4.1 High-Confidence Matches

SH4 Math (Spec 2) — P0 Priority - D3-TUI runs on Dreamcast (SH-4 CPU @ 200MHz) - Required for all vector/matrix operations - DreamHAL sh4_math.h adoption is straightforward - Action: Verify KOS integration, include DreamHAL headers

Asset Formats (Spec 3) — P1 Priority - PVR textures are native to Dreamcast/PVR2 - KOS already supports PVR/KMG formats - Build-time conversion tools needed (sh-texconv, sh-meshconv) - Action: Map existing D3-TUI assets to .pvr/.shm formats

Material System (Spec 4) — P1 Priority - PVR2 requires polygon header configuration - Multi-pass effects common in Dreamcast games - Bump mapping, lightmapping, environment mapping all relevant - Action: Identify multi-pass rendering patterns in captures

VMU Interface (Spec 1) — P1 Priority - VMU is Dreamcast memory card + display - D3-TUI captures show terminal-like interfaces (HERMS) - Action: Check if VMU display is used for debug/terminal