Context
Found in the BMS spec-compliance audit (finding C-6).
Current behavior
#POORBGA is parsed and stored (bms.poorBga), but every runtime only checks its presence and uses that to disable the #BMP00 default miss image:
packages/player/src/core/engine.ts (POOR BGA fallback resolution)
packages/player-tui/src/bga.ts
packages/player-web/src/scene/lr2/gameplay.ts
The mode value itself (0/1/2) is never interpreted, and no override image is shown — so authoring #POORBGA currently just removes the BMP00 miss image, which also diverges from our own docs/player-spec.md ("used to override the default POOR image").
Expected behavior
Interpret the #POORBGA 0/1/2 miss-layer display modes per the de-facto spec (hitkey command memo), aligned with LR2 behavior where they differ.
Suggested scope
- Confirm the exact LR2 semantics of modes 0/1/2 (hitkey memo + LR2 verification).
- Implement the mode switch in the shared POOR-BGA path (core
bga-timeline policy + TUI / web compositors).
- Update
docs/player-spec.md / .ja.md and add BGA tests.
Context
Found in the BMS spec-compliance audit (finding C-6).
Current behavior
#POORBGAis parsed and stored (bms.poorBga), but every runtime only checks its presence and uses that to disable the#BMP00default miss image:packages/player/src/core/engine.ts(POOR BGA fallback resolution)packages/player-tui/src/bga.tspackages/player-web/src/scene/lr2/gameplay.tsThe mode value itself (0/1/2) is never interpreted, and no override image is shown — so authoring
#POORBGAcurrently just removes the BMP00 miss image, which also diverges from our owndocs/player-spec.md("used to override the default POOR image").Expected behavior
Interpret the
#POORBGA 0/1/2miss-layer display modes per the de-facto spec (hitkey command memo), aligned with LR2 behavior where they differ.Suggested scope
bga-timelinepolicy + TUI / web compositors).docs/player-spec.md/.ja.mdand add BGA tests.