• src/doors/syncdoom/sd_spl

    From Rob Swindell (on Debian L@VERT to Git commit to main/sbbs/m on Sunday, June 21, 2026 15:31:00
    https://gitlab.synchro.net/main/sbbs/-/commit/daffd3ab8e2d2f788990fae6
    Added Files:
    src/doors/syncdoom/sd_splash.h src/doors/syncdoom/tools/gen_splash.py Modified Files:
    src/doors/syncdoom/syncdoom.c
    Log Message:
    syncdoom: bake in a bespoke fiery-DOOM-logo waiting-room splash

    The multiplayer waiting room had no backdrop. Render a baked-in 80x25 splash (the same "ENDOOM" char+CGA-attr cell format) behind the player panel: a fiery DOOM logo (chrome -> white -> yellow -> orange -> red gradient with molten drips), "S Y N C" overhead, and a tagline. The art is bespoke -- NOT derived from any commercial Doom asset -- so it ships safely in the public tree (a Freedoom ENDOOM looked poor, and doom.wad's is copyrighted).

    - sd_render_screen(cells): generalizes the former WAD-ENDOOM renderer to draw
    any 80x25 char+attr buffer (CGA attribute -> SGR, raw CP437 or UTF-8 per the
    terminal's charset), capped to the terminal's row count.
    - sd_splash.h: the embedded splash array, generated by tools/gen_splash.py
    (Pillow). Edit the generator, not the header.
    - Drops the w_wad.h/z_zone.h includes (no longer reading a WAD lump).

    Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

    ---
    þ Synchronet þ Vertrauen þ Home of Synchronet þ [vert/cvs/bbs].synchro.net
  • From Rob Swindell (on Debian L@VERT to Git commit to main/sbbs/m on Sunday, June 21, 2026 15:31:00
    https://gitlab.synchro.net/main/sbbs/-/commit/d28f75f71f3b2b5a95e1cc1a
    Modified Files:
    src/doors/syncdoom/sd_splash.h src/doors/syncdoom/tools/gen_splash.py Log Message:
    syncdoom: redo the splash as a shaded-block DOOM wordmark

    The first splash used solid full-blocks in flat horizontal color bands -- the crude look real ANSI art avoids. Real ANSI grades color with shade glyphs (0xB0/0xB1/0xB2) that mix a bright foreground over a dark background to make intermediate tones (yellow over red = orange, etc.).

    Regenerate sd_splash.h as a crisp rasterized "DOOM" wordmark rendered that
    way: a white-hot top melting through a cyan-chrome band into a dithered yellow->orange->red fire, with a dark-red 3D bevel on the right/bottom letter edges, a left highlight, and molten drips. Still bespoke (not derived from any commercial Doom asset). tools/gen_splash.py rewritten to match (Pillow + numpy).

    Validated by rendering sd_splash.h through the door's exact emission path (pyte) behind the waiting-room panel.

    Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

    ---
    þ Synchronet þ Vertrauen þ Home of Synchronet þ [vert/cvs/bbs].synchro.net