Commit Graph
118 Commits
Author SHA1 Message Date
wuwiandClaude Fable 5 6cc9799536 Route by job, not by file size: the tool table fresh sessions needed
Oliver's concern, after the un-chunking: a fresh session walked straight into
_regen.py and diagnosed from there, twice — first the legacy prompts, then the
model's rolls — while the real bug sat in the cutter, provable by putting any
fam_ sheet next to the sprite cut from it. The family-pipeline section already
demoted _regen.py, but 270 lines below the "Asset pipeline" heading, and the
session memory that routed the last investigation pointed at _regen by name.

So the routing is now the FIRST thing under "## Asset pipeline": a
which-tool-for-which-job table that names _famroll -> _zsheet for families,
marks _regen.py as the single-sheet remaster tool it still is (bosses, players,
crowd, weapons — those jobs keep it alive, so it stays), and states the
diagnostic rule that would have saved two days: when installed art looks worse
than the _refcheck sheet it came from, the suspect is the CUT, and a re-cut is
free. _regen.py's own header says the same, for whoever opens it first anyway.

The "Only ink votes" lesson joins the family-pipeline section with the numbers:
0.0% of ink blocks uniform at b=11 against 99.2% of empty ones is how a
detector proven on single-row sheets quietly broke on 9-row geometry — the
threshold never changed, the data under it did.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 08:57:25 +02:00
wuwiandClaude Fable 5 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>
2026-08-14 08:52:20 +02:00
wuwiandClaude Fable 5 c6218a6284 Exact touchdown, the boy finishes his shift, healing announces itself, 4K heads
Five of Oliver's six (the sixth is a play-mode discussion):
- THE DOUBLE FAULTS WERE FRAME QUANTIZATION: the bounce registered a full
  integration step after true contact — ~0.75 m of travel at serve pace — so
  serves aimed half a metre safe were judged long. Classic enforces the
  service box, the match only the court, hence 'zombie tennis does not'.
  The bounce now rewinds to y=0 before anything reads the position.
  Measured in-pane: 30/40 faults on good taps before, 0/40 after (mistimed
  and smudged taps also 0/40; aimed hard serves keep their scatter risk).
  Also: the strike flick dead zone is 44 px so a smudged tap stays a tap,
  and the aim base clamps 0.18 m inside the lines — scatter, not the aim,
  is what faults.
- The mop beat holds the walk-on until the boy actually LEAVES the court
  (ordered off at beat end, 6 s cap).
- A match game win that restores blood shows the duel's WOUNDS TREATED
  popup; full-blood wins stay silent.
- The opponent walk-on card holds 4.0 s (was 2.4).
- Card heads are cut from the 4K sheets at 144 px (assets/_heads.py,
  z_<fam>head.png, HEAD_CROP stays as fallback) — the old 65 px crops were
  the 'very low res' heads.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 21:09:04 +02:00
wuwiandClaude Fable 5 c847bcbfa1 The racket holds still: both player run cycles re-rolled steady-handed
Oliver, after the facing fix: still flashing, female worst. Film-strip
diagnosis in the pane: with facing pinned the racket STILL alternated —
frame 4 of the female cycle tucked it across the body, and half the frames
of both player cycles lost or shrank the hoop to cut fragments (overlapping
figures sliced by the even-spaced valley cuts).

Both cycles re-rolled with three new prompt rules that now live in
_runroll.py: the racket stays right of the midline in EVERY figure (named
again for the airborne pose, where it kept vanishing), and the figures
never overlap (no more sliced hoops — a debris-stripping pass was tried
and removed: after the recrop a real racket is indistinguishable from a
fragment, prevention beats cleanup). The model returns 2-row grids at
times; a coherent band is cropped and cut. Installed: racket-side spread
+0.01..+0.05 across all frames of both cycles (was a full side swap).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 19:30:40 +02:00
wuwiandClaude Fable 5 e8b5c1905f The run cycles anchor on their feet, and stride at a real cadence
Oliver: 'the motion seems very flashy and unnatural'. Two causes, both
measured: drawChar centres a frame by its total width while the racket's
reach varies across the cycle, so the BODY teleported sideways up to 28
source px on a frame swap (the female player was worst) — every frame is now
padded until its lower-third centroid sits at the frame centre (residuals
±0.2 px, the normalisation lives in _runroll.py's cut). And the hardcoded
4.5 cycles/s was tuned on 2-4 near-duplicate frames; on eight real phases it
was a strobe — rolled sets stride at TUNE.runHz (2.4), old art keeps 4.5.

In-pane: body wobble down from ~36 device px per swap to 3.2.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 18:53:22 +02:00
wuwiandClaude Fable 5 9a49acff51 The twelve-rung ladder: director, champion, physio and mascot walk on
Oliver's four picks, each rolled off its own settled BOSS frame through the
family pipeline (rows in _famroll.py) — the rung and the chapter boss are the
same person. matchFoe decoupled from bossArt's cycling on his call: the match
ladder is 12 with the champion capping rung 12; chapters keep their ten.

The champion refused to bulk through four rolls (words lost, then a new
pair-reference in char_ref only half-won), so his mass is stature: OPPONENTS
rows carry an optional world height h read by zombieH — champion 2.1 m, the
Bulk 2.0 m — and the serve aims at the body actually drawn. HEAD_CROP measured
for all four; ramp test extended to 12 rungs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 18:37:43 +02:00
wuwiandClaude Fable 5 99a87115b3 Four real run cycles, rolled one-call-one-row through a new _runroll.py
The old run frames were generated one at a time and it showed: 91/110/92/98 px
of body-width drift, duplicated poses drawn differently, no racket. Each
character (player m/f 6 frames, opponent m/f 8) now comes from ONE 4K call
anchored on a composed identity reference of its settled frames — the broken
run art stayed out of the reference on purpose. Stride-gated, cut with _fine,
judged by eye per roll. drawChar probes run8/run6/run4/run2.

Side effect: the male opponent's old run art faced LEFT against the
art-faces-RIGHT convention — he had been moonwalking right since install.
Fixed by drawing the new rows to the convention.

Pipeline lessons recorded in PROJECT.md (the model negotiates the count; a
back view has no direction; the racket clause goes early and loud).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 18:17:16 +02:00
wuwiandClaude Opus 5 f1af5c9a72 The corpse was levitating, and the wounded ones walked backwards
All of it found from the sprite bench, and most of it was the same mistake
twice: a correction applied on top of art that already handled it.

THE HEADLESS BODY SHRANK. "Every headless mode shrinks the whole opponent a
little" — measured, 34.0 px healthy / 33.8 arm off / 27.8 headless on all EIGHT
families, a flat -18%, and the FEET shrank 16-19% with it. A body that loses its
head does not get smaller feet. drawZombie carried `if (st === 2) h = 1.52` to
take a head off the top, and a headless sprite is still a FULL-HEIGHT frame,
because the generator draws a gushing neck stump whose blood plume fills the
space the head occupied: 18.3% of z_rw2's frame sits above its shoulders against
10.7% above z_rw1's head. So the art had taken the head off, the per-frame PNG
scaling had handled the height, and the override took it off a third time.
Wrong on the fallback skins too (z_cw2 is a SHORTER png, which the scaling
handles): its body drew at 1.30 m against the healthy 1.78 m. Gone. The HP bar
and the aim mark read config.zombieH directly, so they had been floating above a
shrunken body for as long as it existed; they re-align for free.

THE WOUNDED BODIES WALKED BACKWARDS, and this is not bench-only — racketAI and
updateBench both set face as the sign of x movement, so a match did it too. The
racket is what measures it, Oliver's own test: "if this racket is facing to the
right I would assume that he also walks to the right." Its string bed keys out
to an enclosed hole (or is painted pale on the master), so the hoop locates
itself. The healthy stride is drawn racket-RIGHT (+0.38..+0.42) and every wound
stride racket-LEFT (-0.39..-0.45): THE WOUNDED BODY IS DRAWN FACING THE OTHER
WAY, on the master and therefore in the reference and therefore in all seven
families. One flip rule cannot serve both rows — fixing the healthy walk
inverted the wound walk, which is the second thing he saw. The flip is derived
from the frame name now, and only for the WALK frames (w1/w1b/w2/w2b), because
they are the only ones whose orientation tracks travel: the wound forehand
measures racket-right like the healthy one, and a serve or a fall puts the
racket overhead where it says nothing about direction. Checked against 18 frame
names including the tour-suffixed ones.

AND _famref.py PINS THOSE SIDES. That branch is only correct while the art stays
this way, and this is the THIRD art inconsistency this session that reached the
court because nothing measured it. A re-roll that mirrors a row now fails the
reference build pointing at drawZombie's artFacesRight, instead of shipping.

A DEAD WRITE, found on the way: racketAI set rz.facing, and zombies render off
zb.face. `facing` is the PLAYER's field and uses the OPPOSITE convention (a char
flips on facing < 0, a body on face > 0), so the match opponent's turn was never
driven by its chase at all — it fell through to the generic sticky-face line.

THE PRONE FRAME LAY ON ITS RACKET. "The player basically levitates over the
ground held by his racket." Every frame is bottom-aligned on the ground point,
and in the fall3 art the lowest ink is the racket hoop thrown out beside the
body — z_shw1fall3 is 249x85 with the body's underside at y67 and rows 68-84
racket, so the torso floated a fifth of the frame up. TUNE.proneSink drops it by
that fraction, putting the body line where fall2 leaves its knees. The shadow
made it worse and is suppressed for the whole beat: the contact ellipse is sized
off DRAWN WIDTH, and a prone frame is three times wider than a standing one, so
the widest darkest shadow in the game was painted under the one body not
standing on it.

THE FALL CARRIES THE RUN. "When the opponent runs to the ball from left to right
and then falls, the player must still move to the right while falling." The
velocity is INHERITED (racketAI and updateBench both record zb.vx), so a body
that went down standing still does not slide and one caught at a sprint slides
furthest. It was exponential decay first, which put 93% of the travel in the
first two frames — "the visible slide should also extend to the 3rd and 4th
frame" — and no retuning fixes that: stretch a wall-clock decay far enough to
move the prone body and it creeps for the whole floor hold. So the slide is a
DISTANCE BUDGET shared across the frames (TUNE.fallSlideMix), eased out within
each so it still decelerates. x is set absolutely from the start, so the total
cannot drift with frame rate. 0.05 / 0.22 / 0.35 / 0.11 m — the landing skids
and the rise drags itself the last of the way.

THE BENCH GOT A FALL BUTTON to tune all of this, and it plays the REAL beat:
same FALL table, same tickMatchFall, because a bench that re-implemented the
timing would be refining a second copy of it. matchReady() is skipped while the
bench owns the court (it runs setupPoint and re-places the body — a match doing
match things inside an art test), the walk stop stops walking during a fall, and
startFall reads the table LIVE via fallLen() so tuning the numbers cannot leave
the 'over' beat expiring mid-collapse.

FALL is 0.06 / 0.25 / 2.0 / 0.45 after a session in the bench. fall1 and fall2
are deliberately the same pace (0.87 and 0.88 m/s of slide at a 1.54 m/s entry)
so the collapse reads as one movement decelerating into the ground; the 0.07 s
fall2 it replaced gave each drawn frame ~4 display frames and read as a cut.

THE LENS, portrait camZ 48 -> 49. The three camera numbers are not independent:
holding the near player's drawn size fixed means camF = s_player * (camZ - zMax),
holding the court's on-screen depth fixed means camY = depth / (s_player -
camF/camZ), so 49 gives 795 and 11.23 and horizon re-derives to 43. Far opponent
33.1 -> 33.8 px, player unchanged, court band within a pixel. One metre is
deliberate: at camZ 55 the umpire is already clipped off the right edge and by 70
the court reads top-down, and it narrows the player's lateral room because
xVisible clamps him to what fits. A figScale experiment that scaled every body
1.2x got further (far body 40.6 px) but is NOT in here — it needs the vertical
contact constants to scale with it (ball-vs-body is gated on ball.y < 1.9, which
sits just above the tallest chest at 1.856 m, so the roller man would have gone
invulnerable) and Oliver reverted it pending a real playtest.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-13 07:32:17 +02:00
wuwiandClaude Opus 5 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>
2026-08-12 22:45:05 +02:00
wuwiandClaude Opus 5 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>
2026-08-12 20:38:50 +02:00
wuwiandClaude Opus 5 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>
2026-08-12 20:07:02 +02:00
wuwiandClaude Opus 5 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>
2026-08-12 19:45:31 +02:00
wuwiandClaude Opus 5 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>
2026-08-12 18:37:18 +02:00
wuwiandClaude Opus 5 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 0e92c72, and variant() now refuses to seed over a frame that is
already there: a placeholder is a stand-in for art that does not exist yet, and
nothing else.

Then colour-matched every brute frame onto z_br1 rather than generating: five
moved from failing the palette gate to passing, with no generator calls at all.
That is the point of the correction being arithmetic — it applies retroactively
to art already on disk.

WHERE THE BRUTE HONESTLY STANDS:
  HEALTHY   11/11 — stance, shuffle pair, forehand, bounce, toss, strike, and
            the full fall. Consistent, colour-matched, done.
  ARM OFF   the play and serve frames read; the four FALL frames are standing
            figures of the wrong build entirely.
  HEADLESS  not headless — z_brw2 still has its head, and is near-identical to
            the arm-off frame it was drawn from. The `changed` gate passed it
            because SOMETHING moved; it does not know that the something has to
            be the head.

So about a third of the brute is right and it is the third that matters least —
the healthy row was always the easy one. The wound stages are the job.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 14:50:36 +02:00
wuwiandClaude Opus 5 a58e8b18aa Colour is arithmetic: match each frame onto the anchor instead of asking for it
The character-as-image fix landed and did NOT close the gap, which is the answer
I promised to report rather than paper over. The brute's serve sheet came back
with his build, his garments and his DARK TONES PIXEL-IDENTICAL to the anchor —
(56,56,32) both — and his big pale shirt two shades brighter, (200,200,184)
against (176,176,152). The model was looking straight at the character. It held
identity perfectly and re-lit the largest flat area anyway, because every call
re-renders and re-rendering re-lights.

No prompt fixes that. Six gates spent a day trying to make a generator do
arithmetic.

So the arithmetic happens here now. Pair each of a frame's dominant colours with
its nearest anchor colour, fit one gain+offset per channel across those pairs,
apply it to every pixel. Pairs further apart than NEW_COLOUR are dropped from the
FIT — colours the anchor genuinely has not got, i.e. blood on a fresh wound — but
they still RECEIVE the transform, so a wound stays the right red relative to the
body it is on. The gain is clamped so one odd pair cannot posterise a frame.

PROVEN ON THE REJECTED FRAME BEFORE SPENDING A SINGLE CALL, which is the
discipline I skipped all day: the frame that measured 20.0 away passes after
correction, its shirt pulled from (200,200,184) to (176,176,160).

And the order is now CORRECT, THEN CHECK — the palette gate is a safety net for
what arithmetic could not fix, not a tripwire for what it can.

The model this leaves:
  the generator, given references  ->  identity, pose, composition
  the pipeline, deterministically  ->  exact colour
  the gates                        ->  layout accidents only

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 14:46:56 +02:00
wuwiandClaude Opus 5 525f017636 Park the brute — and name what its next attempt has to change
The agreed single pass did not land: br_w1 installed, br_serve and br_fall were
refused by the palette gate at 12 to 22 away from z_br1, and everything drawn
from them was correctly skipped rather than built on sand.

'br' comes out of ZFAMS. The art stays on disk and the nine batches stay in the
JSON, so re-registering it later is one line — this is parked, not deleted, and
nothing in the game referenced it (no opponent row names it).

THE FINDING WORTH KEEPING, written at the top of _master.py: the brute's PLAY
sheet is a good brute; its serve and fall sheets are each a slightly DIFFERENT
brute. All three restyle from the master independently, so each invents the
character afresh from the words, and "pale grey-green work shirt" lands
somewhere new every time. The gate is not being fussy — it is measuring three
different zombies.

The fix is to hand the later sheets BOTH references: the master frame for the
POSE and the variant's own first sheet for the CHARACTER, instead of the words
for the character. Which is the lesson the wound stages already taught — a
reference beats a description — applied one level up. Until that lands, a
variant is reliable for its play sheet and a gamble for the other two.

The racket zombie is untouched and complete: 33 frames, every gate green, and
it is the opponent the match actually plays.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 13:52:33 +02:00
wuwiandClaude Opus 5 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>
2026-08-12 13:45:41 +02:00
wuwiandClaude Opus 5 4bec0cb09c --variant now emits the whole ladder: nine batches, thirty-one frames
A variant used to stop at the healthy eleven, which is enough for a gore-mode
shambler and not enough for a MATCH opponent — that mode scores you on the
BODY, so an opponent with no wounded art would go from untouched to dead with
nothing in between.

  <key>_play / _serve / _fall       restyled off the master        11 frames
  <key>_w1  / _serve_w1 / _fall_w1  arm off, drawn from healthy    10 frames
  <key>_w2  / _serve_w2 / _fall_w2  headless, drawn from arm off   10 frames

Each stage is a restyle of THE STAGE ABOVE IT, in that order, because that
chaining is what finally made damage accumulate this morning: the missing arm
rides in the picture instead of having to win an argument with it. The helper
prints the batches in dependency order for exactly that reason.

Every gate the racket zombie's ladder needed is declared automatically — the
stride pair on both the healthy shuffle and each wound row, `changed` at 0.10
for an arm and 0.15 for a head (the generator will happily redraw the reference
and skip the amputation), and the pose-tolerant kit bounds with the shorts hue
kept tight, since hue is the measure that survives a pose change.

The wound rows carry three frames, not four: the shuffle doubles as the stance,
which is how drawZombie already reads them.

And the one-armed serve is generated, not hand-waved — the missing arm IS the
tossing arm, so the stump goes up and the racket hand flicks the ball off the
face, the way one-armed players actually serve.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 12:56:53 +02:00
wuwiandClaude Opus 5 7056945e62 THE MASTER SHEETS: a new zombie is now three calls and no pose design
Oliver asked what the reference sheet is called. It did not have a name — it
was assembled per batch into /tmp and thrown away, so the pose set that took a
day to get right existed only as 33 loose PNGs.

  assets/_sheet_master_play.png    stance, shuffle A, shuffle B, forehand
  assets/_sheet_master_serve.png   bounce, toss, strike
  assets/_sheet_master_fall.png    buckle, knees, down, rise

Magenta-backed, spaced, feet on one ground line — loadable straight into a
generator as-is. `python3 assets/_master.py` rebuilds them from the installed
frames, so the master can never drift from what the game actually draws.

THREE SHEETS AND NOT ONE, for a measured reason: the generator answers at a
fixed width around 1400-1800 px. Four figures across gives each 350-440 px,
which carries the 90-110 px of figure height the style block asks for. All
eleven on one strip would be ~130 px each and the detail gate would reject
every roll. Four, four and three is what fits.

And the thing the master is FOR:

  python3 assets/_master.py --variant br "an ENORMOUS FAT ZOMBIE BRUTE: …"
  python3 assets/_regen.py br_play br_serve br_fall --tries=4

which writes three restyle batches, seeds their placeholders and declares the
stride pair so the gate covers the new body from its first roll. A variant is
three generator calls and NO POSE DESIGN AT ALL — the reference specifies
eleven poses that already work and the prompt only says who to draw. Measured
on the brute test: the restyled stride pair came back at upper 0.148 / legs
0.618 against the master's own 0.157 / 0.565, very slightly better than what it
copied.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 12:52:24 +02:00
wuwiandClaude Opus 5 5c0db0a22e The opponent is complete: 3 wound stages x 11 states, and a gate for wounds that never happened
The serve and the fall now exist at every wound stage, so a one-armed opponent
still serves and a headless one still goes down, instead of reverting to a
whole body to do it. 33 frames, no gaps.

THE BALL IS OUT OF THE SERVE SPRITES. Oliver: it was painted into three frames
and the game draws the ball itself, so every one of them would have ridden
along at the wrong place, the wrong time and in the wrong number. Hands open
and empty now, poses unchanged as if a ball were there.

THE FOURTH GATE, and the one nothing else could see: "copy this exactly, change
ONE thing" loses when the change is a REMOVAL. Taking a head off worked every
time — it is dramatic. Taking an ARM off mostly did not: five of seven wound
frames came back as the reference faithfully redrawn, 0.02-0.05 of their own
silhouette different, and the ladder quietly HEALED the body the score had just
maimed. Frame count, background, clipping, detail, kit and stride all pass that
sheet. A batch now declares how far it must move from the sheet it was drawn
from — a copy scores 0.02-0.05, a real amputation 0.12-0.38, a decapitation
0.27-0.75 — and the whole set now measures 0.18-0.65.

AND THE BACKGROUND RULE MOVED TO THE FRONT OF EVERY PROMPT. Six rejections in
eleven rolls were "background is not magenta", and the generator was not
glitching: it was painting the zombies ON A TENNIS COURT. The chained restyle
subjects are long, and the magenta instruction sat behind three hundred words
of "keep everything exactly as the reference", where it stopped being honoured.
Same sentence, said before anything can bury it.

One design consequence kept rather than papered over: the missing arm IS the
tossing arm, so a wounded opponent tosses off the racket face the way one-armed
players actually do. The wound changes how he plays, which is what slice 3 has
been asking for.

Known and NOT fixed: the shorts hue drifts from -9 to -19 down the ladder. Each
stage is measured against the one before it, so a legal 4-point hop three times
over is a 14-point total nobody authorised. The fix is to anchor every stage to
the healthy frame with a total budget instead of a per-hop one.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 12:45:26 +02:00
wuwiandClaude Opus 5 4bbdf6357a The opponent can serve and fall, and there is a bench to judge it on
THE MISSING ART, generated by the whole-sheet restyle method: bouncing the ball
at the baseline, the toss with the ball leaving the fingertips, the strike at
full stretch — and the fall, which slice 4 has been waiting for: buckling, down
on the knees, flat on the court face down, then dragging itself back up. One
zombie is now complete as a tennis player rather than as a body that shuffles.
(Healthy only so far; the wound variants are the next sheet.)

THE SPRITE BENCH, in the back room. No ball, no scoring, no AI — one opponent
on an empty court, walking, at the size and speed it is actually played at,
because that is the only place a walk cycle can be judged. A sheet that looks
fine at 224 px on a contact sheet is a different animal at 30 px crossing a
lawn, and every sprite argument this project has had was really about that gap.

It steps through every state including the ones the game cannot reach yet, so
the serve and the fall could be looked at the day they were drawn instead of
the day they get wired up. It prints the FILENAME it is drawing and the hp the
wound stage was read from — the two numbers that separate "the art is wrong"
from "the wiring picked the wrong art" — and it says HEALTHY ONLY where a wound
variant does not exist rather than implying one does. The stride steps off
ground covered, like the real thing: a bench animating on a clock would flatter
exactly the sprites that foot-slide in play.

It owns the court like every other mode and every start* refuses while it runs.

FOUND BY IT, ten seconds in: `start()` applies the mode the setup screen picked,
so a remembered ZOMBIE TENNIS was taking the court before the back room could —
every back-room entry (weapons, bosses, drill, match, bench) had been silently
refusing since the mode select landed this morning. The back room passes null.

And a third calibration lesson: POSE MOVES A GLOBAL COLOUR STATISTIC. A body
face down shows a fraction of the shirt it shows standing, so `redness` fell 14
points across the fall sheet without a colour changing. The measure that
survives a pose change is the shorts HUE — mid-tone neutrals, present in every
frame in the same proportion — which is why it is the one that caught the drift
Oliver actually saw.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 11:25:29 +02:00
wuwiandClaude Opus 5 ffc9cd3a60 Damage accumulates, because stage 2 is now a RESTYLE of stage 1's whole sheet
The arm kept coming back at the headless stage no matter how the prose was
worded, and the reason was the picture: stage 2's character reference was the
OLD two-armed headless drawing, so the model was faithfully copying two arms
while the words asked for one. Prose does not win an argument with a reference.

Stage 2 now takes stage 1's ENTIRE THREE-FRAME SHEET as its reference and the
job becomes "redraw this sheet with ONE thing changed — the head comes off".
The missing arm rides in the picture. Both tours installed FIRST TRY, where the
previous wording burned twelve rolls and never once got there.

The ladder finally reads: whole -> left arm gone -> headless AND still one-armed,
same body, same charcoal, same shoes, all the way down. In a mode where the
score IS the body that is the whole point, and it has never been true until now.

--audit stays clean: all six stride pairs pass.

This is Oliver's method and it is better than what it replaced. What makes it
work is that each call TRANSFORMS a picture instead of describing one, so the
reference does the specifying and the prose only says what changes. Fewer calls
is the smaller half of it; the consistency is the point.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 11:14:17 +02:00
wuwiandClaude Opus 5 cccdaba8f0 The slicer stops throwing away good sheets because two bellies touch
Oliver's idea, tested: give the generator a WHOLE POSE SHEET and ask it to
redraw it as a different zombie. It works, and better than what I was doing —
the master set's stride pair is 0.99/0.157/0.565 and the restyled brute came
back 1.00/0.148/0.618. The pose relationship SURVIVED the character swap, in
one call, four frames.

It was reported as a failure only because the four brutes stand shoulder to
shoulder and their bellies overlap, so segmentation by empty columns saw ONE
blob and the sheet was discarded. That same rejection ate five rolls earlier
today — "found 2 frames, expected 3" — and the sheet it lost last was the best
roll of the day.

A row is evenly spaced by construction, because that is what we ask for. So
when the blob count comes up short of a count we ALREADY ASKED FOR, look near
each even division and cut at the thinnest column in that window: between two
figures the ink thins even where it does not vanish. Never used to guess how
many figures there are, only to reach the number requested — a wrong guess
would install garbage silently, and the frame count is the one thing this
pipeline has always been able to trust.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 11:11:51 +02:00
wuwiandClaude Opus 5 4e7b26f874 Every stride pair now passes the gate — the legs actually move
`_regen.py --audit` is clean for the first time:

  racket_play    z_r2/z_r3       1.00  0.157  0.565   ok
  racket_w1      z_rw1/z_rw1b    1.00  0.112  0.424   ok
  racket_w2      z_rw2/z_rw2b    1.00  0.077  0.372   ok
  racket_f_play  z_r2_f/z_r3_f   1.00  0.049  0.552   ok
  racket_f_w1    z_rw1_f/…b_f    1.01  0.112  0.716   ok
  racket_f_w2    z_rw2_f/…b_f    1.00  0.054  0.793   ok

Against the reference pairs (brute 1.00/0.000/0.638, shambler 1.00/0.070/0.520)
these are the real thing: one body, same camera, legs swapped. Fifteen rolls
were rejected getting here, every one for a named measurable reason — which is
the whole point of the gate: none of it shipped on luck.

Two calibration lessons, both from watching what the gate rejected:

BRIGHT is off for the racket batches. It counts near-white pixels and was
calibrated on the LIVING opponent, whose racket barely registers — these frames
hold a pale-strung racket FACE-ON and it swings 3%..20% purely with how the
racket is angled. It was rejecting rolls for racket geometry. Redness, shorts
brightness and shorts hue are the kit, and hue is the one that caught the drift
Oliver actually saw.

EACH WOUND STAGE IS HELD TO THE STAGE BEFORE IT, not to the healthy frame two
steps away. Stage 2 kept being rejected at hue -4.2 against the healthy -8.7
while the stage it actually follows sits at -5.0 — the roll was more consistent
with its own neighbour than the gate would allow. Chained references stop drift
compounding without demanding stage 2 match a frame the player never sees next
to it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 10:47:19 +02:00
wuwiandClaude Opus 5 ef88429887 The kit gate learns hue, because a greyscale check cannot see grey turning blue
Oliver: "look at the headless men — the trouser color changed." He was right and
every number in kit() said he was not. Brightness sat at 85 against the healthy
frame's 89, comfortably inside tolerance, while the shorts' blue-minus-red
walked from a warm charcoal -8.7 to a cold +0.2 across the wound stages. All
three existing measures are greyscale or red-channel; none of them can see a
grey going blue, which is most of what "the colour changed" ever means here.

Fourth number: the shorts' hue. It immediately fails the headless men AND finds
a second drift in the wounded women that the brightness test had passed.

The tolerance default went to four entries deliberately — kit_off zips got/ref/
tol, so a three-long tuple would have SKIPPED the new check rather than failed
it. That is the same shape of silent no-op as the read-only floodfill.

Also: DAMAGE NOW ACCUMULATES. Stage 2 said only "headless", so the arm torn off
at stage 1 came back — in a mode where the score IS the body, taking a point off
it made the body look healthier. Stage 2 is now headless AND still one-armed.

And the stride rule got its counterweight: "copy it exactly, only the legs
change" has a second failure mode where the model copies it exactly INCLUDING
the legs and returns the same picture twice (upper 0.017, legs 0.022 — a body
sliding along with frozen feet, the very thing being fixed). Both halves are
stated now: identical above the hips, obviously different below.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 10:35:29 +02:00
wuwiandClaude Opus 5 1c405f045f THE STRIDE GATE: a walk cycle is one drawing with the legs moved, and now something checks
Oliver, on the sprites, again: "when people on a tennis court walk or run their
legs move... this pattern is almost always failing." It has failed repeatedly
because NOTHING IN THE PIPELINE MEASURED IT. Frame count, magenta background,
clipped edges and detail density all pass cleanly on two unrelated
illustrations of the same character, which is exactly what the generator
produces when asked for "the same frame with the other leg forward".

Three numbers per declared pair, silhouette only, on the feet-aligned centred
overlay drawStatic actually draws:
  HGT  height ratio — off 1.00 means the body grows and shrinks once per step
  TOP  difference ABOVE the hip — near zero for a real pair: same man, same camera
  LEG  difference BELOW it — this is the step
Calibrated on the pairs that read (brute wound lurch 1.00/0.000/0.638, shambler
1.00/0.070/0.520) against the ones that do not (TOP 0.47-0.85, or LEG 0.09).
Opt-in per batch via `stride: [[i, j]]`, because the player's four-frame RUN
sits at TOP 0.23 and is right — a run swings the arms too.

`--audit` runs the same gate over the sprites ALREADY INSTALLED and exits
non-zero on a failure: a gate that only fires on new rolls says nothing about
the art already in the game, which is where this was noticed. Five of the six
racket pairs fail it today.

And the kit gate, which already existed and was never switched on here: Oliver
spotted the headless men's trousers had changed colour. Measured — the headless
set's near-white fraction DOUBLES (9.5 -> 19.5) where losing a head only
accounts for ~1.3 of that, and the wounded swing drifted the other way (shorts
60.5 against its own stage's 85). palette_ref + a per-batch tolerance now catch
all three drifted sets and pass the one that looked right.

Fixed while in there, mine from the last commit: the wounded stride stepped off
walkT, a wall clock, while the healthy one steps off ground covered — the exact
foot-slide this project banned for the heavy bodies.

No art regenerated yet: the gate and the audit come first, so a re-roll can be
told from a lucky one.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 10:09:31 +02:00
wuwiandClaude Opus 5 d5942e8aad The match gets its own board, and it names what is across the net
A second plate, drawn rather than tinted (assets/_board.py — _regen.py cannot
do this job: it keys magenta, crops to ink and rescales figures to a common
height, and a scoreboard is a full-bleed rectangle with no figure in it). The
club's bottle-green board is the club's; the match is played on one nobody has
cleaned in a long time, and the ink changes with it — a green 'dim' over dried
blood reads as a printing fault.

Two column changes go with it: the name slot says KEEPER / JUDGE / CHAMPION
instead of THEM (eight characters, `short` on the ladder rows), and the SETS
column is gone in the match, where it was a permanent 0 — the bar under the
board already carries that mode's progress.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 09:37:58 +02:00
wuwiandClaude Opus 5 c629ae1108 The ladder has names, the bodies play tennis, and the stats screen splits
THE SPRITES. The match opponent borrowed the turned CPU's art — a body drawn
to SHAMBLE at the camera with its racket hanging at its side, which is what
was playing tennis points against you. It has its own family now, 'r', drawn
off the LIVING opponent's poses: a ready stance, a shuffle pair and a real
forehand, at every wound stage, men's and women's — 20 frames, six batches.
'c' keeps its shamble untouched, because in the gore mode shambling is exactly
what the turned CPU should be doing. The pose comes from racketAI's own
`pose`, so the picture cannot drift from the behaviour, and a one-armed
opponent still plays tennis instead of reverting to a walk.

Two pipeline bugs found doing it, both fixed at the root in assets/:
- _fine.py keyed EVERY magenta pixel, not just the background, and the
  generator paints racket strings in the backdrop colour more often than not —
  so frame after frame installed a man holding an empty hoop. Background is now
  the region connected to the border; magenta left INSIDE a body is repainted
  pale grey rather than punched out.
- the flood fill silently did nothing, because Image.fromarray images are
  read-only and PIL's floodfill swallows the write error. .copy() plus a real
  error if it ever fills zero pixels.

THE LADDER (handoff slice 2). Rung N takes design N's name off the chapter
roster — the club's dead staff play you at tennis here and come for you in
gore, same joke twice — plus a personality that is DIALS, not new mechanics:
pace, width, flub and speed scalings multiplying numbers racketAI already
reads. A rung is a data row. Name plate on the walk-on, and the kill files
under the rung rather than under the generic body.

THE STATS SCREEN follows the mode split: BODY COUNT / THE LADDER / THE RECORD
behind a mode strip, each with its own three figures, its own roster heading
and its own footer. The weapon shelf and the roster hide in the modes that
have neither, rather than printing a line about something the mode cannot do.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 09:34:26 +02:00
wuwiandClaude Opus 5 c89d4a3ff9 Three modes, picked up front — and CLASSIC TENNIS is one of them
The setup screen picks WHAT before WHO and WHERE. Three rows out of a table,
in the court row's own markup:

CLASSIC TENNIS is not the opener with the turn switched off and left there —
it is the mode the other two are built on, so it gets real match scoring: six
games with a two-game lead is a set, best of TUNE.classicSets is the match,
the board shows the sets column (hidden until now outside splatter) and the
bar under it says which set this is. The CPU stops rubber-banding and flubs
less: aiFlubLoss exists to get a new player PAST the opener, and a mode whose
whole promise is a real match cannot be won by an opponent that falls apart
the moment he goes ahead. No tiebreak — 6-6 plays on to 8-6. Marked ponytail.

That needed a second ENDING, the one with no corpse in it: G.done, the same
summary and gated tap as the death screen, its own words (GAME, SET, MATCH. /
BEATEN.) and the man still standing. The three endings now share one block
rather than three copies of it.

Caught by the first classic test: stats banked only the FIRST classic run of a
session. `banked` was cleared by the next KILL, and a classic match has no
kills in it at all — every later match was swallowed by the double-bank guard.
beginRun() is the honest reset and restartRun calls it.

ZOMBIE TENNIS from the menu is one line; the back room keeps its door.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 09:27:49 +02:00
wuwiandClaude Opus 5 8011186cda The blood you have left, the bodies behind you, and a face for staging
Three things, all in service of the match reading as its own mode:

BLOOD, COUNTED. The vignette says "worse" and never says "how many". One pip
per hit left, top-right beside the board, in the panel language the game/sets
bar already uses; the last two breathe. Pips rather than a bar on purpose —
the pool is 4 or 8, and a smooth readout of a small integer is the exact
ambiguity being fixed.

OPPONENTS FELLED IS THE MEASURE (handoff slice 1). Blood-only scoring means a
lost game costs nothing but the blood already spent, so games survived is not
the achievement. The in-play bar prints OPPONENT n · m FELLED instead of the
game/sets line, the death screen says BLED OUT / FELLED n OPPONENTS · m GAMES,
and it keeps its own matchBest — drillBest's pattern. The kills-to-next-point
pips are hidden in a match: nothing there is killed for points, and they were
colliding with the new line anyway.

STAGING WEARS A DIFFERENT ICON. Both builds live on the same phone and two
identical bloody tennis balls is a coin toss. Driven by HOSTNAME, not by the
branch — the block is identical on staging and main, so it never conflicts on
a merge and never has to be remembered.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 08:53:02 +02:00
wuwiandClaude Opus 5 ef8a413031 You aim it yourself now, and no two rounds are dealt alike
Oliver played it: "the auto aim just mean no skills involved at all. this
should just go away.. there is no penalty at the moment.. make some
variations of the position on the court and the color".

The first two notes are one finding. With the shot locked to the called body
it was unmissable, so the fault could never fire — there was no penalty
because there was no way to earn one. Both snaps are deleted. What replaced
them is one line: aimTie is 0 during a drill. That is not auto-aim, it is
removing the guess — the ordinary magnet lets a nearer body inside the same
cone steal a shot aimed past it, which is right for a crowd you are mowing
down and exactly wrong where hitting the wrong body IS the failure. An
unaimed tap now lands on grass.

And the variation:
- six colours (purple, white) with the court dealt three to five of them, so
  which colours turn up and how many decoys there are are live questions. At
  four out of four every round dealt every colour and only the order moved.
- PLACEMENTS: fan, cluster, column, stagger, wing — weighted, mirrored per
  round, lanes shuffled against the bib order. column stacks bodies in one
  lane, and the ball hits the first thing it touches, so feet matter.
- pips are dice faces now, shared by bib and HUD chip. A row of five dots has
  to be counted; a die is recognised.

Measured over 30 deals: all five shapes, counts even, all six colours, and
the first target screened by another body in ~10% of rounds. Verified end to
end in the browser that FAULT and DOUBLE FAULT both fire.

26 tests, including a named regression for the auto-aim staying gone.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 18:16:25 +02:00
wuwiandClaude Opus 5 22df96cc1d The umpire reads a list, and the bibs come out to meet it
The late game is repetitive because the optimal move never changes: kill the
nearest thing, now. This is the first swing at a mode where it does — a
coaching drill where the umpire CALLS a colour sequence aloud while bibbed
bodies take their marks, and you must put them down in that order while they
walk at you. Uncalled colours are decoys you have to ignore. Two faults is a
double fault and the round is theirs.

Back room only (DRILL TEST, or #drill): this is a feel-test for one question —
tense, or just noisy? — so it keeps its own round count and touches neither
tennis scoring nor the run.

- voiceSeq: voice() drops a line that would start while the umpire is still
  talking, which is fatal for a list. Decode first, queue at accumulated
  offsets, and the anti-overlap rule is satisfied instead of fought.
- Four colours with PIPS as well as hue — red/green alone makes the mode
  unplayable for ~8% of men.
- drawBib is a ponytail-marked overlay that knowingly breaks the sprite rule;
  it is the thing to delete if the mode survives.
- BOTH target pickers snap (flickTarget and zombieTarget). Snapping only the
  slingshot left fifteen tap-serves in a row scoring nothing.
- Contact costs the point, not the run — permadeath stays in the gore mode.
- startDrill disarms the ordinary schedule; updateDrill redeals and logs an
  INVARIANT if anything empties its court.

Eight new tests (24 total) pin the ownership contract both ways, the call
beat, the win, the double fault, the un-winnable-round guard and the death.
PROJECT.md carries the four open questions for the playtest.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 18:01:33 +02:00
wuwiandClaude Fable 5 8307a05f79 The wind-up is a drawn bow, not a crouch: her pull re-rolled off his arch
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 21:55:15 +02:00
wuwiandClaude Fable 5 70642a0a3d Her serve is his serve: the women's pull and smash redrawn off the men's poses
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 21:51:44 +02:00
wuwiandClaude Fable 5 04fe4098a7 Pin the sprite generator to Nano Banana Pro on OpenRouter
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 21:38:02 +02:00
wuwiandClaude Opus 5 d57433ed2b A charge that passes, two strides that actually stride, a door in the corner
THE LEGS. Measured as lower-third silhouette difference between the two stride
frames: the groundskeeper, whose walk has always been right, is 0.80. The seller
was 0.017 — the same legs twice, which is why he hopped along on one of them.
Both sheets regenerated with the stride as the entire subject (one foot planted
ahead, the other trailing, and they SWAP): seller 0.42, champion 0.67.

Three things the champion's re-rolls proved, all of them the same lesson —
THE REFERENCE IS WHAT IT COPIES. Anchored on his own one-legged frame it drew
that pose again. Given a working walk from another boss alongside him "for the
legs only" it blended the two and returned a slim side-on walker, then a
pot-bellied man in cream. One character in the reference, one character out —
and pick the keeper by EYE, because the metric happily crowned the side view.

THE CHARGE. It rushed, then withdrew a fraction of what it covered, so it ended
the fight parked on top of you: dodge or die every two seconds with no window to
hit it, and nothing but a hitscan laser quick enough to use the window there
was — Oliver, "they come too close, they seem unbeatable". A rush now RETREATS
to its line afterwards, and to keep it from being toothless the other way (from
the band it ran out of clock 8 m short) the rush is TIMED rather than paced: it
covers whatever ground the retreat left in bossChargeT, so every charge arrives
and every charge has the same readable run-up. Measured over 30 s: five rushes,
each one reaching you, 13% of the fight in your face instead of all of it.

And the back room moved off the whole splash onto an invisible box in the TOP-
LEFT CORNER. Five taps in the middle of the screen — which is where your thumb
goes on the way to PLAY MATCH — now do nothing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 16:56:05 +02:00
wuwiandClaude Opus 5 04ee0174ce Three more chapters, and at game 100 the champion returns everything
The roster ran out at chapter 6 and then repeated itself; game 70 got the
groundskeeper again, bigger. bossArt() now walks nine designs, one per chapter,
and hands out THE CHAMPION on every tenth — the floor(ch/10) term takes his
chapters back out of the count so chapter 11 opens the second lap on the
groundskeeper rather than skipping him.

  70 THE STRINGER — leather apron, bandoliers of gut string, racket frames on
     his back. He takes your lane and puts two dead-straight ones on it.
  80 THE TOURNAMENT DIRECTOR — blazer, lanyard, radio. `adds` is new: he calls
     stewards onto the court while you fight him, which is the one thing a boss
     fight could not do before, since the stage is cleared for it.
  90 THE STRAWBERRY SELLER — tray of cream, apron soaked red, ladle. A tank
     that sprays four at once and then comes for you.
 100 THE CHAMPION — torn whites, a laurel of strapping tape, the trophy still
     in one fist. `rally`: anything under splatter quality comes straight back
     at your head, so he is the one body you have to out-HIT rather than
     out-shoot. `phases` lays three rows over his own as his health falls — he
     holds the baseline and rallies, then runs the line drilling volleys, then
     drops to a charge — and each turn is an event: cry, shake, the stand up.

Thirty-six frames through assets/_regen.py, the mascot's three-batch recipe
(2 stride, 3 wounds, 4 throws). The trap that cost the re-rolls: a throw batch
references its own wound frames, so a wounds batch that fails leaves the throw
sheet drawn against the SEED — two of the four came back half groundskeeper.
Wounds first, verify, then throws.

And the physio, who Oliver reported "does basically nothing but move towards
the net": he kept 4.2 of every 6.3 m he charged, so the fight was always over
before he arrived. `withdraw` is his own number now (0.2) and he charges half
again as fast — measured, he is on top of you in 11 s instead of never — and he
drills three balls a cycle on the way in.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 16:08:57 +02:00
wuwiandClaude Fable 5 9476f354c2 A real hand for the ghost, and the countdown hugs its frame
- x_hand.png generated to Oliver's reference pose (index up, curled
  knuckles, thumb) — drawGhostHand draws the art, vector stays as fallback
- fingertip anchor measured off the PNG, not guessed
- RESUMING panel top no longer floats above the glyphs

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-08 20:28:24 +02:00
wuwiandClaude Fable 5 a89e8ff419 Seven verdicts from the test group
- opening CPU beatable in a game or two (softer cap, more whiffs, rubber band)
- modals are for calm courts only; live-court news is a card now
- the transition howto is gone: a ghost hand teaches the pull, the toss,
  the apex and the swing, each on the exact struggle it answers
- a shot barrel keeps your weapon and glows its slot instead
- switching weapons clicks, the live tile is unmistakable
- barrels come faster the deeper the run goes
- the umpire triple-tap cheat is deleted

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-08 19:49:27 +02:00
wuwiandClaude Fable 5 d847c2e4a8 Sweep the dead code off the court
EATEN_GRAB (write-only marker), ball.firstLand (written five places, read
nowhere), zombies' unused VOLLEY import, three scoreboard palette fields
from the pre-PNG board, the x_tin.png nothing references, and a dozen
export keywords on functions no module ever imported.

Kept on purpose: o_run3/o_run4.png — the SPR list excludes them so both
tours run on two frames (the women's set has no 3/4 twins), per the comment
at the preload list.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 09:37:08 +02:00
wuwiandClaude Opus 5 c5edc94b73 Redraw the backdrop and cool the menus down
The court art had three faults: a hard-edged pale panel sitting on the near
half, mown stripes that stopped and restarted where the court began, and the
blood pool stranded behind the baseline where a portrait phone cropped it off.
Redrawn with the stripes running unbroken the full depth and the stain out on
the court where it can be seen.

The picture also read as zoomed in, which was not the art but the crop: at 4:6
`cover` was throwing away a third of the width on a phone. The sky is extended
to 1:2 instead, so the whole arena survives the crop.

Menu palette rotated off olive towards a cool desaturated blue-green with much
quieter borders, and the boxed BEST RUN / WORLD RANK bar is gone from the
splash — it sat on the best part of the art to say what the two buttons under
it already said.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 16:26:04 +02:00
wuwiandClaude Opus 5 f3b0b791d6 Trade the tutorial for a screen that counts the dead
The menus were placeholders next to the art. Three screens now: a title over
an empty, dimmed, blood-stained court; a MATCH SETUP screen where each court
wears meters read straight off its own bounce numbers; and BODY COUNT, which
needed the game to start measuring anything at all.

stats.js keeps one capped array of per-run records — all time, last match and
seven days are three filters over it rather than three counters that can drift
apart. Kills file under the body AND the weapon: killZombie only ever knew an
index, so every damage loop stamps the cause on its way past.

The tutorial is gone. Marvin explained what the in-game modals already teach,
and his stage is where the stats live now.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 16:01:59 +02:00
wuwiandClaude Opus 5 0ca43bf68f Let the ball follow the mirror, and stop the serve shrinking her
Four things Oliver caught on the phone.

The screen title is the ANNOUNCEMENT face now. A menu heading is a thing that
shouts, the same register the canvas gives SET and CHAPTER — it was wearing the
HUD font, which is the voice for scores and key hints. Bangers carries its own
weight, so it takes size and air instead of Silkscreen's letter-spacing, plus
the padding under it he asked for.

Her toss and smash were shrinking the whole woman. The slice anchors frame 0 to
224 px, and frame 0 was the toss — whose arm is straight up, so the BODY got
squeezed to make room for it. This is the trap already written down for the
raised racket; it just moved to a different sheet. Re-sliced the retained sheet
at the men's toss height (250) instead, so toss/smash/pull come out 250/293/191
against his 250/320/213 and her body matches her own idle again. No re-roll.

The pre-serve ball did not follow the MIRROR. drawChar flips the whole sprite
when a server faces left, so dodging during the bounce swapped his hands over
and left the ball hanging out by the racket — one `* sv.facing` on the offset.
It was wrong in the men's world the whole time, it just took a second body
standing next to it before anyone saw it.

And she reaches further out and higher than he does, so BOUNCE_IDLE's pair is
overridable per tour now (0.46/0.78 against his 0.36/0.68). Measured off the
drawn hand by eye, which is the only way those two numbers have ever been set.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 12:37:59 +02:00
wuwiandClaude Opus 5 14a1e5d261 Let the tour be a choice, and give her a body of her own
The court screen picks WHO as well as WHERE now: two tiles above the court
rows, men's or women's singles, remembered like the court is. No new stage —
three rows and a pair of buttons already fill a phone, so the tiles go side by
side and the tap count from splash to play does not change.

Everything downstream is one line: drawChar already built every frame name off
a single prefix, so SK() appends '_f' when the women's tour is picked and falls
straight through to the men's frame for anything without a twin. The horde, the
officials and the ball boys are shared — they are staff, not the draw — but the
turned CPU is not: a male corpse opposite a female player reads as a bug.

Her frames came back as a different woman in every batch — blonde in one,
auburn in the next, greyscale line art in a third — because each was anchored on
the MAN whose pose it was. "newart" repaints the character and "state" is welded
to the corpse palette, so neither could say "the same living woman, a new pose".
That mode now exists, and every batch anchors on her own settled frame.

The death is drawn to frame 3 and recoloured after it. The generator will not
draw a dead woman in any wording worth using; frames 4 and 5 survive that
because by then she is flat and then a heap of cloth, so they are the men's
drawing with the blue shorts painted into her white (see assets/_die_f.py). The
collapse still falls 224/159/117/103/43 straight through the handoff.

Her first bounce frames reached to the shoulder, which is a catching pose, not
patting a ball — redrawn low rather than bending BOUNCE_IDLE to fit a wrong
drawing, so both tours share one apex and the ball meets her palm.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 12:22:21 +02:00
wuwiandClaude Opus 5 55c0f75c37 Give him a sidestep, and split the messages into two voices
He died at every chapter boss because he could not move, and there were two
independent reasons for it. The movement block is 'rally'-only — a settled feel
decision the six boss AI styles were written around — and a boss is fought from
'pretoss'. On top of that canAimServe() is true through a boss fight, so his one
finger was already spent on the slingshot: there was no gesture left over that
could have meant "move".

So it is a SIDESTEP, not a walk. One committed step on a cooldown, carrying
invulnerability that beats both damage channels — the chip damage in hurtPlayer
and the instant-death contact test. The rule about walking stands untouched.

The gesture is picked by WHICH WAY the drag leaves the deadzone, decided once and
never revisited for that touch: down-ish is the pull the game already teaches,
sideways is the step. No timing window, no invisible mode, so "one gesture means
one thing" still holds. The finger-steer modes are untouched — stick.aimable is
false in a horde, so the drag is the absolute steer it always was. The apron demo
now alternates PULL DOWN and SWIPE TO DODGE, and Marvin has a page for it.

The rest of the playtest list:

- Bangers is bundled beside Silkscreen, and the register IS the category. The
  quiet face keeps the HUD, the rack, the control hints and RESUMING IN; the loud
  one takes SET, CHAPTER, EPIC!, PERFECT and every free-floating flash. Floating
  text gets one shared y and a drop shadow, so it survives crowd, clay and blood.
- Modals queue instead of being dropped. That was why the trainer and the weapon
  had to be crammed into one card after a won duel; the heal gets its own popup
  with the x_cross tin over it — a sprite loaded since that merge and drawn by
  nothing.
- weaponModal's first-sight gate moved inside the function. The barrels gated
  themselves and the tin ladder did not, so four weapons re-explained themselves
  every three games while a barrel weapon explained itself once.
- Ten rack slots. Past five it grows a second row upward rather than shrinking
  ten tiles under the thumb target; slots 0-4 stay welded to the bottom edge.
- The boss win holds for its own 3.6s and says EPIC!, with no GAME n NEXT line —
  the bar under the scoreboard already prints that permanently. That bar went
  from 6px to 7px, which is the smallest type in the game becoming words.
- The turn punches the camera in on him and the ground shakes harder at each beat.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 21:48:24 +02:00
wuwiandClaude Opus 5 25f915f236 Fill the rack yourself, and roll barrels out that fill it
The rack had five hardcoded slots where the index WAS the weapon, spelled out in
five places: SLOTS, slotStock, WDESC, drawRack's three parallel arrays,
deliverTin's w+1, and bare wsel === 1|2|3 / G.weapon === 4 tests across five
files. config.WEAPONS is the one table now, G.rack holds up to four {id, n} in
the order you GATHERED them, and slot 0 stays BALL. Everything reads through
slotId/slotStock/slotEntry, so nothing else knows how the rack is stored.

A fifth weapon is always allowed, per Oliver: it rides slot 0 as G.temp until
spent, then slot 0 goes back to the infinite ball. A barrel arms on the spot and
is spent quickly, so refusing it would mean a barrel you shot did nothing. And a
spent weapon LEAVES its slot -- with gathered slots, an exhausted weapon holding
one is a quarter of the rack you can never pick up into. (The old rack kept its
empties dimmed, which was right when a slot meant "BOMB goes here".)

Four new weapons, and they are all the ONE existing pellet loop. firePellet(w)
stamps the WEAPONS row onto the round -- r, dmg, hp, pierce, boom, ignite, col,
speed, life -- so the beacon cannon, flamethrower, laser and rocket needed no new
array and no new update; the break after the first body was the only thing making
a pellet single-target. All four go through the same isBoss branch, which is why
none can silently no-op on a boss the way three of five once did. Measured:
gun/beacon/laser/rocket reach past 16 m, the flamer is a ~6 m cone that ignites.

G.mgT stays the mode timer for all of them, so the eighteen !(G.mgT > 0) guards
across five files did not have to change. kind:'burst' auto-fires at its own rate
for len seconds; kind:'shot' holds the same braced stance and fires one per tap.

The barrels reuse the ball machine's shape: a rolling, shootable non-body. All
three of the registrations that fail silently are done -- blocksClear (loot must
not gate the hand-clear), the contact guard (furniture cannot eat you), and
hitR/GORE_MUL/zombieH. It scores nothing.

The pink had to become procedural. The chroma key deletes every pixel where red
and blue both beat green by 40, so a magenta drum and a magenta laser pistol both
came back as hollow outlines -- 19% and 15% solid against 50-56% for the icons in
other colours. The drum is grey steel with hazard chevrons and every bit of its
pink is the halo drawBarrel paints; the laser went electric blue. Both are solid
now (92% and 58%), and the rule is written down in HANDOFF.

tinTriples 3 -> 10 as asked, and the four dead TUNE ammo constants are gone --
nothing read them once the table landed, which is a panel value you can tune all
day for no effect.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 12:09:28 +02:00
wuwiandClaude Opus 5 4cda6bde76 Make the bosses move, and put six of them and three new bodies on court
A chapter boss had no AI at all: it matched no branch in the variant chain and
fell through to the crowd's aimless wobble, so "the boss AI owns its x" was a
comment describing code that did not exist. Movement is now data on the BOSS_ART
row -- pace, shadow, surge, charge, bounce -- and bossAI is the one place it
happens. Every behaviour field is optional, so a row carrying only art behaves
exactly as a boss did before.

Three earlier drafts of those styles failed the same way: written as "walk toward
the player's x", which in splatter means arrive in four seconds and stand still,
because the player is rooted in pretoss for nearly all of a boss fight. Every
style now moves under its own power and only biases toward him. Measured over a
simulated minute each: 50-136 m travelled, none static.

Three new designs -- THE HEAD COACH (a 5-shot drill 0.14s apart), THE PHYSIO
(charges, and withdraws less than it charges, so it reaches you at 38s and that
is the fight's clock), THE SPONSOR MASCOT (gap 0, so the whole wall of five
leaves in ONE frame and is dodged rather than parried). Harder to kill: 16 -> 20
hp, 9 -> 10 per chapter, plus per-design multipliers.

Three new bodies: the ball boy (3 hp, 2 skins, from game 3), the bouncer (6/3,
game 8) and the roller man (9/4, game 15), each with a 4-frame walk and a drawn
two-frame lurch for every wound stage.

Three wound rules became one. The brute had a hardcoded stage array, everything
else a single skin behind 'abd'.includes(...), and the boss a fraction of hpMax.
The boss's rule reproduces the other two exactly -- verified: the brute still
draws z_gw/gw2/gw3/gw4 at hp 4/3/2/1 -- and keeps working when hp is not
one-per-skin, which all three new bodies need. So a multi-hit body is now a row
in config.ZWOUND and no code. bleed() reads the same call, which also gave the
steward the trickle his wound skin had always implied.

Fixes a real crash on the way past: killPlayer empties shots[] while the shots
loop is mid-iteration, so every remaining index read undefined and the frame
threw. The mascot's five-at-once volley makes it easy to hit; the shipped 3-shot
volley could always have hit it.

_regen.py gains two style blocks and a check tier. One constant used to say
"keep every colour exactly as the reference" -- right for a remaster, and it
fights every word of the subject otherwise. newart is for a new character, state
for the same character wounded or mid-throw; using newart for the wound sheets
licensed a repaint and got one, five came back with living tan skin. And the
detail gate ratchets against the file it replaces, so check: any exists for
re-rolling already-fine art to fix something the gate cannot see, such as colour.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 11:45:35 +02:00
wuwiandClaude Opus 5 0ce857fedc Let the ball eat its own aim band, mark the body, grow the machine
Four things from the phone.

THE BAND NO LONGER BLINKS OUT. Cutting it at the instant of release made a
fast rally strobe — band, gone, band, gone. hitServe now records the arc it
actually fired (error included, so the ball tracks what it is consuming to
within a centimetre) and the ball eats it from behind as it flies. The aim
resolves into the shot instead of vanishing. It ends early when the ball does,
because a shambler swallowing the shot is a cut you want.

THE TARGET MARK SITS ON THE BODY. A ring on the grass pointed at the one part
of a shambler the shot has nothing to do with — the ball strikes anywhere under
1.9 m and the wound lands on the torso. So the mark rides at chest height when
there is a body to hit and lies flat only when the lane is empty. Filled and
washed out in the band's own colour instead of a hard 2px ring, which stops it
reading as a decal stuck to the lawn.

x_howto REDRAWN for the current gesture: thumb dragging back to a print, the
shot leaving as a curved band onto the shambler's chest, shadow dots beneath.
The old one still taught a straight arrow.

MACH_H 1.15 -> 1.55. Waist high read as a prop you could ignore.

Verified on a cache-busted build (the pane was serving a stale config.js, so
the first pass measured nothing): preview velocity and gravity still identical
to the fired ball, same flight time in the trail, unravel smooth to the hit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-02 17:41:18 +02:00
wuwiandClaude Opus 5 2d4fa79258 Give the menu buttons room, a frame, and bigger type
The logo now sits exactly as it does on the title screen — same width, no menu
override — with 30px under it so the blood running off its bottom edge stops
touching the first button.

That button also had no top border to cut into: the crop was a BOTTOM band of a
taller plate, so it carried the plate's bottom border and nothing above. Both
plates are cropped to their interior now and CSS draws one consistent frame on
each, gold for START and slate for TUTORIAL.

Lettering stays live text and goes to 15px with wider tracking.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 14:25:54 +02:00
wuwiandClaude Opus 5 4a034773aa Draw the tutorial properly, and put the logo and gore on the menu
The tutorial was borrowing a court tile, the in-game how-to icon and a weapon
icon, none of which were drawn to be looked at. Four purpose-made 2:1 panels
now: the serve with a tapping hand, the slingshot pull with chevrons into a
zombie, the weapon rack, and the floodlit duel. They get the full card width
above Marvin instead of being squeezed into the text column beside him.

The menu wears the title logo instead of a Silkscreen headline, and the two
buttons wear generated plates — START GAME bloodied, TUTORIAL nearly clean.
The lettering stays Silkscreen on top: generated type is a lottery and would
not match the rest of the HUD.

Two things the art needed. Quantise the panels at 128 colours, not 64 — big
flat fields with saturated accents is where a small palette shows, and 64
turned the tennis ball beige. And find a plate by its BRIGHT BORDER, never by
the corner colour: one plate came back on a near-black margin, the other on a
transparency checkerboard that differs from itself everywhere and matched the
whole canvas.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 13:43:43 +02:00