- tools/gen_music.py: pure-stdlib 8-bit synth -> music/{calm,eerie,tense,
jolly,spooky}.wav, five loop-clean mood tracks (the shop floor gets a
four-on-the-floor house groove, obviously). Engine plays them per room;
web build serves them next to the wasm.
- web/index.html: MORPQUEST page shell (EGA palette, README tab, no
account chrome).
- deploy.sh: builds the wasm via MRPGI/web/build.sh with this game baked
in and swaps it into forum-nginx:/usr/share/nginx/html/morpquest/,
right next door to /beyondmorp/.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Uses the new MRPGI features (room names/enter prose, exit_flags, points,
kills, consumes, visible_flag/hidden_by_flag). Golden path re-verified:
250/250 and the win; gate tests cover all four locked exits, the kebab
death, and the improvised-words Becky-grue.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fourteen EGA screens for MRPGI: nano banana backgrounds squeezed into the
engine's 160x168 double-wide-pixel frame, hand-pixelled item sprites, the
full RSD flag chain (poster frenzy -> yard door secret -> roof -> side door
-> clerk favours -> back-room seam -> payment -> notice -> BeckyWall
dispersal), the five-word true ending, and two scripted test paths (golden
win + gate locks), both green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>