Commit Graph
435 Commits
Author SHA1 Message Date
wuwiandClaude Fable 5 296d34d8ca The shell's gifts get written down: portrait, haptics, and a thumb the OS stops stealing
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-18 11:52:03 +02:00
wuwiandClaude Fable 5 7f85920de8 The rating note learns the new tier names
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-18 11:44:13 +02:00
wuwiandClaude Fable 5 7b395fcba4 The price tag comes off the door and moves inside: free download, one 2.99 unlock
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-18 11:43:41 +02:00
wuwiandClaude Fable 5 f8201ce7a2 The poster holds still, names its price, and points at the stores
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-18 10:15:21 +02:00
wuwiandClaude Fable 5 26c6298aed Merge the promo page into main
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-18 10:09:58 +02:00
wuwiandClaude Fable 5 95b867a0fc The club gets a poster: a marketing page at /promo, drawn from the game's own sprites
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-18 10:09:24 +02:00
wuwiandClaude Opus 5 440db9dcc1 Merge the flick's strength, the freed legs and the quieter out into main
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 07:59:09 +02:00
wuwiandClaude Opus 5 7ff8671a22 The aim cloud goes quiet, and a mistimed flick falls short of the line
Hidden behind TUNE.aimCloud rather than deleted: the reading it gives — how
much width the swipe is buying, before the ball leaves — is the only teacher
the gesture has, and the panel can flip it back live for the next look at it.

And "a little harder to hit the out" is a number: flickReach 0.62 -> 0.52,
which halves the worst-case rate from about 15% to about 7%, with the test
tightened so it cannot drift back. The shape is untouched — a perfect flick
still never sails, a badly timed full swipe still can — but a mistimed one now
lands nearer the middle than the line, which is the only half of that trade a
player who cannot see his own timing can do anything about.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 07:58:47 +02:00
wuwiandClaude Opus 5 1b16b422df The aim is a mark on the grass, not a line drawn over the game
The live flick readout was a ring on a ray from the player's feet — a HUD
element laid across the court, and read as one: "pretty bare bones... the line
must go away, it is distracting". It is a soft cloud on the ground now, in the
register the dust and the blood already use: it sits where the ball is being
asked to land, grows with the length of the swipe, and warms from pale lime
through gold to red as that ask approaches the width no timing can keep in. The
threshold stopped being a flip, so too hard is something you watch coming.

Three things it took to make it read, kept in the comments so the next pass
does not re-learn them: it is sized in METRES off the projection, or it is an
eight-pixel smudge at the far corner where it actually lives; it is a stain and
not an additive glow, which turned the red end yellow over green grass; and the
ramp starts pale rather than green, because green on green showed nothing at
all across the whole safe half of the range.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 07:53:09 +02:00
wuwiandClaude Opus 5 d5a069a90c The auto-run owns the legs in a rally, so the drag lets go of them
On touch, a drag in zombie tennis and classic still walked the player — and
that was not a harmless second option. A manual axis suppresses the assist, so
holding a drag traded a full-speed run to the intercept point for a 0.35x
shuffle aimed wherever the thumb went instead of where the ball will be.
Walking was strictly worse than standing still, which is most of "i tend to not
be able to reach the balls".

touchAxis is no longer written under rallyFeel. The drag keeps its one rally
meaning — released quickly it is the aimed swing — keys stay a deliberate
desktop override, and gore keeps its drag-walk, where the assist recovers depth
only and holding your own lane is the entire point.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 07:09:19 +02:00
wuwiandClaude Opus 5 f3d6f71144 The length of the flick is the strength of the aim, and you can see it leave
The rally flick was read as three lanes: sideways past 0.38 of its own length
took the whole corner, a hair under it took dead centre, and nothing lived in
between — "sometimes applied very strong, sometimes it barely does anything",
with no way to tell which one you had asked for. swayOf reads the swipe's LENGTH
as a continuous strength, exactly as the serve already did, and doHit spends
that instead of the lane vote. Keys keep the full lane; the opponent's aim has
no length and is untouched.

That is also what hands the OUT back: going out was never a choice, because
every aimed shot took the full width and then the scatter on top. Below about
0.7 of a full swipe — the line minus aimError, over the width timing can earn —
the worst mistiming in the game cannot sail it now, and above it the old risk
curve is exactly as tested.

And the aim is drawn while the thumb is still moving: the placement ring is a
receipt that arrives with the ball already gone, so the same ring is shown live
with a ray from the player's feet, cream while the ask is safe and hot once the
sway crosses that derived threshold. The receipt goes red when the shot really
is out, so the two rings together are the lesson.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 06:56:44 +02:00
wuwiandClaude Opus 5 99b2dec3bf The match handoff folds into the only planning document, and goes
HANDOFF-MATCH.md was always temporary — written when a session ran out of
context mid-slice, and carrying its own instruction to fold into PROJECT.md and
be deleted once the slice was done. The slice is done, so it is.

What crossed over is the contract, not the diary: what the mode is, the
blood-only scoring and the misreading that forced the blood readout, the four
ladder dials, the card of ten, the wound dials, the fall's frame contract, the
flick arithmetic and its lesson, the umpire and the boy, the opponent's serve
games, classic as its own mode, the record shape, the traps, and the do-nots
(now including the scratched body-shot thrower). The reasoning behind the
numbers already lived in the drill/match session logs and was not copied twice.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 08:54:38 +02:00
wuwiandClaude Opus 5 553b765846 A gesture is read in a pause, not in a point
The flick lesson rode the incoming ball, over the player's shoulder — the one
moment he has no attention to spare for reading anything. It moves into the
room this game already keeps for teaching gestures: the serve stance, standing
still, mimed on the apron by the very demo the slingshot lesson plays. Same
clock, same hand, same words slot — one teacher, three lessons, and nothing new
drawn over a live rally.

The words carry both halves now, SWIPE AS YOU HIT TO AIM: WHEN alone teaches
nothing, and WHAT FOR alone gets tried at the wrong moment and read as a
gesture that does not work.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 08:45:23 +02:00
wuwiandClaude Opus 5 67cb0b74d7 The flick lesson belongs to the rally modes, and gore's opener is not one
The gate said `G.mode === 'tennis' || G.match`, and mode 'tennis' is two
different things: classic, and the single prologue game a gore run plays before
the court turns. Placement is not the skill that prologue is asking for.
rallyFeel() already draws exactly the line wanted — classic and zombie tennis,
the two modes that ARE rallies — so the hint rides that instead of a mode
string. Verified both ways on a phone-sized preview: the lesson beside the
player in zombie tennis, and gone under gore-opener conditions with everything
else identical.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 08:39:17 +02:00
wuwiandClaude Opus 5 c613b6ceba The body plays the wounds it wears, and the flick finally has a teacher
Score-is-the-body was a picture: the opponent lost an arm and swung exactly as
far, lost its head and missed exactly as often. Two dials now read the same
racketStage the SKINS are picked with, so what you watch it lose is what it
loses — deliberately small (6% reach, 17.5% whiff per stage), texture under the
ladder rather than a second difficulty curve, with a test on that ceiling. An
unhurt body still returns exactly 1 and 1, and the whole thing is gated on
G.match: the gore duel's racket zombie is untouched.

And the placement flick, the mode's one act of skill, was taught nowhere on
touch — the placement ring is a receipt, not a lesson, and you only get one if
you already knew to swipe. The ghost hand teaches it now, in the same register
as PULL DOWN and TAP AS IT ARRIVES, riding the failure it answers: a run of
returns that left with no aim on them. The tap lesson still wins when both
qualify — placement is the wrong thing to teach someone who cannot reach the
ball.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 08:21:18 +02:00
wuwiandClaude Opus 5 0c90337f2d Merge the drill lane fix and the rate-gate sample size into staging
index.html conflicted only on the cache-buster: staging was at 276 and the
branch at 275, so the merge takes 277 — a merge that reuses either number
leaves phones on the old build.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-16 12:16:47 +02:00
wuwiandClaude Opus 5 131c0fa114 A rate gate needs its sample size derived from the rate
The slid-serve test asked for 6 of 10 sliced serves returned. Measured over 200
trials a seed across eight seeds, the receiver's real rate is 0.85..0.92 — so
the assertion was sound and the SAMPLE was too small: at p ~= 0.88, 10 trials
land at or below 5 with probability ~0.004, one seed in 230, and SEED=80 was it.

n is now 40 at the same 60% bar, which puts the threshold five standard
deviations below the true rate while still failing instantly if the receiver
regresses toward the 0-in-24 the test was born from. It is free: a returned
serve breaks the frame loop early, and the suite still runs in ~0.11 s.

Green on seeds 1..400.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-16 12:15:39 +02:00
wuwiandClaude Opus 5 8cef111277 The groundskeeper stops wearing a hat nobody drew him
His family sheet was rolled against a description that disagreed with every picture
of him — "stained work overalls and a shapeless hat" against a green club blazer and
braces — so the 31 frames averaged the two and came out a third character. The card
portrait and the boss on court have been different men ever since.

He now anchors on his own throw frame redrawn at the grain the other bosses ship at
(density 0.34 against the legacy 0.21, tracked as _ref_gk_hi so the roll stays
reproducible), and the description names what the art actually shows. The hopper
basket is called out as gone: a prop at head height is the one thing a 31-figure
sheet cannot hold.

Rolled through _famroll, cut with _zsheet. Density 0.26 -> 0.36 across the family.
First roll came back with a lilac panel over the top rows and was thrown away — the
cutter keys the corner, so that panel would have shipped as opaque background.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-16 09:42:40 +02:00
wuwiandClaude Opus 5 932673ff5d The card's punchline wraps, and the bulk answers to the name the stats gave him
Six head icons recut by hand; the new cuts are square, and a 1:1 portrait beside a
long punchline pushed the head against the left edge while the line itself ran off
both. The sub lines now wrap to the same room the title already shrank to fit, and
the plate grows with them — one line each still lands on 30/44, so every card that
fit is pixel-identical.

THE BULK is THE BRUTE: the gore mode's stats screen has called that body THE BRUTE
since it dragged a pole, and one character may not carry two names.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-16 09:29:13 +02:00
wuwiandClaude Opus 5 bdc3f23f92 A lane is free when its body is gone, not when it is far away
The drill spawner measured its best-of-9 lane spacing only against bodies still
in the back half (drillNearZ 9 m). On a court where lanes are HELD for life and
speed is stamped at spawn, a body 12 m down still owns its lane — handing it to
a faster arrival books an overtake for ten seconds later, mid-court, as two
sprites walking through each other. That is what the seed-sensitive test failure
(SEED=1234) was reporting: the assertion was right, the stream was not.

Spacing now measures against every live drill body; drillNearZ is deleted (no
other reader). Still best-of-9, no retry loop, so the stream cannot stall.

60 seeds x 150 s of drill: before, 7 seeds overlapped with narrowest clearance
0.00 m; after, zero overlap frames, narrowest 0.46 m (the test asks > 0.3).
Suite green on 20260811/1234/777/99/424242/8 and on 299 of seeds 1..300; the
straggler (SEED=80, the slid-serve return rate) is unrelated and logged as open.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-16 08:45:31 +02:00
wuwiandClaude Opus 5 86b8275f5d The receiver stands where the serve can actually go
The trick: hard serve, slight slide, and the first ten opponents died where
they stood. Measured headless — that serve was returned 0 times out of 24 at
EVERY rung. Three things were wrong and all three were the same thing: he
waited on the tennis mark 1.3 m off the centre line (covering the T, conceding
the whole corner), he took no first step, and he chased the ball's LIVE
position, which during a serve is still up by the server's baseline.

Now: he waits on the bisector of the serves he has to cover, takes a
returner's first step (serve-scoped — the rally is untouched), and runs at the
bounce instead of at the ball. The slid serve comes back from rung one; a
flush serve into the very corner of the box still aces the bottom of the
ladder, which is the reward placement is supposed to earn.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 20:29:17 +02:00
wuwiandClaude Opus 5 ece27827e5 The door is exactly as tall as the blood beside it
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 18:03:44 +02:00
wuwiandClaude Opus 5 134ce702b2 The door hangs on the HUD's own line, not the browser's
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 18:02:36 +02:00
wuwiandClaude Opus 5 d3510423b7 The door out takes the corner, and the blood steps aside for it
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 17:59:49 +02:00
wuwiandClaude Opus 5 1b7fc2cdcf Both players run from a video, and the middle chip finally plays you
Six sessions of asking an image model for a row of running figures, and it
never once drew a gait: three phases repeated with the same leg leading,
"ropeskipping, not running". A frame-by-frame LEFT/RIGHT skeleton spec, a
closing checklist, a loop clause, six figures instead of eight — all lost.
One 5-second image-to-video clip has no such problem, because it moves a
body instead of drawing poses. ~$0.42 a character through the key already in
.env, pose pinned at BOTH ends (pinned only at the front, she rotated into
profile halfway), stride period MEASURED off the frames rather than sampled
by eye — hers repeats in 6 clip frames, his in 23 — and the phases cut and
palette-snapped through _stride.cut. assets/_vidroll.py films and cuts it;
her first frame came from one still roll that took his approved pose as a
picture instead of a paragraph.

Wired: runN probes the sheet through SK() so the women's tour counts HER
frames, the player is no longer clamped to a two-frame pair, runHz 2.4 ->
1.9 ("this looks like roadrunner"), and the bench grew two PLAYER stops —
a cycle only ever seen mid-rally is a cycle nobody has watched.

Also in: the difficulty retune (medium is a real step above the shipped CPU
and is where `smart` first appears; hard stepped back off superhuman; easy
closed its gap) with MEDIUM's dial-for-dial pin to TUNE removed from the
test, and Oliver's own transparency fixes on the male frames.

SPRV 138 — the frames were right on disk and wrong on screen for an hour
because assets are cached for a year unless the ?v= moves. main.js v269.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 17:53:58 +02:00
wuwiandClaude Opus 5 2b7eb04e19 The invitation is four letters, not a link
A URL only opens the installed app on Android; on an iPhone it opened a second
copy of the game in Safari, with its own storage and none of the name picked in
the app. So the share sheet now sends "JOIN ME IN SPLATTER TENNIS — THE CODE IS
ABCD" and nothing else, and the button says SEND THE CODE.

The #net-ABCD door stays — it is exactly what a deep link will carry the day
this is a real app with universal links. Nothing sends it in the meantime.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 16:56:25 +02:00
wuwiandClaude Opus 5 89b2488d3c The shared message carries the code, because an iPhone cannot open the app
An Android phone opens the link in the installed app (the manifest's scope
covers the site, so its WebAPK claims these URLs). An iOS home-screen app can
claim nothing, so the link always opens in Safari — which keeps its own storage
and knows nothing about the name picked inside the app. Four letters in the same
message is the whole fix: a friend who has it installed types them instead.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 16:46:08 +02:00
wuwiandClaude Opus 5 425c18dcb6 A room you can share by link, a code you can type, and a name to be called
Multiplayer setup moves out of a canvas modal and a prompt() dialog into one
menu screen: your name, the two ways to host, and the friend's code. The socket
opens from the menu and the game stays parked behind the overlay until the room
fills — netHooks.paired takes the court one line before netStart writes to it —
so the room code can carry a real SHARE button and a wrong code is a typo you
fix rather than a CONNECTION LOST card over a match that never began.

The name is the world board's name (stats.saveName), crosses on the existing
look message, and the scoreboard finally names the person instead of CPU.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 16:20:39 +02:00
wuwiandClaude Opus 5 ad258ace97 The setup screen stops drawing the man twice, and her whites take a real colour
Oliver, on the picker: the gender tiles "themselves have the player but front
facing and that does not react to the kit and skin — so that's double somehow
and wastes space", the screen "is pretty crowded now", and the women's wash was
"a little too subtle on the white — could be more".

THE TILES ARE GONE. They were a second drawing of the same man, facing the wrong
way and deaf to every colour on the screen, and they cost the height that pushed
the court list under the fold. Who-you-are is two words now, and the live player
— which does react — stands beside every control that changes him, so a tap and
its result are a thumb apart. Four stacked sections became one block; all four
courts and SERVE UP fit a phone without scrolling.

THE WASH goes 0.30/0.93 -> 0.55/0.86: dyed from across the court, folds intact.
Past about 0.70 it stops reading as tennis whites at all.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 15:37:35 +02:00
wuwiandClaude Opus 5 b5838b2b24 The whites take a wash, the friend brings their own colours, and the menu shows the man
Three things off the back of the picker.

THE LIVE PLAYER on the setup screen is the real sprite through the real tint, not
a mock-up of the pick — so the menu cannot promise a colour the court will not
keep. It redraws on every tap of a tour, a kit or a skin.

THE WOMEN'S TOUR IS NO LONGER SAT OUT. Her set is drawn head to toe in whites, so
there was no hue to rotate — the answer is not a dye but a WASH: the pick laid
over her whites at a low saturation with the lightness kept, which is how you dye
a white kit in life and gives rose, powder blue, mint, lilac. Her hair and skin
fall out of it on lightness alone, which is exactly what a dye could not manage.

THE FRIEND ACROSS THE NET now wears what they picked on their own phone. Their
look crosses on pairing, and since the opponent art is red rather than blue the
kit rides its own hue arc — safe there for the one reason it would not be on the
player's own sheets: the opponent sprites carry no drawn blood. An older build
simply never sends it and the opponent draws as before; the match still plays.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 15:23:34 +02:00
wuwiandClaude Opus 5 1daa3e9d6a A bed that finishes loading wakes the context it was started for
Oliver's hunch was right: the tap unlocks audio and starts a 768 KB fetch, but
the source starts seconds later inside a promise with no gesture near it. iOS
suspends an idle context in that gap, and a source started into a suspended
context is silent for good — nothing on the splash ever asks for audio again.
Resume once more when the buffer lands, which the first tap has already
authorised, and again when the app comes back to the foreground.

Intermittent because it only bites when the decode outlasts the browser's
patience: a phone, a cold cache, a slow radio.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 15:16:41 +02:00
wuwiandClaude Opus 5 3b639e743b You pick your own kit and your own skin, and the blood stays red
Testers asked for some control over how their player looks. From behind — the
only way you ever see him — there are two things worth controlling, and neither
needs a single new asset: the kit and the skin are one hue-bucket pixel pass over
the sheets already loaded, cached per frame and built on first draw.

The buckets are measured, not guessed, and three neighbours had to be fenced off
one at a time: the shirt's warm HIGHLIGHTS (which spattered the man with mud on
every dark pick), the drawn BLOOD on the death frames (which turned the pool
brown — the worst bug this file could ship), and the women's HAIR, which is the
same hue as his shorts and cannot be told apart from it by any rule. Her set is
played in whites and has no kit to dye, so it is flagged out and the row says so
rather than silently doing nothing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 15:00:57 +02:00
wuwiandClaude Opus 5 2f0c04fad4 The splatter music stays on the splatter court
Every run starts the ambience, and the ambience was un-ducking both court beds
at once — so once you had played the gore mode, its music followed you into
classic tennis for the rest of the session. Leaving the court is one event;
arriving is not. Each bed brings itself back and nothing else.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 14:32:30 +02:00
wuwiandClaude Opus 5 3cf3e029a4 Gore opens in the gore, the theme comes back, and every mode gets a board
Splatter gore no longer makes you win a game of tennis first — the mode you
pick is the mode you get, with the man you came to play already turned. The
transition itself is untouched and still reachable; it just isn't a toll booth.

The menu theme could only ever be started, never brought back, so the first
run of a session silenced it for good while the court's ambience followed you
into the menu. Starting a bed now un-ducks it too.

Three world boards instead of one: kills, opponents felled, and games taken
off the CPU, each with its own name prompt and its own row per player.

...and the gore economy stops paying a barrel for every game won past game 16,
while the shamblers, the mix and the ball machines keep escalating past the
point they all used to stop.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 13:53:42 +02:00
wuwiandClaude Opus 5 9cc3ac54b3 The dead club doubles its staff, and the draw is made where you can see it
Six new opponent families (head coach, stringer, strawberry seller, chair
umpire, spectator, roller man) through the famroll/zsheet route, placed by
hierarchy into an 18-rung ladder; the champion steps up behind them.

THE DRAW: picking the tournament now rolls its own bracket in front of you —
only the final was ever settled — and what lands is what walks on.

Netplay, off Oliver's cellular report: the mid-flight early-decide was missing
its !G.net gate, so the striker judged its own outbound flight and the two
scoreboards drifted a point apart into a court nobody could serve on. The
host's court now rides the room, its scoreboard rides the pretoss stream, and
a called ball rolls to its own halt instead of freezing where the call caught it.

Plus the night court, and somebody in the stand is taking pictures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 11:49:19 +02:00
wuwiandClaude Fable 5 4c47295a73 The friend across the net is no shambler: he just bleeds, and then he bursts
Two retest findings, one root: the death match borrowed the roster's
body. Gone — nothing spawns, no walk-on card, the living opponent is the
whole picture. His damage reads as blood (bleedO: an anchor per point
taken this game, love to game point, thin drops as ever), the game
point bursts him where he stands, and IT RISES AGAIN brings him back
clean. The heal beat became a card in netplay — a modal freezes this
world while the other phone's keeps moving.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 18:10:50 +02:00
wuwiandClaude Fable 5 c0b59eee90 The host names the stakes: classic tennis, or the death match
Three chips under VS A FRIEND — the host's pick rides the room and the
start message rebuilds both courts on pairing. In the death match your
opponent IS the zombie: their lost points tear its wound stages, their
won points draw your blood, and bleeding out crosses the wire as the
other phone's win. The same receiver-is-judge verdicts drive the match
machinery through resolveInterlude, so the fall, the mop beat and the
burst come along unmodified. New: gushProne — the game-winning body
bleeds out on the ground, from prone-height anchors, until it bursts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 18:02:44 +02:00
wuwiandClaude Fable 5 5e80c4e69d The versus poster finds its own hour: golden, not the dead club's night
Regenerated off the classic poster instead of the zombie one — sunset
oranges into violet, warm bulbs, neon rim light on the two players. Each
mode row now owns a palette: day, night green, blood red, golden hour.
SPRV 125 so cached phones refetch it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 17:49:55 +02:00
wuwiandClaude Fable 5 8face714a6 The toss travels: the receiver watches the serve coming
One event on the toss, replayed as a real toss over O — update() already
poses the server off the phase and drops an uncaught ball back to pretoss
by plain physics, so the wind-up, the cancel and the re-toss all carry for
free. The strike's shot event overwrites whatever drifted.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 17:44:00 +02:00
wuwiandClaude Fable 5 f302354bb2 Two phones, one match: the shot is the message, the receiver is the judge
VS A FRIEND on the mode screen (host a code, join a code), a ~110-line
RFC6455 relay in server.py that holds no game state, and src/net.js: each
phone plays itself near-side and the opponent's court is this one rotated
half a turn about the net. The phone a ball flies toward makes every call
on it; the striker's copy is picture. Six tests pin the rule from both
seats. No reconnect yet — a dropped radio is a card and a reload.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 17:36:02 +02:00
wuwiandClaude Fable 5 108ed695eb The felled body earns its fall: the burst waits for the collapse, the card waits for the burst
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 16:35:46 +02:00
wuwiandClaude Fable 5 97b076c574 The 6.8 experiment leaves its tombstone: runHz2 stays 3.4
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 16:26:18 +02:00
wuwiandClaude Fable 5 11d074f2e4 The player joins the pair: his stride is frames 5+6, hers is 1+2
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 15:20:22 +02:00
wuwiandClaude Fable 5 f62c7ff0ff The bob rides the stride, and the stride finds its beat: runHz2 3.4
Two live verdicts off the bench. The 1px run bob was a fixed 18 Hz wall-clock
toggle — over the calm two-frame cycle it read as independent HOPPING — so it
now shares the exact phase counter that flips the frames: one dip per step,
always in sync at any cadence. And with bob and feet locked together the
cadence itself came up for retuning: 1.7 read as a jog, doubled to 3.4 it is
a run — "that's it! way better." One knob moves both, which is what made the
doubling a one-word change.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 14:57:16 +02:00
wuwiandClaude Fable 5 40c74be4aa Two frames each: the run cycles land where the zombies always were
The live bench session's verdict, in Oliver's words: "this looks better than
anything before." Six and eight real phases at speed read as flicker on a
far-court body — the zombies never had this problem because their walks are
FOUR well-chosen frames at a calm rate, and the fix was to stop out-drawing
them. Each opponent now runs a TWO-frame true leg-swap pair — his frames 1+2
of the grid roll, hers 7+8 of the face-transplant cycle, both picked live on
the bench with SPR swaps — at TUNE.runHz2 = 1.7 (the old hardcoded 4.5 for
short cycles was most of a stride per display frame; that is the strobe).

The tuning rig ships too: TUNE.runN (frame-count override, 0 = probe),
T.SPR for live frame swaps, and the bench's living slots — the next cadence
question gets answered by watching, not rolling. Twelve run sprites become
four; the SPR list says why. SPRV 124, main.js v248.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 14:54:11 +02:00
wuwiandClaude Fable 5 90d7ac1096 The bench learns to host the living: two player slots for run-cycle tuning
Oliver: "add a normal player male and female to the hidden bench and let it
run there." The fam walk (up/down) now runs two slots past ZFAMS — PLAYER
MALE and PLAYER FEMALE. In a living slot the racket zombie steps outside the
frame, G.hideO lifts (splatter set it when the match turned), and the real O
runs the walk stop's own back-and-forth at the classic CPU's speed class, so
the cadence on the bench is the cadence the game plays. SK() reads the slot
for the _f suffix, so both tours review without touching the picked tour.
The HUD swaps the wound readout for the tuning one: runHz and aiSpeed, the
dials a live session turns through T.TUNE. T also gains a keyPressed alias.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 14:39:36 +02:00
wuwiandClaude Fable 5 ad624d281c Her legs finally swap: the face-transplant cycle ships, and the prompt rules are law now
The female run took the whole evening because the model would not draw her
RUNNING: roll after roll came back with the same leg forward in every frame
— amplitude wiggle, no gait ("she never changes her leg... floating while
strobing"). The set that ships is the FACE TRANSPLANT: her old cycle's poses
(which always alternated properly — swaps at positions 2 and 6, 78%/74%,
where a runner's legs actually cross) redrawn with only the friendly face
and open beds changed. The model returned that roll on a painted CHECKERBOARD
— it has no concept of transparency, the word alone summons the pattern —
and the figures were custom-keyed off it: light checker blanket, dark
checker border-flood only (the dark cell is nearly her skirt colour; the
first blanket pass shredded the pleats), verified whole over a light ground.

Oliver gated every strip by eye. The alternatives lost on their own terms:
hex-only prompts obeyed the background but drew her dainty (max 44%, no
swap); the explicit leg-swap clause got alternation but clustered it in the
back half (step-step-skip). His pick: the transplant.

The lesson is in PROJECT.md now, next to the bed flag: NEVER say
"transparent" to the model — name one flat hex — and never freehand
background prose in one-off scripts; import _regen.py's CANVAS block, which
has said it correctly all along. SPRV 123, main.js v246, all 14 run frames
verified 200.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 14:28:29 +02:00
wuwiandClaude Fable 5 0f9738f5f2 The run cycles get their camera back, and the racket finally holds still
Oliver's verdict on the friendly cycles: wrong on two axes. The new rolls
were PURE PROFILE — "what we actually need is running slightly towards or
away from the player... this was better before although the art was not
coherent" — and the racket re-imagined itself every frame: "it's now jitter
town, strobe like because of the rapidly changing rackets."

Take two runs on TWO references, which is the recipe that has worked all
day: image 1 the friendly identity (anchor frames), image 2 the OLD run row
pulled from git history as the CAMERA law — three-quarter front, chest to
the viewer, exactly the orientation the far baseline needs — with the prompt
pinning the racket ("as if copy-pasted between figures; only the LEGS run").
One-row layouts kept coming back interlocked (nine figures, one 3141px blob,
uncuttable), so the ask became a 2x4 GRID — separation the model actually
delivers, re-laid locally. His roll drew 12 clean figures; the smoothest
8-cycle was chosen by maximising the weakest adjacent stride: 72.7%, against
20-30% on every earlier roll. Hers landed exactly 8. Oliver gated both
strips by eye before install — the automated gates sat this one out on his
call. SPRV 122, main.js v245, all 16 frames verified 200.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 13:39:12 +02:00
wuwiandClaude Fable 5 c4231c2227 The bed flag joins the routing notes: magenta string beds are a decision, twice
One paragraph in the asset pipeline so the next fresh session does not
rediscover it: prompts ask for magenta beds ON PURPOSE, _fine.key's grey
repaint defeats them unless bed=True is passed, and the solid white paddles
were exactly that interaction.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 13:17:22 +02:00
wuwiandClaude Fable 5 80bf6c4cee The opponents come back to life: the friendly refresh, open string beds, and a steadier chase
Oliver's batch, delivered in dependency order. "The opponents look pretty
harsh, almost already pre-zombie" — so BOTH tennis opponents got a new
identity: warm skin, human eyes, an easy near-smile, rolled anchor-first so
every later sheet inherits the face. The male's bounce pair also ADOPTS the
female's palm-out posture (his old crouched receiver stance was the wrong
pose for bouncing a ball — her better one is now the shared convention), and
the pre-serve ball was re-measured onto the drawn palms: BOUNCE_IDLE's oDx
0.45 -> 0.24 / oApex 0.55 -> 0.72 for his close carry, with her wider reach
riding TOURS (oDx 0.48 / oApex 0.73) the same way the player's pair already
does.

"parts of the body as well as the inner of the racket are solid" — the beds
were the cutter's own doing: _fine.key repaints enclosed magenta pale grey
(protection against accidental magenta strings), which defeated the beds we
now draw magenta ON PURPOSE. key()/main() grow a bed=True switch (the
famroll convention, used by _runroll and the refresh cuts); the run cycles'
beds went from ~70% to ~44% opaque — strings, not paddles. Enclosed pockets
of a roll's off-spec background (one sheet came back on blue) are scrubbed
by corner-colour distance too.

Both RUN CYCLES re-rolled off the friendly anchors: his landed 8 clean
frames (racket +0.05..+0.30, one side); hers took four rolls — the gates
caught a white background, a crossing racket, near-dup neighbours — and the
keeper drew a 10-frame cycle, from which the best 8 were chosen by
maximising the minimum adjacent stride (29.7%, smoother than his 22.7).
o_run7/8 return to the SPR list.

AND THE CHASE STOPS DITHERING (Oliver: "switching between a left and right
movement increasingly faster the nearer the ball comes"): intercept()
re-solves every frame and the earliest-reachable point jumps around its
solution as the flight shortens, flipping his run direction each time. The
CPU now commits to its stored target unless a fresh solve moves it by more
than 0.35 m. SPRV 121, main.js v244, 66 tests, every opponent frame verified
200 in the live game.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 13:16:55 +02:00