, fog/reveal pieces, and accessibility variants.
4. Focused tests and updated `docs/extensions/ai-rogue/visual-assets.md`.
5. Browser evidence that the visuals are visible in desktop/mobile AI Rogue.

***

## Success Criteria

* [ ] The packer runs successfully and all new required frame names are present in atlas JSON.
* [ ] Focused assets, status, render-model, effects, and runtime tests pass for the touched behavior.
* [ ] Desktop and mobile Playwright or screenshot checks prove normal, high-contrast, and reduced-motion modes remain readable.
* [ ] The product outcome is proven end to end: G8 visuals are visible in AI Rogue during real runtime execution, preference paths recover correctly, and no simulation rule changes are required.


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