# Transfers, Allstar CPU and presentation — 2026-11-02-r2

## Dated correction —2026-11-03 Stars re-audit

Earlier unresolved-QG-V01 statements below were stale. Fresh exact-r2 reproductions
show its existing native Stars redraw already displays the deciding goal. Historical
Nov2b29 reproduces the defect; r2/candidate both pass both winners/nonzero ties.
No new Stars native change was required. See[reproduction and scope](USD_FOOTER_20261103.md).
Historical raw images and original dated observations remain unchanged.


ROM SHA256 `c68333a8422b6e3754350ef2abd646951d85f6e2c2cd0f987dff1f184aa53b17`; CRC32 `4B82D65A`.

All124 required checks pass on this exact ROM and current sources.
[Qualification and retained failures](QA_20261102_R2_LOGS.md) · [Exact report](QA_STATUS.json).
Installation and public website verification are recorded separately.

## Quickgame and Allstar

Quickgame offers exactly **1 vs 1, 1 vs 2, 1 vs 3 and 2 vs 2 humans** under the latest explicit policy.
P1 is home. Away controllers are P2 (1v1), P2–P3 (1v2), P2–P4 (1v3).
For 2v2, P1–P2 are home and P3–P4 away. Three/four pads require the adapter;
ordinary two-port mode offers the valid 1v1 distribution. Native AI teammates fill remaining positions.
Quickgame has no wholly CPU opponent. Simulate Match and season-only tables/actions
are absent from its match menus. Switching back preserves each saved season.

Allstar additionally offers **1 vs CPU**, with P1 home and the entire opposing side
controlled by the native CPU. All four human distributions remain. The 52 best
eligible native base-OVR players are selected by natural position: each team has
3 G, 8 D, 5 C, 5 LW and 5 RW, allocated A/B/B/A within each group.
Both teams have base overall 82. A wears all black, B all red in both uniform banks.
All 32 ordinary clubs retain their uniform bytes. Inherited ANA/BOS logo shells
and arena artwork remain; the new teams have their correct names, players and uniforms.
Native matches, overtime, shootouts, physical-pad rotation and return-to-season
are covered separately by the required policy/flow/shootout suites.

## Transfers before the first season game

Choose a new Full, Light or Mini season, set **Transfers On** directly below Icing,
then Start. The native market opens Buy players, Sell players and Ready for season.
Off starts the ordinary season. Ready continues to the native match presentation.
Started seasons keep their locks; transfers are not reopened after match 1.
The three season slots have independent records and survive cold boot.

Prices use **native base OVR squared**, without temporary hot/cold modifiers.
A star is OVR 85–99; a middle player is OVR 60–79. Every club starts with **16042**:
99² + 79² = 9801 + 6241. This covers one player from each category even at both upper
bounds, without sale proceeds. This defines the budget categories; the global
player median is 55 and is not used as the middle-category definition.

A full 26-player club must free slots first. Squads remain 20–26 players, with
2–3 goalkeepers, at least 6 defenders and at least 12 forwards. Invalid trades
are refused before any debit. Purchases from clubs credit the selling club;
sales enter Free Agents rather than automatically swapping into the last club
bought from. Free-agent purchases debit the buyer. Budgets cannot become negative.
Lists display highest OVR first while native positional storage stays valid.
There are 832 physical records and 831 canonical unique identities; the existing
alias is deduplicated. Native validation covers all 32 clubs and affordable legal
star-plus-middle transactions, ownership uniqueness, positions and total currency.

Dual CRC-protected records commit one byte last. Torn-write, corrupt-record,
cancel, slot switch, reboot and reset-journal tests are mandatory. Actual transferred
identities, attributes, portraits, critical ratings, goalie choice and all native
lines are verified after loading. Historical builder sidecar descriptions that
call the initial pricing engine unfinished refer to its original phase; the
current runtime, menu, storage and flow tests establish present implementation.

## Original match presentation

Starting a game again reaches the original native team-overall/statistics and
hot/cold presentation before play. It uses the actual current home/away teams
and transferred players, including the virtual Allstar squads. Opened images
show transferred Edmonton 56 against Rangers 55, Fox COLD and Bouchard HOT;
Allstar shows 82/82 and its actual selected players. These are native renders,
not recreated website illustrations.

## Menus, defaults and HUD

- Edmonton, Hard, automatic lines, Icing On and Transfers Off.
- Low passes, Normal speed, Assisted targeting, Penaltys 50%, Alt Goalies On,
  AI Shot Plan On, Momentum On, KMH and Fragile Glass On.
- Faceoff Dots and overtime-shootout rules are permanently On; redundant rows hidden.
- Momentum explains ±10% Stats. Alt Goalies and Pickup Delay have concise help.
- Native A/B/Start/adapter controls and page-specific help are checked by actual input.
  The original Line Editor retains its native mapping. Replay/Stars avoid redundant help.
- Pass Charge On uses the same visible white/orange/red gauge as shooting.
- Momentum bars sit under the two team names in the lower-right box. Off removes
  bars and stat scaling. Shot gauge and selected speed unit stay below/inside the
  lower-left clock frame. The powerplay countdown has a matching frame above it.
- Automatic REPLAY keeps its native heading clean and preserves the lower-left panel.
- Player stars: P1 blue, P2 red, P3 neon green, P4 yellow; original red goal retained.
- Native line editing permits Draisaitl in Scoring Line 1 while retaining McDavid.
- Five real native warning beeps play once when a live period crosses 0:40;
  pause/replay/expiry guards and waveform evidence are checked separately.

The inherited Hard tactics are maintained, without another win-rate search.
The friendly-reception maintenance fix preserves the native lunge/movement and
recognizes a genuine planned CPU catch during B24; catch-only opening policy can
release into an actual keeper opening. General busy-shot exclusions, ratings,
RNG and shot physics remain. Its pure helper, native ABI, active negative controls,
actual catches and unchanged Normal/Easy cases are mandatory. No new 39/50 claim.

## Evidence and limits

[102 opened native images](../../audits/visual-final-20261102-r2/) carry the exact
ROM hash and per-image provenance. All 77 preceding current screenshot slots
are replaced; 32 club logos remain immutable ordinary-club artwork. Historical
images and original comparisons remain [archived unchanged](../../audits/website-history-before-20261102-r2/).
Clock-accelerated shootout and completed-save review fixtures are labelled.
Natural controller-input matches, transfer operations, charges, critical flight,
replay, intermission and Stars are separately identified.

Physical USB hardware, human play feel/difficulty, sound salience and human
keeper-outlet preference still need people. The inherited compact Stars score
can retain the regulation tie after a shootout; the native result header is correct.
The original San Jose two-win state was not recovered. Historical Hard38 results
are retained as history, not a current independent strength confirmation.
Bodin delivery depends on connection and a normal emulator exit; never close a
running user RetroArch or clear active progress. Every changed release gets fresh
matching-game progress after exit, preserving/remapping preferences and history.

After release and website desktop/mobile review, M25 creates a coherent actual
gameplay video with native sound and a feature/timecode checklist. Until that work
is complete there is no claim of a complete demonstration video.

## Build inputs

Use `tools/experimental/build_test.py` with the plain builder input SHA256
`f84e2f834b258b7f3b5f2254061b4f00a31ccf5652d1d33e79ba210ae02f0e97`.
The distributed IPS instead applies to the unmodified original v5.1W image:
SHA256 `b115de41eee9b790618a8a053885aefea32aaf5a2de2eaeb260af8aaf36b8f39`,
MD5 `8f863ecb108c1d213953bada9b98f4f2`. These are distinct inputs; exact source
rebuild and original-base IPS reconstruction must both reproduce the release.


## Current market ownership clarification —2026-11-03

Purchases are separate cash transactions. Buying from another club removes the
player from that club’s squad and adds the player to the buyer’s squad; the
selling club receives the fee. It receives neither the buyer’s sold players nor
automatic replacements. Sales place players into Free Agents. CPU clubs do not
automatically recruit replacements in this version, so a club can become weaker
when its stars are bought. No new CPU recruitment behavior is ordered or implemented.

Both squads must retain20–26 players,2–3 goalkeepers, at least6 defenders and
12 forwards. Buying also requires a free slot and sufficient funds. Invalid
transactions are rejected before money or ownership changes. The native forward
role policy remains as implemented; this does not introduce natural-position
quotas beyond the existing valid-lineup rules.

For example, buying McDavid and Draisaitl from Edmonton is possible only when
budget, roster space and both clubs’ constraints permit it. Edmonton gets money
and keeps its remaining valid squad. Players sold by the buying club remain
Free Agents, not automatic Edmonton replacements. This is clarification of
current behavior, not a trade-system change.

[Visible market explanation](../../index.html#transfer-market-explained).


## Final current checkpoint —2026-11-03-r2 (Beta)

Released locally and publicly: SHA256 `20793fce15e640bf60d31c48e95bd0d284105fc07f8ae01ed08b1a579b37e99f`;
CRC32 `966FE68B`. **128/128 required groups pass on465 exact native/test
source hashes**, with the original failed full batch retained and four entire
affected groups requalified through an audited six-file host-test-only closure.
Twenty independent control/rollback builds, extracted-source exact rebuild and
original-base IPS reconstruction pass. No later website task changes this ROM.

Main-menu speed/sequencer continuity, exact root Games credits URL, eligible
downed-skater Y selection and consistent actual-roster team OVR are qualified.
Quickgame retains four human splits; Allstar additionally offers CPU and black/
red uniforms. Preseason transfers and the restored native presentation remain.

The separate image-to-title audit checks123 original image files/232 old placements,
corrects21 explicit bindings and inventories **239 final placements/128 image URLs**.
Fresh same-ROM captures show actual owned purchases, framed centred menu help,
dollar amounts, keeper possession/arrows, faceoff stars, Overall and a matched
172KMH shot/replay pair. Historical originals/notes/audit bytes are retained;
fixture scopes, current captions and manual limits are explicit.
Final public desktop1440/mobile390/320 browser evidence and image/body/link checks
are recorded in [the completed image audit](IMAGE_TITLE_AUDIT_20261103_R2.md).

The public market guide explicitly explains separate cash transactions, Free
Agents, no automatic player swaps/replacements or CPU recruitment, legal squad/
budget guards and a conditional McDavid/Draisaitl example. This is documentation
of existing behavior; the native transfer economy/rules remain unchanged.

Local installation preserves configs/remaps and138 unrelated saves. Three old
matching progress files were cleared only at this new release, after normal user
frontend exit. All three original runtime histories remain hash-preserved and
are merged into the current item. Legitimate new-version play is preserved.
Bodin delivery remains queued while the known host is offline; no remote install
is claimed. Physical controllers, extended human play/audio preference and live
jdc/Bodin multiplayer remain beta acceptance. The older9:33 film is clearly dated
2026-11-02-r2. Earlier dated sections below are historical snapshots, superseded
by this current checkpoint.

