The tour rides the wire: your friend plays in the body they picked

A tour is which body you play in, so it belongs in the look message next to the
kit, the skin and the name. Without it both phones drew the friend in whatever
tour THIS phone had picked, and a men's/women's pairing showed each player
someone their friend was not using.

`oTour()` is the one accessor — yours everywhere, theirs in netplay — and it
feeds the three things that must agree about a body: the sprite suffix, how the
art takes a colour (her whites wash, his blue dyes) and the palm the idle ball
bounces under. An older build sends no tour and falls back to ours, which is
what it did before.

The palm knobs were re-checked against the new front sheets rather than assumed
— the poses were copied, so the ball still lands under the drawn hand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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wuwiandClaude Opus 5 committed 2026-08-20 16:11:13 +02:00
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@@ -2577,6 +2577,19 @@ of the `o_*` originals they were composed from.
The one thing the first roll got wrong: it drew a TENNIS BALL into both bouncing frames. The game
draws the ball; a drawn one is a blob stuck to his hand. The prompt says so now.
**THE TOUR RIDES THE WIRE TOO** (Oliver, same session: *"ja, das geschlecht sollte auch über die
leitung gehen"*). A tour is which BODY you play in, so it is part of the look and it goes in the same
message (`u`, alongside `k`/`s`/`n`). Before that, both phones drew the friend in whatever tour THIS
phone picked, so a men's/women's pairing showed each player a body their friend was not using.
`oTour()` in render.js is the one accessor — yours everywhere, theirs in netplay — and it feeds the
three places that must agree: the sprite suffix (`SK`), how the art takes a colour (`PS`: her whites
wash, his blue dyes) and the palm the idle ball bounces under (`BOUNCE_IDLE.oDx/oApex`, measured per
body). An older build sends no tour and falls back to ours, which is exactly what it used to do.
Those palm knobs were re-checked against the new art rather than assumed: the ball marker still
lands under the drawn palm on `n_bounce` and `n_bounce_f` at the values measured off `o_bounce`,
because the poses were copied. No retune.
**And the SETUP SCREEN uses the front too** (Oliver, same session: *"das heisst aber auch, dass wir
in der farb- und charakterauswahl den frontfacing nehmen können"*). Picking a face off the back of a
head was the best the art allowed; `drawLook` draws `n_idle1` now — same kit, same palette, same