• src/doors/syncdoom/sd_splash.h src/doors/syncdoom/tools/gen_splash.py

    From Rob Swindell (on Debian Linux)@VERT to Git commit to main/sbbs/master on Sun Jun 21 15:31:28 2026
    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>

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