Release verification — version 0.5.0
Game: Caseohs March to a Billion
Executable: Caseohs-March-to-a-Billion.exe
Archive: Caseohs-March-to-a-Billion.zip (files directly at ZIP root)
Target: native x64 Windows GUI; static C++ runtime.

FINAL RELEASE CHECKS — PASS
Windows compilation with -Wall -Wextra -Werror: pass.
PE32+ x64 Windows GUI executable; exact title and version 0.5.0 resources.
System DLL imports only; no external C++ runtime DLL dependency.
Core gameplay: 528 checks; expansion: 2,623; mouse/aim: 115.
Fixed-step input: 35 checks; INI snapshots: 57; presentation policy: 36.
Six-suite combined total: 3,394 checks, all pass under O2/Werror and ASan/UBSan.
Leak detection disabled because the runtime restricts process inspection.
Actual ten-world campaign: 36,437 fixed ticks, two checkpoint retries,
ten mandatory boss kills and 1,000,000,000 fictional subscribers.
120 checks prove original object prefixes match the delivered version 0.4.
13 actual-game and seven host-restoration checkpoint regressions pass.
Independent integration review verified array IDs, input/display transforms,
music contexts and save compatibility; its checkpoint finding is fixed.
All 28 PNGs fully decoded; ten backgrounds are 1920x1080. All 130 atlas
rectangles are in bounds; the empty Reactor background is repaired.
82 runtime WAVs: 35 voices, 23 music loops, 24 effects. 33 genuinely stereo.
All previous 15 voice clips and three short recorded farts byte-identical.
All 35 voice/source hashes, PCM formats, non-silence and clipping checks pass.

PRESENTATION / GAMEPLAY TARGETS
World vertical coordinates 76–540 map into display coordinates 76–470.
Standing ground maps to approximately 410.6, exposing 59.4 design pixels of
pit depth above the footer. Rim highlights and forward gap warnings added.
Mouse-to-world inverse mapping follows the same vertical transform.
Sixth CMake/CTest suite: presentation_tests / presentation_policy.
Ten weapons: stronger selected weapons survive weaker/repeated pickups.
Gifted Subs: 2 damage, 700 world pixels/s for 3.2 s = 2,240 unobstructed pixels.
Receipt Cannon: three spreading shots with temporary enemy slowdown.
One by One: arcing, bouncing brick with multi-target hits.
Two new enemy types: Cart and Caretaker. Soup/Flashlight power-ups added.
22 pickup types. Four source-researched chapters added to worlds 2, 3, 7, 9.
RESEARCH_v05.md distinguishes creator evidence, community memes and original
proposed interpretations; it is not a claim that every proposal shipped.
Existing object order retained; appended objects keep version 0.4 masks valid.

AUDIO VALIDATION — PASS
35 public community CaseOh-attributed clips; 20 added in version 0.5.
Significant gameplay moments only: no voice from ordinary tokens, jumps,
held fire or ordinary enemy kills. Minimum global quiet gap 14–20 seconds,
individual clip reuse gap 120 seconds, last-four clip avoidance.
Minor repeated effects coalesce instead of flooding the mixer.
23 stereo musical loops: menu + 10 worlds + 5 paired-level bosses + 3 elites
+ 4 chapter themes. Previous 19 contexts rebuilt; level scores now develop
across 16 bars with A/B/C/bridge sections. Level assets use band-limited
22.05 kHz PCM16 and native upsampling to 44.1 kHz. Encounter crossfades
preserve return positions rather than resetting each music context.
212 arrangement checks pass: section variety, stereo, headroom, zero loop
endpoints and DC. Fourteen tracks use 22.05 kHz; other runtime WAVs use 44.1.
The actual native decoder/mixer/context code passes ASan/UBSan with all 82
assets. An independent reference matches every stereo frame and sample for
all 23 music loops, including resampling. Decoded memory: 98,195,484 bytes,
below the retained 256 MiB cap. Chapter priority, interrupted fades, bounded
resume slots and saved music-position restoration pass.
CPU-only stress mixing matches version 0.4 at approximately 51–57 microseconds
per 17.4 ms audio block; this is not a Windows audio-device measurement.
Continuous event-pressure test produces three voice reactions per minute.
Short farts unchanged: 160 / 185 / 145 ms; original masters retained.
Audio rebuild order: generate_audio.py, compose_soundtrack.py,
shorten_farts.py, compose_expansion_audio.py.

PERFORMANCE / COMPATIBILITY
130 atlas sprites share one cached bitmap; corrected player running poses.
Separate audio-completion, controller/discovery/rumble and save workers remain.
Bound-key polling, cached terrain/text and off-screen culling remain.
High-resolution 60 FPS scheduler; immediate Direct2D presentation.
Background/minimized redraw suppression, coalesced resize, independent audio.
F3 reports FPS, mean Input/Simulation/Render work, maximum combined work and
graphics-target creation count/time. 60 FPS is a target, not a measurement.
VSYNC settings row is explicitly a no-op. Existing save path/settings reused.

PROVENANCE / WINDOWS LIMITS
Recorded farts: Breviceps, CC0; credits and preserved masters included.
Voice clips follow community source attribution; original-creator permission
and endorsement are unverified. Public availability is not a copyright
license or speaker authentication. No cloned/synthesized streamer voice.
Fake-IP numbers exceed 255; no actual IP lookup or collection.
Windows graphics, audio device playback, physical mouse/controllers,
fullscreen/window dragging and hardware performance: untested here.
Wine cannot execute because its required Unix sockets are prohibited.
