Two frames each: the run cycles land where the zombies always were
The live bench session's verdict, in Oliver's words: "this looks better than anything before." Six and eight real phases at speed read as flicker on a far-court body — the zombies never had this problem because their walks are FOUR well-chosen frames at a calm rate, and the fix was to stop out-drawing them. Each opponent now runs a TWO-frame true leg-swap pair — his frames 1+2 of the grid roll, hers 7+8 of the face-transplant cycle, both picked live on the bench with SPR swaps — at TUNE.runHz2 = 1.7 (the old hardcoded 4.5 for short cycles was most of a stride per display frame; that is the strobe). The tuning rig ships too: TUNE.runN (frame-count override, 0 = probe), T.SPR for live frame swaps, and the bench's living slots — the next cadence question gets answered by watching, not rolling. Twelve run sprites become four; the SPR list says why. SPRV 124, main.js v248. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -494,6 +494,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one') {
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