Low power by default — the phone judged it invisible
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -455,8 +455,9 @@ on static screens. Three levers shipped:
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- **`TUNE.lowPower`** (>= 0.5, T-panel-flippable live): caps RES at 3 — −44% of pixels painted per
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- **`TUNE.lowPower`** (>= 0.5, T-panel-flippable live): caps RES at 3 — −44% of pixels painted per
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frame, THE big lever. `RES` is `export let` now, re-derived in fitViewport; main.js re-fits when
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frame, THE big lever. `RES` is `export let` now, re-derived in fitViewport; main.js re-fits when
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the knob flips. Sprites are 224px sources so RES 3 draws them at-or-below 1:1: softer, never
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the knob flips. Sprites are 224px sources so RES 3 draws them at-or-below 1:1: softer, never
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mushy. OFF by default — whether the sharpness trade is worth it is Oliver's phone-call, and if he
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mushy. **DEFAULT ON since 2026-08-08** — Oliver judged it "looks fine" on his phone. Set
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wants it player-facing it should become a settings toggle, not a TUNE knob.
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`lowPower: 0` for the full-fat render; if it ever becomes player-facing it should be a settings
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toggle, not a TUNE knob.
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**Fourth batch, same day — the card went HORIZONTAL, and nothing draws under a modal.** The
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**Fourth batch, same day — the card went HORIZONTAL, and nothing draws under a modal.** The
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stacked icon card ran 102 px tall and its lower third hung over live court; the icon sits LEFT of
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stacked icon card ran 102 px tall and its lower third hung over live court; the icon sits LEFT of
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@@ -312,9 +312,10 @@ export const TUNE = {
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barrelHp: 1, // anything pops it: ball, pellet, bomb, flame, swish. It is a target, not a body
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barrelHp: 1, // anything pops it: ball, pellet, bomb, flame, swish. It is a target, not a body
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barrelH: 1.15, // drawn height (a body is 1.8)
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barrelH: 1.15, // drawn height (a body is 1.8)
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fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped)
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fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped)
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lowPower: 0, // >= 0.5 caps RES at 3 (−44% of pixels painted per frame) — the battery-saver
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lowPower: 1, // >= 0.5 caps RES at 3 (−44% of pixels painted per frame) — the battery saver,
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// switch, flippable live from the T panel. Play speed and fps are untouched:
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// flippable live from the T panel. DEFAULT ON since 2026-08-08: Oliver judged
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// the trade is sharpness only, and 224px sprites keep it "softer", never mushy.
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// the sharpness trade invisible on his phone. Play speed and fps are untouched.
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// Set to 0 for the full-fat near-1:1 render.
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runnerSpeed: 3.2, // runner ('f') speed multiplier over the shamble
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runnerSpeed: 3.2, // runner ('f') speed multiplier over the shamble
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runnerVMax: 4.2, // hard runner speed cap — the late-game ramp must stay humanly reactable
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runnerVMax: 4.2, // hard runner speed cap — the late-game ramp must stay humanly reactable
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shamblerHp: 2, // splat-quality hits a classic shambler ('a'/'b') soaks before it dies — only the runner ('f') is still one-shot glass
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shamblerHp: 2, // splat-quality hits a classic shambler ('a'/'b') soaks before it dies — only the runner ('f') is still one-shot glass
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@@ -359,6 +359,6 @@
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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<script type="module" src="main.js?v=133"></script>
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<script type="module" src="main.js?v=134"></script>
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</body>
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</body>
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</html>
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</html>
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