The opponent is ONE man now: serve re-posed, run re-rolled, face flicker gone

Oliver: "the serving and running of the opponent during normal tennis still
feels odd. which spritesheet was used?" Two sheets, two defects. The run
(o_run1-8, _refcheck/run_o.png via _runroll.py) FLICKERED IDENTITY — frames
alternated a tanned living face with a grey red-eyed one, because the
identity reference bakes in o_toss/o_smash and THOSE were the second defect:
the serve pair came from the legacy opponent_toss regen batch in a chibi
register (big head, heavy outline) that matched nothing around it.

Fixed in dependency order. The serve pair re-rolled pose-style (o_idle1 the
identity anchor): the batch's kit gate rejected all three tries but try 3
was right by eye — the "bright" channel it tripped on is the white-filled
string bed the run frames already carry — so it was installed on the montage
verdict, which is the pipeline's own rule. Then _pose_ref_run_o recomposed
off the cleaned frames and the run re-rolled: SIX frames, one face, one
racket side (+0.18..+0.24), real strides. The model drew 6 and a clean 6
beats a fought-for 8 (the player's cycle is already 6) — o_run7/8 deleted,
the SPR list trimmed, render's run8/run6/run4 probe does the rest. All six
verified 200 in the live game. The women's cycle (a floating shoe behind
her in every frame) is still rolling and lands separately. SPRV 118.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Fable 5 committed 2026-08-14 12:34:30 +02:00
1 parent b8595f6c35
commit c6404c6032
14 files changed
+87 -86

No files matched your search

+2 -2
View File
@@ -221,7 +221,7 @@ function farB(z) {
// Asset cache-buster — bump with main.js?v=N (see the img.src note below). EXPORTED because the
// menu screens hang <img> tags on the same files, and two copies of this number is one copy too
// many: the one that does not get bumped is the one that serves a cached 404.
export const SPRV = 117;
export const SPRV = 118;
// The boot bar in main.js watches this. Nothing here CHANGES when things load — every sprite was
// already requested at import — it just makes the wait visible and holds the menu back until the
// last sheet has landed. See the onerror note below for the other half of "sometimes missing".
@@ -230,7 +230,7 @@ const SPR = {};
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_run5','p_run6','p_swing1','p_swing2','p_die1','p_die2','p_die3','p_die4','p_die5',
'p_pull', // the serve wind-up: the racket dropping behind him while the pull is drawn
'o_idle1','o_idle2','o_bounce','o_bounce2','o_toss','o_smash','o_swing1','o_swing2',
'o_run1','o_run2','o_run3','o_run4','o_run5','o_run6','o_run7','o_run8', // the rolled 8-frame cycle (_runroll.py)
'o_run1','o_run2','o_run3','o_run4','o_run5','o_run6', // the rolled 6-frame cycle (_runroll.py; the model drew 6, and a clean 6 beats a fought-for 8)
'x_ump','x_boyrun1','x_boyrun2','x_boyrun3','x_boyrun4',
'x_crowd','x_crowd2','x_ads', // CENTRE COURT (grass) — also the fallback set
'x_crowd_c','x_crowd_c2','x_ads_c', // TERRE ROUGE (clay)