The mode buttons became posters: four bright banner scenes, captions on top
Oliver's design call for the setup screen: the mode buttons should POP — a bright full-bleed background symbolising each game mode, the description written over it. Four scenes rolled through the _famroll OpenRouter route, each anchored on its mode's own sprite for style, no text baked in: CLASSIC a sunny sports-poster serve under a blue summer sky ZOMBIE the turned opponent at an acid-green floodlit night net CUP the champion's silhouette looming over the gold trophy GORE the horde pouring over the net into a blood-red sunset Installed as mode_*.png at a third of the 2K roll, quantised to 128 colours (2.1 MB of menu art became 265 KB; pixel art quantises for free). The button is the banner now: art + scrim gradient as one background stack, caption bottom-left with a text shadow, and the unpicked modes sit desaturated and dimmed so the chosen one is the thing that glows — the menu's own "one bright thing means selected" rule, applied to pictures. The sprite-tile row and its `tile` field are gone from MODES; raw 2K rolls kept in _refcheck/modebtn for re-cuts. SPRV 114 -> 115, main.js v229. Verified in the browser: draw, select, summary line, no console errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -629,13 +629,15 @@ export const COURTS = [
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// classic — real tennis, best of TUNE.classicSets sets, nothing ever turns
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// zombie — the exhibition match (beats.startMatch): one game per opponent, blood only
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// gore — the original: the opening match TURNS and you survive what walks on
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// `tile` is an existing sprite rather than new art on purpose — each one is the thing you will be
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// looking at for the whole mode, which is a better advert than a drawn icon of it.
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// `art` is a full-bleed banner scene behind the whole button (Oliver's call over the sprite tiles,
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// 2026-08-14: "bright backgrounds symbolising the individual game mode with the descriptions
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// written on top"). Generated through the _famroll OpenRouter route, one scene per mode, no text
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// baked in — the button's own name/sub render over a scrim, so the caption stays crisp.
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export const MODES = [
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{ id: 'classic', name: 'CLASSIC TENNIS', sub: 'REAL TENNIS · BEST OF THREE SETS', tile: 'o_swing1' },
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{ id: 'zombie', name: 'ZOMBIE TENNIS', sub: 'ONE GAME PER OPPONENT · BLOOD ONLY', tile: 'z_r1' },
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{ id: 'cup', name: 'THE TOURNAMENT', sub: 'FOUR ROUNDS · THE CHAMPION WAITS', tile: 'z_champ1' },
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{ id: 'gore', name: 'SPLATTER GORE', sub: 'THE MATCH TURNS · SURVIVE IT', tile: 'z_boss1' },
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{ id: 'classic', name: 'CLASSIC TENNIS', sub: 'REAL TENNIS · BEST OF THREE SETS', art: 'mode_classic' },
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{ id: 'zombie', name: 'ZOMBIE TENNIS', sub: 'ONE GAME PER OPPONENT · BLOOD ONLY', art: 'mode_zombie' },
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{ id: 'cup', name: 'THE TOURNAMENT', sub: 'FOUR ROUNDS · THE CHAMPION WAITS', art: 'mode_cup' },
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{ id: 'gore', name: 'SPLATTER GORE', sub: 'THE MATCH TURNS · SURVIVE IT', art: 'mode_gore' },
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];
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// THE TOURNAMENT (Oliver's pick over the endless ladder, 2026-08-13): four rounds up the club's
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@@ -80,9 +80,11 @@ let pickedMode = remembered('mode') || MODES[0].id;
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const modeList = document.getElementById('modeList');
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for (const m of MODES) {
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const b = document.createElement('button');
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b.className = 'court' + (m.id === pickedMode ? ' on' : '');
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b.innerHTML = `<img src="assets/${m.tile}.png?v=${SPRV}" alt=""><span class="cb">`
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+ `<b>${m.name}</b><i>${m.sub}</i></span>`;
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b.className = 'mode' + (m.id === pickedMode ? ' on' : '');
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// the scrim rides IN the background stack (gradient over art), so the caption needs no extra box
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b.style.backgroundImage =
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`linear-gradient(180deg, rgba(0,0,0,0) 34%, rgba(0,0,0,0.78)), url(assets/${m.art}.png?v=${SPRV})`;
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b.innerHTML = `<span class="cb"><b>${m.name}</b><i>${m.sub}</i></span>`;
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b.addEventListener('click', () => {
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pickedMode = m.id;
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try { localStorage.setItem('mode', m.id); } catch {} // come back to what you were playing
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@@ -221,7 +221,7 @@ function farB(z) {
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// Asset cache-buster — bump with main.js?v=N (see the img.src note below). EXPORTED because the
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// menu screens hang <img> tags on the same files, and two copies of this number is one copy too
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// many: the one that does not get bumped is the one that serves a cached 404.
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export const SPRV = 114;
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export const SPRV = 115;
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// The boot bar in main.js watches this. Nothing here CHANGES when things load — every sprite was
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// already requested at import — it just makes the wait visible and holds the menu back until the
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// last sheet has landed. See the onerror note below for the other half of "sometimes missing".
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