# Native human-versus-human Quickgame — 2026-11-01-r6

## Human-versus-human Quickgame — 2026-11-01-r6

Native **QUICKGAME** offers exactly **1 vs 1,1 vs 2,1 vs 3,2 vs 2** human
controllers. P1 is home; P2 is away in1v1; P2–P3 away in1v2; P2–P4 away in1v3;
P1–P2 home/P3–P4 away in2v2. No CPU-only opponent option is offered. Native AI
teammates fill the other positions. A four-player adapter is required for3/4pads;
without it the menu/actual sides use1v1. Modern Y keeper selection and immediate
B switching cover both human teams. Tied-OT shootouts rotate real physical
pads on each side, including P3/P4, preserving native attempt/keeper/score rules.

Quick pregame, pause and result menus exclude Simulate Match, Abandon Season,
Season Standings and Scoring Leaders. Existing season records are preserved by
Quick matches and by return to Full/Light/Mini; this differs from the mandatory
fresh-progress reset performed when installing any new ROM release.

All **103 mandatory suites pass** on this exact ROM and **333 hashed sources**. Full matrix plus an independently repeated maintenance-report aggregation correction; unchanged checks retain their exact executed source bytes. Independent rebuild, exact R5 rollback, six fresh matched controls and original-base IPS reconstruction pass. Eight of40 ordinary600-frame scenes are raw-exact to fresh R5; every difference and the complete older comparison chain are retained. No new Hard win-rate claim.
ROM SHA256:`49c8b23b940a9c5368580dfcad11626a3ffbd4a51cdcae10ca8c9ce01f642487`;
CRC32:`F137D497`. See [QUICKGAME_R6.md](QUICKGAME_R6.md),
[exact current QA](QA_STATUS.json) and the
[dated native screenshot gallery](../../audits/quickgame-r6-20261101/).

## Native behavior and boundaries

Select QUICKGAME in Play Mode after native Shootout, then select the four human
side distributions in Players. Home/Away still choose real clubs; existing match
options remain available. Native match/preparation/faceoff/pause/statistics,
scoring, replay and result renderers remain responsible. The original native
Bruce Boudreau Matchups introduction remains; the separately requested original
team-overall/hot-cold restoration is still dependent feature4, not implemented.

Every shooting side has an actual human pad in tied-OT shootouts. Within a side,
its own attempt count rotates its original pad pool; AI controls its keeper.
Ownership uses native C0F8, never fabricated actor indices or invented results.
A native attract/demo check looked only at P1/P2: a sole P3/P4 shooter pressing a
button could return to the main menu. The isolated Quick wrapper now includes
P3/P4 while leaving the original P1/P2 human path intact. Explicit negative-control
replays and actual P1–P4 libretro-port direction/C responses are recorded.

RAM F84C is Quick active; F84E selects0..3. No new SRAM record is allocated.
Quick uses native regular-game engine D048=0, with season view F06C=0. Existing
season data stay in their four original banks. Native other-game records are
marked complete, but the native EA Hockey Night ticker/highlight banner may
still appear as cosmetic presentation; there is no CPU-only opponent choice.

## Every code change and rollback

New Quick helper229000..229FFF; fixed exports +0enter,+4label,+8step,+12sides,
+16gameend,+20table gate,+24filtered list,+28shootout human,+32attempt wrapper,
+36demo guard. Menu relocates to22A000 with original2F9800/+8 entry bridges;
filtered native menu lists22B000. Native season.s,slots.s,table.s,shootout.s and
shootout_rules.s retain the exact R5 instruction layouts. External native calls:
7C2E season-write dispatch;7C68 rare demo poll;13134 native prelist;17336 season
table;F280 attempt preparation. Matching guards are in mtap.s,seasonplayers.s,
fourgoalie.s. `build_test.py --legacy-quickgame --version 2026-11-01-r5` rebuilds
exact public R5. No new hockey physics, player statistics, AI strength setting or
Hard win-rate claim is introduced.

## Exact-image qualification

All **103 mandatory suites pass** on this exact ROM and **333 hashed sources**. Full matrix plus an independently repeated maintenance-report aggregation correction; unchanged checks retain their exact executed source bytes. Independent rebuild, exact R5 rollback, six fresh matched controls and original-base IPS reconstruction pass. Eight of40 ordinary600-frame scenes are raw-exact to fresh R5; every difference and the complete older comparison chain are retained. No new Hard win-rate claim.

All103 suites are mandatory: all100 R5 suites plus quickgame,
quickgame_flow and quickgame_shootout. Independent exact rebuild, exact R5 rollback,
six freshly built matched controls and original-base IPS reconstruction pass.
Do not treat the historical R5 report as current R6 evidence.

The first102 gate was interrupted by /tmp quota after recorded failures. Every
29623 output file was archived losslessly and member-SHA verified before removing
only the task's temporary output. The next full103 ran all suites:100 passed,
3 failed. That entire report/sources/logs are retained. Corrections changed only
test measurement, with unchanged candidate ROM bytes:

* Shot-panel expiry is observed at its actual first cleared native lifetime
  (frame1402), checking the original exact PP caption/timer/clock and original
  deadline1600. Frame1600 was a valid native stoppage/large-scoreboard transition.
* Genuine one-timers may catch and release within the same frontend frame.
  Strict increasing native event serials, actual passer/receiver/owner identity,
  sequence matching and the original <=2-frame upper bound prove the chain.
  Four current chains had serials13→14,24→25,51→52,73→74 at delta0.
* Natural CPU Hard Off reached69 paired sudden-death rounds and completed at
  frame107403; the old90k budget ended during50pairedmisses. Full native scoring,
  keeper and atomic-save checks pass. The complete-game budget is now180k;
  the original90k screenshot/milestone is retained, with no outcome/clock/RNG
  injection. Both Normal/Hard and actual Easy/physical-pad/Off-bar checks remain.

A fresh complete103 gate passes on the same exact ROM and new source freeze. The final maintenance report aggregation was then corrected and the complete affected suite rerun; full-matrix receipts and both source snapshots are retained.
Initial wrong-reference ShotPlan preflight retry is retained separately.
Every earlier failure is disclosed; no skipped check is a pass.

## Actual reviewed screenshots and remaining limits

Thirty opened original framebuffer captures, including separately labelled exact
R5 comparison frames, are dated and hash-bound in the linked gallery manifest.
All four selections, club identity, pregame list, live physical sides/colour
indicators, pause, native result and original GP3 season return were reviewed.
Declared OT winning-puck/clock/parked-actor and synthetic prior-season fixtures
are labelled. Input captures require actual native direction/C responses; no
score, shot-result or human-side/actor assignment is injected by those tests.
Private paired savestates/SRAM remain private, outside the public source ZIP.

Known inherited graphic limitation QG-V01: compact Stars HUD after tied-OT
shootout retains the regulation tie. The final full Exit Game header correctly
shows the single deciding goal. Exact public R5 reproduces the same behavior.
Native winner and normal scorer/keeper statistics remain independently checked.
This cosmetic follow-up is recorded, not called fixed. Native ticker remains.
Physical USB pads/adapters and subjective responsiveness need jdc's manual
playtest. Allstar, preseason transfers and overall/hot-cold restoration remain
unimplemented dependencies in POST_VISUAL_FEATURE_QUEUE.md.
