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5
Commits
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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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e1ce2486c0 |
SERVE UP was dropping you into gore whatever you picked
THE MENU BUG, and it explains three reports at once. cStart's handler was
`addEventListener('click', start)` — and addEventListener hands a listener the
MouseEvent as its first argument, so `start(modeId = pickedMode)` never saw its
default: modeId was an EVENT OBJECT. `G.classic = modeId === 'classic'` was
therefore always false and the zombie branch never fired. Picking CLASSIC or
ZOMBIE TENNIS on the setup screen did nothing at all; SERVE UP always started
the gore mode. A default parameter only applies to `undefined`, and a click
handler always passes something. `() => start()`.
That is also why "in normal tennis i dont see the ball circles and the serve
hint bar": there was no normal tennis to be in. Both are drawn unconditionally
in render() and the tennis struggle hints are already mode-gated correctly.
Verified through the real menu after the fix: CLASSIC gives mode=tennis with
no bodies on court, ZOMBIE gives match=true against the SHAMBLER in its own
body. Every other bare handler in the codebase takes no parameters — checked.
THE MOP BOY had the same class of bug one layer down. sendBoy was called and
mopWorthIt() refused: it tests `d.z >= COURT.netZ - 2`, the NEAR half, because
in the gore mode everything dies on the near court. A match's blood is all on
the FAR side, where the body stands and bleeds through four wound stages, so
the boy could never qualify. The near-side bias stays; the match is the
exception.
DANIEL was being dropped, not missing. Two causes, both mine: the asides were
queued at 0.7-1.5 s and matchPoint fires the score call at 0.4 s with a clip
over a second long — voice() drops anything that would start while he is still
talking (one man, one microphone). And asideEvery is 55 s, a whole match game.
Delays moved past the score call; matchAsideEvery is 15 s, which fits a mode
whose events are a limb and your blood rather than a wave of bodies.
THE FALL: quicker down, longer on the floor (0.09/0.11/2.0/0.30). And it was
genuinely SHRUNKEN — the generator draws fall rows smaller than standing rows
(the brute's buckle came back 190 px against a 224 px stance) and _zsheet's one
global scale preserved that faithfully, so the body shrank the moment it
started to fall. A fall row is anchored on its own buckle now, which must draw
at standing height. All seven generated families re-cut: 224/153/98/181 against
the hand-made racket family's 224/154/85/179 — the convergence is the check.
THE FLICK: 0.42 made going out impossible, which fixed the 8-in-10 bug and
overshot it ("too easy. i must be able to play out"). 0.62 puts risk back where
it belongs — ~15% out at quality 0, 5% at 0.75, and never on a perfect flick.
The test now asserts that shape: bounded, monotonically falling, zero at 1.
59 tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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cba2fb8a8b |
One roll, one character: the whole zombie family from a single sheet
Nine sheets meant nine chances for the character to drift, and all day it took
every one of them — a brute that was three different brutes, a corpse that came
back a living man. Asking for the WHOLE family in one image removes that by
construction: one roll, one light, one palette, 31 figures.
What was missing was the way back down. _fine.py cuts a single row; a family
sheet is nine. _zsheet.py is that step and nothing else — it reuses _fine's
keyer, block detection and column cutter, and adds the two things that have to
be GLOBAL or the family breaks:
SCALE taken once from the play row's standing frame. Per-band scaling would
make the serve strike the same height as the idle stance, and the game
sizes a sprite off its own PNG height. Measured after: serve 319,
prone fall 83 — the racket family's are 307 and 85.
PALETTE taken once from the largest figure anywhere, so a wound row cannot
quantise onto slightly different colours than the row above it.
The enclosed magenta rule is INVERTED here, deliberately. _fine.py repaints
magenta trapped inside a figure because the generator used to fill string beds
with the backdrop colour by accident. This sheet asks for exactly that and gets
it, so the bed cuts to transparency and the racket is an open hoop.
_regen.py keeps three fixes found on the way: margins as a PROPORTION (an
absolute pixel margin means nothing to a model that picks its own resolution —
it clipped 3 rolls in 4), reference sheets that fill keyed-out string beds
instead of showing the model a magenta racket, and --verify, which asks the
question no gate here ever asked: is the art already on disk what it claims to
be. It found 27 of the brute's 31 frames dead — z_brw1fall was one drawing
pasted four times, 0.011 apart where a real sequence is 0.53.
The brute is live: ZFAMS gains 'br', the KEEPER wears it. Verified in #bench,
healthy and arm-off, 54 tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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759488dd44 |
Recover the brute's serve and fall sheets, which I overwrote
Re-running --variant to rewrite a spec re-seeded EVERY placeholder from the
master, and placeholders are copies of the lean red-shirted man the poses came
from. That silently replaced a finished brute's bounce, toss, strike and four
fall frames with racket-zombie art. I restored z_br1..4 by hand afterwards and
did not notice the other seven were gone — so three subsequent passes were
regenerating sheets that already existed and had been good since this morning.
Recovered from
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0e92c72457 |
ONE palette gate replaces four feature-picked ones
Oliver, on the brute's fall frames: "now the fall zombie has a different skin tone.. man this is all so tiresome." Both halves were right. The skin IS twenty points lighter across that sheet, and the tiresome part is mine: I had been adding one hand-picked gate per drift I discovered — redness, then hue, then `changed`, then no-grids — which is a loop with no end, because naming features is not the same as comparing pictures. `kit` names four: shirt redness, shorts brightness, shorts hue, near-white fraction. Every character breaks a different one. The brute's shirt has no red in it at all, so its reference redness was 0 and blood scored 70-100 against a tolerance meant for a garment. A body face down shows a fraction of the shirt it shows standing, so two of the four move with POSE. And nothing in that list ever measured SKIN, which is exactly how a brute's flesh drifted across a whole sheet with six gates green. The palette gate asks the only question that generalises: are the big colour areas of this frame the same colours as the anchor's? Top SIX by area — the garments and the skin. Proportions ignored, so a pose change is invisible; blood is never in the top six, so a fresh wound cannot look like drift. CALIBRATED BEFORE IT WAS WIRED IN, which is the discipline I skipped all day. Frames known to be right score 0.0-8.5; the drifts we could actually see score 12.0-15.9. The threshold is 10, in the gap. Three formulations were measured and the two that overlapped were thrown away. And every sheet of a variant is now anchored to that variant's FIRST sheet, not to the stage above it. Chaining let a legal hop compound into a drift nobody authorised — the shorts walking -9 to -19 down the wound ladder was that, and so was this. Its first verdict on the existing brute: br_play is the character, and every other sheet sits 15 to 48 away from it. It would have caught all of this on the first roll. Also in: the GRID guard from the same session — the valley-cut rescue would slice a 2x2 sheet into four frames of a torso above someone else's boots, turning a loud failure into a silent one. Asked per cut PIECE, because a body is vertically continuous and a piece with a gap in it caught two of them. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |