Shorten RGB-split bands to 4px max, per request
GLITCH_STATE_POOL's height values were 10-13px (sized to reliably show 2-3 scanlines within a band); capped to 2-4px thin slivers instead. No longer tall enough to guarantee scanline overlap, which is fine -- the shorter height was the explicit ask. Verified 0 black-corner hits across 228 frames, payload 291KB (down from 320KB with the taller bands).
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@@ -393,19 +393,19 @@ GLITCH_STATES_PER_CYCLE = 4
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# height) -- see the note above GLITCH_HOLD_TICKS for why that's the only
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# height) -- see the note above GLITCH_HOLD_TICKS for why that's the only
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# part grounded in anything observed rather than invented.
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# part grounded in anything observed rather than invented.
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GLITCH_STATE_POOL = [
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GLITCH_STATE_POOL = [
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# Scanlines (see _glitch_scanlines below) repeat every 4px, so each
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# Capped to 4px tall -- thin RGB-split slivers rather than the
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# band's height needs to be at least ~9-13px to reliably show 2-3 of
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# original 10-13px bands. No longer tall enough to reliably show 2-3
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# them, regardless of the band's exact vertical alignment against the
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# scanlines within a given band (that required ~9-13px against
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# scanline grid -- much shorter and a band can land entirely between
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# _glitch_scanlines' 4px repeat), so a band can land entirely between
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# two scanline rows and show none at all.
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# two scanline rows; accepted, since the shorter height was the ask.
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(3, 12, -2, 150.0, 19, 11, 2, -60.0),
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(3, 3, -2, 150.0, 18, 4, 2, -60.0),
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(2, 11, 2, 150.0, 20, 12, -3, -60.0),
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(2, 4, 2, 150.0, 20, 3, -3, -60.0),
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(5, 10, -3, 150.0, 17, 13, 1, -60.0),
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(5, 2, -3, 150.0, 16, 4, 1, -60.0),
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(1, 13, 1, 150.0, 21, 10, -2, -60.0),
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(1, 4, 1, 150.0, 22, 2, -2, -60.0),
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(6, 10, 1, 150.0, 14, 12, 3, -60.0),
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(6, 3, 1, 150.0, 14, 3, 3, -60.0),
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(0, 11, 3, 150.0, 20, 10, -1, -60.0),
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(0, 2, 3, 150.0, 24, 4, -1, -60.0),
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(4, 10, -1, 150.0, 12, 13, 2, -60.0),
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(4, 3, -1, 150.0, 19, 2, 1, -60.0),
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(2, 12, -3, 150.0, 22, 10, 1, -60.0),
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(2, 4, -3, 150.0, 26, 3, 1, -60.0),
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]
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]
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# render.Sequence doesn't loop on its own (see _glitch_scanlines below), so
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# render.Sequence doesn't loop on its own (see _glitch_scanlines below), so
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