OPENHOOPS / 2K14Final team archive · November 9, 2026Reference libraryChecksums

Dated source reference. Current release status: handoff state. Full original relative paths are in the developer archive.

Presentation replacement boundaries

We can choose the architecture and author graphics now. The Dell is required to prove native suppression, synchronization and integration.

Most 2D broadcast graphics can use our own layouts, fonts, textures and animation. They will draw into the game through an adapter. Each network uses the shared renderer and data contract. Independently authored graphics still depend on native suppression and an in-game drawing host.

This is an architecture plan, not implemented capabilities. The original 53-component inventory remains unchanged. JSON classification assigns every inventory component a strategy.

Strategy Components Work possible now Native/Dell work
Own 2D graphics 20 Build layouts, fonts, logos, animation, data formatting and fixture-driven previews independently of the native graphic files. Locate and suppress original visual children; provide copied match state, reliable display cues and in-game renderer integration. Native suppression, exact cue timing, render-state/resource recovery, visual correctness and gameplay/result continuity.
Hide native branding 3 Declare desired visibility and optional replacement network branding; no replacement artwork is necessary merely to hide a native mark. Identify complete visual owners, shared resources and any transition completion/audio dependencies. Prove disappearance/restoration without leaving text, shadows, black holds or missing shared assets.
Own graphics with native sequence integration 8 Create 2D wipes/cards/storyboards and animation timelines; optionally design a flat replacement for a native 3D graphic. Retain or deliberately alter native replay playback, camera/scene objects and sequence completion; connect verified entry/exit/re-entry cues. Discover event boundaries and prove natural return to play, interruption handling and absence of native 3D remnants.
Native interactive UI 4 Plan neutral styles and inspect assets/input dependencies; design future replacement controls if wanted. Reskin native widgets/resources first where practical; a complete replacement also owns focus, hit testing, controller navigation, commands and modal outcomes. Verify actual widget sharing, keyboard/mouse/controller behavior where hardware exists, state transitions and error recovery.
Existing native settings 7 Define optional per-match preferences using existing option names and domains; use fixture cases for configuration. Apply through the current guarded option/startup interfaces and preserve explicit client choices. Verify the final chosen presentation profile in game; earlier setting readback is scoped evidence, not universal graphic suppression.
Retained gameplay/shared dependencies 6 Document preservation and optional future restyling; specify that broadcast ownership must not claim these shared resources. Keep existing behavior/resources. A later replacement needs its own data, visibility and functional-input mapping. Regression-check that suppression/replacement of nearby broadcast graphics leaves these working.
Audio requiring separate integration 1 Specify optional stingers/music and cue policies separately from the graphics timeline. Recover exact sound routing and native mute/replace timing; existing music volume does not identify every wipe or branded sound. Verify channel ownership, mixing, interruptions and preservation of crowd/referee/gameplay sounds.
Native world assets / roster artwork 1 Roster artists can author compatible court/arena textures and geometry through their asset workflow. Load compatible native assets with correct references/UVs; verify selected per-match routing before claiming support. Visual integration under game cameras, lighting, occlusion and native asset use.
In-world video/render surfaces 1 Design source graphics/video independently; document intended screen/ribbon surfaces. Recover board meshes/UVs/materials and whether a texture, video or render target supplies each surface. Reusing a 2D scene as a texture is a future possibility. Prove actual surface binding, perspective/occlusion, rendering lifetime and sharing with other views.
Existing managed startup drawing 1 Use the existing neutral/app-configurable loading artwork/text contract; retain its scoped documented behavior. Existing startup route and managed in-game cover; reuse rendering integration as a lead, not as a finished gameplay compositor. Regression-test when the shared renderer is integrated and before broadening supported startup/mode paths.
Other modes needing their own discovery 1 Retain candidate assets and mode requirements for later; do not infer ordinary-exhibition compatibility. Identify actual mode-specific UI, sequence and gameplay owners before choosing the replacement route. Mode-specific discovery and acceptance if that scope is later requested.

Data and timing

The current HTTP snapshot supplies live scores/clocks, team/player totals, profile-qualified bonus/timeouts and coarse presentation observations. Checked roster context supplies optional rank, names, biographies and custom fields. These are substantial inputs for scorebugs/stat cards. An external dynasty must explicitly supply its season records and history. Unknown values stay unknown.

An exact animation trigger is a separate requirement from drawing a graphic. A stoppage does not name a foul, a queued substitution does not establish entry, and a free-throw phase does not describe every award boundary. Replay entry/exit, scene completion and interruption cues still need native recovery. Work63 native metadata reads retain their pending real-game acceptance; HTTP metadata acceptance does not certify the native reader.

The future draw path should consume coherent copied state. It should not perform HTTP/file I/O or block the game for a third-party app every frame. Layout/animation time cannot advance an authoritative stopped game clock.

Work order

  1. Define the package/layout/data contract, draft 2D graphics and fixture-driven state/animation behavior.
  2. When the Dell is explicitly safe, map/suppress native visuals and verify clean gameplay with native simulation, replay/camera completion, input and final results preserved.
  3. Integrate the shared renderer, verify actual frame composition/resource recovery, and finish the first network package against those boundaries.
  4. Expand interactive menus, native 3D staging, audio and world surfaces only as separately verified scopes.

No renderer, suppression hook, game, Dell connection, application build/test, new dependency or deployment is part of this classification. The Dell-safe gate still applies. Native presentation plan.

Every component

Component Recommended strategy Additional constraint
scoreboard.main — Scoreboard frame and team score rows Own 2D graphics Use the strategy requirements above; native visual ownership remains unverified.
scoreboard.clocks — Game clock, shot clock and period/OT labels Own 2D graphics Live score/clock formatting must use a coherent copied snapshot and the selected logical period profile. Animation time never becomes the authoritative game clock.
scoreboard.team_identity — Team abbreviations, logos and colors Own 2D graphics Use the strategy requirements above; native visual ownership remains unverified.
scoreboard.bonus_timeouts — Bonus, team-foul, timeout and possession-arrow indicators Own 2D graphics Bonus/timeout/arrow displays use their supported profile-specific fields; unknown/unavailable values are hidden or explicitly unavailable, never inferred from physical holder.
scoreboard.alerts — Scoreboard-attached foul, violation and possession notices Own 2D graphics Use the strategy requirements above; native visual ownership remains unverified.
branding.game_watermark — NBA2K14 / 2K on-screen game watermark Hide native branding Use the strategy requirements above; native visual ownership remains unverified.
branding.sponsor_watermarks — Sponsor and halftime watermarks Hide native branding Use the strategy requirements above; native visual ownership remains unverified.
transitions.replay_wipes — Replay entry/exit wipes and 2K transition branding Own graphics with native sequence integration A new wipe can be authored immediately. Synchronizing it with captured native replay frames and removing native entry/exit branding requires native cue/lifecycle proof.
transitions.team_wipes — Team-branded wipes and matchup transitions Own graphics with native sequence integration Use the strategy requirements above; native visual ownership remains unverified.
transitions.player_wipes — Player-branded wipes Own graphics with native sequence integration Use the strategy requirements above; native visual ownership remains unverified.
transitions.show_wipes — Studio, day-of-week and director-cut wipes Own graphics with native sequence integration Use the strategy requirements above; native visual ownership remains unverified.
transitions.sponsored_wipes — Sponsored wipes Hide native branding Use the strategy requirements above; native visual ownership remains unverified.
transitions.mode_wipes — Playoff, Finals and All-Star wipes Own graphics with native sequence integration Use the strategy requirements above; native visual ownership remains unverified.
replay.indicator — Replay label/indicator and replay broadcast frame Own 2D graphics Use the strategy requirements above; native visual ownership remains unverified.
replay.controls — Manual instant-replay transport/camera controls Native interactive UI Use the strategy requirements above; native visual ownership remains unverified.
replay.sequence_policy — Automatic action-replay scheduling Existing native settings Use the strategy requirements above; native visual ownership remains unverified.
camera.after_basket — After-basket camera cuts Existing native settings Use the strategy requirements above; native visual ownership remains unverified.
information.team_stats — Team comparison and statistical flyouts Own 2D graphics Use the strategy requirements above; native visual ownership remains unverified.
information.player_stats — Player stat flyouts and lower thirds Own 2D graphics Use the strategy requirements above; native visual ownership remains unverified.
information.player_bio — Player biography, draft and season-record cards Own 2D graphics Roster context supplies optional biographies/ranks. Missing and unranked are distinct. Historical season/dynasty totals need explicit external-app data.
information.fouls_violations — Foul, violation, injury and disqualification cards Own 2D graphics An automatic named foul/violation card needs a verified event meaning, actor and award. A generic stoppage phase cannot choose the card.
information.free_throws — Free-throw shooter, percentage and award graphics Own 2D graphics Use connected FT award/progress/settlement evidence where supported. A free-throw phase or remaining-count change alone is not a full graphic lifecycle.
information.substitutions — Automatic substitution announcements Own 2D graphics Display actual observed entry separately from queue acceptance; selected substitution intent does not prove that a player is on court.
information.player_of_game — Player-of-game and milestone graphics Own 2D graphics A package/app can choose a player from exposed stats under its documented policy. A native award cue/selection must not be claimed recovered.
information.records — Standings, team records, playoff-series and historical cards Own 2D graphics External league records/standings must be provided and identity-bound by that app; the stock NBA database is not an implicit source.
pregame.matchup — Pregame matchup and title cards Own 2D graphics Use the strategy requirements above; native visual ownership remains unverified.
pregame.lineups_flat — Flat starting-lineup cards Own 2D graphics Use the strategy requirements above; native visual ownership remains unverified.
pregame.lineups_3d — 3D starting-lineup presentation Own graphics with native sequence integration A flat package lineup is feasible as a planned own-renderer alternative. New 3D player staging, meshes or camera choreography requires native scene/asset integration.
pregame.arena_intro — Arena introduction, location and feature cards Own 2D graphics The 2D title/location card can be owned independently; changing the arena/player/camera animation is a separate native-scene task.
break.period_cards — End-of-period and return-from-break cards Own 2D graphics Use the strategy requirements above; native visual ownership remains unverified.
break.halftime — Halftime studio, recap and sponsor graphics Own graphics with native sequence integration Own 2D recap/stat panels can be built now. A full replacement studio show or skip/shortening of native halftime requires scene and completion mapping.
break.timeout — Timeout and huddle broadcast graphics Own 2D graphics Use the strategy requirements above; native visual ownership remains unverified.
postgame.summary — Final-score, box-score and postgame summary graphics Own 2D graphics Show final totals from reconciled result readiness. A visual end-of-period/game cue cannot commit league results or close an unrelated process.
postgame.highlights — Highlights, interviews and postgame transitions Own graphics with native sequence integration Own titles and transitions can accompany native highlights. Independent replay capture, clip selection and playback are additional systems.
interface.pause_branding — Pause-menu branded header/footer and shell Native interactive UI A cosmetic native reskin still needs in-game resource verification. Replacing the whole menu is a larger UI project with functional parity requirements.
interface.coaching_substitutions — Interactive coaching, defensive settings and substitutions Native interactive UI Use the strategy requirements above; native visual ownership remains unverified.
interface.confirmations — Confirmation, connection, controller and error dialogs Native interactive UI Use the strategy requirements above; native visual ownership remains unverified.
gameplay.ball_handler_text — Ball-handler name/number/position label Existing native settings Use the strategy requirements above; native visual ownership remains unverified.
gameplay.control_markers — Player-control rings, pass icons and defensive markers Retained gameplay/shared dependencies Use the strategy requirements above; native visual ownership remains unverified.
gameplay.shot_feedback — Shot timing/grade feedback Existing native settings Use the strategy requirements above; native visual ownership remains unverified.
gameplay.ft_help — Free-throw help and aiming guidance Existing native settings Use the strategy requirements above; native visual ownership remains unverified.
gameplay.pick_roll — Pick-and-roll instruction overlay Existing native settings Use the strategy requirements above; native visual ownership remains unverified.
gameplay.skill_badges — Signature-skill and gameplay-status popups Retained gameplay/shared dependencies Use the strategy requirements above; native visual ownership remains unverified.
gameplay.play_diagrams — Play art, coaching arrows and contextual prompts Retained gameplay/shared dependencies Use the strategy requirements above; native visual ownership remains unverified.
audio.commentary — Native commentary and branded spoken references Existing native settings Use the strategy requirements above; native visual ownership remains unverified.
audio.music_stingers — Broadcast music, wipe stingers and loading audio Audio requiring separate integration Use the strategy requirements above; native visual ownership remains unverified.
audio.arena_gameplay — PA, crowd, ball/referee effects and player chatter Retained gameplay/shared dependencies Use the strategy requirements above; native visual ownership remains unverified.
world.floor_signage — Court, basket and arena branding/signage Native world assets / roster artwork Use the strategy requirements above; native visual ownership remains unverified.
world.video_boards — Arena jumbotron and ribbon-board presentation In-world video/render surfaces Use the strategy requirements above; native visual ownership remains unverified.
startup.intros_loading — Opening videos, title waits and match loading cover Existing managed startup drawing Use the strategy requirements above; native visual ownership remains unverified.
other_modes.graphics — Blacktop, drills, All-Star, career and online-only graphics Other modes needing their own discovery Use the strategy requirements above; native visual ownership remains unverified.
shared.fonts — Shared localized fonts, labels and glyph atlases Retained gameplay/shared dependencies Own packages can use their own font resources; native fonts remain for retained menus and controls.
shared.ui_containers — Shared GUI, overlay, global and game-data containers Retained gameplay/shared dependencies Use the strategy requirements above; native visual ownership remains unverified.