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>
This commit is contained in:
1 parent
90d7ac1096
commit
40c74be4aa
16 files changed
+13
-9
No files matched your search
@@ -41,6 +41,9 @@ export const TUNE = {
|
||||
// the dive is what buys the pace its net clearance
|
||||
serveHardErr: 1.6,// how much a hard serve multiplies the timing scatter: pace is paid for in
|
||||
// faults, which is what makes tap = safe second serve a real decision
|
||||
runN: 0, // frame-count override for run cycles (0 = probe per character sheet) — bench tuning knob
|
||||
runHz2: 1.7, // stride cycles/s for TWO-frame pairs (the opponents). Tuned live on the bench
|
||||
// with Oliver 2026-08-14 — the old hardcoded 4.5 was strobe; 1.7 reads as running.
|
||||
runHz: 2.4, // stride cycles/s for the rolled 6/8-frame run sets. The old hardcoded 4.5 was
|
||||
// tuned on 2-4 near-duplicate frames; on eight real phases it strobed
|
||||
faceFlip: 0.13, // s an auto-steered direction must persist before the body mirrors (earnFlip).
|
||||
|
||||
Reference in new issue
Block a user