It was drawing the map mirrored. The X flip came from the setup console's
picture of Brewer's Bane, which is an illustration and not a screenshot -
the game does not draw it that way round.
What the game does: L4GaugeImagePrimitive::Draw plots
MoveToAbsolute(dest->x, dest->z), so the screen axes are view-space X and
Z, and the graphics view's origin is bottom left with Y increasing upward
- BackgroundLine draws endpoints.bottomLeft to endpoints.topRight, and
the port's zero-degree blit is documented with the origin in the bottom
left corner. So +X runs right and +Z runs up.
Also added the heading the real display has. NavDisplay centres on the
vehicle and turns with it, inverting the viewer's transform and taking
yaw only unless rockAndRoll is set; the viewer defaults to heading 0,
which is the north-up case, and Q/E/R turn it. Panning and dragging now
work in what you see rather than in world axes, so up stays up when the
map is turned.
TRACKS.html is left following the console pictures on purpose: nine of
those cards are the console pictures, so the reconstructed nine have to
sit beside them consistently. The two disagree by a mirror and each is
right for what it is, which both READMEs now say.
Pan with the arrows, zoom with plus and minus, [ and ] for the next
track. Self-contained HTML with the track data and palette embedded;
nothing here ships, and pack-dist.ps1 does not look at it.
It follows the engine rather than approximating it. NavDisplay derives
metersPerPixel from the zoom and sets LODIndex to it; L4GaugeImage::Draw
takes the first LOD whose scale is at least that value and draws nothing
once the value runs past the largest, so objects vanish rather than
simplify. Both map gauges are here because they disagree - nav is the
448x416 radar screen with LOD following zoom, gps the 125x203 panel whose
config pins LOD at 1.0. The HUD reports what is dropped, and is honest
that this content barely exercises it: every placement in every track is
cn3 with one LOD at scale 1000.
The map is not a phosphor screen. Primitives carry palette indices and
the palette is whichever the port was configured with - for the pod's
secondary port, configure(0,sec,270,0x00ff,clut0,rgb,secpal.pcc). PCC is
PCX, so the palette is the last 769 bytes. Walls are grey because index
51 is #4b4b4b; background is index 0, black; a primitive with colour 0
keeps the display's staticColor, 0x3C. Per-file palettes, not a global
one - 39 of 40 gauge PCCs differ - so the port's configured palette is
the one that counts.