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4
Commits
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c4c9f0aac2 |
The background voted on the pixel grid: 309 sprites un-chunked at no cost
Oliver put two pictures side by side — z_rufall3 as the fam_ru sheet drew it, and z_rufall3 as it shipped — and they were not even close. The sheets were never the problem: every one of the eleven family rolls came back FINE, and the pipeline pixelated seven of them on the way down. _fine.block_size() scores b x b blocks by uniformity, and it scored ALL of them. key() zeroes the background, a zeroed block is uniform at every b, and on a 9-row family sheet the background is ~85% of the bounding box — so the detector's 0.82 bar was cleared by the background alone, at any block size it tried. Measured on the ru sheet: 0.0% of ink blocks uniform at b=11, 99.2% of empty ones, overall 0.821. Detected block: 11. _zsheet then honestly snapped 428 px figures down to 39 art px and scaled them back up — the pixelation was MANUFACTURED there, not drawn. br survived at 0.775 (its ink coverage is 4 points higher) and the whole per-family chunkiness table — br fine, ch/ru/sh/st at 6 px blocks — was ink-coverage noise around one threshold. The fix is one line where every caller routes through: background-only blocks get no vote. Then every family re-cut from the sheets already on disk — no new rolls, no tokens — and all eleven came down at art block 1. br's re-cut is the regression check: byte-identical result. Dimensions drift at most 3 px, so nothing on court changes size. SPRV 112 -> 113 so phones drop the year-long cache on the chunky art. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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e121df569c |
The reference sheet was the bug: a clipped head, five scales, frozen legs
Oliver walked the sprite bench and reported the same two faults on every family: the healthy walk loses its head, and the wounded walk's feet do not move. Both were in the ONE FILE every zombie tennis character is drawn from — and the family pipeline had copied it faithfully, which is the pipeline working. WHERE IT CAME FROM. That sheet was not composed from the sprites. It was a GENERATED RE-DRAW of the club pro, made in nine separate 4K calls, one per row band, then stacked (gen4k.py, in a session scratchpad, untracked and now gone). Nine calls returned nine scales, and call 1 came back with the shuffle frame decapitated. Measured against the sprite it was drawn from, that one figure scaled 2.341 wide and 1.996 tall where all thirty others were proportional to three decimals: 33 px missing off the top, width untouched. The local input to that call was exact at 2.000x. The sheet lost the head, not the sprite. THE FIX IS TO STOP PUTTING THE REFERENCE THROUGH THE MODEL. _famref.py composes it from the 31 z_r* frames on disk — one scale, applied once, NEAREST — and costs no tokens. That kills the head and the five scales together, and it explains two things in _zsheet.py that read like fudges: the fall1 re-anchor and the walk-frame levelling exist only to undo per-band scale drift. The levelling is also what turned a headless z_sh2 into a headless AND 13% oversized one, by reading the missing head as a height error and scaling up to compensate. THE GATE WAS MISSING ON THE INPUT. _zsheet.py checks what comes BACK from the model — band count, figure count, stacked bodies, edges, palette, heights — and nothing had ever checked the sheet handed TO it. _famref.check() re-reads the file it just wrote with _zsheet's own detection and refuses one where any figure's width and height scales disagree by 2%, or where a stride pair is frozen. THE THIRD DEFECT NEEDED NEW ART. z_rw1b had the same legs as z_rw1 (15.1% against the healthy pair's 51.1%), so the club pro has slid through both wound stages since the day he shipped, and every family inherited it. _stride.py draws the missing twin, and what made it work after words had failed for as long as they were tried is SHOWING the edit: image 2 is the healthy pair side by side, the same character performing exactly the change being asked for. The headless twin then took the ARM-OFF pair as its example — a wounded body is a closer picture of the edit, the same chaining the wound ladder already uses. Its gate measures three things and prints all three: legs moved, body above the hips did not, racket kept its bed. The thresholds are CALIBRATED on pairs that already ship, not chosen — my first guesses rejected z_e1/z_e2 and z_g1/z_g2, both accepted art. And a twin FILLS the racket bed instead of keying it out: the first rolls came back with 959 px of enclosed transparency against their base's 0, which would have flickered the racket face empty/filled once per step. AFTER, on the installed sprites — leg difference within each stride pair, where the wounded pairs used to sit between 4.8% and 19.7%: r 51.1 / 68.1 / 36.7 ru 55.9 / 59.1 / 38.7 br 40.7 / 42.0 / 26.8 gk 41.1 / 44.6 / 30.6 sh 59.4 / 71.4 / 43.9 lj 38.4 / 45.5 / 27.4 bb 56.5 / 67.1 / 43.2 st 51.6 / 66.1 / 35.7 All seven families re-rolled off the rebuilt reference, every play row with its head, and all 24 family/wound-stage states alternating a real pair — checked by instrumenting drawImage on the bench, not by eye. br and lj sit lowest on the headless pair and are worth a re-roll if they ever read as stiff; lj needed one, its first roll came back frozen on all three pairs with the headless row 31 px short. AND THE REFERENCE IS TRACKED NOW. It lived in gitignored _refcheck/, so the thing the entire pipeline rests on was unreproducible for as long as it existed. It is assets/_pose_ref_family.png, next to _pose_ref_serve.png, and the scripts that build and consume it are in the repo instead of a scratchpad. Also in here: the SHAMBLE BOB, which was a 1 px lift on a wall clock applied to every body every frame whether it was moving or not — a held pose bobbed forever and a corpse bobbed while it lay on the ground. It only happens while walking now, and it steps off ground covered, which is the same rule the strides follow. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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eb0e8775a4 |
The timing cues were match-only, and the walk cycles bounced
CLASSIC TENNIS, third time asked and this time actually found. Both cues open with a mode gate and I checked the wrong two features twice: drawApproachRing (the closing circles that show when to tap) and drawApexBand (the serve bar with the gold perfect window) each began `if (!G.match ...)`. So the mode whose whole pitch is "if the core tennis is good everything else is good" was the one mode with neither. They run on `G.match || G.mode === 'tennis'` now — the gore mode stays out on purpose, there is no rally there. A test reads both function bodies and fails if either is ever gated on the match alone again. (The two I kept pointing at — the landing ring and the placement ring — really are shared. They were just not the ones being asked about.) THE BOUNCING WAS IN THE ART, and measurable: the six generated families came back with the shuffle frame 30-44 px shorter than the stance it walks out of, against 9 px on the hand-made racket family. The game draws every frame at its own PNG height, so the body rose and dropped once per step. A walk cycle is one drawing with the legs moved and must be one height; _zsheet levels the stance and the stride pair now and leaves the forehand its own, exactly as the serve and the fall keep theirs. All seven families re-cut: spreads are 1-8 px. THE BENCH GETS BUTTONS. Arrow keys are not a control scheme on a phone, which is the device the walk has to be judged on — so every family and every wound stage was unreachable from the place the problem shows. Three on-screen pads: BODY, WOUND, POSE, the two-way ones split left/right. Geometry lives beside the drawing and input hit-tests the same function, the rule the rack established. THE FALL is quicker still (0.05/0.07/2.0/0.30): drop, lie there, get up. Three umpire lines pulled — ump_wound_you, ump_felled, ump_wound_opp2. Not funny enough to keep. Files deleted, call sites collapsed to the two that stay. 60 tests green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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52b38e4a39 |
Eight bodies on the card, and the umpire gets his voice back
THE FLICK, again. "i can barely reach the extremes of the court." It could reach 3.3 m against a 4.115 m line — safe, and too safe. TUNE.flickWidth is 3.95 now (96% of the way to the corner, 17 cm to spare) with flickReach 0.42, which keeps the guarantee intact: reach x timing + scatter stays inside the line at EVERY quality, worst case 4.06. 20% more reach, still impossible to send out by aiming. A FORWARD FLICK IS A SMASH. Up-screen is the far court, so flicking into it asked for depth and nothing else — a direction with no consequence behind it. It buys pace now (smashBoost, scaled by timing). Deliberately NOT distance: solveShot still lands it on the same spot, so the shot arrives flatter and sooner rather than longer. A smash you can hit out on a whim is just the old bug wearing a hat. THE FALL HOLDS. "the opponent should fall and then lie there for a quick moment, the player stands up too quick." fall3 goes 0.30 -> 0.62. A corpse that touches the ground and is instantly upright reads as a stumble. THE CARD. Ten opponents, six of them NEW bodies off the one-sheet pipeline (shambler, ball boy, steward, runner, groundskeeper, line judge), with the club pro's own body and the brute woven in as 7 and 8. It is a ladder of STAFF: the further you get, the further up the club the thing across the net used to be. Narrative and difficulty are the same list read twice, and a test walks all ten — whiff must fall every rung, names must fit the board's 8-char slot, speed may zigzag by character but never regress. Steeper per rung (speedPer .08->.11, pacePer .035->.05, flubKeep .82->.76): "in general this is too easy now". With aimed returns no longer sailing out, the player stopped handing over free points and the ladder had to earn them back. The opening got SOFTER at the same time — 0.72 where the old first opponent was 0.85. THE UMPIRE WAS MUTED IN THIS MODE and nobody noticed. aside() refused during any interlude; the match runs on a permanent one. So the single mode that is literally a tennis match he is sitting over was the one mode he never spoke in. Same bug shape as sendBoy, same fix. Six dry lines via say -v Daniel: two on taking a limb, two on your blood, one when there is nearly none left, one on felling the thing. asideEvery still gates him. ...and sendBoy had the identical bug, so the mop boy now comes out between games to the FAR court, where one body has been bleeding through four wound stages. Between games only, never mid-point. The line judge took two rolls: the first cut to 6 figures in its last row and _zsheet.py refused it rather than mis-slicing. That refusal is the feature. 59 tests green. Verified in the browser: SHAMBLER on court in its own body. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |