MRPCI/mrpci
m3ultra e014a0c54e v0.2 — procedural fills, weather, in-core font, GPU palette/CRT shader
Adaptations from the software-rendering playbook, at MRPCI's level of the
stack:

- pic.rs: fBm noise fill, jittered Voronoi fill (with mortar edges) and
  scatter — seeded, deterministic, Bayer-dithered through palette ramps
- particles.rs: rain/snow/embers layer on its own RNG stream; RoomDoc
  gains `weather`; visuals can never perturb gameplay replays
- font.rs: built-in 5x7 font stamped in index space; headless frames are
  now annotated (room chip, score, dialogue windows, transcript strip) so
  MCP render_frame shows what a player actually reads (--raw to skip)
- render.rs: compose split into index-space compositing + palette blit;
  effective_palette() exports the cycle-LUT-applied strip
- GUI: frame ships to the GPU as indices + a 256x1 palette texture; a
  fragment shader does the lookup plus CRT curvature/scanlines/vignette
  and room-change fades
- Neon Precinct: fBm night sky + stars, Voronoi sidewalk & wet cobbles,
  fBm asphalt, rain in Neon Row and Rain Alley

Verified: replay determinism (byte-identical events x2), 25/25 win path,
GUI boots with the shader.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 23:23:19 +10:00
..
src v0.2 — procedural fills, weather, in-core font, GPU palette/CRT shader 2026-07-25 23:23:19 +10:00
Cargo.toml MRPCI v0.1 — the SCI-generation Monster Robot Party engine 2026-07-25 22:52:39 +10:00