Jurassic War - Native Windows 11 Port 1.11G
Package date, executable size, SHA-256, and signing status are generated into
RELEASE-IDENTITY.txt and appended to the packaged copy of this document.

PORT VERSION

Native file version: 1.12.31.0. TCP 0x0110C03B / spectator 0x0110C036.
See PERFORMANCE_AND_COMPATIBILITY.md for current benchmark usage, safe
optimizations, larger library navigation and retained platform/engine limits.

1.11G. The main menu displays V1.11G in its lower-right corner. This port runs
the verified original Jurassic War v1.05e engine and data.

This patch package contains the Windows port files, the _PWAR02.TRS menu with
Skirmish, and the repaired _PWAR08.TRC and _PWAR13.TRC map archives.
It does not contain the complete retail game or saved games; a complete
supported v1.05e installation is still required.

INSTALL

1. Start with a complete Jurassic War v1.05e folder.
2. Extract every file from this ZIP into that folder.
3. Confirm JurassicWarWin11.exe is beside PWAR.EXE, _SETUP.DAT, and the
   _PWAR00 through _PWAR14 archives. The packaged _PWAR02.TRS, _PWAR08.TRC,
   and _PWAR13.TRC intentionally replace those three original archives.
4. Double-click "Run Jurassic War Win11.cmd" or JurassicWarWin11.exe.

DOSBox, DOS4GW, SETUP.EXE, Visual Studio, and CPU emulation are not required.
The original x86 game engine runs natively behind translated Windows system
boundaries.

VERIFIED RETAIL EXECUTABLE

PWAR.EXE must be the 342,102-byte v1.05e file with SHA-256:
863F21F72D22BB63351A21DF2B158A7C71C4502C3A2BDF18335129DEBDD26342

The launcher also verifies the exact length and SHA-256 of all 15 _PWAR
archives before game, language, or network code starts. It rejects damaged,
hybrid, concurrently modified, or unsupported installations. The generated
SUPPORTED-BASE-CONTENT.txt lists the authoritative 16-file BuildID and hashes.

CURRENT PORT EXECUTABLE

Do not maintain a binary size or hash in this source template. The release
packager derives both from the exact launcher being copied and writes them to
RELEASE-IDENTITY.txt and SHA256SUMS.txt. This prevents documentation from
identifying an older executable after a rebuild.

SINGLE-PLAYER CAMPAIGN LEVEL PICKER

- During an active campaign mission, press Enter, type jump, and press Enter.
- Pick any level from 1 through 12. Tribe and difficulty stay unchanged.
- Cancel changes nothing. The normal victory transition leads into the chosen
  mission briefing and map.
- The jump command is disabled for multiplayer hosts and joined clients.
- Technical details and tests are in CAMPAIGN_JUMP_CHEAT_2026-08-16.md.

DISPLAY AND INPUT

- Live maps expand to the window aspect ratio while keeping units/UI readable.
- The FOODS counter and gameplay alerts are centered with the expanded live
  display in resized and fullscreen widescreen modes, including after W hides
  the sidebar. Their original 640x480 positions are unchanged.
- The sidebar remains 128 logical pixels wide; in-game dialogs are centered.
- Save and Load retain the expanded map and sidebar around their dialog. The
  manual-save progress panel and every "Saving ####" phase remain centered and
  fully visible in widescreen, stretched, fullscreen, and tall-window modes.
- Hiding or restoring the sidebar with W does not expose a black transition
  band or partially cleared map.
- Chat typing, cursor refresh, and palette refresh display the most recent
  completed frame, so re-entrant Win32 paints cannot expose a half-cleared
  chat, sidebar, or minimap band.
- A held left-button minimap drag remains owned by the minimap until release;
  crossing its left edge no longer turns into right-edge map scrolling.
- Right-clicking W with the sidebar hidden keeps the zoomed minimap at the
  right edge and retains the expanded viewport and camera position.
- Loading a save directly from the main menu initializes the same expanded
  layout as starting a new map first.
- Loading another save from an active map refreshes that save's own minimap
  geometry and tribe sidebar. Visible/minimized and cross-tribe transitions do
  not retain the previous map's panel background or wrap minimap pixels left.
  This applies to both the F3 shortcut and Load selected from the radial menu.
- Defeat, victory, and their following report/campaign screens restore the
  engine's complete 640x480 geometry when entered from a widescreen map.
  Defeat retries and new stages rebuild the expanded map normally.
- Natural campaign victories detected late inside a stage objective, including
  Koaka level 2, also restore classic geometry before drawing their palette.
- Multiplayer chat input, received-message history, and status text retain
  their original bottom margins on ultra-tall displays.
- Alt+Enter toggles borderless fullscreen.
- Print Screen saves a timestamped 32-bit BMP of the game or spectator view in
  the Screenshots folder beside JurassicWarWin11.exe.
- The launcher carries the dinosaur-head application icon supplied for the
  v1.10A release; no donor executable code or data is required at runtime.
- --classic-resolution selects the fixed 640x480 compatibility view.
- While focused, windowed mode confines the pointer to the complete outer
  window so its caption and resize frame remain reachable. Fullscreen confines
  to the complete monitor-sized client instead of a transient 4:3 viewport.
  Confinement is released during Alt-Tab, minimize, and move/resize.
- Passive edge scrolling suppresses Windows' resize glyph over the reachable
  border and maps direct client-to-border jumps to the exact game-map edge.
  Pressing that border restores its sizing cursor for the actual drag.
- An inactive or Windows-owned game client keeps the normal Windows pointer.
  Hover updates the dormant in-game cursor but never confines the pointer.
  Border/title-bar clicks remain available to Windows; only a client click
  restores confinement, without replaying that activation click in the game.
- Per-Monitor V2 DPI handling supports movement between differently scaled
  displays.

SAVE/CONFIG RELIABILITY

- Existing _PWARSAV.* saves remain compatible in the game folder.
- The ordinary single-instance launcher retains those legacy save/config
  paths. The two-player local launcher assigns Host and Join profiles, so its
  manual saves and _SETUP.DAT settings cannot overwrite each other or hide
  the user's existing root slots.
- Autosave banks follow the same effective storage profile. The default launch
  retains root compatibility, while explicit and automatically assigned
  profiles can discover and restore only their own namespaced checkpoints.
- Manual save/config replacement is transactional: a temporary file is
  flushed and validated before an atomic replacement, with the prior
  generation retained as .bak.
- Automatic checkpoints default to every five minutes with three rotating
  slots. Ctrl+F5 saves now; Ctrl+F4 restores the newest CRC-valid checkpoint.
- Multiplayer autosave is host-controlled and synchronizes both clients at the
  same lockstep tick. A missing or corrupt peer checkpoint cancels restore
  without changing the running match.
- Configure Enabled, Multiplayer, IntervalMinutes (1-60), and Slots (1-9) in
  JurassicWarWin11.ini. See AUTOSAVE-README.txt for normal use and
  AUTOSAVE_SYSTEM_2026-08-15.md for technical evidence.
- Checkpoint progress/results are shown in-game, including fullscreen. The
  joining client gets an explicit host-only message. Back-to-back Ctrl+F5 and
  Ctrl+F4 requests are ordered and the restore waits for checkpoint commit.

AUDIO AND MUSIC

- Intro video/audio, PCM effects, and MOD music use the native WinMM mixer.
- The title cue plays once. Gameplay Sequential/Shuffle/Repeat choices take
  effect when the current song ends.
- Audio initialization/output failures are identified in the launcher log and
  fall back cleanly instead of leaving a partial mixer.
- Default-device changes, endpoint removal/return, and resume request a
  bounded output-device recovery without discarding volume or mixer state.
- Shutdown proves the audio worker has stopped before shared mixer buffers are
  released; an abnormal driver timeout is reported instead of risking use of
  freed state.
- Positional attack/effect sounds use the center of the complete tactical view,
  so units in the lower half of an ultra-tall screen remain audible.

OFFLINE SKIRMISH

- Open Multiplayer Game > Skirmish, using the former Modem button.
- Choose a map, your tribe, and one to seven computer opponents.
- Starting units and food apply to your tribe; AI uses authored map forces.
- Normal save/load, autosave, restart, victory, and defeat are supported.
- See SKIRMISH-README.txt for details.

TCP/IP MULTIPLAYER

- Open Multiplayer Game and choose Null Modem. The native dialog provides
  Host game and Join by IP.
- Default port: 27015. Internet hosts normally need firewall permission and
  router port forwarding.
- For two games on one PC, use
  "Run Jurassic War - Two Players Local.cmd".
- Both players need this same build. See MULTIPLAYER_TCP_IP.md.
- The IP dialog also provides Spectate by IP. Hosts can explicitly allow up to
  four read-only viewers in fixed role slots: one Team spectator for HOST, one
  Team spectator for SUB, one Streamer, and one Commentator. A Team spectator
  is permanently limited to its selected player's explored terrain and visible
  objects. Streamer and Commentator views follow the host's full-map versus
  combined-player-exploration setting. Hosts may also set an optional password
  and a 0-30 second delay.
- Spectators use the game port plus one and have independent cameras. They can
  click the minimap to navigate and click objects for live stats without
  entering the player command stream. The Commentator also has an independent
  two-tribe Combat Power comparison. Frames are compressed, and congestion
  replaces stale unsent views with the newest capture instead of accumulating
  visual backlog. Live and intentionally delayed observers use the same smooth
  capture cadence. The viewer reports received FPS and stream response
  separately from configured delay. These role and privacy limits are enforced
  by the spectator protocol, not merely by the viewer interface.
- Different native simulation builds are rejected before entering a match.
- Local multiplayer runs at the original approximately 18.2-Hz game rate.
  Network waits use 1-ms timer resolution and immediate receive wake-up;
  high-ping games still slow because the original protocol is strict lockstep.
- If "Running error by line." occurs, both players' logs record the exact
  simulation tick, RNG states, command checksums, and TCP diagnostics. See
  MULTIPLAYER_DESYNC_AND_SPEED_FIX_2026-08-14.md.
- Multiplayer weapon and shield selections are now identical on both peers,
  including looted Fire-Arrows. New autosaves use metadata version 3: a
  persistent 64-bit session ID, full 64-bit generation, namespaced A/B SAV/INF
  banks, and an atomically committed PTR. Legacy version-2 checkpoints remain
  readable in single player but are refused in multiplayer. See
  MULTIPLAYER_FIRE_ARROW_SELECTION_DESYNC_FIX_2026-08-24.md.

DIAGNOSTICS

- JurassicWarWin11.log is recreated on launch. A second process uses a
  process-specific log.
- Fatal exceptions create JurassicWarWin11-crash.log with bounded register,
  stack, access/fault-address, instruction-byte, map-event, audio-boundary,
  campaign, and surface diagnostics.
- Fatal and nonfatal reports also retain verified timestamped copies under
  win11_port\diagnostics (or diagnostics as a fallback). Reports identify
  write/copy failures and exact duplicate incidents are deduplicated by
  content, not merely by category and time.
- Run "JurassicWarWin11.exe --help" for command-line options.

See NATIVE_WIN11_PORT.md for the reverse engineering, HIGH_RESOLUTION_VIEW.md
for renderer details, and RELIABILITY_FIXES_2026-08-11.md for exact fixes,
limitations, address evidence, and final regression results.
The guarded event-dispatch correction for the Tyrano level-12 report is in
TYRANO_LEVEL12_DISPATCH_CRASH_FIX_2026-08-16.md.
The chat/restart/title-counter/minimap stability analysis and repeated tests
are in CHAT_RESTART_CRASH_AND_MINIMAP_STABILITY_2026-08-17.md.

PACKAGE-SPECIFIC RELEASE IDENTITY

Release date: 2026-10-13
JurassicWarWin11.exe size: 6087168 bytes
JurassicWarWin11.exe SHA-256: 053F16F32F20E2F4223F0246A8081C084C1730A52E5D9A544AFE9EECFD857A5C
Trust: Unsigned release (NotSigned); verify the SHA-256 value below before running it.
See RELEASE-IDENTITY.txt and SHA256SUMS.txt in this Documentation folder.
Checksum paths are relative to the game folder, one level above Documentation.

INSTALLING THIS ZIP
Extract the entire ZIP into your existing Jurassic War installation.
Keep Documentation as a subfolder; launch the game from JurassicWarWin11.exe
or Run Jurassic War Win11.cmd in the game folder above it.

RUNTIME-ONLY PACKAGE NOTE

Markdown technical reports referenced in this text were intentionally omitted from this runtime-only package.
Those reports contain development evidence only; no omitted Markdown file is required to install, run, save, host, join, or spectate.
