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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@@ -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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