Finish the roster: brute wounds, the chair spectator, the last boy frames
The two that kept failing land as two-figure sheets — a dragged pole or a held-up chair is wide enough that four to a sheet either merge into one frame or run off the canvas whatever margin the prompt asks for. The chair spectator came out the best of the lot (0.15-0.24 to 0.42-0.52). Also caught x_boyrun3 and x_boyrun4 sitting at the old fidelity next to the two frames of the same run I had already redrawn — my batch list only covered half the cycle. The roster now averages 0.341 inner-edge density across 111 character sprites, against 0.237 for z_mach2. What is deliberately left alone: the chapter bosses, the judge, the ball machine and the weapon icons — Oliver named those as the ones that were already right. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -223,5 +223,13 @@
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],
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"anchor": 0,
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"subject": "One frame of a zombie spectator in a grey-brown coat who has just had his wooden folding chair knocked DOWN out of his hands \u2014 the chair is falling beside him and he is staggering with his arms up \u2014 drawn as coarse low-resolution pixel art."
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},
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"boy_run_2": {
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"sprites": [
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"x_boyrun3",
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"x_boyrun4"
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],
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"anchor": 0,
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"subject": "Two frames of the same young ball boy in a white polo shirt and shorts sprinting across a tennis court, two further stages of the same run cycle, drawn as coarse low-resolution pixel art."
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}
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}
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@@ -97,6 +97,6 @@
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<p id="build"></p>
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</div>
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</div>
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<script type="module" src="main.js?v=69"></script>
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<script type="module" src="main.js?v=70"></script>
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</body>
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</html>
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@@ -155,7 +155,7 @@ export function proj(x, y, z) {
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// ---------------------------------------------------------------- sprites ----
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// assets/<name>.png; game falls back to code-drawn figures until sprites load.
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const SPRV = 63; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
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const SPRV = 64; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
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const SPR = {};
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for (const n of ['p_idle1','p_idle2','p_bounce','p_bounce2','p_toss','p_smash','p_run1','p_run2','p_run3','p_run4','p_swing1','p_swing2','p_die1','p_die2','p_die3','p_die4','p_die5',
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'o_idle1','o_idle2','o_bounce','o_bounce2','o_toss','o_smash','o_run1','o_run2','o_swing1','o_swing2',
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