3 Commits
Author SHA1 Message Date
wuwiandClaude Opus 5 79ff783033 Redraw the racket zombie's wounds, the umpire and the ball boys
Four more batches: the racket zombie's two wound stages with their stride twins,
the umpire and the ball boy's sprint, his mop-carry walk and his mopping cycle.
Detail roughly doubles on all of them.

Also stripped the last dozen key-colour pixels off p_die5's rim — edge pixels
only, because a racket's strings are legitimately pink and a blanket filter
would eat them.

The brute's wound stages and the chair spectator are re-running as smaller
sheets: four figures carrying a dragged pole or a held-up chair either merge
into one frame or run off the canvas whatever margin the prompt demands, so
they go two at a time.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 21:52:34 +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 Opus 5 7dde5874ab Brighter stands, a serve hint that shows the gesture, and a boy who walks
- The crowd sat in the dark, worst of all in splatter mode where you spend the
  game. Both crowd frames get an identical gamma lift (means 30/14/39 ->
  42/22/56) and the rot tint drops 0.5 -> 0.26. The curve MUST stay identical
  across the two frames or the clap swap flashes brightness; _sheet_crowd1.png
  keeps the pre-lift original.
- The splatter hint led with the tap when pulling is the whole gesture. It now
  reads PULL BACK TO AIM - RELEASE TO FIRE, and after 1.5s of sitting in the
  serve stance untouched a ghost thumb slides back while chevrons grow up-court
  on a loop. Pull back, shoot forward is an inverse relationship that a line of
  text cannot carry on its own.
- The mop boy has three sheets instead of two: the push cycle now plays ONLY
  while he is stopped and working, a new carry sheet walks him upright with the
  mop shouldered, and the run sheet stays for the tennis-mode ball fetch. He was
  mopping thin air the entire way to the stain.

Sheet note: frames 2 and 3 of the carry sheet merged (a mop handle bridging the
gap), so it is cut at the true column gaps plus the thinnest column inside the
merged pair, then common-scaled — same technique as the brute stride sheet.

26-game soak clean. Serve returns 133/150 = 88.7% +/-2.6%, 30 human-tapped
points = 50 hits / 0 whiffs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 10:34:43 +03:00