Encode the splatter bed too, and give the opponent his racket back
zombie-mode: 5.9 MB of 24-bit WAV down to 287 KB. Its master is 982597 frames at 48 kHz, so loopEnd is the un-round 20.47077 — the decoder hands back 20.4787, and those 7.9 ms of AAC padding would tick once a loop. Nothing in assets/audio/ is a multi-megabyte WAV any more. o_run1/o_run2 had no racket in either hand. The cause was the batch prompt: opponent_run never said "racket", and its reference sheet was built from the racket-less frames it was replacing, so there was nothing to copy one from. It is a ref_only batch off o_idle1 now — same man, front-facing, racket in his right hand — with the subject spelling out that he still carries it mid-stride. The stride reads as well as the old one did. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
cf3498c049
commit
cd1c7a0cd8
9 files changed
+23
-8
No files matched your search
@@ -151,7 +151,7 @@ export function proj(x, y, z) {
|
||||
|
||||
// ---------------------------------------------------------------- sprites ----
|
||||
// assets/<name>.png; game falls back to code-drawn figures until sprites load.
|
||||
const SPRV = 74; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
|
||||
const SPRV = 75; // asset cache-buster — bump with main.js?v=N (see the img.src note below)
|
||||
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_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
|
||||
|
||||
Reference in new issue
Block a user