5 Commits
Author SHA1 Message Date
wuwiandClaude Opus 5 67a410e707 Show the generator what to copy, not what to replace
The reference sheet is what it imitates, so building that sheet out of the very
sprites I was trying to change is why the front-facing player came back
front-facing and the side-on runner came back side-on. A batch can now name
`ref_only` — the frames it looks at — separately from the frames it replaces:
the back view is drawn from the one genuine back-view frame, the charging runner
from a front-facing zombie, and each brute wound pair from its own A frame so the
injury cannot wander between the two.

Also stopped colour-matching a REPOSE. Fitting a differently-posed frame onto the
old one's colour statistics is what greyed out the serve shorts; when the pose
changes the generator's own palette is the better answer.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 22:36:13 +02:00
wuwiandClaude Opus 5 ff6515670f Redraw the player and the opponent
Both full sets through the same pipeline: stances and ball-bounce, serve toss,
smash and both swing frames, the four-frame run, and the five-frame death. The
opponent's ten frames with them. Inner-edge density roughly doubles across the
board — the serve frames go 0.22-0.32 to 0.41-0.54.

_regen.py retries a rejected batch itself now (default three attempts). A
rejection is usually just a bad roll — two figures drawn close enough that the
slicer sees one frame, or a limb off the canvas — and re-rolling fixes it without
me sitting in the loop.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 21:47:29 +02:00
wuwiandClaude Opus 5 49d391dc64 Make it readable: 2x sprites, a flatter camera, honest hit timing
The umpire is situational again. Each line is tied to the thing that justifies
it — a new variant appearing, the court filling, one crossing your baseline, a
game lost, a horde, a changeover — behind one shared cooldown, so several
triggers at once still yield one remark. The random timer pool is gone, the
interval went 26s to 55s, and ump_out_of_order, ump_let and ump_no_appeal are
deleted.

"Visually the ball is not yet at the player but somehow the player already is
hit" was real and measurable. The hostile-ball hit test reused the parry's
hypot(dx, dz*0.8), and weighting depth shrinks it: contact fired while the ball
was still 0.68 m up-court and drawn up around his head. It has its own
unweighted test now, and contact lands at 0.25 m with the ball on his chest.
The parry keeps its weighting — a racket sweep really is wider than it is deep.

On "everything is a tad too small": measured first, because higher-resolution
sprites are only half the answer. At RES 3 the player rasterises into 170
device pixels from a 112px source — upscaled 1.5x — while a far shambler is
downscaled to 78. So near bodies needed resolution and far bodies needed the
camera.

Camera: pushed back and lengthened (camZ 42->48, camF 580->760) to flatten the
perspective so distant bodies grow relative to near ones rather than everything
zooming, camY raised for a steeper look-down, horizon re-centred. Far shambler
26->30px, boss 39->45px, player unchanged, court in the same band.

Sprites: the original sheets were still in the repo at full resolution, so
nothing needed regenerating — IDLE_TARGET_H went to 224 and every sheet was
re-sliced. The sheet-to-output mapping was never recorded, so it was recovered
by matching sliced frames to existing assets by image signature: 58 came back
from sheets, the 29 without a confident match were 2x-upscaled to stay on the
shared scale, since a sprite off that scale renders at half height.

Tennis untouched: 50 hits / 0 whiffs. 45-game soak clean, all four chapters.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 16:23:04 +02:00
wuwiandClaude Fable 5 9e6e686cff Landing rings, ball-boy fetching, 2x sprite density, assist flicker fix
- white ring shows where the incoming ball will land; yellow/red ring shows
  where your shot will land (red = going out) — Mario-Tennis-style feedback
- ball boys wait at the net posts, fetch every dead ball, and trot home
- canvas renders at 2x density, all sprites re-sliced at 112px; run/swing
  sheets regenerated in the finer style
- assist: 0.35m deadzone + facing hysteresis kills the left/right flicker;
  player reach 1.5 -> 1.7

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 13:56:18 +02:00
wuwi 7bedb2d215 initial commit 2026-07-11 09:23:01 +02:00