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Fix co-op special-weapon graphics and recover stale hurt protection - #145
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When co-op players fire different native special weapons together, shared CHR/palette uploads can garble either player's projectiles. Resolve each player's shots from its own ROM graphics and palette, including normal and charged specials, with the correction active by default.
Also resume the native protection countdown for a living player left with an orphaned hurt latch. The reported P1 invulnerability after P2 dies remains unconfirmed: ordinary partner deaths did not reproduce it on current code, and no diagnostic capture is available. The regression explicitly seeds the stale hurt state; it proves recovery for that state, not the original trigger. The owner authorized merging with this limitation and a tentative release note.
Validation: compositor tests cover private tiles/colors with poisoned shared graphics and optional repairs off/on; native simultaneous normal/charged specials pass in both character orders; all eight Mavericks cover actual partner deaths and survivor damage in both death orders; seeded stale-state recovery and guard checks pass. The 28-pair co-op suite, existing contact/recovery/weakness suite, and a 650-frame packaged executable smoke pass. Latest main has the same source tree as the tested base; the integration adds only this fix and the limitation documentation.
Release note: Fixed garbled co-op special-weapon graphics. Tentative recovery for the reported survivor invulnerability after a partner dies; the exact reported trigger has not yet been reproduced or confirmed fixed.
Tracking: beads-s6r3. Keep the invulnerability investigation open pending a diagnostic capture or owner retest.