Commit Graph
347 Commits
Author SHA1 Message Date
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
wuwiandClaude Fable 5 dd8dbd04e9 The women's opponent drops the shoe she was never wearing
Her run cycle carried a DETACHED SHOE floating behind her in every frame —
a cut that kept two blobs per figure — spotted while fixing the men's
flicker. Four rolls to a keeper: roll 1 closed on a duplicate (8->1 at
4.4%, gated), roll 2 came back a grid, roll 3's grid was re-laid into one
row locally but its racket flipped sides frame to frame (-0.42..+0.31, the
exact "flashing left and right" the warning exists for), roll 4 landed:
eight frames, racket steady at +0.05..+0.17, one face, no luggage. SPRV 119.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 12:36:17 +02:00
wuwiandClaude Fable 5 c6404c6032 The opponent is ONE man now: serve re-posed, run re-rolled, face flicker gone
Oliver: "the serving and running of the opponent during normal tennis still
feels odd. which spritesheet was used?" Two sheets, two defects. The run
(o_run1-8, _refcheck/run_o.png via _runroll.py) FLICKERED IDENTITY — frames
alternated a tanned living face with a grey red-eyed one, because the
identity reference bakes in o_toss/o_smash and THOSE were the second defect:
the serve pair came from the legacy opponent_toss regen batch in a chibi
register (big head, heavy outline) that matched nothing around it.

Fixed in dependency order. The serve pair re-rolled pose-style (o_idle1 the
identity anchor): the batch's kit gate rejected all three tries but try 3
was right by eye — the "bright" channel it tripped on is the white-filled
string bed the run frames already carry — so it was installed on the montage
verdict, which is the pipeline's own rule. Then _pose_ref_run_o recomposed
off the cleaned frames and the run re-rolled: SIX frames, one face, one
racket side (+0.18..+0.24), real strides. The model drew 6 and a clean 6
beats a fought-for 8 (the player's cycle is already 6) — o_run7/8 deleted,
the SPR list trimmed, render's run8/run6/run4 probe does the rest. All six
verified 200 in the live game. The women's cycle (a floating shoe behind
her in every frame) is still rolling and lands separately. SPRV 118.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 12:34:30 +02:00
wuwiandClaude Fable 5 b8595f6c35 EASY grows a backbone, and the door out steps below the blood
Two phone verdicts. "easy is now way too easy" — its first cut was tuned
before HARD taught us which dials bite, and with reaction 0.62 and a 0.62
quality cap it had become a training dummy. EASY is a mild step below MEDIUM
now (flub 0.18, quality 0.76, reaction 0.54, speed 0.9): beatable without
being able to fall asleep on it. And the quit chip sat exactly on the BLOOD
panel's corner in the splatter modes — it rides 40px down now, below the
pips' strip, one position with one meaning in every mode. Verified live over
a zombie run: pips and door stacked, nothing touching.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 12:12:41 +02:00
wuwiandClaude Fable 5 8044857457 HARD finally outruns the runner
Oliver benchmarked HARD against the game's own roster: "the runner in zombie
mode is way faster than the regular player in hard" — and the numbers agreed.
The RUNNER covers 6.15 m/s (racketSpeed x rung x foe.speed) with no reaction
gate; HARD's classic CPU did 5.59, only after its 0.22 s read, and ambled
back to centre at HALF speed between shots — that recovery jog was the free
points. HARD now moves 4.3 x 1.5 = 6.45 m/s, and DIFFS grows `recover`: the
between-shots factor, 0.85 on HARD where the shipped 0.5 stays pinned on
MEDIUM. Wrong-footing him still works; strolling him side to side no longer
does.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 12:07:59 +02:00
wuwiandClaude Fable 5 11ca935ad0 Every run gets a door out: the quit chip and the LEAVE THE MATCH? ask
"all tennis screens are missing the ability to exit the game and return to
the menu — right now I need to force close the app." A quiet x chip rides the
top-right corner of every run (the scoreboard owns the left; the desktop key
hint shifts inboard). Tapping it — or Escape on desktop — freezes the world
with the existing paused flag and asks LEAVE THE MATCH?: BACK TO THE MENU in
the menu's crimson, PLAY ON underneath. Quitting is the death path minus the
death — restartRun, refreshSplash, splash — and banks nothing: an abandoned
run never happened, statistically. Verified live both ways: PLAY ON resumes
the frozen rally, quitting lands on the splash with the chip retired.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 12:07:10 +02:00
wuwiandClaude Fable 5 1facc954e2 HARD hunts the corner you are not standing in
"the hard mode is still too easy — make it really challenging." The dial that
was missing is aim: the CPU rolled a random lane on every shot, so a third of
everything came politely back to your racket regardless of the other six
numbers. DIFFS grows `smart` — the probability the CPU plays the OPEN court,
the corner away from P.x — and HARD sets it to 0.8: four shots in five now
make you run. EASY and MEDIUM keep random aim (MEDIUM pinned by test), so
the shipped classic is untouched below the top chip.

The rest of HARD tightened in the same pass: reaction 0.22 s, speed 1.30,
reach 1.85 m, quality floored at 0.70 under a cap of 1.0, serve 1.15, flub
one ball in a hundred. It reads your shot almost instantly, covers what it
reads, and places its reply where you are not.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 12:02:49 +02:00
wuwiandClaude Fable 5 77bc68043d Difficulty moves the dials a player can feel: reaction, reach, floor, serve
"using the difficulty in classic tennis I don't feel any difference" — and he
was right, verified live: G.diff arrives intact, the dials were just the
wrong ones. flub/cap/speed barely register: the quality cap trims a
distribution whose 0.45 floor never moved (EASY and HARD averaged 0.59 vs
0.70), and ±12% on aiSpeed never binds because the CPU pre-plans its
intercept. What a player reads as SKILL is how fast the CPU reacts to the
shot (aiReaction — the config's own comment says corners are winners because
of it), how long its racket is (aiReach), the FLOOR of its shot quality (a
raised qMin means every ball comes back with pace), and the serve — none of
which the first cut touched, and the serve was hardcoded 0.6-0.95 besides.

DIFFS carries seven dials now with real spread: EASY whiffs one ball in
three, reads late, swings short and serves soft; HARD reads in 0.28s, swings
1.75m, floors quality at 0.62 with a cap of 1.0, and serves 10% hotter.
MEDIUM is pinned dial-for-dial to the shipped TUNE values by test, so the
middle chip remains exactly yesterday's classic. All G.diff-guarded, so the
racket zombie and gore's opener keep their own numbers.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 11:50:44 +02:00
wuwiandClaude Fable 5 6b795f77cc A poster answers, a border promises: the question screens drop their checkbox half
Oliver named the wizard's wrongness precisely: a pre-highlighted card that
also navigates is "a checkbox and a button combined in one". The border said
"this is a setting", the tap said "this was an answer", and the screen left
before the setting-reading of it could cash out.

So the two roles live on different screens now. The question screens (PICK A
GAME, DIFFICULTY, the zombie pair) carry NO selection: every poster and chip
is full-bright and equal — the dimming went too, it read as disabled — and
tapping answers and advances. The remembered run survives only as a small
LAST tag in the card's corner: an indicator, not a selection. The final
screen keeps its acid borders honestly, because SERVE UP is a real confirm —
the rule is "a border means SERVE UP will use this; a bright poster means
tap me to answer". Question screens rebuild on entry so LAST follows what
was actually played, and the first card clears the header by the margin the
old h3 rows used to give (Oliver's padding note).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 11:45:50 +02:00
wuwiandClaude Fable 5 65be60b139 The setup became a wizard: one decision per screen, tap advances
"the mode setup is really overwhelming now" — three posters plus a sub-row
plus player tiles plus court meters was a wall. Discussed, Oliver picked the
wizard with tap-advance over next-buttons and the accordion: PICK A GAME
(three posters, now 148px tall — alone on a screen they get to be posters),
then the mode's own second step only when it has one (classic: DIFFICULTY
chips stacked tall; zombie tennis: ARCADE and THE TOURNAMENT as full posters;
gore skips straight through), then MATCH SETUP holding player + court +
SERVE UP with the mode riding the summary footer.

Tapping selects AND advances — one decision per screen is the wizard's whole
promise, and a NEXT under a single row of choices is a second tap for nothing.
Back walks the chain the way it came (who-and-where returns to the second
step only when the mode has one). Every step comes up pre-selected from last
time, so a returning player is three taps from serving. Three new stages on
the intro's existing data-stage switcher; splash Enter goes to 'mode' now.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 11:35:44 +02:00
wuwiandClaude Fable 5 e4c917e23d The menu grows a second step, classic learns difficulty, and the rally feel unifies
Oliver's restructure: mode first, then what the mode asks — classic deals
EASY / MEDIUM / HARD chips, ZOMBIE TENNIS deals two sub-mode posters (ARCADE,
the exhibition ladder as was, and THE TOURNAMENT), and SPLATTER GORE stands
alone as the third top card. config.MENU is the grouping, MODES stays the four
run modes, and pickedMode stays the run-mode id — start(), stats and the
summary never learn the menu got taller. The sub-row sits inset under the
posters; sub-cards are the poster at 2/3 height centred on their scene.

DIFFICULTY is the one real gameplay addition: config.DIFFS scales the three
dials the classic CPU already reads (flub, quality cap, aiSpeed), MEDIUM
pinned by test to the shipped classicFlub/classicQualityMax so the middle chip
IS yesterday's game. Rides on G.diff next to G.classic, so restarts keep it.

AND THE FEEL SPLIT OLIVER REPORTED IS REAL: "in classic tennis I tend to miss
balls way more often" — the match's three contact helpers (matchReach 1.35,
the matchAssist floor, the short-ball chase) were all G.match-gated, so
classic played with a 35% smaller racket and no rescue on the dying drop
shot. rallyFeel() = match || classic now carries all three; gore's opener
keeps the old prologue feel on purpose.

The ARCADE poster took two rolls: the first came back a flat sticker line-up
("very constructed, not artsy"), the second anchors on the zombie poster
itself as a MOOD reference — one challenger lit at the net, the queue receding
into purple haze. Rolls in _refcheck/modebtn. The cup's stats mapping also
joins MODE_MATCH (it banks through endRun as MATCH and read back as GORE).
SPRV 117, main.js v233, 66 tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 10:29:51 +02:00
wuwiandClaude Fable 5 d3bbd8e157 The classic server keeps his head: the scene recomposed for its own crop
The bottom-anchored button shows the lower ~60% of a poster, and the classic
scene was composed sky-first — the serve lived in the top half and the crop
took his head ("the classic player head is cut"). Fixed in the ART, not the
CSS: one edit-mode roll on the existing image, the player shrunk and moved
down to stand fully in the lower half, sky and crowd untouched. The other
three scenes already composed bottom-heavy and keep their crop. SPRV 116.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 10:14:11 +02:00
wuwiandClaude Fable 5 046e2312f0 The poster subtitle earns its outline: white, 10px, black underlay
"the subtitle is barely readable" — cream at 80% over a pixel crowd was too
polite. White at full opacity, one size up from the court rows, and a solid
1px black outline all round plus the soft shadow, so the mode's one-line rules
read on every scene including the classic crowd, dimmed or lit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 10:10:31 +02:00
wuwiandClaude Fable 5 c75064e832 The mode posters grow taller and stand on their ground line
Oliver, off the first live look: a little higher, and align the art at the
bottom. 78 -> 96 px min-height, background-position center bottom — the scenes
now lead with their court instead of their sky, which suits three of the four
(the gore court's blood and net especially). The classic serve's head goes
over the top edge with the bottom crop; his scene was composed sky-first. A
per-mode position or a re-roll fixes that one if it grates.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 10:09:11 +02:00
wuwiandClaude Fable 5 954f5e15bf The mode buttons became posters: four bright banner scenes, captions on top
Oliver's design call for the setup screen: the mode buttons should POP — a
bright full-bleed background symbolising each game mode, the description
written over it. Four scenes rolled through the _famroll OpenRouter route,
each anchored on its mode's own sprite for style, no text baked in:

  CLASSIC   a sunny sports-poster serve under a blue summer sky
  ZOMBIE    the turned opponent at an acid-green floodlit night net
  CUP       the champion's silhouette looming over the gold trophy
  GORE      the horde pouring over the net into a blood-red sunset

Installed as mode_*.png at a third of the 2K roll, quantised to 128 colours
(2.1 MB of menu art became 265 KB; pixel art quantises for free). The button
is the banner now: art + scrim gradient as one background stack, caption
bottom-left with a text shadow, and the unpicked modes sit desaturated and
dimmed so the chosen one is the thing that glows — the menu's own "one bright
thing means selected" rule, applied to pictures. The sprite-tile row and its
`tile` field are gone from MODES; raw 2K rolls kept in _refcheck/modebtn for
re-cuts. SPRV 114 -> 115, main.js v229. Verified in the browser: draw, select,
summary line, no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 10:02:39 +02:00
wuwiandClaude Fable 5 d87fbbda56 The card wears the gore-mode face: heads cut from the horde bodies
Oliver: the tennis-family sprites are optimised for movement, not gore — the
card should lead with the zombie. Each family already anchors on a horde body
(_famroll.FAMS reads its character from one), so _heads.py now cuts the icon
from THAT sprite instead of the fam_ sheet's tennis stance: the face on the
card and the monster on court are the same person, in the gorier print.

No resize, no requantise on the way: drawCard scales the PNG itself with
smoothing off and only reads the aspect, so the crop ships as a native-size
window onto art that is already flat pixel art. The top-down head detector
survives for the four bodies it works on; seven get hand boxes, because the
horde bodies carry PROPS — the keeper's ball launcher and the physio's
stretcher ride above their heads, the director holds a walkie-talkie level
with his, and the brute's and champion's shoulders are wide enough that a
full-silhouette crop at head depth came out 2.2:1 and starved the card title
of room. SPRV 113 -> 114.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 09:12:09 +02:00
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 129a001109 The latch is stale-proof by construction, the cup divisor honest, the trail visible
Oliver's tournament freeze was the stale latch by a THIRD route:
matchFallWillPlay kept the deathmatch /4 while cup matchPoint divides by
4*need, so it promised a fall on a no-crossing point — whose synchronous
matchReady left the after-set latch scoping a dead rally. No more ordering
arguments: the latch is set BEFORE the resolve, the swallow exempts the
in-progress resolution via G.matchEarly, and every path that arms a rally
clears it in matchReady. willFall now mirrors the cup divisor exactly and
knows a mid-round game keeps its body. Regression test drives the full QF
sequence (no-crossing points, the fall, the mid-round game, game two).

And the two 'not really' reports: the trail's 0.26 alpha was tuned on the
gore palette and vanished on the bright lawn — 0.38 now, gate at 13 m/s;
oppBright 1.18 -> 1.3.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 22:36:44 +02:00
wuwiandClaude Fable 5 f9b26e5380 THE TOURNAMENT, the pace-lit trail, and brighter opponents
The fourth mode: four rounds up the dead hierarchy (CUP_ROUNDS), each round
drawing a rung from its band, the champion always the final. It rides the
match machinery whole — cupDraw feeds the drawn rung through d.opp so every
ladder dial scales untouched; the body's pool spans the round (need-scaled
pool and divisor, so wounds carry between games); cupGameWon holds the same
body mid-round, kills it on the round, and past the final cupWon banks a
NOT-dead match run under CHAMPION OF THE DEAD CLUB. Blood carries; round one
is a single game; deathmatch stays as the arcade run. Full-run state test.

Sidequests: the ghost trail is pace-qualified (TUNE.trailSpeed) so both
tennis modes streak — pow>0.8 was only ever reached by the gore slingshot;
opponent sprites draw ~18% brighter via a load-time baked copy
(render.brighten, TUNE.oppBright) with no PNG touched; the cup scoreboard
line names the round instead of lying with deathmatch arithmetic; the rack
and the apron demo no longer draw under a trophy screen.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 22:20:10 +02:00
wuwiandClaude Fable 5 098aefeb63 The fall anticipates the pass: a decided winner resolves mid-flight
Once the player's winner is past the net its landing is closed-form knowable
(predictLanding is exact), so a ball that will bounce in beyond the body's
provable reach resolves while still in the air — the collapse starts as the
ball flies past, roughly half a second earlier than the bounce-1 call, which
stays as the fallback for anything too close to call. Same conservative
margins, same willFall gate, same decided-latch discipline.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 22:06:41 +02:00
wuwiandClaude Fable 5 1e601ca33d The fall drops fast, lies long, and never rises
Oliver, three refinements in one breath: the frame PROGRESSION quicker
(drop 0.06+0.25 -> 0.05+0.15 — against a live rolling ball the slower drop
read as mush), the prone hold KEEPS its bench-tuned 2 s ('the lying itself
can stay that long'), and the rise row is cut ('the opponent respawns
anyway') — done() re-marks the body in its wound skin regardless, so rising
first was a respawn with extra steps. The rise frames stay in the sheets
for the bench. Wound-beat test updated to the new contract.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 21:58:32 +02:00
wuwiandClaude Fable 5 f991f1ab10 Fix the early-fall soft-lock: the decided latch must die with its rally
Oliver's retest: 'the fall never happens, the game does not continue, the
ball is gone.' Root cause: the decided latch was set AFTER resolveInterlude,
and on a point with no stage change matchPoint re-arms the next rally
synchronously — so the latch outlived the rally it scoped and swallowed
every resolution after it.

Two changes: matchFallWillPlay() gates the early resolution to points that
actually put a collapse (or the game-winning kill) on court — an ordinary
point keeps its ordinary bounce-2 ending, so the ball never vanishes
mid-roll — and with only those paths admitted, the after-set latch is
provably safe: both defer matchReady until their beat ends. A regression
test drives the exact soft-lock sequence through the real update loop.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 21:52:44 +02:00
wuwiandClaude Fable 5 53df079db6 The fall beats the ball: a passing winner fells the body while it still rolls
Oliver: 'the zombie falls after the ball is lost although we know this
earlier — it could play out as ball lost because of the falling.' The match
point now resolves at bounce ONE when the winner is provably beyond the
body's reach (closed-form flight vs its own chase dials, full swing reach
plus 0.6 m of doubt — borderline balls wait for the ordinary bounce-2 call).
startFall keeps the ball rolling for an early-decided point, and the
d.decided latch swallows the rally's later resolutions so it can never bank
twice. Verified in-pane: collapse starts ~0.3 s after the bounce, ball rolls
past the prone body, score banks exactly once.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 21:35:52 +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 35671c689b A facing flip must be earned: the racket stops flashing across the body
Oliver, women's tour: 'the racket she is holding flashing left and right
very fast' during auto-run. The rolled cycles carry a real racket, and the
mirror flip teleports it across the body — the per-frame steering flutter
the old racketless art could hide. earnFlip() requires an auto-steered
direction to persist TUNE.faceFlip (0.13 s) before the body mirrors, at all
three steering sites (player assist, tennis CPU, match opponent); manual
input stays instant. Measured over an 8 s live rally: 4 player flips, 2
opponent flips — every one an actual turn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 19:08:18 +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 Fable 5 de77ccfea5 The serve gets stakes: tight apex window, depth rides quality, the strike flick aims
Three mechanical causes of 'no serve agency', measured then fixed:
- the 0.12 m perfect snap was ~0.3 s of hang time (now TUNE.apexSnap 0.05,
  and the gold band reads the same knob);
- the fixed mid-box target depth capped every good serve at ~36 m/s in the
  loft loop — player serve depth now rides quality, flush aims 0.3 m inside
  the service line (ladder: 49 / 52 hard / 36 mistimed / 30 bad);
- the strike flick was splatter-only — in tennis and the duel it now sways
  placement (horizontal) and buys pace (vertical, serveHard + serveHardSpin,
  the extra dive IS the clearance), paid for in scatter against the real
  fault machinery. Tap stays the safe second serve.

Phone verdict pending — see the PROJECT.md session log.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 17:23:07 +02:00
wuwiandClaude Fable 5 c084d53497 Serve reads, the mop beat, the head-icon card, and Daniel benched
Oliver's batch, the code half:
- The tennis serve lost its ghost fingers (idle tap demo + apex rider deleted
  with their counters; the rally-return hint survives).
- The toss rises over the tossing HAND, measured off the toss frames' raised
  fingertips (TOSS.dx/oDx, women's tour override) — not over the head.
- An uncaught toss returns to the bounce stance instead of flashing the smash
  frame the player never earned.
- Between match games the court belongs to the mop boy: 5 s (TUNE.matchMopT),
  full job allowance, a hurry speed between stains, and the far-court reach
  limit lifted for the match (his stains are exactly where opponents die).
  The next opponent walks on only after — d.ending guards the empty court.
- The walk-on card wears the opponent's own head: config.HEAD_CROP, straight
  crops measured off the family sheets, no new art.
- The match intro is DEATH MATCH, counting the real blood pool.
- Daniel is benched: every ump_* personality line routes through aside()'s
  early return; officiating calls keep speaking. Personality pass later.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 17:10:45 +02:00
wuwiandClaude Fable 5 0e01894f4d The camera holds still: the ball-follow lean zeroed on Oliver's verdict
The flattened body curve stays (farK 0.25 — 'really good, helped a ton'); the
broadcast lean was 'distracting' and its knobs sit at 0 like the aimCam pair.
The plumbing stays for the T panel. PROJECT.md: farK is now a settled feel
decision.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 16:28:59 +02:00
wuwiandClaude Fable 5 e571e46d92 Far bodies draw off a flattened scale curve, and the camera leans into the deep court
Oliver: the far-side opponent is barely visible in portrait, and the lens was
already at its measured ceiling. TUNE.farK (0.25) grows far bodies ~20% while
the court keeps the true projection — the 16-bit tennis trick, anchored so the
near player is untouched. TUNE.farCamY/farCamZ add a broadcast lean while the
ball is on the far half, pivoted about the player's feet (fOff) so the pull
room the apron math promised never moves. Both live in the T panel; both
awaiting the phone verdict — see the PROJECT.md session log.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 16:18:53 +02:00
wuwiandClaude Opus 5 031a203bb4 Blood fountains at neck height over a body lying flat
Two notes off the bench, both about the fall.

THE BLEEDING DID NOT STOP. bleed()'s wound anchors are ABSOLUTE WORLD HEIGHTS —
the headless neck spurt is pinned at y = 1.5 m, the torn arm at 1.15 — so a
corpse lying flat through the whole 2 s floor hold kept spraying from where its
neck used to be, two metres above itself. Oliver: "the dynamic bleeding must
stop during fall as this looks like blood fountains midair." The line calling it
already said "open wounds bleed every frame they're STANDING" and never enforced
it; now it does. Measured on the headless stage: 20 particles emitted while
walking, 0 during the fall. Only the body G.matchFall owns is suppressed —
everything else on court bleeds as before.

THE SLIDE NOW FINISHES BEFORE THE RISE. "The slide must be finished before the
rise" — a body pushing itself back onto its feet is planted, and still drifting
while it stands up reads as the court moving under it. fallSlideMix goes
[.10 .30 .45 .15] -> [.12 .35 .53 0], the rise's share redistributed across the
first three IN PROPORTION so the total travel is unchanged: 0.06 / 0.26 / 0.41 /
0.000 m, still 0.77 m end to end.

Watch fall3: it carries 0.41 m over its 2 s hold now. The ease-out front-loads
it so it should still read as a skid that settles rather than a creep, and if it
drags, share moves back into fall2.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-13 08:23:19 +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