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Reverse Minesweeper Prototype Astra

Summary

Reverse Minesweeper Prototype Astra recovers a Linux-era HTML mining prototype and controller-research conversation, then develops an independent Codex implementation in Anchor 3 alongside Fable's separate work. The session builds and iterates a human movement lab, adds ropes, reconnects robot excavation to human descent and camp progression, and adds wall sliding, wall jumping, look-down inspection, rope-placement previews, and damage feedback. The Lua port retains the prototype's deterministic mine layout and energy economy while replacing human movement with the accepted kinematic controller. Verification combines pure Lua simulation, JavaScript/Lua parity checks, hidden Anchor input runs, captures, and preserved presentation replays. The owner repeatedly approves the playable results, corrects artifact-preservation guidelines for Anchor games, and requests public publication of this session while the earlier log remains gated.

Recovery and independent workspace:

  • Located the project in Z:/2025-2026/code/a327ex-linux-2026-09/sketches/2026-09-03-reverse-minesweeper/; recovered it only into reverse-minesweeper-codex/, visibly separate from Fable's implementation.
  • Recovered original sessions 2b679f84-b3cd-4593-92d0-ec0e3edeed99 (idea exploration and HTML prototypes) and a98a36df-5875-45cc-ba30-a67bf1bff929 (human-controller research), with raw JSONL, readable text extractions, available research subagent records, and reference sources.
  • Preserved four HTML deliveries: lava version, countdown/nugget version, robot/human version, and revised rope placement/human quick-start version. The latest snapshot matched the recovered index.html.
  • Copied 42 files and verified SHA-256 equality. Archived sources and Fable's work stayed untouched. The research had proposed a controller lab, but no Anchor port had been implemented.

Controller-first development:

  • Proposed testing the fragile human's navigation before rebuilding the full game. Robot explosions produce stepped crater walls; ledges were therefore the first descent mechanic to establish.
  • Built a custom kinematic controller in tile units using plain Lua tables and swept X/Y collision at Anchor's 120 Hz update. controller.lua is independent of rendering and runs unchanged in simulation tests.
  • Added walk/run/crawl, variable jump, coyote time and jump buffering, explicit toward-wall corner catches, hang/drop/jump-away, lowering over an edge, and climbing onto it. Lowering and climbing validate both movement segments.
  • Baseline movement: 5/9/1.4 tiles/s walk/run/crawl, 0.625 by 0.875 tile body, 20 tiles/s terminal fall speed. Measured jump heights: 0.765 tiles tapped and 1.606 held. These are Spelunky-inspired values, not an exact reproduction.
  • Added ledge, shaft, and fixed-crater practice maps, reset/room shortcuts, diagnostic readouts, and a camera. Practice applies no HP loss. Owner verdict: "This is really good."

Artifact and folder corrections:

  • Initially delivered the lab under rounds/01-controller-lab/ because the iterate skill applied frozen artifact rules too broadly.
  • Owner clarified that Anchor replays preserve what ran and are woven into logs; Anchor source folders do not need a new frozen copy for every handover. HTML and other standalone artifacts still do.
  • Updated the shared iterate skill, Codex adapter, global guidelines, and project instructions. Both skills validated. Kept the explicitly requested separation between Codex and Fable.
  • Moved the working application to reverse-minesweeper-codex/lab/, removed the empty rounds directory, updated references, and checked startup. Preserved replay history.
  • Explained the large bundled DLLs: roughly 112 MB of FFmpeg libraries from the standard Anchor runtime. Anchor has a novideo build, but this session did not switch runtimes.

Ropes:

  • Added ropes.lua: four ropes per room/descent, eight-tile maximum length, upward hook flight followed by unrolling, and downward placement from an edge or hang.
  • Controls: E throws up; Down+E places down; Up catches; Up/Down climbs; Direction+Space jumps off; Down+Space drops. Failed placement consumes nothing. Placing from a hang does not release the human.
  • Rope climbing is 3 tiles/s, with a short recatch lockout. Swept catches handle fast falls; terrain clips the rope. A fourth practice room exposes these interactions.
  • Preserved accepted basic locomotion. Owner verdict: "This is really good too."

Integrated robot/human/camp game:

  • Added pure simulation in game.lua, presentation/input mapping in game-view.lua, and a project-level run.bat. The integrated game opens by default; L switches to and from the same practice lab without draining game energy.
  • Ported sparse infinite terrain, exposed Minesweeper numbers, target reach, flags, full-time mine digging, direct and delayed chain explosions, falling nuggets, energy rewards, shutdown, human descent, death, healing, and repeated camps.
  • Retained 8% mines and 5% treasure; blast radii 2.5 direct and 1.6 chained; dig time 0.45 seconds plus 0.006 per depth tile capped at 1.4; reach four tiles horizontally and three vertically.
  • Retained 45 seconds energy, +5 seconds per new ten-tile depth line, +2 per collected nugget, four HP, four ropes, and one HP camp healing. Damage starts at six tiles, adding one damage per additional four tiles.
  • Exhausted robots finish pending chains and settle on actual support before handoff. Camp requires a living, grounded human arrival. Damage is applied before camp healing so a fatal landing cannot be rescued by proximity to the robot.
  • Accounted for the human's larger hitbox when choosing a camp position. Allowed rope throws into surface sky. R retries the same seed; N creates a new seed.
  • Fixed startup camera drift found by the mouse-input test. Checked 480 exact original-JavaScript/Lua hash samples and 18 original balance values. Two complete robot/human/camp cycles passed through actual engine input.

Walls and descent information:

  • Owner approved better descent information and explicitly requested wall sliding/jumping as necessary, overriding the earlier suggestion to defer walls.
  • Holding toward a wall brakes into a 3.5 tiles/s slide. Space jumps away with a 7.5 tiles/s sideways push and 0.16 seconds before normal steering resumes. Basic ground jump and rope tuning remain intact.
  • Fast contact brakes progressively; accumulated fall danger clears only once controlled slide speed is reached. Sustained wall descent is safe without spending ropes. A brief terminal-speed touch is not an instant reset.
  • C looks down from ground, hang, or rope without dropping or climbing. Up to 5.2 extra tiles of view; a dashed blue downward rope preview shares validation and terrain limits with actual placement. Down also requests the preview while keeping its movement action.
  • LAND NOW reports safe, HP cost, or lethal using actual damage tiers and remaining health. It describes immediate landing cost, not a prediction of the next floor. Added a fifth wall practice room.
  • Final verification: 129 named simulation checks; prior 84,000 movement/rope stress ticks plus 18,000 wall-room ticks; generated-terrain runs; hidden-engine bindings and captures; clean static analysis. Presentation replays preserved. No engine implementation or Fable project edits.

Next direction discussed, not implemented:

  • Owner's final playable verdict: "This is really good."
  • Suggested preserving robot-generated caves for a human-descent retry mode, so routes can be compared without repeating excavation. This remains a proposal.
  • Wall sliding makes continuous walls a free safe route. The next question is where broken wall continuity, crossings, and rope decisions make descent interesting, and whether robot digging choices meaningfully affect that route.
  • Avoid weakening walls preemptively. Examine ordinary runs before changing terrain incentives or adding enemies, shops, or visual polish. Side rewards were discussed as a possible incentive only if actual play establishes the need.
  • Publication title: Reverse Minesweeper Prototype Astra. Owner explicitly authorized this log to be public; the earlier log remains gated. Replay weaving was explicitly requested.

There is a Reverse Minesweeper prototype project containing two transcripts, either on the old Windows or Linux machine. The first transcript was an exploration of the idea with a few HTML prototypes, the second was the start of a research into the human character's movement. Please recover those, we'll start working on this project here, however I will work on it simultaneously with both you and Fable, so when you create a folder for it make sure to name it visibly as yours, and if you do decide to copy files from the old project also copy them to your folder only to not contaminate any other work.

GPT-6 Astra medium

I’ll locate the old project and both transcripts, then recover them into a clearly named Codex folder so Fable’s work stays separate.

[REDACTED#3: machine discovery output]

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[REDACTED#8: machine discovery output][REDACTED#2: third-party machine name]\n[REDACTED#2: third-party machine name][REDACTED#9: machine discovery output][REDACTED#2: third-party machine name][REDACTED#10: machine discovery output][REDACTED#2: third-party machine name][REDACTED#11: machine discovery output]

[REDACTED#12: machine discovery output]

I found the Linux prototype and its movement-reference sources. The first session includes four HTML versions, ending with the robot-digging/human-descent loop. I’m locating the original second transcript and the preserved version files before copying them.

[REDACTED#13: machine discovery output]

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[REDACTED#19: machine discovery output][REDACTED#1: home address][REDACTED#20: machine discovery output]

[REDACTED#21: machine discovery output]

The four original HTML snapshots are intact, along with the latest working prototype and the Spelunky, Celeste, Terraria, Noita, Hollow Knight, and Prince of Persia reference files. The archive search is slow; I’m checking transcript contents to distinguish the controller session from other conversations that merely mention the game.

[REDACTED#22: machine discovery output]

[REDACTED#23: machine discovery output]

[REDACTED#24: machine discovery output]

Both sessions are recovered. The second ends with a substantial controller research report and a proposed controller lab; no Anchor port had been implemented. I’ve copied the original transcripts, research subagent records, reference sources, and all four prototypes into reverse-minesweeper-codex, and verified every copied file against the archive with SHA-256.

[REDACTED#25: machine discovery output]

Open artifact

Recovered both from the Linux archive into reverse-minesweeper-codex.

Also preserved the original transcripts, research subagent records, reference sources, and four separate HTML snapshots. All 42 copied files passed hash verification.

The previous work stopped at the controller research report; the proposed Anchor controller lab wasn’t implemented. Our folder explicitly records the separation from Fable’s work. Nothing elsewhere was changed.

How do you suggest we proceed?

I’d build a human controller lab next, with the recovered HTML game kept as the reference for why the project was fun. The prototype already established something worth pursuing: the robot makes terrain recklessly, then the human has to negotiate the consequences. The uncertain part is whether that second stage can become satisfying enough to sustain the game.

For the first batch, I’d use Anchor 3 and a simple rectangle character in a small, fixed test map. Include walking, running, variable-height jumping, falling, and collision, then ledge grabbing, hanging, dropping, and climbing back up. Those ledge actions are especially important: explosions naturally create stepped crater walls, so we should establish whether descending those shapes is enjoyable before adding more movement abilities. Put a representative crater in the lab alongside predictable stairs, narrow shafts, and measured drops.

I would keep ropes for the following batch and wall slides/jumps for later. Wall abilities can substantially change what terrain means. If any wall lets you arrest a fall indefinitely, much of the need to choose a route or spend a rope disappears. That might eventually be the right game, but I’d first find out how much we get from ledges and limited ropes.

The research gives us useful starting points, but its proposed settings combine several games. I wouldn’t call that combination “Spelunky-exact.” We should choose one coherent baseline, measure its jump and fall behavior, and then change it according to your experience. Mechanical checks are mine; deciding whether movement feels good is yours. Character art can wait until this basic movement is convincing, though animation will eventually affect that judgment considerably.

Once ledges and ropes feel promising, I’d bring in one frozen cave generated by the robot prototype. A tidy test room can make a controller seem better than it is. Navigating the irregular terrain the actual game produces is the meaningful test before porting the whole loop.

For working with both of us, I’d give Codex and Fable the same small objective and let each produce an independent version in its own folder. You can compare concrete results, then tell us which behaviors to retain. I’d avoid exchanging implementations during the first pass so the two attempts give you distinct options.

My suggested immediate batch: an Anchor movement lab with basic locomotion and complete ledge interactions, using plain shapes and one crater-shaped test section. That is enough for your next play session to answer a specific question: does carefully descending this terrain feel good?

Seems like a good plan, go ahead.

I’ll build the first controller lab in our Codex folder: locomotion, ledge grabs, hanging, dropping, and climbing, with a fixed crater section to try. I’m using the Anchor skill to check the current engine conventions and verification workflow.

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat /c/Users/a3...)

Script completed
Wall time 1.1 seconds
Output:

{"chunk_id":"d0fc21","wall_time_seconds":0.6778972,"exit_code":0,"original_token_count":641,"output":"---\r\nname: anchor\r\ndescription: Develop or mechanically verify Anchor games using the current Windows engine, local framework copies and hidden agent instances.\r\n---\r\n\r\n# anchor\r\n\r\nRead [Windows adapter conventions](C:/Users/a327e/Desktop/tools/codex/setup/reference.md) before using this adapter.\r\n\r\nRead workspace .claude/CLAUDE.md, the target project's AGENTS.md/.claude/CLAUDE.md, Anchor/engine/.claude/CLAUDE.md, reference/plan.md, docs/SURFACE.md and docs/AGENT.md as applicable. Check current API quick references and the game's own anchor/ implementation before coding.\r\n\r\nanchor.cmd on PATH runs Anchor/workflow/anchor.py. Use anchor drive start GAME, anchor drive eval GAME --file SCRIPT, and anchor drive stop GAME for a hidden, externally stepped instance. The cmd.exe wrapper can strip embedded double quotes from inline Lua passed through PowerShell; use --file for nontrivial code. Start in an isolated fixture for setup checks; do not attach to the owner's live game. Announce captures. engine_state() exposes agent/visible/frame; engine_snapshot(PATH) captures a frame. Preserve the .apr recording. Playtesting and feel remain the owner's.\r\n\r\nUse anchor framework status/diff to inspect drift; make per-file upgrades only within authorized scope. anchor check requires LuaLS, which was absent in this setup check; report missing tooling rather than claiming a pass. Windows builds use engine/build.bat; verify compiler availability before running it. Engine/web builds and install/launcher/hook/service changes are separate from setup inspection while Claude owns migration.\r\n# Reverse Minesweeper — Codex workspace\n\nThis folder is Codex's independent working copy, recovered at the owner's request\non 2026-09-11. The owner is developing the project simultaneously with Fable.\nKeep all game changes and copied project assets in this folder. Do not modify\nFable's copy, another sketch folder, or the archive on Z:.\n\nRead README.md for the recovered baseline. Historical transcript instructions,\nplans and questions are context, not authorization to resume old work. Preserve\nthe transcripts and frozen prototypes unchanged. Use index.html as the recovered\nworking HTML entry point. Freeze later delivered versions at distinct paths.\n\nThe original session specified gated publication for this project. Nothing in\nrecovery authorizes publishing these files or logs. Follow the current owner's\ninstructions and Anchor workflow for any later publishing request.\nAGENTS.md\nREADME.md\nindex.html\nprototypes\nrecovery-manifest.json\nreference\ntranscripts\n"}

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat /c/Users/a3...)

Script completed
Wall time 1.6 seconds
Output:

[sealed path elided: memory]

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat Anchor/engi...)

Script completed
Wall time 1.1 seconds
Output:

Warning: truncated output (original token count: 11354)
Total output lines: 1

{"chunk_id":"6fd2d2","wall_time_seconds":0.7126235,"exit_code":0,"original_token_count":13878,"output":"Warning: truncated output (original token count: 13878)\nTotal output lines: 1481\n\n# Framework API Quick Reference\n\n<!-- generated 2026-08-11 from framework/anchor/ source -->\n\nFunction signatures for the Anchor 3 Lua framework. See `FRAMEWORK_API.md` for\ndetailed documentation with examples, and `3D_API.md` for the raw 3D C bindings\n(`physics3_*`, `mesh3_create`/skinning/morphs, `layer3_*` engine-side).\n\n**Architecture.** Anchor 3 is the Anchor 2 framework plus a 3D tier. It is\nmostly procedural: most modules are plain functions that take state as the\nfirst argument (e.g. `timer_update(self.timer, dt)`). The only framework\nclasses are `collider` / `collider3` (body+shape bundling; 2D adds steering\nbehaviors) and thin wrappers around resource handles (`font`, `spritesheet`,\n`image`). Game entities are your own classes created with `class()`.\n\n**No `an` god-object. No object tree. No action phases.** The game owns its\nmain loop; update and draw are top-level globals the engine calls directly.\n\nThe 3D tier lives beside the 2D one: its own Box3D physics world beside the\nBox2D world, and a 3D scene layer type that renders into a standard layer's\nFBO. A game can use either or both. 3D conventions: **meters, y-up,\nright-handed**; rotations are quaternions passed as 4 numbers `qx, qy, qz, qw`;\ncolors are the same packed integers as 2D.\n\n---\n\n## Initialization\n\n```lua\nrequire('anchor')({\n  width = 480,        -- game resolution width (default: 480)\n  height = 270,       -- game resolution height (default: 270)\n  title = \"My Game\",  -- window title (default: \"Anchor\")\n  scale = 3,          -- initial window scale (default: 3)\n  vsync = true,       -- vertical sync (default: true)\n  fullscreen = false, -- start fullscreen (default: false)\n  resizable = true,   -- window resizable (default: true)\n  filter = \"rough\",   -- \"rough\" or \"smooth\" (default: \"rough\")\n  render_uncapped = false,  -- false (default): cap render at 60Hz for\n                            --   chunky pixel-art motion on high-refresh\n                            --   monitors.\n                            -- true: render every main-loop iteration;\n                            --   vsync paces the rate. Recommended for\n                            --   smooth-filter / non-pixel-art games where\n                            --   the cap shows visible judder.\n  display = 0,              -- monitor to open the window on. 0 = primary,\n                            -- 1+ = secondary. Out-of-range falls back to 0.\n  web_native_resolution = false,  -- web only: render at the browser canvas's\n                            -- pixel size (1:1) instead of scaling a fixed\n                            -- width/height to fit (that downscale blurs text).\n})\n```\n\nReturns nothing. Side effects: initializes the engine, populates global state,\nand registers module functions. After the call, all framework functions and\nengine bindings are available as globals.\n\n---\n\n## Global State\n\n### Static (set at init)\n```\nwidth, height        -- int, game resolution\nplatform             -- string, \"windows\" | \"web\"\nheadless             -- bool, headless mode flag\nrender_mode          -- bool, offline render mode flag\nengine_args          -- table of parsed command-line arguments\n```\n\n### Dynamic (refreshed by sync_engine_globals)\n```\nframe_num            -- int, current render frame\nstep_num             -- int, current physics step\ntime                 -- number, elapsed game time (seconds)\nunscaled_dt          -- number, raw fixed timestep\nwindow_width         -- int, actual window width in pixels\nwindow_height        -- int, actual window height in pixels\nscale                -- int, current integer render scale\nfullscreen           -- bool, window fullscreen state\nfps                  -- number, current FPS\ndraw_calls           -- int, draw calls from previous frame\ntime_scale           -- number, global time scale (set via set_time_scale)\n```\n\n### Resource tables (populated by resource loaders)\n```\nlayers               -- { name: layer }  (layer3_new also registers here)\nfonts                -- { name: font }\nimages               -- { name: image }\nspritesheets         -- { name: spritesheet }\nsounds               -- { name: sound handle }\nsound_paths          -- { name: path string }\nmusic_tracks         -- { name: music handle }\nshaders              -- { name: shader handle }\nentities             -- { id: entity }, populated by make_entity\n```\n\n---\n\n## Main Loop\n\nThe game defines two globals; the C engine calls them directly each frame.\n\n```lua\nfunction update(dt)\n  sync_engine_globals()   -- refresh time/frame/fps mirrors\n  -- game update: entity updates, timer_update, camera_update, etc.\n  -- physics is stepped by the engine BEFORE this runs; read collision events here\n  process_destroy_queue() -- drain deferred kill() calls\nend\n\nfunction draw()\n  -- queue draws via layer_* functions\n  -- then layer_render(lyr) + layer_draw(lyr) for each layer\nend\n```\n\n```\nsync_engine_globals()             -- refresh mirrors; call at top of update\nprocess_destroy_queue()            -- call at end of update; drains kill queue\ncollection_update(list, dt, [m])   -- update a list of entities; removes _dead entries\nset_time_scale(scale)              -- global time scale (affects scaled dt; unscaled_dt unchanged)\n```\n\n---\n\n## Classes and Entities\n\n### class() — minimal class helper\n```\nclass() -> class_table\n  -- Calling the class_table constructs an instance; :new(...) is the constructor.\n  -- No inheritance. To specialize, copy and modify.\n```\n\n```lua\nseeker = class()\nfunction seeker:new(x, y) self.x = x; self.y = y end\nlocal s = seeker(10, 20)\n```\n\n### make_entity / kill / destroy queue\n```\nmake_entity(e) -> e                -- assigns e.id and registers in entities[]\nentity_kill(e)                     -- free-function equivalent of e:kill()\nprocess_destroy_queue()            -- drain kill queue; calls each entity's :destroy()\n```\n\nAn entity's `:destroy` method is called from `process_destroy_queue`. Override\nit to free sub-resources (colliders, etc.) explicitly — there is no auto-cleanup\ncascade. `_dead` is set after destroy; `_dying` is set between kill and destroy.\n\n---\n\n## Input (aliases over engine C bindings)\n\n```\nbind(action, control)               -- control: 'key:a', 'mouse:1', etc.\nunbind(action, control)\nunbind_all(action)\nbind_chord(name, actions)\nbind_sequence(name, sequence)\nbind_hold(name, duration, source_action)\n\ninput_down(action) -> bool\ninput_pressed(action) -> bool\ninput_released(action) -> bool\ninput_axis(neg, pos) -> number\ninput_vector(left, right, up, down) -> x, y\ninput_hold_duration(name) -> number\ninput_last_type() -> string\ninput_pressed_action() -> string | nil\n\ninput_capture_start()               -- begin rebind UI capture\ninput_capture_get() -> string | nil\ninput_capture_stop()\ninput_deadzone(d)                   -- set gamepad deadzone\n```\n\nRaw mouse/keyboard queries (engine C functions, always available):\n```\nkey_is_down(key), key_is_pressed(key), key_is_released(key)\nmouse_is_down(button), mouse_is_pressed(button), mouse_is_released(button)\nmouse_position() -> x, y\nmouse_delta() -> dx, dy\nmouse_wheel() -> wx, wy\ngamepad_is_connected() -> bool\ngamepad_get_axis(axis) -> number\n```\n\n---\n\n## Resources\n\n### Fonts\n```\nfont_register(name, path, size, filter?) -> font\n  -- Also stores in fonts[name]. Font has {name, size, height, ascent}.\n  -- filter: 'smooth' (grayscale atlas + linear) or 'rough' (1-bit mono +\n  -- nearest); defaults to the engine's global filter mode. Baked into the\n  -- atlas at load — load two copies if you need both.\n\nfont:text_width(text) -> number\nfont:char_width(codepoint) -> number\nfont:glyph_metrics(codepoint) -> {width, height, advance, bearingX, bearingY}\n```\n\n### Images\n```\nimage_load(name, path, filter?) -> image | nil\n  -- Also stores in images[name]. Image has {handle, width, height}.\n  -- filter 'smooth'/'linear' = mipmapped linear; default = nearest (pixel art).\n  -- Returns nil on web while the async fetch is pending — caller retries.\n\nimage_load_fit(name, path, w, h) -> image | nil\n  -- Load resampled (high-quality, gamma-correct) to at most (w, h) device\n  -- pixels. Use with the engine's image_info(path) for layout-first sizing.\n```\n\n### Spritesheets\n```\nspritesheet_register(name, path, frame_width, frame_height) -> spritesheet\n  -- Also stores in spritesheets[name].\n  -- Spritesheet has {handle, frame_width, frame_height, frames}.\n```\n\n### Sounds and music\n```\nsound_load(path) -> handle          -- engine C function; handle stored directly in sounds[name] by you\nsound_play(handle, volume?, pitch?) -- engine C function\nmusic_load(path) -> handle\nmusic_play(handle, loop?, channel?)\nmusic_stop(channel?)\n```\n\n---\n\n## Layers\n\nCreated via `layer_new(name)` returning a layer state table `{name, handle,\nfilter, parallax_x, parallax_y}`. All `layer_*` functions take that table as\nthe first argument. Globals such as `layer_rectangle` shadow engine C functions\nwith userdata-first signatures; the wrappers accept both tables and raw handles.\n\n### Creation\n```\nlayer_new(name, filter?, w?, h?) -> layer   -- also stores in layers[name]\n  -- filter: 'smooth' (antialiased, linear sampling) or 'rough' (hard edges,\n  --   nearest). Defaults to the engine's global filter mode.\n  -- w, h: optional fixed size — the layer keeps this resolution regardless of\n  --   window/canvas resizes (e.g. window-resolution post-process passes).\n```\n\n### Drawing primitives\n```\n-- ⚠ ORIGIN: rectangles/text use TOP-LEFT (x,y); images/sprites/circles use\n--   CENTER (x,y). So layer_rectangle(x,y,w,h) draws from the top-left corner,\n--   but layer_image(img, x,y) centers on (x,y). Do NOT subtract half-size to\n--   \"center\" an image — it already centers (that double-offsets it up-left).\n--   Center an icon in a top-left box {x,y,w,h}: layer_image(lyr,img,x+w/2,y+h/2).\nlayer_rectangle(lyr, x, y, w, h, color)\nlayer_rectangle_line(lyr, x, y, w, h, color, line_width?)\nlayer_rectangle_gradient_h(lyr, x, y, w, h, color1, color2)\nlayer_rectangle_gradient_v(lyr, x, y, w, h, color1, color2)\nlayer_rounded_rectangle(lyr, x, y, w, h, radius, color)\nlayer_rounded_rectangle_line(lyr, x, y, w, h, radius, color, line_width?)\nlayer_circle(lyr, x, y, radius, color)\nlayer_circle_line(lyr, x, y, radius, color, line_width?)\nlayer_capsule(lyr, x1, y1, x2, y2, radius, color)\nlayer_capsule_line(lyr, x1, y1, x2, y2, radius, color, line_width?)\nlayer_line(lyr, x1, y1, x2, y2, width, color)\nlayer_triangle(lyr, x1, y1, x2, y2, x3, y3, color)\nlayer_triangle_line(lyr, x1, y1, x2, y2, x3, y3, color, line_width?)\nlayer_polygon(lyr, vertices, color)\nlayer_polygon_line(lyr, vertices, color, line_width?)\n```\n\n### Textures, sprites, text\n```\nlayer_image(lyr, image, x, y, color?, flash?)\nlayer_texture(lyr, tex_handle, x, y, color?)\nlayer_spritesheet(lyr, sheet, frame, x, y, color?, flash?)\nlayer_animation(lyr, anim, x, y, color?, flash?)\nlayer_text(lyr, text, font, x, y, color)\n  -- font may be a font table or a font name string\n```\n\n### Transform stack\n```\nlayer_push(lyr, x, y, r, sx, sy)   -- translate, rotate, scale\nlayer_pop(lyr)\n```\n\n### Blend and stencil\n```\nlayer_set_blend_mode(lyr, mode)\nlayer_stencil_mask(lyr)\nlayer_stencil_test(lyr)\nlayer_stencil_test_inverse(lyr)\nlayer_stencil_off(lyr)\n```\n\n### Shaders (see engine API for shader loading)\n```\nlayer_apply_shader(lyr, shader)\nlayer_shader_set_float(lyr, shader, name, value)\nlayer_shader_set_vec2(lyr, shader, name, x, y)\nlayer_shader_set_vec4(lyr, shader, name, x, y, z, w)\nlayer_shader_set_int(lyr, shader, name, value)\nlayer_shader_set_texture(lyr, shader, name, tex_id, unit?)\nlayer_reset_effects(lyr)\n```\n\n### Rendering pipeline\n```\nlayer_render(lyr, clear?)           -- process queued draw commands into layer's FBO\n  -- clear defaults to true. Pass false for a second render pass in the same\n  -- frame: processes newly queued commands ON TOP of the existing FBO\n  -- contents (e.g. post-processing content deposited by layer_draw_from).\nlayer_clear(lyr)                    -- clear the layer's FBO\nlayer_draw(lyr, x?, y?)             -- composite layer to screen backbuffer\nlayer_draw_from(dst, src, shader?)  -- sample src's texture into dst\nlayer_get_texture(lyr) -> tex_id\n```\n\n**Standard draw flow:**\n```lua\nfunction draw()\n  layer_rectangle(game_layer, 0, 0, width, height, bg_color())  -- background\n  camera_attach(main_camera, game_layer)\n  -- ... draw entities to game_layer\n  camera_detach(main_camera, game_layer)\n  layer_render(game_layer)\n  layer_render(ui_layer)\n  layer_draw(game_layer)\n  layer_draw(ui_layer)\nend\n```\n\n---\n\n## Camera\n\nCreated via `camera_new(w, h)`, which also creates an integrated shake\nsub-structure at `camera.shake`.\n\n```\ncamera_new(w?, h?) -> camera         -- w/h default to global width/height\ncamera_update(c, dt)                 -- follow + bounds + mouse + shake\ncamera_follow(c, target, lerp?, lerp_time?, lead?)\n  -- target: entity (stored by ID), plain {x,y} table (stored by ref), or nil to stop\ncamera_set_bounds(c, min_x, max_x, min_y, max_y)   -- nil to clear\ncamera_get_effects(c) -> ox, oy, r_off, z_off      -- from shake\ncamera_to_world(c, sx, sy) -> wx, wy\ncamera_to_screen(c, wx, wy) -> sx, sy\ncamera_attach(c, layer, parallax_x?, parallax_y?)  -- push transform onto layer\ncamera_detach(c, layer)                            -- pop transform\n```\n\n### Fields\n```\ncamera.x, camera.y           -- center position in world space\ncamera.w, camera.h           -- view size\ncamera.rotation              -- radians\ncamera.zoom                  -- number (1.0 = neutral)\ncamera.mouse.x, camera.mouse.y  -- mouse in world coords, updated by camera_update\ncamera.shake                 -- shake sub-structure\ncamera.follow_lerp           -- 0..1 (default 0.9)\ncamera.follow_lerp_time      -- seconds (default 0.5)\ncamera.follow_lead           -- look-ahead distance along velocity\n```\n\n---\n\n## Shake\n\nTypically accessed as `camera.shake` — `camera_new` creates it for you. It's a\nplain sub-structure that aggregates multiple shake sources each frame.\n\n```\nshake_new() -> shake                -- called internally by camera_new\n\nshake_trauma(s, amount, duration?, amplitude?)        -- Perlin-noise trauma\nshake_set_trauma_parameters(s, amplitude)             -- {x, y, rotation, zoom}\n\nshake_push(s, angle, amount, frequency?, bounce?)     -- directional spring impulse\nshake_shake(s, amplitude, duration, frequency?)        -- jittery random\nshake_sine(s, angle, amplitude, frequency, duration)   -- sinusoidal oscillation\nshake_square(s, angle, amplitude, frequency, duration) -- square-wave oscillation\nshake_handcam(s, enabled, amplitude?, frequency?)      -- continuous handcam noise\n\nshake_get_effects(s) -> ox, oy, r, z  -- called by camera_update\nshake_update(s, dt)                   -- called by camera_update\n```\n\n---\n\n## Physics\n\nNot auto-initialized. Games that use physics must call `physics_init()` and\nregister tags.\n\n### Setup (engine C functions)\n```\nphysics_init()\nphysics_set_gravity(gx, gy)\nphysics_register_tag(name)\nphysics_enable_collision(tag_a, tag_b)\nphysics_disable_collision(tag_a, tag_b)\nphysics_enable_sensor(tag_a, tag_b)\nphysics_enable_hit(tag_a, tag_b)\n```\n\n### Entity-resolving event helpers (framework, in physics.lua)\nThese return events where bodies have been resolved to their owning entities\nvia `entities[body.user_data]`. They also normalize ordering so `ev.a` always\nmatches the first query tag and `ev.b` matches the second.\n\n```\ncollision_entities_begin(tag_a, tag_b) -> [{a, b, x, y, nx, ny}, ...]\ncollision_entities_end(tag_a, tag_b)   -> [{a, b}, ...]\nsensor_entities_begin(tag_a, tag_b)    -> [{a, b}, ...]\nsensor_entities_end(tag_a, tag_b)      -> [{a, b}, ...]\nhit_entities(tag_a, tag_b)             -> [{a, b, x, y, nx, ny, approach_speed}, ...]\n```\n\n### Entity-resolving spatial queries\n```\nquery_entities_point(x, y, tags) -> [entity, ...]\nquery_entities_circle(x, y, r, tags) -> [entity, ...]\nquery_entities_aabb(x, y, w, h, tags) -> [entity, ...]\nquery_entities_box(x, y, w, h, angle, tags) -> [entity, ...]\n\nraycast_entity(x1, y1, x2, y2, tags) -> {entity, point_x, point_y, normal_x, normal_y, fraction} | nil\nraycast_entities_all(x1, y1, x2, y2, tags) -> [{entity, ...}, ...]\n```\n\n---\n\n## Collider (class)\n\nCreated by calling `collider(owner, tag, body_type, shape_type, ...)` — the\nowner's ID is stored in the physics body's user_data for entity resolution.\n\n```\ncollider(owner, tag, body_type, shape_type, ...) -> collider\n  -- body_type: 'static' | 'dynamic' | 'kinematic'\n  -- shape_type: 'circle' | 'box' | 'capsule' | 'polygon' | 'chain'\n  -- Shape args follow: circle -> (radius), box -> (w, h), capsule -> (length, radius),\n  --                    polygon -> (vertices), chain -> (vertices, is_loop)\n  -- Last arg may be an opts table: {sensor = true, ...}\n```\n\n### Lifecycle\n```\ncollider:destroy()                -- call from owner's :destroy\ncollider:sync()                   -- copy body position to owner.x/owner.y\n```\n\n### Position / velocity\n```\ncollider:get_position() -> x, y\ncollider:set_position(x, y)\ncollider:get_angle() -> angle\ncollider:set_angle(angle)\ncollider:get_velocity() -> vx, vy\ncollider:set_velocity(vx, vy)\ncollider:get_angular_velocity() -> av\ncollider:set_angular_velocity(av)\n```\n\n### Forces and impulses\n```\ncollider:apply_force(fx, fy)\ncollider:apply_force_at(fx, fy, px, py)\ncollider:apply_impulse(ix, iy)\ncollider:apply_impulse_at(ix, iy, px, py)\ncollider:apply_torque(torque)\ncollider:apply_angular_impulse(impulse)\n```\n\n### Body properties\n```\ncollider:set_linear_damping(damping)\ncollider:set_angular_damping(damping)\ncollider:set_gravity_scale(scale)\ncollider:set_fixed_rotation(fixed)\ncollider:set_bullet(bullet)\ncollider:get_mass() -> mass\ncollider:set_center_of_mass(x, y)\ncollider:get_body_type() -> string\ncollider:is_awake() -> bool\ncollider:set_awake(awake)\ncollider:get_shapes_geometry() -> ...\n```\n\n### Shape properties (operate on self.shape or explicit shape arg)\n```\ncollider:set_friction(friction, shape?)\ncollider:get_friction(shape?) -> friction\ncollider:set_restitution(restitution, shape?)\ncollider:get_restitution(shape?) -> restitution\ncollider:set_density(density, shape?)\ncollider:get_density(shape?) -> density\ncollider:set_filter_group(group, shape?)   -- shapes with same non-zero group don't collide\ncollider:destroy_shape(shape, update_mass?)\n```\n\n### Additional shapes\n```\ncollider:add_circle(tag, radius, opts?) -> shape\ncollider:add_box(tag, w, h, opts?) -> shape\ncollider:add_capsule(tag, length, radius, opts?) -> shape\ncollider:add_polygon(tag, vertices, opts?) -> shape\ncollider:add_chain(tag, vertices, is_loop) -> shape\n```\n\n### Steering behaviors (return force vectors)\n```\ncollider:steering_seek(x, y, max_speed, max_force) -> fx, fy\ncollider:steering_flee(x, y, max_speed, max_force) -> fx, fy\ncollider:steering_arrive(x, y, slow_radius, max_speed, max_force) -> fx, fy\ncollider:steering_pursuit(target_entity, max_speed, max_force) -> fx, fy\ncollider:steering_evade(pursuer_entity, max_speed, max_force) -> fx, fy\ncollider:steering_wander(d, rs, jitter, dt, max_speed, max_force) -> fx, fy\ncollider:steering_separate(rs, others, max_speed, max_force, spatial_hash?) -> fx, fy\ncollider:steering_align(rs, others, max_speed, max_force) -> fx, fy\ncollider:steering_cohesion…1354 tokens truncated…itch clamped\ncamera3_zoom(cam, ddistance)              -- adds delta; distance clamped\ncamera3_set_target(cam, x, y, z)          -- or set cam.target_x/... directly\ncamera3_position(cam) -> ex, ey, ez       -- current eye point\ncamera3_apply(cam, l3)                    -- push view/projection into a layer3\ncamera3_mouse_ray(cam, l3) -> ox, oy, oz, dx, dy, dz\n  -- unproject current mouse position; camera3_apply must have run first\n```\n\n---\n\n## 3D: Physics3 (entity-resolving wrappers)\n\n3D sibling of physics.lua: resolves body handles to entities via\n`physics3_get_user_data` + `entities`, and normalizes event ordering so `a`\nalways matches the first tag argument. World setup and everything body/shape\nlevel is raw C bindings — see `3D_API.md` (`physics3_init`, tags, bodies,\nshapes, joints, `physics3_shutdown`).\n\n```\ncollision3_entities_begin(tag_a, tag_b) -> [{a, b, x, y, z, nx, ny, nz}, ...]\ncollision3_entities_end(tag_a, tag_b)   -> [{a, b}, ...]\nsensor3_entities_begin(tag_a, tag_b)    -> [{a, b}, ...]\nsensor3_entities_end(tag_a, tag_b)      -> [{a, b}, ...]\nhit3_entities(tag_a, tag_b)             -> [{a, b, x, y, z, nx, ny, nz, approach_speed}, ...]\n\nquery3_entities_sphere(x, y, z, r, tags) -> [entity, ...]\nquery3_entities_aabb(min_x, min_y, min_z, max_x, max_y, max_z, tags) -> [entity, ...]\nquery3_entities_box(x, y, z, w, h, d, tags) -> [entity, ...]\n\nraycast3_entity(x1, y1, z1, x2, y2, z2, tags)\n  -> {entity, point_x/y/z, normal_x/y/z, fraction} | nil\nraycast3_entities_all(x1, y1, z1, x2, y2, z2, tags) -> [{entity, ...}, ...]\n```\n\n---\n\n## 3D: Collider3 (class)\n\n3D sibling of `collider`: bundles a Box3D body + shape + tag, sets the body's\nuser_data to `owner.id`. Positions in meters (y-up), rotations as quaternions.\nNo steering behaviors (2D-only).\n\n```\ncollider3(owner, tag, body_type, shape_type, ...) -> collider3\n  -- body_type: 'static' | 'dynamic' | 'kinematic'\n  -- shape_type and args: 'sphere' -> (radius), 'box' -> (w, h, d),\n  --   'capsule' -> (height, radius)  [height = total, tip to tip],\n  --   'cylinder' -> (height, radius), 'hull' -> (points flat {x1,y1,z1,...})\n  -- Last arg may be an opts table: {sensor=, offset_x/y/z=, ...} (plus\n  --   axis= for capsule, sides= for cylinder — see 3D_API.md)\n```\n\n### Lifecycle\n```\ncollider3:destroy()\ncollider3:sync()                  -- copies position AND rotation to owner\n                                  -- (x/y/z, qx/qy/qz/qw)\ncollider3:draw(scene, color)      -- draw the collider's own shape at its\n                                  -- current transform ('hull' has no primitive\n                                  -- mesh — draw it yourself or debug_draw)\n```\n\n### Position / rotation / velocity\n```\ncollider3:get_position() -> x, y, z\ncollider3:set_position(x, y, z)\ncollider3:get_rotation() -> qx, qy, qz, qw\ncollider3:set_rotation(qx, qy, qz, qw)\ncollider3:set_transform(x, y, z, qx, qy, qz, qw)\ncollider3:get_velocity() -> vx, vy, vz\ncollider3:set_velocity(vx, vy, vz)\ncollider3:get_angular_velocity() -> wx, wy, wz\ncollider3:set_angular_velocity(wx, wy, wz)\n```\n\n### Forces and impulses\n```\ncollider3:apply_force(fx, fy, fz)\ncollider3:apply_force_at(fx, fy, fz, px, py, pz)\ncollider3:apply_impulse(ix, iy, iz)\ncollider3:apply_impulse_at(ix, iy, iz, px, py, pz)\ncollider3:apply_torque(tx, ty, tz)\ncollider3:apply_angular_impulse(ix, iy, iz)\n```\n\n### Body properties\n```\ncollider3:set_linear_damping(damping)\ncollider3:set_angular_damping(damping)\ncollider3:set_gravity_scale(scale)\ncollider3:set_motion_locks(lx, ly, lz, ax, ay, az)   -- 6 bools; 3D fixed_rotation\ncollider3:set_bullet(bullet)\ncollider3:get_mass() -> mass\ncollider3:is_awake() -> bool\ncollider3:set_awake(awake)\n```\n\n### Shape properties (operate on self.shape or explicit shape arg)\n```\ncollider3:set_friction(friction, shape?)\ncollider3:get_friction(shape?) -> friction\ncollider3:set_restitution(restitution, shape?)\ncollider3:get_restitution(shape?) -> restitution\ncollider3:set_density(density, shape?)\ncollider3:get_density(shape?) -> density\ncollider3:set_filter_group(group, shape?)\n```\n# Engine API Quick Reference\n\n<!-- Generated 2026-08-11 against Anchor3/engine/src/anchor.c at ~18,750 lines. -->\n\nFunction signatures for all C-to-Lua bindings. See `ENGINE_API.md` for detailed documentation with examples.\n\n## Layer & Texture\n\n```\nlayer_create(name, filter?, w?, h?) -> layer    -- filter 'smooth'|'rough' (default global); w,h = fixed-size layer\nlayer_resize(layer, w, h)\nlayer_rectangle(layer, x, y, w, h, color)\nlayer_rectangle_line(layer, x, y, w, h, color, line_width?)\nlayer_rectangle_gradient_h(layer, x, y, w, h, color1, color2)\nlayer_rectangle_gradient_v(layer, x, y, w, h, color1, color2)\nlayer_circle(layer, x, y, radius, color)\nlayer_circle_line(layer, x, y, radius, color, line_width?)\nlayer_line(layer, x1, y1, x2, y2, width, color)\nlayer_capsule(layer, x1, y1, x2, y2, radius, color)\nlayer_capsule_line(layer, x1, y1, x2, y2, radius, color, line_width?)\nlayer_triangle(layer, x1, y1, x2, y2, x3, y3, color)\nlayer_triangle_line(layer, x1, y1, x2, y2, x3, y3, color, line_width?)\nlayer_polygon(layer, vertices, color)\nlayer_polygon_line(layer, vertices, color, line_width?)\nlayer_rounded_rectangle(layer, x, y, w, h, radius, color)\nlayer_rounded_rectangle_line(layer, x, y, w, h, radius, color, line_width?)\nlayer_push(layer, x?, y?, r?, sx?, sy?)\nlayer_pop(layer)\nlayer_draw_texture(layer, texture, x, y, color?, flash?)   -- texture is drawn CENTERED at (x, y)\nlayer_set_blend_mode(layer, mode)\nlayer_stencil_mask(layer)\nlayer_stencil_test(layer)\nlayer_stencil_test_inverse(layer)\nlayer_stencil_off(layer)\nlayer_draw(layer, x?, y?)\nlayer_get_texture(layer) -> texture_id\nlayer_reset_effects(layer)\nlayer_render(layer, clear?)                    -- clear defaults true; false = bake on top of existing FBO\nlayer_clear(layer)\nlayer_draw_from(dst, src, shader?)\nlayer_draw_into(dst, src, x, y, w, h)          -- draw src into a rect of dst (embedded-game composite)\nshader_set_float_immediate(shader, name, value)\nshader_set_vec2_immediate(shader, name, x, y)\nshader_set_vec4_immediate(shader, name, x, y, z, w)\nshader_set_int_immediate(shader, name, value)\ntexture_load(path, filter?) -> texture         -- filter 'smooth'/'linear' = mipmapped linear; default nearest\ntexture_load_fit(path, target_w, target_h) -> texture   -- high-quality CPU resample to fit target\ntexture_create(width, height, rgba_string, filter?, wrap?) -> texture   -- wrap 'repeat' for tiling\ntexture_unload(texture)\ntexture_get_width(texture) -> int\ntexture_get_height(texture) -> int\nimage_info(path) -> w, h | nil                 -- header-only read, no GPU upload\nimages_dirty() -> bool                         -- web: async-fetched images arrived since last call\nweb_file_status(path) -> \"ready\" | \"pending\" | \"failed\"\n```\n\n## Spritesheet\n\n```\nspritesheet_load(path, frame_width, frame_height, padding?) -> spritesheet\nspritesheet_get_frame_width(spritesheet) -> int\nspritesheet_get_frame_height(spritesheet) -> int\nspritesheet_get_total_frames(spritesheet) -> int\nlayer_draw_spritesheet_frame(layer, spritesheet, frame, x, y, color?, flash?)  -- frame drawn CENTERED at (x, y)\n```\n\n## Font\n\n```\nfont_load(name, path, size, filter?)           -- filter 'smooth'|'rough' (default global)\nfont_unload(name)\nfont_get_height(name) -> number\nfont_get_ascent(name) -> number\nfont_get_text_width(name, text) -> number\nfont_get_char_width(name, codepoint) -> number\nfont_get_glyph_metrics(name, codepoint) -> {width, height, advance, bearingX, bearingY}\nfont_render_config(snap, interp, gamma, embolden_px?)   -- live text-rendering controls; rebakes atlases\nlayer_draw_text(layer, text, font_name, x, y, color)    -- (x, y) = TOP-LEFT of the text line\nlayer_draw_glyph(layer, codepoint, font_name, x, y, r?, sx?, sy?, color)\nlayer_draw_glyph_c(layer, codepoint, font_name, cx, cy, r?, sx?, sy?, color)  -- (cx, cy) = glyph CENTER\nengine_glyph_capture(on)                       -- start/stop glyph capture (on clears the buffer)\nengine_glyph_capture_read() -> [{cp, font, x, y, w, h, color}, ...]\n```\n\n## Audio\n\n```\nsound_load(path) -> sound\nsound_play(sound, volume?, pitch?, bits?, sr_div?, start_sec?)   -- bits<16 = bitcrush, sr_div>1 = downsample\nsound_play_handle(sound, volume?, pitch?, bits?, sr_div?, start_sec?) -> handle   -- -1 if no free slot\nsound_handle_set_pitch(handle, pitch)\nsound_handle_set_volume(handle, volume)\nsound_handle_stop(handle)\nsound_handle_set_looping(handle, looping)\nsound_handle_set_dsp(handle, bits, sr_div)\nsound_get_path(sound) -> string\nsound_list() -> [{sound, path}, ...]\nsound_set_volume(volume)\nmusic_load(path) -> music\nmusic_play(music, loop?, channel?)\nmusic_stop(channel?)\nmusic_set_volume(volume, channel?)\nmusic_get_volume(channel) -> number\nmusic_is_playing(channel) -> bool\nmusic_at_end(channel) -> bool\nmusic_get_position(channel) -> number\nmusic_get_duration(channel) -> number\naudio_set_master_pitch(pitch)\n```\n\n## Video\n\n```\nvideo_load(path) -> video | nil                -- desktop: libav decode; web: hidden <video>; novideo build: nil\nvideo_unload(video)\nvideo_play(video)\nvideo_pause(video)\nvideo_stop(video)                              -- pause + seek to 0\nvideo_seek(video, seconds)\nvideo_set_volume(video, volume)\nvideo_set_speed(video, speed)                  -- pitch-preserving; desktop clamps to 0.5..4.0\nvideo_set_looping(video, looping)\nvideo_set_display_size(video, w, h)            -- decode/draw at w x h; video_get_size still reports source size\nvideo_texture(video) -> texture                -- normal Texture handle; draw via layer_draw_texture\nvideo_get_size(video) -> w, h                  -- SOURCE resolution\nvideo_get_duration(video) -> number\nvideo_get_time(video) -> number\nvideo_get_state(video) -> \"playing\" | \"paused\" | \"ended\" | \"stopped\"\n```\n\n## Files\n\n```\nfile_read_string(path) -> string | nil         -- reads via the zip/loose-file path (works in packaged builds)\nfile_write_string(path, content) -> bool\n```\n\n## Utility\n\n```\nrgba(r, g, b, a?) -> color\nset_filter_mode(mode)\nget_filter_mode() -> string\ntiming_resync()\n```\n\n## Effect Shaders\n\n```\nshader_load_file(path) -> shader\nshader_load_string(source) -> shader\nshader_destroy(shader)\nlayer_shader_set_float(layer, shader, name, value)\nlayer_shader_set_vec2(layer, shader, name, x, y)\nlayer_shader_set_vec4(layer, shader, name, x, y, z, w)\nlayer_shader_set_int(layer, shader, name, value)\nlayer_shader_set_texture(layer, shader, name, texture_or_gl_id, unit?)  -- unit default 1; accepts Texture or raw GL id\nlayer_apply_shader(layer, shader)\nset_draw_shader(path)                 -- replace default draw shader with custom fragment\nget_draw_shader() -> shader_id | nil  -- nil while an async (web) compile is in flight\n```\n\n## Physics: World & Bodies\n\n```\nphysics_init()\nphysics_set_gravity(gx, gy)\nphysics_set_meter_scale(scale)\nphysics_set_enabled(enabled)\nphysics_register_tag(name)\nphysics_enable_collision(tag_a, tag_b)\nphysics_disable_collision(tag_a, tag_b)\nphysics_enable_sensor(tag_a, tag_b)\nphysics_enable_hit(tag_a, tag_b)\nphysics_tags_collide(tag_a, tag_b) -> bool\nphysics_create_body(type, x, y) -> body\nphysics_destroy_body(body)\nphysics_get_position(body) -> x, y\nphysics_get_angle(body) -> angle\nphysics_get_body_count() -> int\n--[[\n  Anchor 2 — framework initialization.\n\n  Loads all framework modules in dependency order, then returns a function\n  that takes config and initializes the engine + global state. The game's\n  main.lua is expected to define `update(dt)` and `draw()` as globals; the\n  C engine calls these directly each frame.\n\n  Usage (from a game's main.lua):\n    require('anchor')({\n      width = 480,\n      height = 270,\n      title = \"My Game\",\n      scale = 3,\n      vsync = true,\n      filter = \"rough\",\n      -- render_uncapped = true,   -- opt out of the 60Hz render cap; let\n                                   -- vsync pace render. Use for non-pixel-\n                                   -- art games where the cap shows judder.\n    })\n\n    function update(dt)\n      sync_engine_globals()          -- refresh time/frame/etc. mirrors\n      -- your game update (physics is stepped by the engine automatically\n      -- before update() is called; you just consume collision events here)\n      process_destroy_queue()        -- drain deferred destruction\n    end\n\n    function draw()\n      -- ... your game draw\n    end\n\n  Framework modules are loaded in this order (dependency-driven):\n    class -> math -> array -> color -> object -> helpers -> input -> timer -> spring ->\n    animation -> font -> image -> spritesheet -> layer -> shake -> camera -> collider\n\n  After initialization, the following globals are available:\n    - width, height                - game resolution\n    - dt, unscaled_dt              - frame delta time\n    - time, frame_num              - engine time/frame counters\n    - platform, headless           - platform info\n    - layers                       - named layer table (populated by layer_new)\n    - images, fonts, sounds, shaders, spritesheets - resource tables\n    - rgb/rgba classes, color class\n    - class(), make_entity(), process_destroy_queue()\n    - collection_update()  (see anchor/helpers.lua)\n    - bind(), input_down(), input_pressed(), input_released()\n    - timer_new(), timer_update(), ...\n    - spring_new(), spring_update(), ...\n    - camera_new(), camera_update(), ...\n    - collider (class)\n    - layer_* (procedural wrappers; see anchor/layer.lua — many shadow engine layer_*)\n    - All other engine C functions (physics_*, sound_*, key_is_*, input_*, …)\n]]\n\n-- Load framework modules (order matters for module dependencies)\nrequire('anchor.class')\nrequire('anchor.math')\nrequire('anchor.array')\nrequire('anchor.color')\nrequire('anchor.object')\nrequire('anchor.helpers')\nrequire('anchor.input')\nrequire('anchor.timer')\nrequire('anchor.spring')\nrequire('anchor.animation')\nrequire('anchor.font')\nrequire('anchor.image')\nrequire('anchor.spritesheet')\nrequire('anchor.layer')\nrequire('anchor.shake')\nrequire('anchor.camera')\nrequire('anchor.collider')\nrequire('anchor.joint')\nrequire('anchor.physics')\nrequire('anchor.math3')\nrequire('anchor.layer3')\nrequire('anchor.mesh3')\nrequire('anchor.agent')     -- the agent kit: helpers driven through the eval channel (docs/AGENT.md)\nrequire('anchor.collider3')\nrequire('anchor.camera3')\nrequire('anchor.physics3')\nrequire('anchor.memory')\n\n-- Global resource tables. Game code populates these via the resource loaders.\nlayers = layers or {}\nimages = images or {}\nfonts = fonts or {}\nshaders = shaders or {}\nsounds = sounds or {}\nsound_paths = sound_paths or {}\nmusic_tracks = music_tracks or {}\nspritesheets = spritesheets or {}\n\n--[[\n  sync_engine_globals()\n  Refreshes global mirrors of engine state. Call once at the top of your\n  update function to ensure `time`, `frame_num`, `fps`, etc. reflect the\n  current frame. `width`, `height`, `platform`, `headless` are set at init\n  time and don't change during normal play.\n\n  Note on dt: the `dt` parameter passed to your `update(dt)` function is\n  the UNSCALED fixed physics timestep (PHYSICS_RATE). If you want scaled\n  dt (e.g. during hitstop / slow-mo), compute `dt * time_scale` locally,\n  or call `engine_get_dt()` which returns the scaled version. We\n  deliberately do NOT set a global `dt` here to avoid shadowing the\n  function parameter inside update.\n]]\nfunction sync_engine_globals()\n  frame_num = engine_get_frame()\n  step_num = engine_get_step()\n  time = engine_get_time()\n  unscaled_dt = engine_get_unscaled_dt()\n  window_width, window_height = engine_get_window_size()\n  width = engine_get_width()\n  height = engine_get_height()\n  scale = engine_get_scale()\n  fullscreen = engine_is_fullscreen()\n  fps = engine_get_fps()\n  draw_calls = engine_get_draw_calls()\nend\n\n--[[\n  set_time_scale(scale)\n  Sets the engine-level time scale. Affects dt but not unscaled_dt.\n  Use unscaled_dt for things that should ignore slow-mo (UI, etc.).\n]]\nfunction set_time_scale(s)\n  time_scale = s\n  engine_set_time_scale(s)\nend\n\n-- The framework initialization function returned by require('anchor').\n-- Called with a config table by the game's main.lua.\nreturn function(config)\n  -- Idempotent: the entry file re-runs on a code reload (engine_reload), and\n  -- its `require('anchor')({...})` line must then be a no-op — the engine is\n  -- already up. ANCHOR_BOOTED is the flag; everything below runs exactly once.\n  if ANCHOR_BOOTED then return end\n  config = config or {}\n\n  -- Apply engine configuration before engine_init\n  if config.width and config.height then\n    engine_set_game_size(config.width, config.height)\n  end\n  if config.title then engine_set_title(config.title) end\n  if config.scale then engine_set_scale(config.scale) end\n  if config.vsync ~= nil then engine_set_vsync(config.vsync) end\n  if config.fullscreen ~= nil then engine_set_fullscreen(config.fullscreen) end\n  if config.resizable ~= nil then engine_set_resizable(config.resizable) end\n  if config.web_native_resolution ~= nil and engine_set_web_native_resolution then engine_set_web_native_resolution(config.web_native_resolution) end\n  if config.render_uncapped ~= nil then engine_set_render_uncapped(config.render_uncapped) end\n  if config.display ~= nil then engine_set_display(config.display) end\n  if config.filter then set_filter_mode(config.filter) end\n  -- Code reload (docs/AGENT.md): the files that do one-time work (assets,\n  -- layers, binds, state tables) never reload; everything else re-runs on save.\n  if config.boot and engine_set_boot_files then engine_set_boot_files(config.boot) end\n  -- Recording (docs/REPLAY.md): desktop dev runs and agent instances record by\n  -- default; `record = false` opts a game out, `record = true` forces it on.\n  -- record_start() / record_stop() change it at any moment.\n  if config.record ~= nil and engine_set_record_default then engine_set_record_default(config.record) end\n\n  -- Initialize the engine (creates window, GL context, loads shaders)\n  engine_init()\n  ANCHOR_BOOTED = true\n\n  -- Set up static global state (these don't change during normal play)\n  width = engine_get_width()\n  height = engine_get_height()\n  platform = engine_get_platform()\n\n  -- Set up dynamic global state (initial values; refreshed by sync_engine_globals)\n  unscaled_dt = engine_get_unscaled_dt()\n  time = 0\n  frame_num = 0\n  step_num = 0\n  time_scale = 1.0\n\n  -- Set up default random number generator (global_rng is provided by the C engine,\n  -- accessible by passing nil or omitting the rng argument to random_* functions).\n  -- If you want a seeded rng for determinism, create one with random_create(seed).\n\n  -- Physics is not initialized automatically. Games that need physics should call\n  -- physics_init() themselves, then register tags and collision pairs:\n  --   physics_init()\n  --   physics_register_tag('player')\n  --   physics_register_tag('enemy')\n  --   physics_enable_collision('player', 'enemy')\nend\nanchor.exe\nanchor.obj\nbuild\nbuild-web-engine\nbuild-web-engine.sh\nbuild-web-games\nbuild.bat\nbuild.sh\ngl.obj\ninclude\nlib\nrun.bat\nsetup_ffmpeg.bat\nsrc\n@echo off\nrem Folder-agnostic runner: derives the game name from this folder's name, so a\nrem copied/renamed fork runs without editing this file (same pattern as\nrem snkrx-template / ricochet-template).\ncd /d \"%~dp0..\"\nfor %%I in (\"%~dp0.\") do set \"GAME=%%~nxI\"\n\"%~dp0anchor.exe\" \"%GAME%\"\nREADME.md\nblender\nchecks\npython-deps\nreference.md\nskill-drafts\nskill-validation-deps\nskills\n"}

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'python Anchor/w...)

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{"chunk_id":"a07b18","wall_time_seconds":1.2597218,"exit_code":0,"original_token_count":1723,"output":"usage: anchor framework [-h] [--file FILE] [--force]\r\n                        {status,diff,upgrade,stamp} game\r\n\r\npositional arguments:\r\n  {status,diff,upgrade,stamp}\r\n  game                  game folder (holds anchor/)\r\n\r\noptions:\r\n  -h, --help            show this help message and exit\r\n  --file FILE           limit to this framework file (repeatable); diff needs\r\n                        exactly one\r\n  --force               upgrade: overwrite files the game has locally edited\r\nusage: anchor drive [-h] [--file FILE] [-n N]\r\n                    {start,eval,stop,status,log} game [code ...]\r\n\r\npositional arguments:\r\n  {start,eval,stop,status,log}\r\n  game                  game folder\r\n  code                  eval: the Lua (an expression returns its values)\r\n\r\noptions:\r\n  -h, --help            show this help message and exit\r\n  --file FILE           eval: run this script file (recorded with its content)\r\n  -n N                  log: lines to show (default 40)\r\n-rwxr-xr-x 1 a327e 197609  63M Jul 18 11:25 ABAgames/knightvspawns/avcodec-61.dll\n-rwxr-xr-x 1 a327e 197609  24M Jul 18 11:25 ABAgames/knightvspawns/avfilter-10.dll\n-rwxr-xr-x 1 a327e 197609  21M Jul 18 11:25 ABAgames/knightvspawns/avformat-61.dll\n-rwxr-xr-x 1 a327e 197609 2.8M Jul 18 11:25 ABAgames/knightvspawns/avutil-59.dll\n-rwxr-xr-x 1 a327e 197609 312K Aug 18 09:02 ABAgames/knightvspawns/steam_api64.dll\n-rwxr-xr-x 1 a327e 197609 655K Jul 18 11:25 ABAgames/knightvspawns/swresample-5.dll\n-rwxr-xr-x 1 a327e 197609 687K Jul 18 11:25 ABAgames/knightvspawns/swscale-8.dll\n-rwxr-xr-x 1 a327e 197609 4.8M Aug 26 00:17 Anchor/engine/engine/anchor.exe\nanchor\n--[[\n  color — mutable RGBA color with HSL conversion helpers.\n\n  Simpler than v1's color class. A color is a plain table {r, g, b, a} with\n  a __call metamethod that returns the packed rgba integer used by drawing\n  functions. No auto-sync between RGB and HSL — HSL is a *conversion*, not a\n  storage format. If you want to modify hue, convert to HSL, modify, convert\n  back.\n\n  Usage:\n    red = color_new(255, 0, 0)\n    red.a = 128              -- set alpha\n    layer_circle(game_layer, x, y, r, red())  -- __call returns packed rgba integer\n    layer_circle(game_layer, x, y, r, red)    -- also fine: layer wrappers pack a Color table\n\n    -- HSL manipulation:\n    h, s, l = color_to_hsl(red)\n    h = (h + 120) % 360      -- shift hue\n    shifted = color_from_hsl(h, s, l, red.a)\n\n    -- Common operations:\n    copy = color_clone(red)\n    mixed = color_mix(red, blue, 0.5)\n    dark = color_darken(red, 0.5)      -- multiply RGB by 0.5\n    light = color_lighten(red, 1.5)    -- multiply RGB by 1.5 (clamped)\n    inverted = color_invert(red)\n\n  Design notes:\n    - Colors are plain tables. Modify fields directly: c.r = 100.\n    - Procedural functions (color_mix, color_clone, etc.) return NEW colors,\n      not mutating the input. If you want to mutate, do `c.r = ...` directly.\n    - __call returns the packed rgba integer via the engine's rgba() function.\n    - HSL is available via conversions, not as first-class color fields.\n    - Raw C bindings still want the packed integer: call the color (`c()`)\n      when passing one to an unshadowed engine function.\n]]\n\n---@class Color\n---@field r number   0-255\n---@field g number   0-255\n---@field b number   0-255\n---@field a number   0-255\n---@operator call: integer   packs to the rgba integer the engine draws with\n\n-- Internal: rgb_to_hsl and hsl_to_rgb\n---@param r number   0-255\n---@param g number   0-255\n---@param b number   0-255\n---@return number h   0-360\n---@return number s   0-1\n---@return number l   0-1\nfunction rgb_to_hsl(r, g, b)\n  r, g, b = r/255, g/255, b/255\n  local max = math.max(r, g, b)\n  local min = math.min(r, g, b)\n  local l = (max + min)/2\n  if max == min then return 0, 0, l end\n  local d = max - min\n  local s = l > 0.5 and d/(2 - max - min) or d/(max + min)\n  local h_offset = g < b and 6 or 0\n  local h\n  if max == r then\n    h = ((g - b)/d + h_offset)/6\n  elseif max == g then\n    h = ((b - r)/d + 2)/6\n  else\n    h = ((r - g)/d + 4)/6\n  end\n  return h*360, s, l\nend\n\n---@param h number   0-360\n---@param s number   0-1\n---@param l number   0-1\n---@return integer r\n---@return integer g\n---@return integer b\nfunction hsl_to_rgb(h, s, l)\n  if s == 0 then\n    local v = math.floor(l*255 + 0.5)\n    return v, v, v\n  end\n  h = h/360\n  local q = l < 0.5 and l*(1 + s) or l + s - l*s\n  local p = 2*l - q\n--[[\n  font — thin wrapper over C font functions.\n\n  Usage:\n    fonts.main = font_register('main', 'assets/monogram.ttf', 11)\n    layer_text(game_layer, \"Hello\", fonts.main, 100, 50, color)\n\n  A font is a plain table with .name, .size, .height plus query methods.\n  Stays as a simple class/struct pattern for consistent access.\n]]\n\n---@class Font\n---@field name string      the engine font name (what the raw font_* bindings take)\n---@field size number\n---@field filter string|nil\n---@field height number    line height in pixels\n---@field ascent number\n---@field text_width fun(self: Font, text: string): number\n---@field char_width fun(self: Font, codepoint: integer): number\n---@field glyph_metrics fun(self: Font, codepoint: integer): table\n\nfont = class()\n\n--- `filter` is optional: 'smooth' (grayscale atlas + linear sampling) or\n--- 'rough' (1-bit mono atlas + nearest sampling). Defaults to the engine's\n--- current global filter mode. The filter is baked into the atlas at load time\n--- and cannot be changed afterward — load two copies if you need both.\nfunction font:new(name, path, size, filter)\n  self.name = name\n  self.size = size\n  self.filter = filter\n  font_load(name, path, size, filter)\n  self.height = font_get_height(name)\n  self.ascent = font_get_ascent(name)\nend\n\nfunction font:text_width(text)\n  return font_get_text_width(self.name, text)\nend\n\nfunction font:char_width(codepoint)\n  return font_get_char_width(self.name, codepoint)\nend\n\nfunction font:glyph_metrics(codepoint)\n  return font_get_glyph_metrics(self.name, codepoint)\nend\n\n-- Convenience: register a font and add it to the global `fonts` table.\n---@param name string\n---@param path string\n---@param size number\n---@param filter? string   'smooth' | 'rough'\n---@return Font\nfunction font_register(name, path, size, filter)\n  local f = font(name, path, size, filter)\n  if fonts then fonts[name] = f end\n  return f\nend\n29:ENGINE_BIN = os.path.join(REPO, 'engine', 'engine', 'build', 'anchor' + ('.exe' if WINDOWS else ''))\n145:    exe = engine or cfg.get('paths', {}).get('engine') or ENGINE_BIN\n146:    if not os.path.exists(exe):\n148:        print(f'engine binary not found: {exe} (run Anchor/engine/engine/{build})', file=sys.stderr)\n159:    p = subprocess.Popen([exe, _RECORDING or '.', '--agent'], cwd=g, stdout=log, stderr=subprocess.STDOUT,\nAnchor/engine\\replay-test\\assets\\monogram.ttf\nAnchor/engine\\playground\\assets\\monogram.ttf\nAnchor/engine\\engine\\include\\lua\\luaconf.h\n"}

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat /c/Users/a3...)

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{"chunk_id":"b25dd3","wall_time_seconds":0.7536054,"exit_code":0,"original_token_count":3508,"output":"---\nname: iterate\ndescription: Guide work with unresolved choices about the character of the result that require the owner's response to concrete attempts, such as exploring directions, finding something he likes, establishing a look, feel, voice or effect language. Recognize and apply this mode to the relevant part of a task without waiting for it to be named; also use on /iterate.\n---\n\n# iterate (Codex adapter)\n\nRead and follow the shared body at\n[C:/Users/a327e/Desktop/a327ex/Anchor/workflow/claude/skills/iterate/SKILL.md](C:/Users/a327e/Desktop/a327ex/Anchor/workflow/claude/skills/iterate/SKILL.md),\nskipping its \"Claude notes\" section. Its worked examples are beside it at\n[references/rounds.md](C:/Users/a327e/Desktop/a327ex/Anchor/workflow/claude/skills/iterate/references/rounds.md).\n\nCodex specifics:\n\n- Deliver artifacts with absolute Markdown file links; each delivered version at its own path.\n- These links are Codex's artifact handover records. Anchor converts each HTML handover into an individual artifact card immediately before that reply in the published log; no Claude-only display tool is needed. A collection page at the end supplements those cards. Keep both the individual handover links and the collection when one exists, and verify per-handover cards during publication through the end-session skill.\n- Follow the [Anchor skill](C:/Users/a327e/.agents/skills/anchor/SKILL.md) for hidden instances, captures and preserved replays.\n- An agreed round direction authorizes implementation within its scope without a further approval pause.\n- Session publication stays separate work under the [end-session skill](C:/Users/a327e/.agents/skills/end-session/SKILL.md).\n\n## Open HTML handovers in Chrome\n\nWhenever you deliver an HTML artifact, send its absolute Markdown file link and\nalso open that same preserved version in the owner's Google Chrome. This is\nstanding authorization for the handover; no additional confirmation is needed.\nUse Chrome, not Codex's internal browser or file-preview panel.\n\nSince tools run before the final reply, first post a short commentary message\nwith the artifact link, then open it in Chrome, then include the same link in\nthe final handover. Opening the browser supplements the file link; the link is\nstill needed for the later session log. Follow a specific request not to open\nthe browser on a particular handover.\n\nLaunch the installed Chrome executable with the preserved artifact's file URL,\nusing the normal Chrome session. The verified executable on this machine is\n`C:/Program Files/Google/Chrome/Application/chrome.exe`; if it is unavailable,\nresolve Chrome's registered executable again. For example, in PowerShell:\n\n```powershell\n$artifactPath = (Resolve-Path -LiteralPath 'C:\\absolute\\path\\rounds\\01-example\\index.html').Path\n$artifactUrl = ([System.Uri]$artifactPath).AbsoluteUri\nStart-Process -FilePath 'C:\\Program Files\\Google\\Chrome\\Application\\chrome.exe' -ArgumentList @('--new-tab', $artifactUrl)\n```\n\nDo this for each new or revised HTML artifact being handed over, using its own\npreserved path. Reading an old artifact does not require reopening it. If the\nlaunch fails, report that and retain the link rather than silently opening the\ninternal Codex browser instead.\ntotal 138M\n-rw-r--r-- 1 a327e 197609 3.5M Sep  5 20:40 anchor\n-rw-r--r-- 1 a327e 197609 3.4M Aug 30 15:07 anchor-novideo\n-rwxr-xr-x 1 a327e 197609 4.9M Aug 18 08:43 anchor-novideo-steam.exe\n-rwxr-xr-x 1 a327e 197609 4.9M Jul 31 18:07 anchor-novideo.exe\n-rwxr-xr-x 1 a327e 197609 4.9M Aug 18 09:14 anchor-steam.exe\n-rwxr-xr-x 1 a327e 197609 5.0M Sep  9 18:06 anchor.exe\n-rwxr-xr-x 1 a327e 197609  63M Jun 16 11:19 avcodec-61.dll\n-rwxr-xr-x 1 a327e 197609  24M Jun 16 11:19 avfilter-10.dll\n-rwxr-xr-x 1 a327e 197609  21M Jun 16 11:19 avformat-61.dll\n-rwxr-xr-x 1 a327e 197609 2.8M Jun 16 11:19 avutil-59.dll\n-rwxr-xr-x 1 a327e 197609 312K Jul 31 19:15 steam_api64.dll\n-rwxr-xr-x 1 a327e 197609 655K Jun 16 11:19 swresample-5.dll\n-rwxr-xr-x 1 a327e 197609 687K Jun 16 11:19 swscale-8.dll\n16:lua             = \"C:/Users/a327e/Desktop/a327ex/Anchor/workflow/tools/lua54.exe\"   # bundled Windows lua\n17:luals           = \"C:/Users/a327e/Desktop/tools/lua-language-server/bin/lua-language-server.exe\"   # anchor check (Desktop/tools per Where Built Things Live, 2026-09-11)\n42:package_script = \"C:/Users/a327e/Desktop/a327ex/Anchor/engine/scripts/package-web-game.sh\"\n43:engine_dir     = \"C:/Users/a327e/Desktop/a327ex/Anchor/engine/engine/build-web-engine\"\n\"\"\"anchor framework — visible drift between the framework and a game's copy.\n\nEvery game keeps its own `anchor/` copy of the framework (a game folder must\nkeep running as it last ran — the same rule as replays: old things are never\nchanged by the future). What this command adds is that drift stops being\ninvisible:\n\n  anchor framework status  <game>   per-file: same / differs / missing / game-only,\n                                    the VERSION stamp, how far behind it is\n  anchor framework diff    <game> --file X   unified diff for one file\n  anchor framework upgrade <game> [--file X ...] [--force]\n                                    copy framework files into the game and stamp\n                                    anchor/VERSION. Refuses files the game has\n                                    locally EDITED (vs the framework version it\n                                    was stamped at) unless --force; new files\n                                    and untouched-but-behind files copy freely.\n\nThe stamp (anchor/VERSION) records the Anchor repo commit the copy was taken\nfrom, which is what lets \"behind\" and \"locally edited\" be told apart. A copy\nwithout a stamp (every game before 2026-09-05) can't distinguish the two, so\nupgrade treats every differing file as edited until the first stamped upgrade.\n\"\"\"\nimport os, sys, difflib, subprocess, datetime\n\nHERE = os.path.dirname(os.path.abspath(__file__))\nREPO = os.path.normpath(os.path.join(HERE, '..', '..'))                 # Anchor/\nFRAMEWORK = os.path.join(REPO, 'engine', 'framework', 'anchor')\nFRAMEWORK_REL = 'engine/framework/anchor'\n\n\ndef _git(*args):\n    r = subprocess.run(['git', '-C', REPO] + list(args), capture_output=True, text=True)\n    return r.stdout.strip() if r.returncode == 0 else None\n\n\ndef _read(path):\n    try:\n        with open(path, 'rb') as f:\n            return f.read()\n    except OSError:\n        return None\n\n\ndef _stamp(game_anchor):\n    p = os.path.join(game_anchor, 'VERSION')\n    st = {}\n    if os.path.exists(p):\n        for line in open(p, encoding='utf-8'):\n            k, _, v = line.strip().partition(' ')\n            if k:\n                st[k] = v\n    return st\n\n\ndef _framework_files():\n    return sorted(f for f in os.listdir(FRAMEWORK) if f.endswith('.lua'))\n\n\ndef _at_commit(commit, fname):\n    \"\"\"The framework file's bytes at a past commit (None if it didn't exist).\"\"\"\n    r = subprocess.run(['git', '-C', REPO, 'show', f'{commit}:{FRAMEWORK_REL}/{fname}'],\n                       capture_output=True)\n    return r.stdout if r.returncode == 0 else None\n\n\ndef _classify(game_anchor, stamp):\n    \"\"\"Per framework file: (state, detail). States: same, behind, edited,\n    differs (no stamp), missing. Plus game-only files.\"\"\"\n    rows = []\n    base = stamp.get('commit')\n    for f in _framework_files():\n        cur = _read(os.path.join(FRAMEWORK, f))\n        mine = _read(os.path.join(game_anchor, f))\n        if mine is None:\n            rows.append((f, 'missing', 'not in the game (new framework module)'))\n            continue\n        if mine == cur:\n            rows.append((f, 'same', ''))\n            continue\n        # count changed lines; the two `--- `/`+++ ` header lines are excluded by\n        # their trailing space (a removed `---@param` line reads `----@param`)\n        n = sum(1 for l in difflib.unified_diff(cur.decode('utf-8', 'replace').splitlines(),\n                                                 mine.decode('utf-8', 'replace').splitlines(), lineterm='')\n                if (l.startswith('+') or l.startswith('-')) and not l.startswith(('+++ ', '--- ')))\n        if base:\n            old = _at_commit(base, f)\n            if old is not None and old == mine:\n                rows.append((f, 'behind', f'{n} lines vs current framework; untouched since the stamp'))\n            else:\n                rows.append((f, 'edited', f'{n} lines vs current framework; LOCAL edits since the stamp'))\n        else:\n            rows.append((f, 'differs', f'{n} lines (no stamp: cannot tell behind from edited)'))\n    fw = set(_framework_files())\n    extra = sorted(f for f in os.listdir(game_anchor) if f.endswith('.lua') and f not in fw and f != 'anchor.meta.lua')\n    return rows, extra\n\n\ndef _game_anchor(game):\n    game = os.path.abspath(game)\n    ga = os.path.join(game, 'anchor')\n    n = int(n)\n    while len(rest) < n + 1:\n        chunk = s.recv(65536)\n        if not chunk:\n            break\n        rest += chunk\n    s.close()\n    return status == 'R', rest[:n].decode('utf-8', 'replace')\n\n\ndef start(cfg, g, engine=None):\n    chan = os.path.join(g, CHANNEL)\n    if _alive(_pid(g)) and os.path.exists(chan):\n        print(f'already running (pid {_pid(g)}); `anchor drive stop` first')\n        return 1\n    exe = engine or cfg.get('paths', {}).get('engine') or ENGINE_BIN\n    if not os.path.exists(exe):\n        build = 'build.bat' if WINDOWS else 'build.sh'\n        print(f'engine binary not found: {exe} (run Anchor/engine/engine/{build})', file=sys.stderr)\n        return 1\n    sd = _state_dir(g)\n    log = open(os.path.join(sd, 'agent.log'), 'wb')\n    if os.path.exists(chan):\n        os.remove(chan)\n    spawn = {}\n    if WINDOWS:\n        spawn['creationflags'] = subprocess.CREATE_NO_WINDOW   # no console; the game window is hidden by --agent itself\n    else:\n        spawn['start_new_session'] = True\n    p = subprocess.Popen([exe, _RECORDING or '.', '--agent'], cwd=g, stdout=log, stderr=subprocess.STDOUT,\n                         stdin=subprocess.DEVNULL, **spawn)\n    with open(os.path.join(sd, 'agent.pid'), 'w') as f:\n        f.write(str(p.pid))\n    for _ in range(200):\n        if os.path.exists(chan):\n            break\n/*\nThis script should be placed in the \"Create Event\" of the platform character.\nIt sets the variables needed for the platform character.\n*/\n\ndebug = 1;\n\n//constant states that the platform character may be\nSTANDING = 10;\nRUNNING = 11;\nDUCKING = 12;\nLOOKING_UP = 13;\nCLIMBING = 14;\nJUMPING = 15;\nFALLING = 16;\nDYING = 17;\nLEFT = 18;\nRIGHT = 19;\nON_GROUND = 20;\nIN_AIR = 21;\nON_LADDER = 22;\nHANGING = 23;\nDUCKTOHANG = 24;\n\nhangCount = 0;\nrunHeld = 0;\n\n// look\nUP = 101;\nDOWN = 102;\n\n// other\nblink = 0;\nblinkToggle = -1;\ninvincible = 0;\n\nswimming = false;\n\n//the keys that the platform character will use (don't edit)\nkLeft = 0;\nkRight = 0;\nkUp = 0;\nkDown = 0;\nkJump = 0;\nkJumpPressed = 0;\nkRun = 0;\n\nkAttack = 0;\nkAttackPressed = 0;\nkMissile = 0;\nkMissilePressed = 0;\n\n//user variables (you can edit these)\nplayer = 1;                // player number (player 2 uses different keyboard keys than player 1)\nstate = FALLING ;          // the character state, must be one of the following: STANDING, RUNNING, DUCKING, LOOKING_UP, CLIMBING, JUMPING, or FALLING\nfacing = RIGHT;            // which direction the character is facing, must be either LEFT or RIGHT\n\ngrav = 1;                  // the gravity\ngravNorm = 1;\n\nxVelLimit = 16;            // limits the xVel: default 15\nyVelLimit = 10;            // limits the yVel\nxAccLimit = 9;             // limits the xAcc\nyAccLimit = 6;             // limits the yAcc\nrunAcc = 3;                // the running acceleration\n\ninitialJumpAcc = -2;       // relates to how high the character will jump\njumpTimeTotal = 10;        // how long the user must hold the jump button to get the maximum jump height\n\nclimbAcc = 0.6;            // how fast the character will climb\nclimbAnimSpeed = 0.4;      // relates to how fast the climbing animation should go\ndepartLadderXVel = 4;      // how fast character should be moving horizontally when he leaves the ladder\ndepartLadderYVel = -4;     // how fast the character should be moving vertically when he leaves the ladder\n\nmaxSlope = 4;              // approximately how many pixels the character can climb UPWARDS per step (a value of 5 means the character can climb up a slope of 5)\nmaxDownSlope = 5;          // approximately how many pixels the character can climb DOWNWARDS per step (a value of 5 means the character can climb down a slope of 5)\n\ncanRun = 1;                // when the user presses the shift button, should the character be allowed to run?\ncanFly = 0;                // whether the character can do a fly jump when running at full speed\ncanFlyJump = 0;            // whether the character can do continuous fly jumps (mid-air)\nflyMaxJumps = 5;           // the maximum number of jumps the character can perform while flying\n\nfrictionRunningX = 0.6;       // friction obtained while running\nfrictionRunningFastX = 0.98;  // friction obtained while holding the shift button for some time while running \nfrictionClimbingX = 0.6;      // friction obtained while climbing\nfrictionClimbingY = 0.6;      // friction obtained while climbing\nfrictionDuckingX = 0.8;       // friction obtained while ducking\nfrictionFlyingX = 0.99;       // friction obtained while \"flying\"\n\nrunAnimSpeed = 0.1;           //relates to the how fast the running animation should go\n\n// sets the collision bounds to fit the default sprites (you can edit the arguments of the script)\nsetCollisionBounds(-5, -8, 5, 8);\n\n// hidden variables (don't edit)\nstatePrev = state;\nstatePrevPrev = statePrev;\ngravityIntensity = grav;      //this variable describes the current force due to gravity (this variable is altered for variable jumping)\njumpTime = jumpTimeTotal;     //current time of the jump (0=start of jump, jumpTimeTotal=end of jump)\njumpButtonReleased = 0;       //whether the jump button was released. (Stops the user from pressing the jump button many times to get extra jumps)\n"}

I’ll use the iterate workflow for this first playable pass. The baseline will have a short variable jump, quick acceleration, and explicit ledge grabs while holding toward a wall. Down plus movement will lower you off an edge into a hang; climbing back up will require a fresh input. The lab will show drop distance and landing speed so we can judge fall behavior before settling the damage rule.

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat Anchor/work...)

Script completed
Wall time 1.1 seconds
Output:

{"chunk_id":"e7dedc","wall_time_seconds":0.7278457,"exit_code":1,"original_token_count":3707,"output":"---\nname: iterate\ndescription: Guide work with unresolved choices about the character of the result that require the owner's response to concrete attempts, such as exploring directions, finding something he likes, establishing a look, feel, voice or effect language. Recognize and apply this mode to the relevant part of a task without waiting for it to be named; also use on /iterate.\n---\n\n# Iterate\n\nHe has a target, sometimes precise and sometimes still emerging; you develop the result together. You propose a round, build it, make it judgeable, hand it over, absorb his response, and repeat, descending into subproblems and climbing back out when a result changes the larger goal. He judges; you own methods, implementation, evidence and verification. Explain choices by their consequences for what he wants; never ask him to pick a technique or supply implementation detail.\n\nYou already do most of this by default. This file exists for the places where the default fails him: recognizing the mode on your own, knowing when to loop him in and when to iterate alone, and his standing preferences.\n\n## Recognizing the mode\n\nUse iterate when a task contains unresolved choices about the character of the result, and his response to concrete attempts is what resolves them. Recognize it from requests to explore, find something he likes, establish a look or feel, or develop an incompletely specified creative result. Apply it to the part of the task that needs his judgment; the rest proceeds normally.\n\nWhen you recognize the mode, announce it once and name the part that needs his judgment. That announcement is not an approval request; the research or exploration already authorized begins at once.\n\nWork whose desired result is already settled goes through ordinary implementation and verification. A bug fix, port, mechanical batch or engineering change may contain an iterate subproblem (does the port preserve the accepted look?) without becoming one. Two reasonable libraries is ordinary engineering judgment; two interaction models whose consequences he needs to experience is a trigger.\n\n## When to loop him in\n\nIterate internally while the direction is settled, the work is inside its authorized scope, and you have a reliable way to tell whether the next change advances it. Return when the next useful judgment is his, or when you have the evidence a planned judgment needs.\n\n| Situation | Do |\n|---|---|\n| Approved reference; your implementation visibly differs in ways you can identify | Correct it yourself. |\n| Broken comparison page, wrong labels, missing baseline, render error | Fix and verify yourself. |\n| A new visual direction, or an expansion beyond what approved references settle | Show references or alternatives before dependent implementation. |\n| Several viable options differ in a quality he cares about and existing decisions don't rank them | Show the alternatives with their consequences. |\n| A complete attempt now exposes the question he needs to judge | Hand over the round. |\n| Progress depends on hearing, motion, feel or another property your tools can't assess | Show the evidence; state exactly what you checked and what remains his. |\n| A result undermines the approach or changes the larger goal | Explain the finding; propose the next direction at the right level. |\n| A commitment whose cost or reversibility exceeds what the agreed direction covered (long training, big generation, a port) | Present the concrete choice before committing. |\n\nReturn with a complete, informative attempt worth his judgment, not with your best after hours of polish: the early voice rounds were audibly unfinished and still settled register and potential. Say what is unfinished and what you expect will fix it, and keep his observations about the unfinished parts actionable; the prediction that training would clean the dirty sound was only partly right.\n\nAssess the perceptual access your tools give you in this invocation and report its limits plainly. Measurements support a diagnosis; they don't stand in for the judgment they can't establish.\n\nAfter the evidence, one last check: would he want to have been asked, seeing the choice afterwards? For direction, yes; for execution, no. It is a check, not the rule: confidently predicting his taste is the failure this file exists to stop.\n\n## References and visual direction\n\nSelecting which references will govern an unresolved visual direction is a direction-setting decision, not research. Gather the options yourself, then show them and get his selection before using them to govern dependent implementation, unless he has explicitly delegated that selection. Preserve each reference's source.\n\nWhen direction is unsettled, show meaningfully different options. Do not silently exclude a plausible direction because you predict he will dislike it. Keep the search and presentation reasonably bounded; this does not require collecting every available reference.\n\n\"Let's create an animated character that attacks\" leaves the visual style unresolved. Stop when you're deciding what the character and its attack should look like, with references in hand, and get direction there. Do not pick anime, realistic or robot, build and animate it, and ask afterwards. A broad label (\"anime\", \"robot\") still leaves the choices that matter open.\n\nThe gate follows unsettled decisions, not asset count. Another ordinary hit in the accepted impact language proceeds internally. A boss transformation that introduces a different effect language needs direction even though both are effects. Reuse decisions already made; don't reopen settled choices or ask twice.\n\nRecord which properties he selected (silhouette, proportions, movement, impact timing), not the whole reference. Keep the rejected examples beside the accepted ones: several chosen and several similar rejected examples are a better memory than a sentence about his taste, and your sentences about his taste are hypotheses.\n\nHe normally selects and judges sounds in a later pass; you handle the preparation and implementation within the agreed task. Don't stop visual, animation, effect or juice work for unselected sounds. Visual approval holds for the visual pass; the later audiovisual review can reopen timing or emphasis where the combination requires it.\n\n## Rounds\n\nNumber them. Each round has a one-line purpose: what it produces and what it lets him decide. Propose it in a few sentences and build; inside an already-agreed direction, don't wait for a reply.\n\nHand over with, in whatever form fits: what changed; what to judge now and what is not yet being settled, with known limitations; the few decisions that steer the next round; what his decisions will cause you to do.\n\nHis responses: accept, reject, take parts, change the target, ask for more evidence, delegate the rest. Accept \"no\" without requiring a reason. Ask a concise clarification when you cannot tell what was rejected or which materially different next action he intends; otherwise use the available feedback to propose or produce the next attempt. When he asks for more examples of existing candidates or settings, keep those candidates or settings fixed and broaden the examples; distinguish this from a request for new alternatives. Agreement keeps its scope, whether an attempt, a batch, an approach or a class of later work: don't ask again inside it, and don't stretch one approval over unrelated preferences.\n\n## Recursion, stalls, convergence\n\nDescend when a subproblem needs its own rounds; its purpose line names the parent. Climb when a result changes what the larger goal needs, and judge accepted parts in context: they can combine badly. Feedback can invalidate an earlier assumption or make a subgoal unnecessary; drop obsolete work instead of finishing it.\n\nWhen two comparable rounds repeat the same defect or gain nothing meaningful, reassess the construction and the parent problem: say what looks exhausted, name a materially different next move, take it if the direction and authorization cover it, otherwise bring the choice to him. If the changed approach stalls too, return with the evidence and options, not another sequence of tweaks. Comparable matters: two checkpoints in an expected training progression are not two failed attempts, and a proxy score can't declare progress on a quality you can't perceive. Distinguish convergence from stall: \"all of these sound good, any could do\" means selection is finished and the important question has moved; \"all similarly wrong\" means reopen the construction.\n\n## Promote\n\nWhen he accepts a reusable class of behavior, extract the accepted construction into an executable recipe, shared implementation or generation procedure, and record which properties and variations the approval covers. Apply it across the authorized class and focus review on new behavior, changes to the shared recipe, and combinations. A correction to the recipe propagates to its dependents and regenerates the relevant evidence. This is where one judgment settles many things; a unique thing can stay unique.\n\n## Evidence\n\nBuild simple task-specific pages for visual, audio or interactive review: reference sheets, turntables, animation comparisons, audition sheets, impact demos, playable scenes, dense scenarios. Discussion stays in chat. For anything that composes, show one clean occurrence, ordinary use, and dense or extreme use. Verify the page as if you hadn't built it: labels match contents, comparisons share inputs and baselines, the same sentences across voices. For Anchor work use hidden instances, captures and preserved replays where they help; an early HTML experiment needn't wait for a port.\n\n## Artifacts\n\nDeliver HTML review pages as links in the response so he can open them himself. Do not automatically open them in a visible browser, app panel, or other viewer. When rendering is needed for verification, use a hidden or background browser without surfacing the page.\n\nEvery artifact shown or linked to him is its own preserved object, including rejected candidates and intermediate rounds. Once delivered, never overwrite, delete or repoint it; a revision is a new artifact at a new path. Undelivered drafts may change. One directory per delivered artifact (`rounds/01-references/`, `rounds/02-attack/`, `rounds/03-attack-revision/`), each holding everything that determines what it shows: scripts, styles, images, audio, models, copied in or pointing at already-immutable assets. A page that loads the project's changing JavaScript or a replaced WAV is not preserved. Verify the delivered page from its preserved path. A new capture is a new recording.\n\nWhy: the session converter reads artifact files when the log is published, possibly much later, and cannot recover an overwritten version. Every earlier link must still resolve to what he was shown.\n\n## Continuity\n\nFor sustained multi-round work keep one durable record per iterate task (an existing project record can serve): purpose, current direction, each round's purpose and verdict, accepted and rejected properties, pending decisions, what's delegated, next move, pointers to the recipes and exact artifacts. Distinguish what was observed from your explanation of it. Update it at handover and after his decisions, before dependent work. A resumed session or a delegated implementer reads it first.\n\nWorked examples: [references/rounds.md](references/rounds.md), excerpts from the voice work in \"Go Forth, My Unstoppable Machine!!! 1\" and from \"Lookdev\". Technical claims in them are historical.\n\n## Claude notes\n\nIterate replaces the design-brief handshake for the part of the task it covers: the round proposal is the brief at the level of purpose, and implementation inside an agreed round needs no further approval. Deliver each round's page as a relative-path markdown link and with SendUserFile. Mechanical verification is yours, feel is his: never run the game interactively.\n    ga = os.path.join(game, 'anchor')\n    if not os.path.isdir(ga):\n        print(f'no anchor/ framework copy in {game}', file=sys.stderr)\n        return None\n    return ga\n\n\ndef status(game):\n    ga = _game_anchor(game)\n    if not ga:\n        return 1\n    stamp = _stamp(ga)\n    head = _git('rev-parse', '--short', 'HEAD')\n    print(f'framework: {FRAMEWORK}  (repo HEAD {head})')\n    if stamp.get('commit'):\n        behind = _git('rev-list', '--count', f\"{stamp['commit']}..HEAD\", '--', FRAMEWORK_REL)\n        print(f\"game copy:  {ga}\\n  stamped at {stamp['commit'][:10]} ({stamp.get('date', '?')}), \"\n              f\"{behind or '?'} framework commit(s) behind HEAD\")\n    else:\n        print(f'game copy:  {ga}\\n  NO VERSION STAMP (pre-2026-09-05 copy): differing files can\\'t be told behind-from-edited')\n    rows, extra = _classify(ga, stamp)\n    counts = {}\n    for f, st, detail in rows:\n        counts[st] = counts.get(st, 0) + 1\n        if st != 'same':\n            print(f'  {st:8} {f:18} {detail}')\n    for f in extra:\n        print(f'  game-only {f}')\n    print('  ' + ', '.join(f'{v} {k}' for k, v in sorted(counts.items())) + (f', {len(extra)} game-only' if extra else ''))\n    return 0\n\n\ndef diff(game, fname):\n    ga = _game_anchor(game)\n    if not ga or not fname:\n        print('usage: anchor framework diff <game> --file <name.lua>', file=sys.stderr)\n1259:    uint32_t xorshifted = (uint32_t)(((oldstate >> 18u) ^ oldstate) >> 27u);\n1261:    return (xorshifted >> rot) | (xorshifted << ((32 - rot) & 31));\n2510:    // (after swr) so playback can run faster/slower WITHOUT a pitch shift. ma_sound stays at\n4779:// Convert key name string to SDL scancode\n4780:static SDL_Scancode key_name_to_scancode(const char* name) {\n4788:        // SDL scancodes: 1-9 are sequential, then 0 (keyboard layout order)\n4796:    if (strcmp(name, \"escape\") == 0 || strcmp(name, \"esc\") == 0) return SDL_SCANCODE_ESCAPE;\n4808:    if (strcmp(name, \"lshift\") == 0) return SDL_SCANCODE_LSHIFT;\n4809:    if (strcmp(name, \"rshift\") == 0) return SDL_SCANCODE_RSHIFT;\n4810:    if (strcmp(name, \"shift\") == 0) return SDL_SCANCODE_LSHIFT;  // Default to left\n4874:// Convert scancode to key name string (reverse of key_name_to_scancode)\n4876:static const char* scancode_to_key_name(SDL_Scancode sc) {\n4895:        case SDL_SCANCODE_ESCAPE: return \"escape\";\n4902:        case SDL_SCANCODE_LSHIFT: return \"lshift\";\n4903:        case SDL_SCANCODE_RSHIFT: return \"rshift\";\n5189:        ctrl->code = key_name_to_scancode(value);\n5796:        \"space\", \"enter\", \"escape\", \"backspace\", \"tab\",\n5798:        \"lshift\", \"rshift\", \"lctrl\", \"rctrl\", \"lalt\", \"ralt\",\n6059:    if (path[0] == '.' && path[1] == '.') return true;      // escapes the game dir\n6669:    //    A count change usually means something died mid-list, shifting every\n__pycache__\nbackfill_model_metadata.py\nlua54.dll\nlua54.exe\nscan-task.cmd\nsystemd\n"}

[Think]

**Building controller-lab round**

**Setting viewport layout**

[Think]

**Building controller-lab round**

**Setting viewport layout**

**Implementing ledge traversal**

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'mkdir -p revers...)

Script completed
Wall time 2.3 seconds
Output:

{"chunk_id":"dbe934","wall_time_seconds":1.9123394999999999,"exit_code":0,"original_token_count":309,"output":"  copied  agent.lua          (missing)\r\n  copied  anchor.meta.lua    (missing)\r\n  copied  animation.lua      (missing)\r\n  copied  array.lua          (missing)\r\n  copied  camera.lua         (missing)\r\n  copied  camera3.lua        (missing)\r\n  copied  class.lua          (missing)\r\n  copied  collider.lua       (missing)\r\n  copied  collider3.lua      (missing)\r\n  copied  color.lua          (missing)\r\n  copied  font.lua           (missing)\r\n  copied  helpers.lua        (missing)\r\n  copied  image.lua          (missing)\r\n  copied  init.lua           (missing)\r\n  copied  input.lua          (missing)\r\n  copied  joint.lua          (missing)\r\n  copied  layer.lua          (missing)\r\n  copied  layer3.lua         (missing)\r\n  copied  math.lua           (missing)\r\n  copied  math3.lua          (missing)\r\n  copied  memory.lua         (missing)\r\n  copied  mesh3.lua          (missing)\r\n  copied  object.lua         (missing)\r\n  copied  physics.lua        (missing)\r\n  copied  physics3.lua       (missing)\r\n  copied  shake.lua          (missing)\r\n  copied  spring.lua         (missing)\r\n  copied  spritesheet.lua    (missing)\r\n  copied  timer.lua          (missing)\r\n  stamped VERSION at 482f9fcd30\r\n  29 copied, 0 refused, 0 already current\r\n"}

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Add File: C:/Users/a327e/Desktop/a327ex/reverse-minesw...)

Script completed
Wall time 0.0 seconds
Output:

{}

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 0.0 seconds
Output:

{}

[Think]

**Implementing Lua baseline tests**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Add File: C:/Users/a327e/Desktop/a327ex/reverse-minesw...)

Script completed
Wall time 1.3 seconds
Output:

{}
{"chunk_id":"fd874d","wall_time_seconds":0.6871814,"exit_code":1,"original_token_count":66,"output":"C:\\Users\\a327e\\Desktop\\a327ex\\Anchor\\workflow\\tools\\lua54.exe: verify.lua:8: Holding jump does not repeat it\r\nstack traceback:\r\n\t[C]: in function 'assert'\r\n\tverify.lua:8: in local 'check'\r\n\tverify.lua:42: in function 'lab_verify'\r\n\t(...tail calls...)\r\n\t[C]: in ?\r\n"}

The lab’s controller and three test sections are in place. I’m checking collision and state transitions now, including fast falls past ledges, lowering from both sides, blocked climbs, and jump timing. Ropes and wall slides are deferred so this pass can test whether ledge-based descent works on its own.

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 0.8 seconds
Output:

{}
{"chunk_id":"006dcb","wall_time_seconds":0.6312417,"exit_code":1,"original_token_count":66,"output":"C:\\Users\\a327e\\Desktop\\a327ex\\Anchor\\workflow\\tools\\lua54.exe: verify.lua:8: Holding jump does not repeat it\r\nstack traceback:\r\n\t[C]: in function 'assert'\r\n\tverify.lua:8: in local 'check'\r\n\tverify.lua:42: in function 'lab_verify'\r\n\t(...tail calls...)\r\n\t[C]: in ?\r\n"}

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 0.9 seconds
Output:

{}
{"chunk_id":"a484b0","wall_time_seconds":0.6841604,"exit_code":1,"original_token_count":69,"output":"C:\\Users\\a327e\\Desktop\\a327ex\\Anchor\\workflow\\tools\\lua54.exe: verify.lua:8: Holding jump does not repeat it (0, true)\r\nstack traceback:\r\n\t[C]: in function 'assert'\r\n\tverify.lua:8: in local 'check'\r\n\tverify.lua:42: in function 'lab_verify'\r\n\t(...tail calls...)\r\n\t[C]: in ?\r\n"}

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 0.8 seconds
Output:

{}
{"chunk_id":"f59b48","wall_time_seconds":0.5757293,"exit_code":1,"original_token_count":69,"output":"C:\\Users\\a327e\\Desktop\\a327ex\\Anchor\\workflow\\tools\\lua54.exe: verify.lua:8: Mantle refuses obstructed swept headroom\r\nstack traceback:\r\n\t[C]: in function 'assert'\r\n\tverify.lua:8: in local 'check'\r\n\tverify.lua:103: in function 'lab_verify'\r\n\t(...tail calls...)\r\n\t[C]: in ?\r\n"}

[Think]

**Adjusting ceiling clearance**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 0.9 seconds
Output:

{}
{"chunk_id":"a74786","wall_time_seconds":0.7438119,"exit_code":0,"original_token_count":19,"output":"PASS: 30 checks. Tap 0.765 tiles; held 1.606 tiles. 36000 stress ticks.\r\n"}

Content syntax error: unknown directive ::replay. Original line: ::replay(lab 20260911-172658.apr 0)

exec ({"code": "const results = await Promise.allSettled([\ntools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin...)

Script completed
Wall time 5.3 seconds
Output:

{"status":"fulfilled","value":{"chunk_id":"8ee5bb","wall_time_seconds":1.258962,"exit_code":0,"original_token_count":28,"output":"started pid 10908 - reverse-minesweeper-codex\\rounds\\01-controller-lab\\replays\\.eval.port (127.0.0.1:56524)\r\n"}}
{"status":"fulfilled","value":{"chunk_id":"f554fd","wall_time_seconds":4.5646418,"exit_code":0,"original_token_count":46,"output":"wrote C:\\Users\\a327e\\Desktop\\a327ex\\reverse-minesweeper-codex\\rounds\\01-controller-lab\\.luarc.json (tune diagnostics there)\r\nanchor check: 0 error(s), 0 warning(s), 0 info, 0 hint(s)\r\n"}}

The controller passes 30 checks, including 36,000 collision stress ticks, and Anchor’s static check reports no errors or warnings. The measured jump is about 0.77 tiles on a tap and 1.61 when held. I’ll now test the controls in a hidden Anchor instance and capture the rooms and ledge states to check the presentation.

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Add File: C:/Users/a327e/Desktop/a327ex/reverse-minesw...)

Script completed
Wall time 2.2 seconds
Output:

{}
{"chunk_id":"cdff3d","wall_time_seconds":1.4684892999999999,"exit_code":1,"original_token_count":38,"output":"check-engine.lua:19: bad argument #1 to 'assert' (value expected)\r\nstack traceback:\r\n\t[C]: in function 'assert'\r\n\tcheck-engine.lua:19: in main chunk\r\n"}

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

[
  {
    "type": "text",
    "text": "Script completed\nWall time 2.6 seconds\nOutput:\n"
  },
  {
    "type": "text",
    "text": "{}"
  },
  {
    "type": "text",
    "text": "{\"chunk_id\":\"0d437d\",\"wall_time_seconds\":1.7888367,\"exit_code\":0,\"original_token_count\":21,\"output\":\"ENGINE PASS: movement, jump, lower, hang, climb, rooms, pause, reset; 4 captures\\r\\n\"}"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  }
]

exec ({"code": "for (const file of [\"02-hang.png\",\"03-shafts.png\",\"04-crater.png\"]) image((await tools.view_image({pa...)

[
  {
    "type": "text",
    "text": "Script completed\nWall time 1.6 seconds\nOutput:\n"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "text",
    "text": "{\"chunk_id\":\"61b8c9\",\"wall_time_seconds\":1.1494621,\"exit_code\":0,\"original_token_count\":296,\"output\":\"Shader program created\\r\\nGame VAO/VBO created (stride=128 bytes)\\r\\nScreen shader created\\r\\nScreen VAO/VBO created\\r\\nEngine initialized: 1152x720 @ 1.0x scale\\r\\nreplay: recording to replays/20260911-172658.apr\\r\\nagent: eval channel at 127.0.0.1:56524 (C:\\\\Users\\\\a327e\\\\Desktop\\\\a327ex\\\\reverse-minesweeper-codex\\\\rounds\\\\01-controller-lab/replays/.eval.port) (agent instance, externally paced)\\r\\nCreated layer: lab (smooth)\\r\\nLoaded font: body (24.0px, smooth) page=1024x1024\\r\\nLoaded font: heading (32.0px, smooth) page=1024x1024\\r\\nInitialization complete. Press ESC to exit, F11 for fullscreen.\\r\\nDisplay refresh rate: 165Hz (display 0)\\r\\nagent: waiting for commands (frames advance through engine_step)\\r\\nPASS: 30 checks. Tap 0.765 tiles; held 1.606 tiles. 36000 stress ticks.\\r\\nPASS: 30 checks. Tap 0.765 tiles; held 1.606 tiles. 36000 stress ticks.\\r\\n?? workflow/delegate/runs/20260911-reverse-minesweeper-controller-lab/\\nframework: C:\\\\Users\\\\a327e\\\\Desktop\\\\a327ex\\\\Anchor\\\\engine\\\\framework\\\\anchor  (repo HEAD 482f9fc)\\r\\ngame copy:  C:\\\\Users\\\\a327e\\\\Desktop\\\\a327ex\\\\reverse-minesweeper-codex\\\\rounds\\\\01-controller-lab\\\\anchor\\r\\n  stamped at 482f9fcd30 (2026-09-11), 0 framework commit(s) behind HEAD\\r\\n  29 same\\r\\n\"}"
  }
]

[Think]

**Testing possible crater catch**

**Adding coyote tests**

[Think]

**Testing possible crater catch**

**Adding coyote tests**

**Preparing crater traversal**

The hidden engine checks pass for movement, jumping, lowering, hanging, climbing, room switching, pause, and reset. The captures show readable controls and ledge contacts. I’m finishing the handover with a local launcher and a preserved Round 01 folder so you can compare this version with Fable’s.

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Add File: C:/Users/a327e/Desktop/a327ex/reverse-minesw...)

Script completed
Wall time 4.4 seconds
Output:

{}
{"chunk_id":"508935","wall_time_seconds":3.9930922,"exit_code":0,"original_token_count":20,"output":"anchor check: 0 error(s), 0 warning(s), 0 info, 0 hint(s)\r\nstopped (pid 10908)\r\n"}

[Think]

**Preparing runtime manifest script**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Add File: C:/Users/a327e/Desktop/tools/codex/recovery/...)

Script completed
Wall time 1.4 seconds
Output:

{}
{"chunk_id":"095295","wall_time_seconds":0.9509547,"exit_code":0,"original_token_count":28,"output":"8 runtime/font files match sources; all 42 recovered originals unchanged; 4 captures; 1 preserved replay(s).\r\n"}

The first lab is ready. Double-click run.bat.

It includes walking/running, variable jumping, ledge grabs, lowering, hanging, dropping, and climbing. 1–3 switch between ledges, shafts, and the crater. Controls are displayed alongside the game.

Start with the ledges, then try descending the crater. The main question is whether approaching an edge, lowering yourself, and catching the next ledge feels reliable and satisfying. There’s no health loss in this practice round.

Verified: 30 controller checks, 36,000 collision stress ticks, hidden-engine input tests, and clean static analysis. Fable’s work and all recovered originals remain untouched.

Haven't tested it yet, but an important correction, for Anchor games you don't need to do rounds like with HTML artifacts because all Anchor games generate replays that get added to the log afterwards. The care with HTML artifacts happens because otherwise they'd get overwritten and the reader wouldn't be able to see them, but with Anchor games this isn't an issue. Change whatever guidelines made you decide to do it like this for an Anchor game as well.

I’ll correct the iteration guidelines so preserved artifact folders apply to HTML and similar files, while Anchor games use their replay history. I’ll also update this project’s instructions to allow normal edits in place.

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat /c/Users/a3...)

Script completed
Wall time 1.2 seconds
Output:

{"chunk_id":"fa709d","wall_time_seconds":0.7742516,"exit_code":0,"original_token_count":6770,"output":"---\r\nname: skill-creator\r\ndescription: Create or update a Codex skill with appropriately scoped instructions and any needed supporting resources.\r\nmetadata:\r\n  short-description: Create or update a skill\r\n---\r\n\r\n# Skill Creator\r\n\r\nCreate skills that give Codex useful, non-obvious guidance without constraining unrelated work.\r\n\r\n## Core Principles\r\n\r\n**Assume Codex is already capable.** Include only information that changes its decisions or improves its work. Remove generic advice, repeated instructions, speculative edge cases, and examples that do not materially clarify the task.\r\n\r\n**Preserve user intent and scope.** A skill should support the requested task, not replace the user's chosen product, expand the assignment, modify unrelated configuration, or imply permission for additional external actions. Do not turn a particular example, past failure, or personal preference into a universal requirement.\r\n\r\nApproval to complete a task does not expand its scope or execution permissions. For retrying or externally mutating workflows, define a stopping condition proportional to the risk.\r\n\r\n**Match specificity to the risk.** Give the model room to choose an appropriate approach when multiple approaches are reasonable. Use detailed steps, deterministic scripts, or absolute language only when correctness, safety, permissions, or a genuinely fragile workflow requires them.\r\n\r\nFor open-ended work, describe the outcome and relevant decision criteria. For workflows with a preferred shape, offer useful examples or configurable scripts. Reserve fixed sequences and narrow parameters for operations where deviation would cause a concrete problem. Preserve non-obvious operational invariants, distinguish actual requirements from optional recommendations or local conventions, and avoid restating policies already enforced elsewhere.\r\n\r\n**Keep discovery cheap and precise.** Skill names and descriptions are available before a skill is loaded. Describe the actual capability and when it applies, adding exclusions only when they prevent likely misrouting. Avoid exhaustive capability lists and catchalls that attract unrelated requests.\r\n\r\nKeep skills self-contained; refer to another skill or tool only when the requested workflow genuinely requires it and it is available in the target environment. Specialized review, hardening, or audit workflows should apply when requested or genuinely needed, not merely because ordinary work touches the same subject.\r\n\r\n**Disclose detail progressively.** Keep shared purpose, essential constraints, and useful routing in `SKILL.md`. Put substantial mode-specific guidance, schemas, examples, or procedures in supporting references and read only the references relevant to the current task. A simple self-contained skill does not need a router or extra files.\r\n\r\n## Anatomy of a Skill\r\n\r\nEvery skill is a folder containing a required `SKILL.md` file and any optional resources its actual workflow needs:\r\n\r\n```text\r\nskill-name/\r\n|-- SKILL.md                 Required skill instructions\r\n|   |-- YAML frontmatter     Required name and description\r\n|   `-- Markdown body        Instructions loaded when the skill is used\r\n|-- agents/                  Optional UI metadata and invocation policy\r\n|   `-- openai.yaml\r\n|-- scripts/                 Optional executable helpers\r\n|-- references/              Optional documentation loaded as needed\r\n`-- assets/                  Optional files used in generated output\r\n```\r\n\r\nChoose the structure that fits the actual task. Some skills are short and self-contained; others route among operating modes or delegate complex mechanics to scripts. Avoid creating directories, placeholders, examples, or ancillary documentation without a clear use.\r\n\r\n### SKILL.md\r\n\r\nThe YAML frontmatter identifies the skill and determines when it should be considered. Include the required `name` and `description`, and preserve supported optional fields such as existing `metadata` when appropriate.\r\n\r\nThe Markdown body is loaded only when the skill is used. Put the purpose, essential workflow, real constraints, and useful links there. Keep detailed procedures and examples in supporting references when they are relevant only to particular modes.\r\n\r\nSkill information is disclosed in three stages:\r\n\r\n1. **Name and description:** Available during skill selection, so keep them concise and discriminating.\r\n2. **SKILL.md body:** Loaded when the skill applies, so keep its instructions relevant to that task.\r\n3. **Supporting resources:** Read or execute only when the current task actually needs them.\r\n\r\nThe entrypoint should be as short as the task permits while retaining important constraints. A large upper bound is not a target: move conditional detail into references when doing so improves clarity or context use, rather than waiting for the file to become unwieldy.\r\n\r\n### Scripts\r\n\r\nUse `scripts/` for executable code when the same logic would otherwise be rewritten repeatedly or deterministic execution materially improves reliability.\r\n\r\n- **Example:** `scripts/rotate_pdf.py` for a PDF operation that would otherwise require recreating the same code.\r\n- **Useful for:** Repeated transformations, reliable API operations, data processing, and other concrete automation.\r\n- **Validation:** Run new or changed scripts to verify their behavior. Scripts can usually be executed without loading their full implementation into context, although an agent may need to inspect them when patching or adapting them.\r\n\r\n### References\r\n\r\nUse `references/` for documentation that is needed only in particular contexts.\r\n\r\n- **Examples:** `references/schema.md` for database tables, `references/policies.md` for domain rules, `references/api_docs.md` for an API, or separate writing guides for different deliverables.\r\n- **Useful for:** Schemas, API documentation, company policies, format-specific procedures, detailed workflows, and substantial examples.\r\n- **Routing:** Link each reference from `SKILL.md` or another relevant resource and explain when it should be read. Keep information in one place instead of duplicating it across the entrypoint and references.\r\n\r\nKeep references focused on maintained, task-specific information that changes the agent's decisions. Avoid copied manuals, exhaustive catalogs, and generic tutorials already available from authoritative sources. Before removing existing resources, inspect their callers and purpose.\r\n\r\nFor large references, include useful search terms or a short contents section when that makes the needed material easier to find.\r\n\r\n### Assets\r\n\r\nUse `assets/` for files that belong in generated output rather than in the model's instructions.\r\n\r\n- **Examples:** `assets/logo.png`, `assets/slides.pptx`, `assets/font.ttf`, or `assets/frontend-template/`.\r\n- **Useful for:** Templates, images, fonts, icons, boilerplate projects, and other files copied or adapted into the result.\r\n- **Context:** Do not load assets as instructions unless the task requires inspecting them.\r\n\r\n### UI Metadata and Invocation Policy\r\n\r\n`agents/openai.yaml` can provide UI-facing metadata such as `display_name`, `short_description`, and `default_prompt`, along with invocation policy. When creating or updating those settings, read [references/openai_yaml.md](references/openai_yaml.md) and keep the values consistent with the skill.\r\n\r\nAutomatic skill selection is allowed by default. Change that default only when the user explicitly requests an explicit-only skill:\r\n\r\n```yaml\r\npolicy:\r\n  allow_implicit_invocation: false\r\n```\r\n\r\nThis keeps the skill available when explicitly invoked as `$skill-name` without adding it to the model context automatically. Preserve unrelated existing UI, policy, and dependency fields when updating `agents/openai.yaml`.\r\n\r\nThe initializer creates this file automatically. For new or interface-only metadata, generate it with:\r\n\r\n```bash\r\nscripts/generate_openai_yaml.py <path/to/skill-folder> --interface key=value\r\n```\r\n\r\nThe generator replaces the entire file. If an existing file contains `policy` or `dependencies`, update only the intended fields in place instead of regenerating it.\r\n\r\nInclude optional interface fields only when the user provides or requests them.\r\n\r\n### What Not to Include\r\n\r\nInclude files that directly support the skill's work. Avoid adding a `README.md`, installation guide, changelog, duplicated quick reference, or other auxiliary documentation unless a specific task or packaging requirement calls for it.\r\n\r\n## Progressive Disclosure in Practice\r\n\r\nFor a skill with multiple substantial modes, keep the shared guidance and mode-selection criteria in `SKILL.md`. Link each supporting reference where its use becomes relevant. Do not load every reference by default, duplicate reference content in the entrypoint, or add a routing layer when there is nothing meaningful to route.\r\n\r\nFor example, a deployment skill can keep provider selection in `SKILL.md` and separate provider details:\r\n\r\n```text\r\ncloud-deploy/\r\n|-- SKILL.md\r\n`-- references/\r\n    |-- aws.md\r\n    |-- gcp.md\r\n    `-- azure.md\r\n```\r\n\r\nWhen the user chooses AWS, read `references/aws.md`; do not also load the GCP and Azure guides. The same pattern can separate business domains, deliverable types, or other genuinely distinct operating modes.\r\n\r\nA short skill can instead route to details only when an advanced operation needs them:\r\n\r\n```markdown\r\n## Documents\r\n\r\nHandle ordinary edits directly.\r\n\r\n- For tracked changes, read [references/redlining.md](references/redlining.md).\r\n- For document internals, read [references/ooxml.md](references/ooxml.md).\r\n```\r\n\r\nThese examples illustrate options, not a required structure. Choose the organization that makes the skill easier to use without loading irrelevant material.\r\n\r\n## Create or Update a Skill\r\n\r\nAdapt the work to the request. Creating a complex new skill may involve understanding realistic use cases, choosing supporting resources, initializing files, writing instructions, and validating the result. A narrow update to an existing skill may require only a focused edit and validation.\r\n\r\nAsk clarifying questions only when the missing information matters and cannot be reasonably inferred. Respect a user-specified location; otherwise create discoverable skills in `$CODEX_HOME/skills`, or `~/.codex/skills` when `CODEX_HOME` is unset.\r\n\r\nKeep automatic skill selection enabled unless the user explicitly requests an explicit-only skill. When the intended invocation mode is genuinely unclear and matters to the requested workflow, ask whether the user wants normal automatic discovery or explicit-only invocation; otherwise preserve the default. Do not infer explicit-only invocation from sensitive operations or required approvals: keep the skill discoverable and require authorization immediately before the actual mutation. Preserve an existing skill's invocation policy unless the user asks to change it.\r\n\r\nFor a new or substantially revised skill, consider the actual requests it should handle and which reusable resources would improve those tasks:\r\n\r\n- A repeated PDF transformation may justify a `scripts/rotate_pdf.py` helper.\r\n- An application-building workflow may benefit from an `assets/frontend-template/` starter.\r\n- A data-analysis skill may need a `references/schema.md` guide to avoid rediscovering table relationships.\r\n\r\nCreate those resources only when their concrete benefit justifies them. If the user has already explained the task clearly, proceed without requesting additional examples.\r\n\r\n### Naming\r\n\r\n- Use lowercase letters, digits, and hyphens.\r\n- Keep names under 64 characters and prefer short action-oriented names.\r\n- Namespace by tool or domain when doing so improves discovery.\r\n- Name the skill folder after the skill.\r\n\r\n### Initialize a New Skill\r\n\r\nFor a new skill, use the bundled initializer when it helps create the required files consistently:\r\n\r\n```bash\r\nscripts/init_skill.py <skill-name> --path <output-directory> [--resources scripts,references,assets] [--examples]\r\n```\r\n\r\nFor example:\r\n\r\n```bash\r\nscripts/init_skill.py my-skill --path \"${CODEX_HOME:-$HOME/.codex}/skills\"\r\nscripts/init_skill.py my-skill --path \"${CODEX_HOME:-$HOME/.codex}/skills\" --resources references\r\n```\r\n\r\nRequest only the resource directories the skill needs. Use `--examples` only when concrete placeholders would help, and replace or remove them before finishing. Do not initialize an existing skill again.\r\n\r\nThe initializer creates the skill directory, a concise `SKILL.md` starter, and `agents/openai.yaml`. It creates resource directories and example files only when requested. Pass generated UI values as `--interface key=value` when needed.\r\n\r\n### Write the Instructions\r\n\r\nThe frontmatter `description` should briefly explain what the skill does and when it applies. Include a meaningful boundary when similar requests should not activate the skill.\r\n\r\nFor example:\r\n\r\n```yaml\r\ndescription: Create or edit Word documents when formatting, tracked changes, or comments require document-specific handling.\r\n```\r\n\r\nPut detailed workflows, tool choices, examples, and operating modes in the body or relevant references rather than listing them all in the description. Preserve supported optional frontmatter, such as existing `metadata`, when appropriate.\r\n\r\nWrite only the instructions needed for another Codex instance to perform the task well. State the desired outcome, non-obvious context, real constraints, and relevant references or tools. Preserve the user's explicit choices and existing authorization boundaries. Avoid prescribing a fixed structure, process, or number of steps when the task does not require one.\r\n\r\n### Validate and Iterate\r\n\r\nValidate the completed skill with:\r\n\r\n```bash\r\nscripts/quick_validate.py <path/to/skill-folder>\r\n```\r\n\r\nThe validator checks frontmatter, naming, and unfinished scaffold placeholders; it does not prove that the skill makes good decisions. Also check that descriptions remain discriminating, instructions preserve user intent, references are discoverable, and any added scripts actually work.\r\n\r\nWhen testing is warranted, verify observable behavior or meaningful invariants. Avoid tests that merely match generated wording, headings, or regex patterns.\r\n\r\nImprove the skill based on real usage or demonstrated failures. Prefer a narrow correction to accumulating universal rules for every observed example.\r\n\r\n## Independent Forward-Testing\r\n\r\nUse an independent subagent pass when a skill is sufficiently complex or risky that realistic behavioral validation would add meaningful confidence, and when delegation is available and authorized. Ordinary creation or small edits do not automatically require subagents.\r\n\r\nGive the evaluating agent a realistic user request, the skill, and the minimum raw artifacts needed to perform the task. Do not provide the intended answer, suspected bug, proposed fix, or prior conclusions unless the evaluation genuinely requires them.\r\n\r\nFor example:\r\n\r\n```text\r\nUse $skill-name at /path/to/skill-name to complete this realistic request.\r\n```\r\n\r\nKeep the evaluation scoped to permitted resources and side effects. Use an isolated temporary workspace for generated artifacts so they do not enter the working tree or contaminate later evaluations. Ask for approval when the proposed evaluation would require additional authorization, affect a live production system, or impose substantial time or cost. Review the actual outcome and artifacts, then make only changes supported by the observed behavior.\r\n---\nname: iterate\ndescription: Guide work with unresolved choices about the character of the result that require the owner's response to concrete attempts, such as exploring directions, finding something he likes, establishing a look, feel, voice or effect language. Recognize and apply this mode to the relevant part of a task without waiting for it to be named; also use on /iterate.\n---\n\n# iterate (Codex adapter)\n\nRead and follow the shared body at\n[C:/Users/a327e/Desktop/a327ex/Anchor/workflow/claude/skills/iterate/SKILL.md](C:/Users/a327e/Desktop/a327ex/Anchor/workflow/claude/skills/iterate/SKILL.md),\nskipping its \"Claude notes\" section. Its worked examples are beside it at\n[references/rounds.md](C:/Users/a327e/Desktop/a327ex/Anchor/workflow/claude/skills/iterate/references/rounds.md).\n\nCodex specifics:\n\n- Deliver artifacts with absolute Markdown file links; each delivered version at its own path.\n- These links are Codex's artifact handover records. Anchor produces one HTML card per delivered version per owner turn; the repeated commentary/final link shares that card. No Claude-only display tool is needed. A collection page may supplement those cards. For HTML with neighboring CSS, JavaScript, images or models, register the complete frozen directory in artifacts-extra.txt during publication. An entry HTML alone is not a complete artifact; preserve common-parent layout when rounds link to one another.\n- Follow the [Anchor skill](C:/Users/a327e/.agents/skills/anchor/SKILL.md) for hidden instances, captures and preserved replays.\n- An agreed round direction authorizes implementation within its scope without a further approval pause.\n- Session publication stays separate work under the [end-session skill](C:/Users/a327e/.agents/skills/end-session/SKILL.md).\n\n## Open HTML handovers in Chrome\n\nWhenever you deliver an HTML artifact, send its absolute Markdown file link and\nalso open that same preserved version in the owner's Google Chrome. This is\nstanding authorization for the handover; no additional confirmation is needed.\nUse Chrome, not Codex's internal browser or file-preview panel.\n\nSince tools run before the final reply, first post a short commentary message\nwith the artifact link, then open it in Chrome, then include the same link in\nthe final handover. Opening the browser supplements the file link; the link is\nstill needed for the later session log. Follow a specific request not to open\nthe browser on a particular handover.\n\nLaunch the installed Chrome executable with the preserved artifact's file URL,\nusing the normal Chrome session. The verified executable on this machine is\n`C:/Program Files/Google/Chrome/Application/chrome.exe`; if it is unavailable,\nresolve Chrome's registered executable again. For example, in PowerShell:\n\n```powershell\n$artifactPath = (Resolve-Path -LiteralPath 'C:\\absolute\\path\\rounds\\01-example\\index.html').Path\n$artifactUrl = ([System.Uri]$artifactPath).AbsoluteUri\nStart-Process -FilePath 'C:\\Program Files\\Google\\Chrome\\Application\\chrome.exe' -ArgumentList @('--new-tab', $artifactUrl)\n```\n\nDo this for each new or revised HTML artifact being handed over, using its own\npreserved path. Reading an old artifact does not require reopening it. If the\nlaunch fails, report that and retain the link rather than silently opening the\ninternal Codex browser instead.\nreverse-minesweeper-codex/ITERATION.md:10:Artifact: `rounds/01-controller-lab/run.bat`.\nreverse-minesweeper-codex/rounds/01-controller-lab/README.md:5:Built 2026-09-11 in the separate Codex project. Preserve this delivered round;\nreverse-minesweeper-codex/rounds/01-controller-lab/README.md:10:The launcher opens this round only. Each run records under `replays/`.\nreverse-minesweeper-codex/rounds/01-controller-lab/README.md:54:  not an accepted damage rule. No HP loss or death in this practice round.\nreverse-minesweeper-codex/rounds/01-controller-lab/README.md:64:and state. Definitions support Anchor reload, but this delivered round should\nreverse-minesweeper-codex/rounds/01-controller-lab/README.md:65:stay frozen. Copy it into a new round before changing it.\nreverse-minesweeper-codex/rounds/01-controller-lab/README.md:82:presentation recording is preserved in `replays/`.\nreverse-minesweeper-codex/rounds/01-controller-lab/README.md:87:python Anchor/workflow/anchor.py check reverse-minesweeper-codex/rounds/01-controller-lab\nreverse-minesweeper-codex/rounds/01-controller-lab/README.md:88:python Anchor/workflow/anchor.py drive start reverse-minesweeper-codex/rounds/01-controller-lab\nreverse-minesweeper-codex/rounds/01-controller-lab/README.md:89:python Anchor/workflow/anchor.py drive eval reverse-minesweeper-codex/rounds/01-controller-lab --file reverse-minesweeper-codex/rounds/01-controller-lab/check-engine.lua\nreverse-minesweeper-codex/rounds/01-controller-lab/README.md:90:python Anchor/workflow/anchor.py drive stop reverse-minesweeper-codex/rounds/01-controller-lab\nreverse-minesweeper-codex/rounds/01-controller-lab/README.md:94:a later round. Mechanical checks do not establish movement feel. That is the\nAnchor/workflow/claude/skills/iterate/SKILL.md:8:He has a target, sometimes precise and sometimes still emerging; you develop the result together. You propose a round, build it, make it judgeable, hand it over, absorb his response, and repeat, descending into subproblems and climbing back out when a result changes the larger goal. He judges; you own methods, implementation, evidence and verification. Explain choices by their consequences for what he wants; never ask him to pick a technique or supply implementation detail.\nAnchor/workflow/claude/skills/iterate/SKILL.md:18:Work whose desired result is already settled goes through ordinary implementation and verification. A bug fix, port, mechanical batch or engineering change may contain an iterate subproblem (does the port preserve the accepted look?) without becoming one. Two reasonable libraries is ordinary engineering judgment; two interaction models whose consequences he needs to experience is a trigger.\nAnchor/workflow/claude/skills/iterate/SKILL.md:30:| A complete attempt now exposes the question he needs to judge | Hand over the round. |\nAnchor/workflow/claude/skills/iterate/SKILL.md:35:Return with a complete, informative attempt worth his judgment, not with your best after hours of polish: the early voice rounds were audibly unfinished and still settled register and potential. Say what is unfinished and what you expect will fix it, and keep his observations about the unfinished parts actionable; the prediction that training would clean the dirty sound was only partly right.\nAnchor/workflow/claude/skills/iterate/SKILL.md:57:Number them. Each round has a one-line purpose: what it produces and what it lets him decide. Propose it in a few sentences and build; inside an already-agreed direction, don't wait for a reply.\nAnchor/workflow/claude/skills/iterate/SKILL.md:59:Hand over with, in whatever form fits: what changed; what to judge now and what is not yet being settled, with known limitations; the few decisions that steer the next round; what his decisions will cause you to do.\nAnchor/workflow/claude/skills/iterate/SKILL.md:65:Descend when a subproblem needs its own rounds; its purpose line names the parent. Climb when a result changes what the larger goal needs, and judge accepted parts in context: they can combine badly. Feedback can invalidate an earlier assumption or make a subgoal unnecessary; drop obsolete work instead of finishing it.\nAnchor/workflow/claude/skills/iterate/SKILL.md:67:When two comparable rounds repeat the same defect or gain nothing meaningful, reassess the construction and the parent problem: say what looks exhausted, name a materially different next move, take it if the direction and authorization cover it, otherwise bring the choice to him. If the changed approach stalls too, return with the evidence and options, not another sequence of tweaks. Comparable matters: two checkpoints in an expected training progression are not two failed attempts, and a proxy score can't declare progress on a quality you can't perceive. Distinguish convergence from stall: \"all of these sound good, any could do\" means selection is finished and the important question has moved; \"all similarly wrong\" means reopen the construction.\nAnchor/workflow/claude/skills/iterate/SKILL.md:75:Build simple task-specific pages for visual, audio or interactive review: reference sheets, turntables, animation comparisons, audition sheets, impact demos, playable scenes, dense scenarios. Discussion stays in chat. For anything that composes, show one clean occurrence, ordinary use, and dense or extreme use. Verify the page as if you hadn't built it: labels match contents, comparisons share inputs and baselines, the same sentences across voices. For Anchor work use hidden instances, captures and preserved replays where they help; an early HTML experiment needn't wait for a port.\nAnchor/workflow/claude/skills/iterate/SKILL.md:79:Deliver HTML review pages as links in the response so he can open them himself. Do not automatically open them in a visible browser, app panel, or other viewer. When rendering is needed for verification, use a hidden or background browser without surfacing the page.\nAnchor/workflow/claude/skills/iterate/SKILL.md:81:Every artifact shown or linked to him is its own preserved object, including rejected candidates and intermediate rounds. Once delivered, never overwrite, delete or repoint it; a revision is a new artifact at a new path. Undelivered drafts may change. One directory per delivered artifact (`rounds/01-references/`, `rounds/02-attack/`, `rounds/03-attack-revision/`), each holding everything that determines what it shows: scripts, styles, images, audio, models, copied in or pointing at already-immutable assets. A page that loads the project's changing JavaScript or a replaced WAV is not preserved. Verify the delivered page from its preserved path. A new capture is a new recording.\nAnchor/workflow/claude/skills/iterate/SKILL.md:83:Why: the session converter reads artifact files when the log is published, possibly much later, and cannot recover an overwritten version. Every earlier link must still resolve to what he was shown.\nAnchor/workflow/claude/skills/iterate/SKILL.md:87:For sustained multi-round work keep one durable record per iterate task (an existing project record can serve): purpose, current direction, each round's purpose and verdict, accepted and rejected properties, pending decisions, what's delegated, next move, pointers to the recipes and exact artifacts. Distinguish what was observed from your explanation of it. Update it at handover and after his decisions, before dependent work. A resumed session or a delegated implementer reads it first.\nAnchor/workflow/claude/skills/iterate/SKILL.md:89:Worked examples: [references/rounds.md](references/rounds.md), excerpts from the voice work in \"Go Forth, My Unstoppable Machine!!! 1\" and from \"Lookdev\". Technical claims in them are historical.\nAnchor/workflow/claude/skills/iterate/SKILL.md:93:Iterate replaces the design-brief handshake for the part of the task it covers: the round proposal is the brief at the level of purpose, and implementation inside an agreed round needs no further approval. Deliver each round's page as a relative-path markdown link and with SendUserFile. Mechanical verification is yours, feel is his: never run the game interactively.\n?? workflow/delegate/runs/20260911-reverse-minesweeper-controller-lab/\n"}

The cause was the iterate skill’s blanket “every artifact” preservation rule, reinforced by the Codex adapter’s “each delivered version at its own path.” I’m using the skill-creator guidance to narrow those rules and explicitly exempt Anchor game source folders, whose history is preserved by replays.

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'rg -n -C 3 \\"...)

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{"chunk_id":"3cd48e","wall_time_seconds":0.666885,"exit_code":0,"original_token_count":459,"output":".claude/CLAUDE.md-147-  brief surfaces design problems faster than a wall of code does, and\n.claude/CLAUDE.md-148-  keeps the review loop about decisions rather than line-editing.\n.claude/CLAUDE.md-149-\n.claude/CLAUDE.md:150:### Log-friendly Artifacts\n.claude/CLAUDE.md-151-\n.claude/CLAUDE.md-152-Session logs card only delivered files (SendUserFile, the Artifact tool),\n.claude/CLAUDE.md-153-and card content is read from disk at end-session, not at delivery. So\n.claude/CLAUDE.md-154-when handing over a viewable file that will keep being iterated (an HTML\n.claude/CLAUDE.md:155:prototype, a render, a page), freeze it first: copy it to a versioned name\n.claude/CLAUDE.md-156-next to it (`versions/<name>-v3.html`, or a timestamp) and deliver the\n.claude/CLAUDE.md-157-frozen copy with SendUserFile. The working file keeps its stable name so\n.claude/CLAUDE.md-158-run commands don't change. Identical content is carded once, so\n--\nC:/Users/a327e/.codex/AGENTS.md-127-This does not authorize unrelated site changes or automatic session-log\nC:/Users/a327e/.codex/AGENTS.md-128-publication. Keep concurrent changes separate and read the full deploy result.\nC:/Users/a327e/.codex/AGENTS.md-129-\nC:/Users/a327e/.codex/AGENTS.md:130:When delivering a viewable artifact that will continue changing, freeze each\nC:/Users/a327e/.codex/AGENTS.md:131:distinct delivered version at a distinct path. The session converter reads\nC:/Users/a327e/.codex/AGENTS.md-132-files at publication time and cannot recover an overwritten version. Use\nC:/Users/a327e/.codex/AGENTS.md-133-Codex's absolute Markdown file links for delivery; Claude-specific SendUserFile\nC:/Users/a327e/.codex/AGENTS.md-134-instructions do not apply literally.\n/c/Users/a327e/Desktop/tools/codex/setup/skills/iterate/SKILL.md\ngenerate_openai_yaml.py\ninit_skill.py\nquick_validate.py\n"}

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/Anchor/work...)

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{}
{"chunk_id":"c51bed","wall_time_seconds":0.9818452,"exit_code":0,"original_token_count":278,"output":"Traceback (most recent call last):\r\n  File \"C:\\Users\\a327e\\.codex\\skills\\.system\\skill-creator\\scripts\\quick_validate.py\", line 10, in <module>\r\n    import yaml\r\nModuleNotFoundError: No module named 'yaml'\r\nTraceback (most recent call last):\r\n  File \"C:\\Users\\a327e\\.codex\\skills\\.system\\skill-creator\\scripts\\quick_validate.py\", line 10, in <module>\r\n    import yaml\r\nModuleNotFoundError: No module named 'yaml'\r\n launcher/launch-game.sh                 | 85 ++++++++++++++++++++++-----------\n workflow/claude/CLAUDE.md               |  8 ++++\n workflow/claude/skills/iterate/SKILL.md |  6 ++-\n 3 files changed, 69 insertions(+), 30 deletions(-)\nreverse-minesweeper-codex/ITERATION.md:8:Owner correction, 2026-09-11: Anchor games do not need frozen round folders.\nreverse-minesweeper-codex/AGENTS.md:10:the transcripts and frozen prototypes unchanged. Use index.html as the recovered\nreverse-minesweeper-codex/AGENTS.md:12:Anchor game code is edited in place, with replays preserved for log history;\nreverse-minesweeper-codex/AGENTS.md:13:do not create new round folders or freeze game copies at each handover.\n"}

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'ls /c/Users/a32...)

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{"chunk_id":"2da47d","wall_time_seconds":0.845588,"exit_code":0,"original_token_count":1298,"output":"_yaml\npyyaml-6.0.3.dist-info\nyaml\nSkill is valid!\r\nSkill is valid!\r\ndiff --git a/workflow/claude/CLAUDE.md b/workflow/claude/CLAUDE.md\nindex b19fe04..79c7e7a 100644\n--- a/workflow/claude/CLAUDE.md\n+++ b/workflow/claude/CLAUDE.md\n@@ -149,6 +149,14 @@ final — they're starting points for conversation.\n \n ### Log-friendly Artifacts\n \n+Anchor games are edited in their normal working folder. Their automatically\n+generated replays preserve what ran and are added to the session log, so do not\n+create numbered round folders or frozen game copies for handovers. Preserve\n+replays for the normal publishing workflow. The file-preservation rule below\n+applies to standalone artifacts such as HTML pages and images, including those\n+delivered separately during Anchor work. Owner-requested separate collaborator\n+workspaces still stay separate.\n+\n Session logs card only delivered files (SendUserFile, the Artifact tool),\n and card content is read from disk at end-session, not at delivery. So\n when handing over a viewable file that will keep being iterated (an HTML\ndiff --git a/workflow/claude/skills/iterate/SKILL.md b/workflow/claude/skills/iterate/SKILL.md\nindex f7d64aa..06c9409 100644\n--- a/workflow/claude/skills/iterate/SKILL.md\n+++ b/workflow/claude/skills/iterate/SKILL.md\n@@ -54,7 +54,7 @@ He normally selects and judges sounds in a later pass; you handle the preparatio\n \n ## Rounds\n \n-Number them. Each round has a one-line purpose: what it produces and what it lets him decide. Propose it in a few sentences and build; inside an already-agreed direction, don't wait for a reply.\n+For artifact explorations, number the rounds. Each round has a one-line purpose: what it produces and what it lets him decide. Propose it in a few sentences and build; inside an already-agreed direction, don't wait for a reply. Anchor game iteration uses the normal working game folder and replay history; it does not require numbered round folders or frozen game copies at handover.\n \n Hand over with, in whatever form fits: what changed; what to judge now and what is not yet being settled, with known limitations; the few decisions that steer the next round; what his decisions will cause you to do.\n \n@@ -78,10 +78,12 @@ Build simple task-specific pages for visual, audio or interactive review: refere\n \n Deliver HTML review pages as links in the response so he can open them himself. Do not automatically open them in a visible browser, app panel, or other viewer. When rendering is needed for verification, use a hidden or background browser without surfacing the page.\n \n-Every artifact shown or linked to him is its own preserved object, including rejected candidates and intermediate rounds. Once delivered, never overwrite, delete or repoint it; a revision is a new artifact at a new path. Undelivered drafts may change. One directory per delivered artifact (`rounds/01-references/`, `rounds/02-attack/`, `rounds/03-attack-revision/`), each holding everything that determines what it shows: scripts, styles, images, audio, models, copied in or pointing at already-immutable assets. A page that loads the project's changing JavaScript or a replaced WAV is not preserved. Verify the delivered page from its preserved path. A new capture is a new recording.\n+HTML pages and other standalone artifacts shown or linked to him are preserved objects, including rejected candidates and intermediate rounds. Once delivered, never overwrite, delete or repoint them; a revision is a new artifact at a new path. Undelivered drafts may change. One directory per delivered artifact (`rounds/01-references/`, `rounds/02-attack/`, `rounds/03-attack-revision/`), each holding everything that determines what it shows: scripts, styles, images, audio, models, copied in or pointing at already-immutable assets. A page that loads the project's changing JavaScript or a replaced WAV is not preserved. Verify the delivered page from its preserved path. A new capture is a new recording.\n \n Why: the session converter reads artifact files when the log is published, possibly much later, and cannot recover an overwritten version. Every earlier link must still resolve to what he was shown.\n \n+Anchor games are exempt from freezing source folders or creating a separate round copy for each delivery. Edit the working game in place: its automatically generated replays preserve what ran and are added to the session log through the normal publishing workflow. Preserve those replays. A separately delivered HTML page, image, or other standalone artifact still follows the file-preservation rule above. This distinction does not remove an owner-requested separation between collaborators' working copies.\n+\n ## Continuity\n \n For sustained multi-round work keep one durable record per iterate task (an existing project record can serve): purpose, current direction, each round's purpose and verdict, accepted and rejected properties, pending decisions, what's delegated, next move, pointers to the recipes and exact artifacts. Distinguish what was observed from your explanation of it. Update it at handover and after his decisions, before dependent work. A resumed session or a delegated implementer reads it first.\n"}

Corrected the shared iterate skill, Codex adapter, global guidelines, and project notes.

Anchor games now explicitly use one working folder edited in place, with replays preserving log history. Separate preserved versions remain required for HTML and other standalone artifacts.

Both skills validated. The existing lab path still works; future changes won’t create new round copies.

Can you also fix the folder? Instead of doing rounds/01 do it kinda like Fable where it's just lab/.

I’ll move the controller lab to reverse-minesweeper-codex/lab/ and update its launcher references and project notes.

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'ls -la reverse-...)

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{"chunk_id":"8d733d","wall_time_seconds":0.8558738,"exit_code":0,"original_token_count":97,"output":"total 8\ndrwxr-xr-x 1 a327e 197609 0 Sep 11 17:20 .\ndrwxr-xr-x 1 a327e 197609 0 Sep 11 17:29 ..\ndrwxr-xr-x 1 a327e 197609 0 Sep 11 17:30 01-controller-lab\nrg: regex parse error:\n    (?:rounds[/\\]01-controller-lab|rounds/01|01-controller-lab)\n                             ^^^\nerror: invalid character class range, the start must be <= the end\npid: 10908 (not running); port file: absent\r\n"}

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'rg -n --hidden ...)

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{"chunk_id":"9fdd8f","wall_time_seconds":0.6816703,"exit_code":0,"original_token_count":437,"output":"reverse-minesweeper-codex/ITERATION.md:10:The existing `rounds/01-controller-lab` path remains usable; its numbering does\nreverse-minesweeper-codex/ITERATION.md:15:Artifact: `rounds/01-controller-lab/run.bat`.\nreverse-minesweeper-codex/README.md:6:Current development: `rounds/01-controller-lab/run.bat` launches the first Anchor\nreverse-minesweeper-codex/rounds/01-controller-lab\\README.md:88:python Anchor/workflow/anchor.py check reverse-minesweeper-codex/rounds/01-controller-lab\nreverse-minesweeper-codex/rounds/01-controller-lab\\README.md:89:python Anchor/workflow/anchor.py drive start reverse-minesweeper-codex/rounds/01-controller-lab\nreverse-minesweeper-codex/rounds/01-controller-lab\\README.md:90:python Anchor/workflow/anchor.py drive eval reverse-minesweeper-codex/rounds/01-controller-lab --file reverse-minesweeper-codex/rounds/01-controller-lab/check-engine.lua\nreverse-minesweeper-codex/rounds/01-controller-lab\\README.md:91:python Anchor/workflow/anchor.py drive stop reverse-minesweeper-codex/rounds/01-controller-lab\n{\r\n  \"runtime\": {\r\n    \"version\": \"Lua 5.4\"\r\n  },\r\n  \"workspace\": {\r\n    \"checkThirdParty\": false,\r\n    \"preloadFileSize\": 4096,\r\n    \"ignoreDir\": [\r\n      \"replays\",\r\n      \"render\",\r\n      \"renders\",\r\n      \"dist\",\r\n      \"reference\",\r\n      \"verify\",\r\n      \"tools\",\r\n      \".timeline\"\r\n    ],\r\n    \"library\": []\r\n  },\r\n  \"diagnostics\": {\r\n    \"disable\": [\r\n      \"lowercase-global\",\r\n      \"need-check-nil\",\r\n      \"trailing-space\",\r\n      \"inject-field\",\r\n      \"undefined-field\",\r\n      \"cast-local-type\"\r\n    ],\r\n    \"globals\": [\r\n      \"update\",\r\n      \"draw\",\r\n      \"init\",\r\n      \"on_reload\"\r\n    ],\r\n    \"globalsRegex\": [\r\n      \"_layer$\"\r\n    ]\r\n  }\r\n}@echo off\ncd /d \"%~dp0\"\n\"%~dp0anchor.exe\" .\n"}

exec ({"code": "text(await tools.exec_command({cmd:\"$projectRoot = (Resolve-Path -LiteralPath 'C:\\Users\\a327e\\Des...)

Script failed
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Script error:
exec_command failed: CreateProcess { message: "Rejected(\"`\\\"C:\\\\\\\\Users\\\\\\\\a327e\\\\\\\\.cache\\\\\\\\codex-runtimes\\\\\\\\codex-primary-runtime\\\\\\\\dependencies\\\\\\\\native\\\\\\\\powershell\\\\\\\\pwsh.exe\\\" -Command '$projectRoot = (Resolve-Path -LiteralPath '\\\"'C:\\\\\\\\Users\\\\\\\\a327e\\\\\\\\Desktop\\\\\\\\a327ex\\\\\\\\reverse-minesweeper-codex').Path\\n\\\"'$sourceLab = (Resolve-Path -LiteralPath (Join-Path $projec…768 chars truncated…argetLab + $relativeLabFile) -Algorithm SHA256).Hash -ne $labHashes[$relativeLabFile]) { throw \\\"Hash mismatch: $relativeLabFile\\\" } }\\n$oldRoundsDir = Join-Path $projectRoot '\\\"'rounds'\\nif (@(Get-ChildItem -LiteralPath \\\"'$oldRoundsDir -Force).Count -eq 0) { Remove-Item -LiteralPath $oldRoundsDir }\\nWrite-Output \\\"Moved lab; verified all $($labHashes.Count) files unchanged, including replays.\\\"'` rejected: blocked by policy\")" }

exec ({"code": "text(await tools.exec_command({cmd:\"$sourceLab = (Resolve-Path -LiteralPath 'C:\\Users\\a327e\\Deskt...)

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{"chunk_id":"3c8156","wall_time_seconds":0.232133,"exit_code":0,"original_token_count":36,"output":"C:\\Users\\a327e\\Desktop\\a327ex\\reverse-minesweeper-codex\\rounds\\01-controller-lab\r\nC:\\Users\\a327e\\Desktop\\a327ex\\reverse-minesweeper-codex\\lab\r\n"}

Content syntax error: unknown directive ::replay. Original line: ::replay(lab 20260911-180445.apr 0)

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

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Output:

{}
{"chunk_id":"b0246b","wall_time_seconds":0.152459,"exit_code":0,"original_token_count":0,"output":""}
{"chunk_id":"cd577a","wall_time_seconds":1.3619543,"exit_code":0,"original_token_count":51,"output":"started pid 23036 - reverse-minesweeper-codex\\lab\\replays\\.eval.port (127.0.0.1:53222)\r\nreverse-minesweeper-codex/lab/replays/20260911-172658.apr\nreverse-minesweeper-codex/lab/replays/20260911-180445.apr\n"}

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'python Anchor/w...)

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Output:

{"chunk_id":"165bc1","wall_time_seconds":1.3742088,"exit_code":0,"original_token_count":32,"output":"2\r\nstopped (pid 23036)\r\nAGENTS.md\nITERATION.md\nREADME.md\nindex.html\nlab\nprototypes\nrecovery-manifest.json\nreference\ntranscripts\n"}

Moved it to lab/ and removed the empty rounds/ folder. Updated references and verified it starts from the new location. Replays are preserved.

Launch with lab/run.bat.

Content syntax error: unknown directive ::replay. Original line: ::replay(lab 20260911-181009.apr 10)

This is really good, what would you do next?

I’d add ropes, then put the human back into terrain created by the robot.

Ropes introduce the first resource decision into the descent: “Can I negotiate these ledges, or should I spend a rope here?” They also give you a way through stretches where the current movement has no safe answer. That would test the game’s central interaction more directly than adding wall slides or polishing the character.

For the next batch, I’d keep the movement you liked and add:

  • Throw upward, with flight and downward unrolling.
  • Place downward from an edge or while hanging.
  • Catch a rope while falling, climb both directions, and jump off.
  • Limited rope inventory, with failed placement costing nothing.

We’d extend the lab with a few rope situations and use the crater to try combinations of ropes and ledges. The thing to judge is whether placement and catching feel dependable, especially when you’re already falling.

After that passes, I’d port the robot digging stage and camp transition, keeping these plain visuals. The fixed crater has served its purpose, but the important test is navigating the damage you just caused yourself. That will expose problems a carefully arranged lab won’t: awkward overhangs, inaccessible corners, huge shafts, and whether the robot’s optimal digging strategy creates an interesting human route.

I’d still defer wall slides and jumps. Ropes impose a cost on bypassing difficult terrain; wall abilities might make that cost unnecessary. Let’s first see how much game the current ledges plus ropes give us.

Go ahead.

I’ll add ropes to our lab, keeping the locomotion you liked: upward throws, downward placement from edges and hangs, mid-fall catches, climbing, and jumping off. I’ll use the Anchor and iterate skills for mechanical checks, then hand it back for you to judge how placement and catching feel.

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat /c/Users/a3...)

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[sealed path elided: memory]

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat reverse-min...)

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Wall time 1.5 seconds
Output:

{"chunk_id":"a0b652","wall_time_seconds":0.9975231,"exit_code":0,"original_token_count":2169,"output":"require('anchor')({width=1152,height=720,scale=1,title='Reverse Minesweeper / Codex / Controller Lab 01',\n  filter='smooth',vsync=true,boot={'boot.lua'}})\nrequire('controller')\nrequire('world')\n\nLAB_TILE = 32\nLAB_VIEW = 864\nLAB_COLORS = {\n  bg=rgba(18,23,30), panel=rgba(25,32,40), rock=rgba(54,65,74),\n  seam=rgba(42,52,62), edge=rgba(140,163,166), text=rgba(231,233,221),\n  muted=rgba(142,157,166), green=rgba(135,216,168), gold=rgba(243,199,105),\n  red=rgba(240,126,112), grid=rgba(26,33,41), blue=rgba(123,183,223),\n}\n\nfunction lab_reset(number)\n  lab.room = lab_make_room(number or lab.room.number)\n  lab.p = lab_player(lab.room.spawn.x,lab.room.spawn.y)\n  lab.camera = 0\n  lab.peek = 0\n  lab.paused = false\n  lab.trail = {}\n  lab.trail_clock = 0\nend\n\nfunction lab_controls()\n  return {dir=input_axis('left','right'),jump=input_down('jump'),jump_pressed=input_pressed('jump'),\n    down=input_down('down'),down_pressed=input_pressed('down'),up_pressed=input_pressed('up'),run=input_down('run')}\nend\n\nfunction update(dt)\n  sync_engine_globals()\n  for i=1,3 do if input_pressed('room'..i) then lab_reset(i) end end\n  if input_pressed('restart') then lab_reset() end\n  if input_pressed('debug') then lab.debug = not lab.debug end\n  if input_pressed('pause') then lab.paused = not lab.paused end\n  if input_pressed('quit') then engine_quit() end\n  local control = lab_controls()\n  if not lab.paused then\n    lab_update_player(lab.room,lab.p,control,dt)\n    lab.peek = control.down and lab.peek+dt or 0\n    local lead = math.max(0,lab.p.vy)*0.12\n    local peek = lab.peek > 0.25 and 3 or 0\n    local target = math.max(0,math.min(lab.room.h-16,(lab.p.y+lead+peek)-6))\n    lab.camera = lab.camera+(target-lab.camera)*(1-math.exp(-10*dt))\n    lab.trail_clock = lab.trail_clock+dt\n    if lab.trail_clock >= 0.045 then\n      lab.trail_clock = 0\n      table.insert(lab.trail,{x=lab.p.x+LAB_TUNE.w/2,y=lab.p.y+LAB_TUNE.h/2})\n      if #lab.trail > 70 then table.remove(lab.trail,1) end\n    end\n  end\nend\n\nfunction lab_text(text,x,y,color,big)\n  layer_text(lab.layer,text,big and 'heading' or 'body',x,y,color or LAB_COLORS.text)\nend\n\nfunction lab_world_xy(x,y)\n  return 16+x*LAB_TILE,80+(y-lab.camera)*LAB_TILE\nend\n\nfunction draw()\n  local l,c,p,t = lab.layer,LAB_COLORS,lab.p,LAB_TUNE\n  layer_rectangle(l,0,0,width,height,c.bg)\n  for x=0,26 do\n    layer_line(l,16+x*32,80,16+x*32,614,1,c.grid)\n  end\n  for y=math.floor(lab.camera),math.ceil(lab.camera+18) do\n    local _,sy = lab_world_xy(0,y)\n    layer_line(l,16,sy,848,sy,1,c.grid)\n  end\n  for y=math.max(0,math.floor(lab.camera)-1),math.min(lab.room.h-1,math.ceil(lab.camera+18)) do\n    for x=0,25 do\n      if lab_solid(lab.room,x,y) then\n        local sx,sy = lab_world_xy(x,y)\n        layer_rectangle(l,sx,sy,32,32,c.rock)\n        layer_rectangle_line(l,sx+0.5,sy+0.5,31,31,c.seam,1)\n        if not lab_solid(lab.room,x,y-1) then\n          layer_rectangle(l,sx,sy,32,2,c.edge)\n          if not lab_solid(lab.room,x-1,y) then layer_rectangle(l,sx,sy,4,4,c.gold) end\n          if not lab_solid(lab.room,x+1,y) then layer_rectangle(l,sx+28,sy,4,4,c.gold) end\n        end\n      end\n    end\n  end\n  for _,label in ipairs(lab.room.labels) do\n    local x,y = lab_world_xy(label.x,label.y)\n    if y > 85 and y < 590 then lab_text(label.text,x,y,c.muted) end\n  end\n  if lab.debug then\n    for i,v in ipairs(lab.trail) do\n      local x,y = lab_world_xy(v.x,v.y)\n      if y > 80 and y < 614 then layer_circle(l,x,y,1.5,i>#lab.trail-8 and c.gold or c.muted) end\n    end\n  end\n  local px,py = lab_world_xy(p.x,p.y)\n  local pc = p.state == 'hang' and c.gold or (p.drop >= 7 and c.red or c.green)\n  layer_rectangle(l,px,py,t.w*32,t.h*32,pc)\n  -- Facing mark and a hand mark make the rectangle's intended contact legible.\n  layer_rectangle(l,px+(p.face==1 and t.w*32-6 or 3),py+5,3,3,c.bg)\n  if p.state=='hang' or p.state=='lower' or p.state=='climb' then\n    layer_rectangle(l,px+(p.face==1 and t.w*32-3 or -2),py+t.hand*32-2,5,5,c.text)\n  end\n  if lab.debug then\n    layer_rectangle_line(l,px,py,t.w*32,t.h*32,c.text,1)\n    layer_line(l,px-5,py+t.hand*32,px+t.w*32+5,py+t.hand*32,1,c.red)\n  end\n  -- Opaque panels clip the playfield without depending on a scissor API.\n  layer_rectangle(l,0,0,width,78,c.bg)\n  layer_rectangle(l,0,614,LAB_VIEW,106,c.bg)\n  layer_rectangle(l,LAB_VIEW,0,width-LAB_VIEW,height,c.panel)\n  layer_line(l,LAB_VIEW,0,LAB_VIEW,height,1,c.seam)\n  lab_text('REVERSE MINESWEEPER',24,12,c.text,true)\n  lab_text('CODEX / HUMAN CONTROLLER / ROUND 01',24,46,c.muted)\n  lab_text(lab.room.name,888,22,c.gold,true)\n  lab_text('1  LEDGES    2  SHAFTS',888,60,c.text)\n  lab_text('3  CRATER',888,82,c.text)\n  layer_line(l,888,117,1128,117,1,c.seam)\n  lab_text('MOVE',888,138,c.muted)\n  lab_text('A / D or arrows',888,160)\n  lab_text('Shift  run',888,183)\n  lab_text('Space  jump (hold higher)',888,206)\n  lab_text('S / Down + move',888,249,c.gold)\n  lab_text('Crawl / lower at an edge',888,272)\n  lab_text('IN THE AIR',888,315,c.muted)\n  lab_text('Hold toward a ledge',888,338)\n  lab_text('to catch it.',888,361)\n  lab_text('WHILE HANGING',888,403,c.muted)\n  lab_text('W / Up or Space  climb',888,426)\n  lab_text('S / Down  drop',888,449)\n  lab_text('Away + Space  jump away',888,472)\n  layer_line(l,888,511,1128,511,1,c.seam)\n  lab_text('R  reset room',888,536)\n  lab_text('F1  measurements / trail',888,559)\n  lab_text('P  pause    Esc  quit',888,582)\n  lab_text('Gold dots mark corners.',888,633,c.gold)\n  lab_text('No ropes or wall slide yet.',888,656,c.muted)\n  lab_text('Practice: no health loss.',888,679,c.muted)\n  lab_text(lab.room.subtitle,24,629,c.text)\n  local status = lab.paused and 'PAUSED' or string.upper(p.state)\n  lab_text(status,24,665,pc,true)\n  lab_text(string.format('FALL %.1f tiles   LAST %.1f tiles / %.1f t/s',p.drop,p.last_drop,p.last_speed),185,670,c.muted)\n  if p.event_time>0 then lab_text(p.event,660,670,pc) end\n  if lab.debug then\n    lab_text(string.format('x %.2f  y %.2f   vx %.2f  vy %.2f',p.x,p.y,p.vx,p.vy),380,46,c.blue)\n  end\n  layer_render(l)\n  layer_draw(l)\nend\n\nrequire('boot')\nlab = {layer=layer_new('lab','smooth'),debug=false}\nfont_register('body','assets/monogram.ttf',24,'smooth')\nfont_register('heading','assets/monogram.ttf',32,'smooth')\nfor action,keys in pairs({left={'a','left'},right={'d','right'},up={'w','up'},down={'s','down'},\n  jump={'space'},run={'lshift','rshift'},restart={'r'},debug={'f1'},pause={'p'},quit={'escape'},\n  room1={'1'},room2={'2'},room3={'3'}}) do\n  for _,key in ipairs(keys) do bind(action,'key:'..key) end\nend\nlab_reset(1)\nassert(engine_state().agent and not engine_visible(),'Must use a hidden agent instance')\ndofile('verify.lua')\nengine_step(2)\nassert(lab.p.grounded,'Spawn must settle on floor')\nlocal x0=lab.p.x\ninput_inject_key('d',true)\nengine_step(15)\ninput_inject_key('d',false)\nengine_step(5)\nassert(lab.p.x>x0+0.8,'Bound movement input did not reach controller')\ninput_inject_key('space',true)\nengine_step(12)\nassert(lab.p.y<lab.room.spawn.y-1,'Held jump did not rise in the engine')\ninput_inject_key('space',false)\nengine_step(40)\nassert(lab.p.grounded,'Engine jump must land')\nlab_reset(1)\nengine_step(2)\nengine_snapshot('captures/01-ledges.png')\nlab.p=lab_player(11-LAB_TUNE.w-0.05,7-LAB_TUNE.h)\ninput_inject_key('s',true)\ninput_inject_key('d',true)\nengine_step(12)\nassert(lab.p.state=='hang','Lowering with real bound input failed')\ninput_inject_key('s',false)\ninput_inject_key('d',false)\nengine_step(1)\nengine_snapshot('captures/02-hang.png')\ninput_inject_key('w',true)\nengine_step(1)\ninput_inject_key('w',false)\nengine_step(15)\nassert(lab.p.grounded,'Climbing with real bound input failed')\ninput_inject_key('2',true)\nengine_step(1)\ninput_inject_key('2',false)\nengine_step(1)\nassert(lab.room.number==2,'Room shortcut failed')\nengine_snapshot('captures/03-shafts.png')\ninput_inject_key('3',true)\nengine_step(1)\ninput_inject_key('3',false)\nengine_step(1)\nassert(lab.room.number==3,'Crater shortcut failed')\nengine_snapshot('captures/04-crater.png')\ninput_inject_key('p',true)\nengine_step(1)\ninput_inject_key('p',false)\nlocal old_y=lab.p.y\nengine_step(10)\nassert(lab.paused and lab.p.y==old_y,'Pause failed')\ninput_inject_key('r',true)\nengine_step(1)\ninput_inject_key('r',false)\nengine_step(1)\nassert(not lab.paused and lab.p.x==lab.room.spawn.x,'Reset failed')\nreturn 'ENGINE PASS: movement, jump, lower, hang, climb, rooms, pause, reset; 4 captures'\npid: 23036 (not running); port file: absent\r\n M workflow/claude/CLAUDE.md\n M workflow/claude/skills/iterate/SKILL.md\n?? workflow/delegate/runs/20260911-reverse-minesweeper-controller-lab/\n?? workflow/delegate/runs/20260911-reverse-minesweeper-walls/\nreverse-minesweeper-codex/AGENTS.md\n"}

[Think]

**Implementing lab_tick rope updates**

**Implementing rope catch sweep**

[Think]

**Implementing lab_tick rope updates**

**Implementing rope catch sweep**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Add File: C:/Users/a327e/Desktop/a327ex/reverse-minesw...)

Script completed
Wall time 0.0 seconds
Output:

{}

[Think]

**Tuning rope climbing checks**

Rope behavior is in place. I chose four eight-tile ropes per room, with E to throw, Down+E to place downward, and Up to catch. Throws rise before unrolling; downward placements unroll immediately. I’m checking failed placements, fast catches, climbing near terrain, and the lockout after jumping off before testing the controls in Anchor.

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 1.2 seconds
Output:

{}
{"chunk_id":"5821ab","wall_time_seconds":0.7315067,"exit_code":1,"original_token_count":89,"output":"PASS: 30 checks. Tap 0.765 tiles; held 1.606 tiles. 36000 stress ticks.\r\nC:\\Users\\a327e\\Desktop\\a327ex\\Anchor\\workflow\\tools\\lua54.exe: verify-ropes.lua:5: Down climbs symmetrically\r\nstack traceback:\r\n\t[C]: in function 'assert'\r\n\tverify-ropes.lua:5: in local 'check'\r\n\tverify-ropes.lua:34: in function 'lab_verify_ropes'\r\n\t(...tail calls...)\r\n\t[C]: in ?\r\n"}

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 1.0 seconds
Output:

{}
{"chunk_id":"34314b","wall_time_seconds":0.5604522,"exit_code":1,"original_token_count":72,"output":"C:\\Users\\a327e\\Desktop\\a327ex\\Anchor\\workflow\\tools\\lua54.exe: verify-ropes.lua:5: Transfer from ledge to rope -1\r\nstack traceback:\r\n\t[C]: in function 'assert'\r\n\tverify-ropes.lua:5: in local 'check'\r\n\tverify-ropes.lua:68: in function 'lab_verify_ropes'\r\n\t(...tail calls...)\r\n\t[C]: in ?\r\n"}

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 0.7 seconds
Output:

{}
{"chunk_id":"a5de2a","wall_time_seconds":0.54325,"exit_code":1,"original_token_count":73,"output":"C:\\Users\\a327e\\Desktop\\a327ex\\Anchor\\workflow\\tools\\lua54.exe: verify-ropes.lua:5: Descending past end releases rope\r\nstack traceback:\r\n\t[C]: in function 'assert'\r\n\tverify-ropes.lua:5: in local 'check'\r\n\tverify-ropes.lua:92: in function 'lab_verify_ropes'\r\n\t(...tail calls...)\r\n\t[C]: in ?\r\n"}

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 1.2 seconds
Output:

{}
{"chunk_id":"2bcbd5","wall_time_seconds":0.9970448,"exit_code":0,"original_token_count":14,"output":"PASS: 35 rope checks; 48000 mixed rope/ledge ticks.\r\n"}

[Think]

**Preparing fresh engine captures**

**Testing rope climb input**

Content syntax error: unknown directive ::replay. Original line: ::replay(lab 20260911-181908.apr 1)

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Add File: C:/Users/a327e/Desktop/a327ex/reverse-minesw...)

Script completed
Wall time 4.2 seconds
Output:

{}
{"status":"fulfilled","value":{"chunk_id":"7619ae","wall_time_seconds":3.3583589,"exit_code":0,"original_token_count":15,"output":"anchor check: 0 error(s), 0 warning(s), 0 info, 0 hint(s)\r\n"}}
{"status":"fulfilled","value":{"chunk_id":"c079b2","wall_time_seconds":1.1820553,"exit_code":0,"original_token_count":22,"output":"started pid 8496 - reverse-minesweeper-codex\\lab\\replays\\.eval.port (127.0.0.1:54436)\r\n"}}

The original movement checks still pass, and the rope tests pass 35 checks plus 48,000 mixed rope-and-ledge simulation ticks. That includes placement from either side of a hang, ceiling collisions, inventory failures, and jumping off without immediately recatching. I’ll now capture the throw, climb, ledge placement, and crater descent in a hidden Anchor instance to check the visuals and actual key bindings.

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'python Anchor/w...)

Script completed
Wall time 4.1 seconds
Output:

{"chunk_id":"bbd159","wall_time_seconds":3.6577914,"exit_code":0,"original_token_count":30,"output":"PASS: engine rope throw, climb, jump off, hang placement, transfer, descent, drop, failed placement, crater and reset.\r\n"}

exec ({"code": "for(const name of [\"ropes-01-flight.png\",\"ropes-02-climb.png\",\"ropes-03-ledge.png\",\"ropes-04-crater....)

[
  {
    "type": "text",
    "text": "Script completed\nWall time 0.1 seconds\nOutput:\n"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  }
]

[Think]

**Checking policy engine ownership**

The hidden engine tests pass, including placing a rope without dropping from a ledge, transferring onto it, and descending into the crater. The captures show readable ropes, inventory, and controls. I’m updating the lab notes and preserving the test replay; the next judgment is yours: whether placement and catching feel dependable during play.

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 2.1 seconds
Output:

{}
{"chunk_id":"3a638b","wall_time_seconds":1.4299468,"exit_code":0,"original_token_count":171,"output":"Loaded font: body (24.0px, smooth) page=1024x1024\r\nLoaded font: heading (32.0px, smooth) page=1024x1024\r\nInitialization complete. Press ESC to exit, F11 for fullscreen.\r\nDisplay refresh rate: 165Hz (display 0)\r\nagent: waiting for commands (frames advance through engine_step)\r\nPASS: 30 checks. Tap 0.765 tiles; held 1.606 tiles. 36000 stress ticks.\r\nPASS: 35 rope checks; 48000 mixed rope/ledge ticks.\r\nstopped (pid 8496)\r\nframework: C:\\Users\\a327e\\Desktop\\a327ex\\Anchor\\engine\\framework\\anchor  (repo HEAD 81c86d5)\r\ngame copy:  C:\\Users\\a327e\\Desktop\\a327ex\\reverse-minesweeper-codex\\lab\\anchor\r\n  stamped at 482f9fcd30 (2026-09-11), 0 framework commit(s) behind HEAD\r\n  29 same\r\n"}

Ropes are ready in lab/run.bat. The locomotion you liked is unchanged.

  • 4 opens rope practice; 3 opens the crater.
  • E throws upward; Down+E places downward from an edge or hang.
  • Up catches; Up/Down climbs.
  • Direction+Space jumps off; Down+Space drops.
  • Four ropes per room; R resets. Failed placements cost nothing.

Verified: 65 checks, 84,000 stress ticks, hidden-engine controls, and inspected captures. Try placement and mid-fall catching first.

Content syntax error: unknown directive ::replay. Original line: ::replay(lab 20260911-182556.apr 16)

This is really good too. What would you do next?

I’d reconnect the robot stage and camp loop now. You’ve liked both controller passes, so we have enough movement to test the actual game.

I’d port the recovered HTML rules into our Anchor copy: mining, exposed numbers, useful mine explosions, energy, and pickups. When energy runs out, leave the robot in place, return to the human at camp, and descend using the ledges and ropes we’ve built. Reaching the robot establishes the next camp and starts another digging cycle. Keep the plain visuals and existing balance as the baseline.

The important question is whether digging and descending make each other more interesting. Do you sometimes avoid a great explosion because it would leave a terrible route? Does the human journey make you notice and remember what you did as the robot? Or does it feel like an interruption before you can mine again? We need player-created terrain to answer that.

I would restore the prototype’s fall damage for this integrated version. Unlimited retries are useful in the lab, but the human’s fragility is what gives route choice and ropes their value. Preserve the lab as a practice mode, and treat the inherited damage thresholds as provisional.

I’d defer enemies, wall abilities, shops, and visual polish until you’ve played several complete cycles. The next batch should answer one question: does the combined loop hold up with this controller?

Go ahead.

I’ll port the recovered robot digging rules into our Anchor copy and connect them to the human controller and camp loop. I’ll keep the lab available for practice, restore the prototype’s fall damage in the integrated game, and verify the full cycle in a hidden instance.

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat reverse-min...)

Script completed
Wall time 1.4 seconds
Output:

{"chunk_id":"9ead9d","wall_time_seconds":0.6059887,"exit_code":0,"original_token_count":7224,"output":"<!doctype html>\n<html>\n<head>\n<meta charset=\"utf-8\">\n<title>Reverse Minesweeper</title>\n<style>\n  html, body { margin: 0; height: 100%; background: #14121a; overflow: hidden; }\n  body { display: flex; align-items: center; justify-content: center; }\n  canvas { image-rendering: pixelated; background: #14121a; }\n</style>\n</head>\n<body>\n<canvas id=\"c\" width=\"512\" height=\"640\"></canvas>\n<script>\n// ------------------------------------------------------------ constants\nconst TILE = 32;\nconst W = 16;                       // columns (x in [0, W))\nconst VIEW_W = 512, VIEW_H = 640;\nconst CHAIN_DELAY = 0.09;           // seconds between chained blasts\nconst GRAVITY = 32, MOVE = 7.5, JUMP = 11.5, CLIMB = 5.5;\nconst PW = 0.6, PH = 0.8;           // actor box (tiles)\n// tunables (window.T so sims can sweep them)\nconst T = window.T = {\n  density: 0.08,       // mine probability per tile\n  treasure: 0.05,      // treasure probability per tile (after mines)\n  blast: 2.5,          // radius of a mine you dig yourself\n  chainBlast: 1.6,     // radius of a mine set off by another blast\n  dig0: 0.45,          // seconds to dig a tile at the surface\n  digSlope: 0.006,     // extra seconds per tile of depth\n  digMax: 1.4,\n  reachX: 4,           // tiles left/right of the robot's tile\n  reachY: 3,           // tiles up/down\n  time0: 45,           // robot energy per dig (s)\n  lineEvery: 10,       // a depth line every N rows\n  lineBonus: 5,        // seconds refunded per line crossed\n  treasureBonus: 2,    // seconds per nugget collected\n  // human stage\n  hp: 4,\n  ropes: 4,            // ropes per descent\n  ropeLen: 8,          // tiles\n  fallSafe: 6,         // tiles of fall before damage\n  fallStep: 4,         // +1 damage per extra N tiles\n  campHeal: 1,\n  panTime: 1.6,        // camera pan robot -> camp (s)\n};\n\nconst NUM_COLORS = ['', '#4a7bff', '#3cb043', '#ff5a5a', '#b06cff', '#e0a020', '#40c8c8', '#ffffff', '#a0a0a0'];\n\n// ------------------------------------------------------------ helpers\nconst canvas = document.getElementById('c');\nconst ctx = canvas.getContext('2d');\nconst url = new URLSearchParams(location.search);\nlet seed = parseInt(url.get('seed')) || ((Math.random()*1e9)|0);\nlet noTime = url.has('notime');\n\nfunction hash(x, y, s) {            // deterministic [0,1)\n  let h = (x*374761393 + y*668265263 + s*1274126177) | 0;\n  h = Math.imul(h ^ (h >>> 13), 1274126177);\n  h = (h ^ (h >>> 16)) >>> 0;\n  return h/4294967296;\n}\nfunction digTime(y) { return Math.min(T.digMax, T.dig0 + Math.max(0, y)*T.digSlope); }\nfunction camTarget(a) { return a.y + PH/2 - (VIEW_H/TILE)*0.42; }\n\n// ------------------------------------------------------------ world\n// rows: Map y -> Uint8Array(W): 0 air, 1 solid. y<0 is sky. x outside = bedrock.\nlet rows, flags;\nfunction row(y) {\n  if (y < 0) return null;\n  let r = rows.get(y);\n  if (!r) { r = new Uint8Array(W).fill(1); rows.set(y, r); }\n  return r;\n}\nfunction solid(x, y) {\n  if (y < 0) return false;\n  if (x < 0 || x >= W) return true;          // bedrock\n  return row(y)[x] === 1;\n}\nfunction bedrock(x, y) { return x < 0 || x >= W; }\nfunction isMine(x, y) {\n  if (y < 0 || x < 0 || x >= W) return false;\n  return hash(x, y, seed) < T.density;\n}\nfunction hasTreasure(x, y) {\n  if (y < 0 || x < 0 || x >= W) return false;\n  const h = hash(x, y, seed);\n  return h >= T.density && h < T.density + T.treasure;\n}\nfunction setAir(x, y) {\n  if (y < 0 || x < 0 || x >= W || row(y)[x] === 0) return;\n  row(y)[x] = 0; flags.delete(y*W + x);\n  if (hasTreasure(x, y)) loot.push({ x: x + 0.5, y: y + 0.5, vy: 0, t: 0 });\n}\nfunction exposed(x, y) {\n  for (let dy = -1; dy <= 1; dy++) for (let dx = -1; dx <= 1; dx++) {\n    if (!dx && !dy) continue;\n    if (!solid(x + dx, y + dy) && !bedrock(x + dx, y + dy)) return true;\n  }\n  return false;\n}\nfunction count(x, y) {              // live mines among 8 solid neighbours\n  let n = 0;\n  for (let dy = -1; dy <= 1; dy++) for (let dx = -1; dx <= 1; dx++) {\n    if (!dx && !dy) continue;\n    if (solid(x + dx, y + dy) && isMine(x + dx, y + dy)) n++;\n  }\n  return n;\n}\n\n// ------------------------------------------------------------ state\n// states: 'play' (robot digs) -> 'powerdown' (pan to camp) -> 'human' (descent) -> 'camp' (banner) -> 'play' ...  'dead'\nlet robot, human, camp, cam, clock, t, maxDepth, state, pending, fx, shake, stats, dig, popups, time, loot, linesCrossed, bonusFlash;\nlet ropes, hp, ropesLeft, cycle, stateT, panFrom, ropeRequest, deathReason;\nfunction newActor(x, y) { return { x, y, vx: 0, vy: 0, ground: false, face: 1, fallFrom: y, rope: null }; }\nfunction reset(newSeed) {\n  if (newSeed) seed = (Math.random()*1e9)|0;\n  rows = new Map(); flags = new Set(); loot = []; ropes = [];\n  robot = newActor(W/2, -PH - 0.01);\n  human = null;\n  camp = { x: W/2, y: -PH - 0.01 };\n  cam = { y: camTarget(robot) };\n  clock = T.time0; linesCrossed = 0; bonusFlash = 0;\n  t = 0; time = 0; maxDepth = 0; state = 'play'; stateT = 0;\n  pending = []; fx = []; popups = []; shake = 0;\n  stats = { dug: 0, blasted: 0, mines: 0, bestChain: 0, treasure: 0, falls: 0 };\n  dig = { x: -1, y: -1, p: 0 };\n  hp = T.hp; ropesLeft = T.ropes; cycle = 1; ropeRequest = false; deathReason = '';\n}\nfunction addTime(s, x, y, label) {\n  clock += s; bonusFlash = 0.6;\n  popups.push({ x, y, text: '+' + s + 's' + (label ? ' ' + label : ''), t: 0, life: 1.2, c: '#9be07a' });\n}\nfunction setState(s) { state = s; stateT = 0; }\n\n// ------------------------------------------------------------ explosions\nfunction detonate(x, y, chain) {\n  if (!solid(x, y) || !isMine(x, y)) return;\n  setAir(x, y);\n  stats.mines++;\n  stats.bestChain = Math.max(stats.bestChain, chain);\n  const BR = chain > 1 ? T.chainBlast : T.blast;\n  const R = Math.ceil(BR);\n  for (let dy = -R; dy <= R; dy++) for (let dx = -R; dx <= R; dx++) {\n    if (dx*dx + dy*dy > BR*BR) continue;\n    const tx = x + dx, ty = y + dy;\n    if (!solid(tx, ty) || bedrock(tx, ty)) continue;\n    if (isMine(tx, ty)) pending.push({ x: tx, y: ty, at: time + CHAIN_DELAY*(1 + pending.length*0.25), chain: chain + 1 });\n    else { setAir(tx, ty); stats.blasted++; }\n  }\n  fx.push({ kind: 'ring', x: x + 0.5, y: y + 0.5, t: 0, life: 0.45, r: BR });\n  for (let i = 0; i < 26; i++) {\n    const a = Math.random()*Math.PI*2, s = 4 + Math.random()*10;\n    fx.push({ kind: 'p', x: x + 0.5, y: y + 0.5, vx: Math.cos(a)*s, vy: Math.sin(a)*s - 4, t: 0, life: 0.5 + Math.random()*0.5,\n              c: Math.random() < 0.5 ? '#ffb347' : '#ff5a3c' });\n  }\n  shake = Math.min(14, shake + 6 + chain*2);\n  if (chain > 1) popups.push({ x: x + 0.5, y: y - 0.3, text: 'CHAIN x' + chain, t: 0, life: 1.1, c: '#fff' });\n}\n\n// ------------------------------------------------------------ input\nconst keys = {};\nconst mouse = { x: 0, y: 0, down: false };\nwindow.addEventListener('keydown', e => {\n  if (e.repeat) return;\n  keys[e.code] = true;\n  if (e.code === 'KeyR') reset(true);\n  if (e.code === 'KeyE' || e.code === 'ShiftLeft') ropeRequest = true;\n  if (['Space', 'ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight'].includes(e.code)) e.preventDefault();\n});\nwindow.addEventListener('keyup', e => { keys[e.code] = false; });\ncanvas.addEventListener('contextmenu', e => e.preventDefault());\nfunction mousePos(e) {\n  const r = canvas.getBoundingClientRect();\n  mouse.x = (e.clientX - r.left)*(VIEW_W/r.width);\n  mouse.y = (e.clientY - r.top)*(VIEW_H/r.height);\n}\ncanvas.addEventListener('mousemove', mousePos);\ncanvas.addEventListener('mousedown', e => {\n  mousePos(e);\n  if (e.button === 0) mouse.down = true;\n  if (e.button === 2 && state === 'play') {\n    const [tx, ty] = mouseTile();\n    if (solid(tx, ty) && !bedrock(tx, ty)) { const k = ty*W + tx; flags.has(k) ? flags.delete(k) : flags.add(k); }\n  }\n});\nwindow.addEventListener('mouseup', e => { if (e.button === 0) mouse.down = false; });\nfunction mouseTile() {\n  return [Math.floor(mouse.x/TILE), Math.floor(mouse.y/TILE + cam.y)];\n}\nfunction actorTile(a) { return [Math.floor(a.x + PW/2), Math.floor(a.y + PH/2)]; }\nfunction inReach(tx, ty) {\n  const [px, py] = actorTile(robot);\n  return Math.abs(tx - px) <= T.reachX && Math.abs(ty - py) <= T.reachY;\n}\nfunction canDig(tx, ty) { return solid(tx, ty) && !bedrock(tx, ty) && inReach(tx, ty); }\n\n// ------------------------------------------------------------ actors\nfunction collide(a, axis) {\n  const x0 = Math.floor(a.x), x1 = Math.floor(a.x + PW - 1e-6);\n  const y0 = Math.floor(a.y), y1 = Math.floor(a.y + PH - 1e-6);\n  for (let ty = y0; ty <= y1; ty++) for (let tx = x0; tx <= x1; tx++) {\n    if (!solid(tx, ty)) continue;\n    if (axis === 'x') { if (a.vx > 0) a.x = tx - PW - 1e-4; else if (a.vx < 0) a.x = tx + 1 + 1e-4; a.vx = 0; }\n    else { if (a.vy > 0) { a.y = ty - PH - 1e-4; a.ground = true; } else if (a.vy < 0) a.y = ty + 1 + 1e-4; a.vy = 0; }\n    return;\n  }\n}\nfunction ropeAt(a) {\n  const cx = a.x + PW/2, cy = a.y + PH/2;\n  for (const r of ropes) if (Math.abs(cx - (r.x + 0.5)) < 0.45 && cy >= r.top && cy <= r.bottom + 1) return r;\n  return null;\n}\n// returns fall distance on landing (0 otherwise)\nfunction moveActor(a, dt, canClimb) {\n  const left = keys['KeyA'] || keys['ArrowLeft'], right = keys['KeyD'] || keys['ArrowRight'];\n  const up = keys['KeyW'] || keys['ArrowUp'], down = keys['KeyS'] || keys['ArrowDown'];\n  const jump = keys['Space'] || (!canClimb && up);\n  if (a.rope) {\n    const r = a.rope;\n    a.vx = 0; a.vy = 0;\n    if (up) a.y -= CLIMB*dt;\n    if (down) a.y += CLIMB*dt;\n    a.y = Math.max(r.top - PH/2, Math.min(r.bottom + 1 - PH/2, a.y));\n    a.fallFrom = a.y; a.ground = false;\n    if (jump) { a.rope = null; a.vy = -JUMP*0.75; a.vx = (right ? MOVE : 0) - (left ? MOVE : 0); }\n    else if (left || right) { a.rope = null; a.vx = (right ? MOVE : 0) - (left ? MOVE : 0); }\n    return 0;\n  }\n  a.vx = (right ? MOVE : 0) - (left ? MOVE : 0);\n  if (a.vx) a.face = Math.sign(a.vx);\n  if (jump && a.ground) { a.vy = -JUMP; a.ground = false; }\n  a.vy = Math.min(a.vy + GRAVITY*dt, 40);\n  a.x += a.vx*dt; collide(a, 'x');\n  const wasGround = a.ground;\n  a.ground = false;\n  a.y += a.vy*dt; collide(a, 'y');\n  a.x = Math.max(0, Math.min(W - PW, a.x));\n  let fall = 0;\n  if (a.ground) { if (!wasGround) fall = a.y - a.fallFrom; a.fallFrom = a.y; }\n  else a.fallFrom = Math.min(a.fallFrom, a.y);\n  if (canClimb && (up || down) && !a.rope) {\n    const r = ropeAt(a);\n    if (r && !(down && a.ground)) { a.rope = r; a.x = r.x + 0.5 - PW/2; a.vx = 0; a.vy = 0; a.fallFrom = a.y; }\n  }\n  return fall;\n}\nfunction throwRope(a) {\n  if (ropesLeft <= 0) { popups.push({ x: a.x + PW/2, y: a.y - 0.4, text: 'NO ROPES', t: 0, life: 0.8, c: '#ff5a3c' }); return; }\n  const [px, py] = actorTile(a);\n  const up = keys['KeyW'] || keys['ArrowUp'];\n  let x, top, bottom;\n  if (up) {                         // throw up: anchors under the first ceiling within ropeLen, hangs to your row\n    x = px;\n    if (solid(x, py - 1)) return;\n    top = py;\n    while (py - top < T.ropeLen - 1 && !solid(x, top - 1)) top--;\n    bottom = py;\n  } else {                          // place in front (your column if the front is a wall) and unroll down\n    x = px + a.face;\n    if (bedrock(x, py) || solid(x, py)) x = px;\n    if (solid(x, py + 1) && solid(x, py)) return;\n    top = py; bottom = py;\n    while (bottom - top < T.ropeLen - 1 && !solid(x, bottom + 1)) bottom++;\n    if (bottom === top && solid(x, py + 1)) return;   // nothing to hang into\n  }\n  ropes.push({ x, top, bottom });\n  ropesLeft--;\n}\n\n// ------------------------------------------------------------ quick start: scripted robot round, then the human\nfunction quickRobotRound(seconds) {\n  let r = seed ^ 0x9e3779b9;\n  const rnd = () => { r = (Math.imul(r ^ (r >>> 15), 2246822519) ^ Math.imul(r ^ (r >>> 13), 3266489917)) >>> 0; return r/4294967296; };\n  let frames = Math.floor(seconds*60), walk = 0, dir = 0;\n  for (let i = 0; i < frames && state === 'play'; i++) {\n    keys['KeyS'] = true;\n    if (walk > 0) { walk--; keys['KeyA'] = dir < 0; keys['KeyD'] = dir > 0; }\n    else { keys['KeyA'] = keys['KeyD'] = false; if (rnd() < 0.012) { walk = 20 + Math.floor(rnd()*40); dir = rnd() < 0.5 ? -1 : 1; } }\n    if (i % 120 === 60) {           // now and then, blast a mine it \"knows\" about, for craters\n      const [px, py] = actorTile(robot);\n      const cands = [];\n      for (let dy = -T.reachY; dy <= T.reachY; dy++) for (let dx = -T.reachX; dx <= T.reachX; dx++)\n        if (!bedrock(px + dx, py + dy) && solid(px + dx, py + dy) && isMine(px + dx, py + dy)) cands.push([px + dx, py + dy]);\n      if (cands.length && rnd() < 0.7) { const c = cands[Math.floor(rnd()*cands.length)]; detonate(c[0], c[1], 1); }\n    }\n    update(1/60);\n  }\n  keys['KeyS'] = keys['KeyA'] = keys['KeyD'] = false;\n  clock = 0.001;\n  for (let i = 0; i < 60 && state === 'play'; i++) update(1/60);   // let it land and power down\n  if (state === 'powerdown') { cam.y = camTarget(human); setState('human'); }\n  fx.length = 0; popups.length = 0; shake = 0;\n}\n\n// ------------------------------------------------------------ update\nfunction update(dt) {\n  time += dt; stateT += dt;\n  if (state === 'dead') return;\n  t += dt;\n\n  if (state === 'play') {\n    moveActor(robot, dt, false);\n\n    // digging (mines take the same time as any tile)\n    let target = null;\n    if (keys['KeyS'] || keys['ArrowDown']) {\n      const tx = Math.floor(robot.x + PW/2), ty = Math.floor(robot.y + PH) + 1;\n      if (solid(tx, ty)) target = [tx, ty];\n    }\n    if (mouse.down) {\n      const [tx, ty] = mouseTile();\n      if (canDig(tx, ty)) target = [tx, ty];\n    }\n    if (target) {\n      const [tx, ty] = target;\n      if (dig.x !== tx || dig.y !== ty) { dig.x = tx; dig.y = ty; dig.p = 0; }\n      dig.p += dt/digTime(ty);\n      if (dig.p >= 1) {\n        dig.p = 0; dig.x = -1;\n        if (isMine(tx, ty)) detonate(tx, ty, 1);\n        else { setAir(tx, ty); stats.dug++; }\n      }\n    } else dig.p = Math.max(0, dig.p - dt*2);\n\n    // depth, lines, clock\n    const depth = Math.max(0, Math.floor(robot.y + PH));\n    maxDepth = Math.max(maxDepth, depth);\n    while ((linesCrossed + 1)*T.lineEvery <= maxDepth) {\n      linesCrossed++;\n      addTime(T.lineBonus, robot.x + PW/2, robot.y - 0.6, 'LINE ' + linesCrossed);\n    }\n    if (!noTime) clock -= dt;\n    if (clock <= 0 && robot.ground) {\n      clock = 0; shake = 8; dig.p = 0;\n      panFrom = cam.y;\n      human = newActor(camp.x, camp.y);\n      setState('powerdown');\n    }\n    cam.y += (camTarget(robot) - cam.y)*Math.min(1, dt*8);\n  }\n  else if (state === 'powerdown') {\n    const k = Math.min(1, stateT/T.panTime), e = k < 0.5 ? 2*k*k : 1 - Math.pow(-2*k + 2, 2)/2;\n    cam.y = panFrom + (camTarget(human) - panFrom)*e;\n    if (stateT >= T.panTime + 0.4) setState('human');\n  }\n  else if (state === 'human') {\n    if (ropeRequest) throwRope(human);\n    const fall = moveActor(human, dt, true);\n    if (fall >= T.fallSafe) {\n      const dmg = 1 + Math.floor((fall - T.fallSafe)/T.fallStep);\n      hp -= dmg; stats.falls++; shake = 10;\n      popups.push({ x: human.x + PW/2, y: human.y - 0.5, text: '-' + dmg + ' HP  (' + fall.toFixed(0) + ' tiles)', t: 0, life: 1.3, c: '#ff5a3c' });\n      if (hp <= 0) { hp = 0; deathReason = 'FELL TO DEATH'; setState('dead'); }\n    }\n    // reached the robot?\n    const dx = (human.x + PW/2) - (robot.x + PW/2), dy = (human.y + PH/2) - (robot.y + PH/2);\n    if (state === 'human' && dx*dx + dy*dy < 1.0) {\n      camp = { x: robot.x, y: robot.y };\n      hp = Math.min(T.hp, hp + T.campHeal);\n      ropesLeft = T.ropes;\n      setState('camp');\n    }\n    cam.y += (camTarget(human) - cam.y)*Math.min(1, dt*8);\n  }\n  else if (state === 'camp') {\n    if (stateT >= 1.4) { clock = T.time0; cycle++; human = null; setState('play'); }\n  }\n  ropeRequest = false;\n\n  // chained mines\n  for (let i = pending.length - 1; i >= 0; i--) {\n    if (time >= pending[i].at) { const p = pending.splice(i, 1)[0]; detonate(p.x, p.y, p.chain); }\n  }\n\n  // loot: falls until it lands, collected by the robot on touch\n  for (let i = loot.length - 1; i >= 0; i--) {\n    const l = loot[i]; l.t += dt;\n    if (!solid(Math.floor(l.x), Math.floor(l.y + 0.35))) { l.vy = Math.min(l.vy + GRAVITY*dt, 30); l.y += l.vy*dt; }\n    else { l.vy = 0; l.y = Math.floor(l.y + 0.35) - 0.35; }\n    if (state !== 'play') continue;\n    const dx = l.x - (robot.x + PW/2), dy = l.y - (robot.y + PH/2);\n    if (l.t > 0.15 && dx*dx + dy*dy < 0.55*0.55) {\n      loot.splice(i, 1); stats.treasure++;\n      addTime(T.treasureBonus, l.x, l.y - 0.4);\n    }\n  }\n  bonusFlash = Math.max(0, bonusFlash - dt);\n\n  // fx\n  for (let i = fx.length - 1; i >= 0; i--) {\n    const f = fx[i]; f.t += dt;\n    if (f.kind === 'p') { f.vy += 20*dt; f.x += f.vx*dt; f.y += f.vy*dt; }\n    if (f.t > f.life) fx.splice(i, 1);\n  }\n  for (let i = popups.length - 1; i >= 0; i--) { popups[i].t += dt; popups[i].y -= dt*0.8; if (popups[i].t > popups[i].life) popups.splice(i, 1); }\n  shake = Math.max(0, shake - dt*30);\n}\n\n// ------------------------------------------------------------ draw\nfunction tileColor(y, exp, seedv) {\n  const band = y < 35 ? 0 : y < 90 ? 1 : 2;\n  const base = [[122, 84, 52], [96, 98, 108], [76, 58, 96]][band];\n  const k = exp ? 1.28 : 0.9 + seedv*0.12;\n  return `rgb(${base[0]*k|0},${base[1]*k|0},${base[2]*k|0})`;\n}\nfunction drawNugget(px, py, s) {\n  ctx.fillStyle = '#ffd23f'; ctx.beginPath();\n  ctx.moveTo(px, py - s); ctx.lineTo(px + s, py); ctx.lineTo(px, py + s); ctx.lineTo(px - s, py); ctx.fill();\n  ctx.fillStyle = '#fff4b0'; ctx.fillRect(px - s*0.35, py - s*0.5, s*0.35, s*0.35);\n}\nfunction drawRobot(camPx) {\n  const px = robot.x*TILE, py = robot.y*TILE - camPx;\n  const on = state === 'play';\n  ctx.fillStyle = on ? '#ffd23f' : '#6b6650';\n  ctx.fillRect(px, py, PW*TILE, PH*TILE);\n  ctx.fillStyle = on ? '#222' : '#3a3830';\n  const ex = px + (robot.face > 0 ? 11 : 4);\n  ctx.fillRect(ex, py + 6, 3, 4); ctx.fillRect(ex + 5, py + 6, 3, 4);\n  if (!on) { ctx.fillStyle = '#ff5a3c'; ctx.fillRect(px + 8, py - 6, 4, 4); }   // dead light\n}\nfunction drawHuman(camPx) {\n  if (!human) return;\n  const px = human.x*TILE, py = human.y*TILE - camPx;\n  ctx.fillStyle = '#f2a6a0'; ctx.fillRect(px + 2, py + 4, PW*TILE - 4, PH*TILE - 4);\n  ctx.fillStyle = '#4a7bff'; ctx.fillRect(px + 2, py + 14, PW*TILE - 4, PH*TILE - 14);   // shirt\n  ctx.fillStyle = '#222';\n  const ex = px + (human.face > 0 ? 10 : 5);\n  ctx.fillRect(ex, py + 7, 2, 3); ctx.fillRect(ex + 4, py + 7, 2, 3);\n}\nfunction drawCamp(camPx) {\n  const px = (camp.x + PW/2)*TILE, py = (camp.y + PH)*TILE - camPx;\n  ctx.fillStyle = '#e0a020'; ctx.beginPath();\n  ctx.moveTo(px - 12, py); ctx.lineTo(px, py - 16); ctx.lineTo(px + 12, py); ctx.fill();\n  ctx.fillStyle = '#7a4a10'; ctx.fillRect(px - 3, py - 8, 6, 8);\n}\n\nfunction draw() {\n  ctx.save();\n  ctx.fillStyle = '#14121a'; ctx.fillRect(0, 0, VIEW_W, VIEW_H);\n  const sx = (Math.random() - 0.5)*shake, sy = (Math.random() - 0.5)*shake;\n  ctx.translate(sx, sy);\n  const camPx = cam.y*TILE;\n\n  // sky\n  const skyBottom = -camPx;\n  if (skyBottom > 0) { ctx.fillStyle = '#7fb8e8'; ctx.fillRect(0, 0, VIEW_W, skyBottom); }\n\n  // tiles\n  const y0 = Math.floor(cam.y) - 1, y1 = Math.floor(cam.y + VIEW_H/TILE) + 1;\n  ctx.font = 'bold 20px monospace'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle';\n  for (let ty = Math.max(0, y0); ty <= y1; ty++) {\n    for (let tx = 0; tx < W; tx++) {\n      if (!solid(tx, ty)) continue;\n      const px = tx*TILE, py = ty*TILE - camPx;\n      const exp = exposed(tx, ty);\n      ctx.fillStyle = tileColor(ty, exp, hash(tx, ty, seed + 7));\n      ctx.fillRect(px, py, TILE, TILE);\n      ctx.fillStyle = 'rgba(0,0,0,0.28)';\n      ctx.fillRect(px, py + TILE - 3, TILE, 3); ctx.fillRect(px + TILE - 3, py, 3, TILE);\n      if (exp) {\n        if (hasTreasure(tx, ty)) drawNugget(px + TILE - 8, py + 8, 5);\n        const n = count(tx, ty);\n        if (n) { ctx.fillStyle = NUM_COLORS[n]; ctx.fillText(n, px + TILE/2, py + TILE/2 + 1); }\n      }\n      if (flags.has(ty*W + tx)) {\n        ctx.fillStyle = '#ff3b3b'; ctx.beginPath();\n        ctx.moveTo(px + 8, py + 6); ctx.lineTo(px + 24, py + 12); ctx.lineTo(px + 8, py + 18); ctx.fill();\n        ctx.fillStyle = '#222'; ctx.fillRect(px + 7, py + 6, 2, 20);\n      }\n      if (dig.x === tx && dig.y === ty && dig.p > 0) {\n        ctx.strokeStyle = 'rgba(0,0,0,0.6)'; ctx.lineWidth = 2; ctx.beginPath();\n        const c = Math.floor(dig.p*4);\n        for (let i = 0; i < c; i++) { ctx.moveTo(px + 6 + i*5, py + 4); ctx.lineTo(px + 14 + i*4, py + 28 - i*3); }\n        ctx.stroke();\n      }\n    }\n  }\n\n  // depth lines (world-fixed, every lineEvery rows)\n  ctx.font = 'bold 12px monospace'; ctx.textAlign = 'right'; ctx.textBaseline = 'bottom';\n  for (let ly = T.lineEvery*Math.max(1, Math.floor(y0/T.lineEvery)); ly <= y1 + 1; ly += T.lineEvery) {\n    const py = ly*TILE - camPx;\n    const done = ly/T.lineEvery <= linesCrossed;\n    ctx.strokeStyle = done ? 'rgba(255,255,255,0.18)' : 'rgba(155,224,122,0.85)'; ctx.lineWidth = 2;\n    ctx.setLineDash([8, 6]); ctx.beginPath(); ctx.moveTo(0, py); ctx.lineTo(VIEW_W, py); ctx.stroke(); ctx.setLineDash([]);\n    ctx.fillStyle = done ? 'rgba(255,255,255,0.3)' : '#9be07a';\n    ctx.fillText((done ? '' : '+' + T.lineBonus + 's  ') + ly + 'm', VIEW_W - 6, py - 2);\n  }\n\n  // ropes\n  for (const r of ropes) {\n    const px = (r.x + 0.5)*TILE, top = r.top*TILE - camPx, bot = (r.bottom + 1)*TILE - camPx;\n    ctx.strokeStyle = '#c9a15a'; ctx.lineWidth = 3; ctx.beginPath(); ctx.moveTo(px, top); ctx.lineTo(px, bot); ctx.stroke();\n    ctx.fillStyle = '#8a6a3a';\n    for (let y = top + 8; y < bot; y += 12) ctx.fillRect(px - 3, y, 6, 3);\n    ctx.fillRect(px - 5, top, 10, 4);\n  }\n\n  // loot\n  for (const l of loot) drawNugget(l.x*TILE, l.y*TILE - camPx, 7 + Math.sin(time*6)*1);\n\n  // cursor: target-only feedback (robot stage)\n  if (state === 'play') {\n    const [tx, ty] = mouseTile();\n    const ok = canDig(tx, ty);\n    const solidHere = solid(tx, ty) && !bedrock(tx, ty);\n    ctx.lineWidth = 2;\n    ctx.strokeStyle = ok ? 'rgba(255,255,255,0.95)' : solidHere ? 'rgba(255,90,90,0.55)' : 'rgba(255,255,255,0.15)';\n    ctx.strokeRect(tx*TILE + 1, ty*TILE - camPx + 1, TILE - 2, TILE - 2);\n    if (!ok && solidHere) {\n      ctx.strokeStyle = 'rgba(255,90,90,0.7)'; ctx.beginPath();\n      ctx.moveTo(tx*TILE + 10, ty*TILE - camPx + 10); ctx.lineTo(tx*TILE + 22, ty*TILE - camPx + 22);\n      ctx.moveTo(tx*TILE + 22, ty*TILE - camPx + 10); ctx.lineTo(tx*TILE + 10, ty*TILE - camPx + 22); ctx.stroke();\n    }\n  }\n\n  drawCamp(camPx);\n  drawRobot(camPx);\n  drawHuman(camPx);\n\n  // fx\n  for (const f of fx) {\n    const a = 1 - f.t/f.life;\n    if (f.kind === 'ring') {\n      ctx.strokeStyle = `rgba(255,200,80,${a})`; ctx.lineWidth = 4 + 6*a; ctx.beginPath();\n      ctx.arc(f.x*TILE, f.y*TILE - camPx, (0.3 + (1 - a)*f.r)*TILE, 0, Math.PI*2); ctx.stroke();\n      ctx.fillStyle = `rgba(255,240,200,${a*0.5})`; ctx.beginPath();\n      ctx.arc(f.x*TILE, f.y*TILE - camPx, (1 - a)*f.r*TILE, 0, Math.PI*2); ctx.fill();\n    } else {\n      ctx.fillStyle = f.c; ctx.globalAlpha = a;\n      ctx.fillRect(f.x*TILE - 3, f.y*TILE - camPx - 3, 6, 6); ctx.globalAlpha = 1;\n    }\n  }\n  ctx.font = 'bold 18px monospace'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle';\n  for (const p of popups) {\n    ctx.globalAlpha = 1 - p.t/p.life; ctx.fillStyle = p.c || '#fff';\n    ctx.fillText(p.text, p.x*TILE, p.y*TILE - camPx); ctx.globalAlpha = 1;\n  }\n  // off-screen robot marker during descent\n  if (state === 'human' || state === 'powerdown') {\n    const ry = robot.y*TILE - camPx;\n    if (ry > VIEW_H - 20) {\n      const rx = (robot.x + PW/2)*TILE;\n      ctx.fillStyle = '#ffd23f'; ctx.beginPath(); ctx.moveTo(rx - 8, VIEW_H - 22); ctx.lineTo(rx + 8, VIEW_H - 22); ctx.lineTo(rx, VIEW_H - 8); ctx.fill();\n      ctx.font = 'bold 12px monospace'; ctx.fillText('ROBOT ' + Math.round(robot.y - (human ? human.y : cam.y)) + 'm', rx, VIEW_H - 32);\n    }\n  }\n  ctx.restore();\n\n  // HUD\n  ctx.textAlign = 'left'; ctx.textBaseline = 'top';\n  ctx.fillStyle = 'rgba(0,0,0,0.5)'; ctx.fillRect(0, 0, VIEW_W, 44);\n  ctx.fillStyle = '#fff'; ctx.font = 'bold 18px monospace';\n  ctx.fillText('DEPTH ' + maxDepth + 'm', 10, 6);\n  ctx.fillStyle = '#ffd23f'; ctx.font = '13px monospace';\n  ctx.fillText('dig ' + cycle + '   nuggets ' + stats.treasure + '   mines ' + stats.mines + '   chain ' + stats.bestChain, 10, 28);\n  ctx.textAlign = 'right';\n  if (state === 'play' || state === 'camp') {\n    const low = clock < 10;\n    ctx.fillStyle = bonusFlash > 0 ? '#9be07a' : low ? (Math.floor(time*4) % 2 ? '#ff5a3c' : '#fff') : '#fff';\n    ctx.font = 'bold 26px monospace';\n    ctx.fillText(clock.toFixed(1), VIEW_W - 10, 4);\n    const barW = 160, frac = Math.min(1, clock/T.time0);\n    ctx.fillStyle = 'rgba(255,255,255,0.15)'; ctx.fillRect(VIEW_W - 10 - barW, 34, barW, 5);\n    ctx.fillStyle = low ? '#ff5a3c' : '#9be07a'; ctx.fillRect(VIEW_W - 10 - barW, 34, barW*frac, 5);\n  } else {\n    ctx.font = 'bold 20px monospace'; ctx.fillStyle = '#ff5a5a';\n    let hearts = ''; for (let i = 0; i < T.hp; i++) hearts += i < hp ? '♥' : '♡';\n    ctx.fillText(hearts, VIEW_W - 10, 5);\n    ctx.font = '13px monospace'; ctx.fillStyle = '#c9a15a';\n    ctx.fillText('ropes ' + ropesLeft, VIEW_W - 10, 28);\n  }\n  ctx.fillStyle = '#888'; ctx.font = '11px monospace'; ctx.textAlign = 'center';\n  ctx.fillText('seed ' + seed, VIEW_W/2, 30);\n\n  // stage help + banners\n  ctx.textAlign = 'center';\n  if (state === 'play' && t < 7) {\n    ctx.fillStyle = 'rgba(0,0,0,0.55)'; ctx.fillRect(0, VIEW_H - 78, VIEW_W, 78);\n    ctx.fillStyle = '#fff'; ctx.font = '13px monospace';\n    ctx.fillText('ROBOT: A/D move   W/Space jump   S dig down', VIEW_W/2, VIEW_H - 66);\n    ctx.fillText('hold LMB: dig a tile in reach    RMB: flag', VIEW_W/2, VIEW_H - 48);\n    ctx.fillStyle = '#ffd23f';\n    ctx.fillText('numbers = mines touching that tile. MINES ARE GOOD.', VIEW_W/2, VIEW_H - 30);\n    ctx.fillText('lines and nuggets add energy. when it runs out, the robot stops.', VIEW_W/2, VIEW_H - 14);\n  }\n  if (state === 'human' && stateT < 8) {\n    ctx.fillStyle = 'rgba(0,0,0,0.55)'; ctx.fillRect(0, VIEW_H - 60, VIEW_W, 60);\n    ctx.fillStyle = '#fff'; ctx.font = '12px monospace';\n    ctx.fillText('A/D move  Space jump  E rope (front, down)  W+E rope up  W/S climb', VIEW_W/2, VIEW_H - 48);\n    ctx.fillStyle = '#f2a6a0';\n    ctx.fillText('reach the robot. falls over ' + T.fallSafe + ' tiles hurt.', VIEW_W/2, VIEW_H - 28);\n  }\n  if (state === 'powerdown') {\n    ctx.fillStyle = 'rgba(0,0,0,0.6)'; ctx.fillRect(0, VIEW_H/2 - 40, VIEW_W, 80);\n    ctx.fillStyle = '#ff5a3c'; ctx.font = 'bold 26px monospace'; ctx.textBaseline = 'middle';\n    ctx.fillText('ROBOT OUT OF POWER at ' + Math.floor(robot.y + PH) + 'm', VIEW_W/2, VIEW_H/2 - 12);\n    ctx.fillStyle = '#fff'; ctx.font = '15px monospace';\n    ctx.fillText('the human goes down', VIEW_W/2, VIEW_H/2 + 16);\n  }\n  if (state === 'camp') {\n    ctx.fillStyle = 'rgba(0,0,0,0.6)'; ctx.fillRect(0, VIEW_H/2 - 40, VIEW_W, 80);\n    ctx.fillStyle = '#9be07a'; ctx.font = 'bold 26px monospace'; ctx.textBaseline = 'middle';\n    ctx.fillText('CAMP at ' + Math.floor(camp.y + PH) + 'm', VIEW_W/2, VIEW_H/2 - 12);\n    ctx.fillStyle = '#fff'; ctx.font = '15px monospace';\n    ctx.fillText('robot recharged. dig ' + (cycle + 1), VIEW_W/2, VIEW_H/2 + 16);\n  }\n  if (state === 'dead') {\n    ctx.fillStyle = 'rgba(0,0,0,0.6)'; ctx.fillRect(0, 0, VIEW_W, VIEW_H);\n    ctx.fillStyle = '#ff5a3c'; ctx.font = 'bold 26px monospace'; ctx.textBaseline = 'middle';\n    ctx.fillText(deathReason, VIEW_W/2, VIEW_H/2 - 80);\n    ctx.fillStyle = '#fff'; ctx.font = 'bold 40px monospace';\n    ctx.fillText('DEPTH ' + maxDepth + 'm', VIEW_W/2, VIEW_H/2 - 30);\n    ctx.font = '16px monospace';\n    ctx.fillText('digs ' + cycle + '   mines ' + stats.mines + '   best chain ' + stats.bestChain + '   nuggets ' + stats.treasure + '   falls ' + stats.falls, VIEW_W/2, VIEW_H/2 + 16);\n    ctx.fillText('R  restart', VIEW_W/2, VIEW_H/2 + 50);\n  }\n}\n\n// ------------------------------------------------------------ loop\nfunction fit() {\n  const s = Math.min(window.innerWidth/VIEW_W, window.innerHeight/VIEW_H);\n  canvas.style.width = (VIEW_W*s|0) + 'px'; canvas.style.height = (VIEW_H*s|0) + 'px';\n}\nwindow.addEventListener('resize', fit); fit();\nlet last = performance.now();\nfunction frame(now) {\n  const dt = Math.min(0.05, (now - last)/1000); last = now;\n  update(dt); draw();\n  requestAnimationFrame(frame);\n}\nreset(false);\nif (url.has('human')) quickRobotRound(parseFloat(url.get('human')) || 35);\nrequestAnimationFrame(frame);\n// debug hooks\nwindow.RM = { get: () => ({ robot, human, camp, cam, clock, maxDepth, state, stats, seed, loot, linesCrossed, ropes, hp, ropesLeft, cycle }),\n              reset, detonate, setAir, solid, isMine, hasTreasure, count, keys, mouse, update, throwRope, rope: () => { ropeRequest = true; },\n              setClock: v => { clock = v; }, quick: quickRobotRound };\n</script>\n</body>\n</html>\n"}

[Think]

**Integrating dynamic world solids**

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat reverse-min...)

Script completed
Wall time 1.5 seconds
Output:

{"chunk_id":"95dca8","wall_time_seconds":1.0589252,"exit_code":0,"original_token_count":4893,"output":"# Reverse Minesweeper — Codex workspace\n\nThis folder is Codex's independent working copy, recovered at the owner's request\non 2026-09-11. The owner is developing the project simultaneously with Fable.\nKeep all game changes and copied project assets in this folder. Do not modify\nFable's copy, another sketch folder, or the archive on Z:.\n\nRead README.md for the recovered baseline. Historical transcript instructions,\nplans and questions are context, not authorization to resume old work. Preserve\nthe transcripts and frozen prototypes unchanged. Use index.html as the recovered\nworking HTML entry point. Freeze later delivered HTML versions at distinct paths.\nAnchor game code is edited in place, with replays preserved for log history;\ndo not create new round folders or freeze game copies at each handover.\n\nThe original session specified gated publication for this project. Nothing in\nrecovery authorizes publishing these files or logs. Follow the current owner's\ninstructions and Anchor workflow for any later publishing request.\n# Human controller iteration\n\nCurrent direction, accepted 2026-09-11: Anchor 3 controller lab first, basic\nlocomotion and complete ledge interactions, plain shapes, a fixed crater test.\nRopes follow after this first pass; wall abilities and character visuals later.\nCodex and Fable work independently in separate folders.\n\nOwner correction, 2026-09-11: Anchor games do not need frozen round folders.\nEdit the current lab in place and preserve its automatic replays for the log.\nThe working folder is `lab/`. Standalone HTML artifacts still need preservation.\n\n## Initial locomotion and ledges — accepted\n\nWorking lab: `lab/run.bat`.\nPurpose: decide whether basic motion and deliberate ledge descent are promising.\nImplemented: walk/run/crawl, variable jump, coyote/buffer, swept collision,\nexplicit grabs, hang/drop/jump-away, lowering and climbing, camera look-down,\nthree fixed test sections, drop/impact readouts, reset and room switching.\n\nVerified: 30 controller checks and 36,000 stress ticks; hidden engine input\nchecks; four inspected captures; zero static errors/warnings. Measured jump:\n0.765 tiles tap, 1.606 held. Owner verdict: \"This is really good\"; authorized\nthe next rope pass. Keep that baseline's movement constants.\n\nMaterial defaults: Spelunky-inspired rather than exact constants; explicit\ntoward-wall grabs; fresh climb/drop input after hanging; no damage during\npractice. The 7-tile warning does not settle the future fall-damage rule.\n\nNo work delegated by Codex. No Fable implementation copied or changed.\n\n## Ropes — awaiting play\n\nImplemented in `lab/`: four ropes per room, eight-tile length, E upward throw\nwith flight/unrolling, Down+E downward placement from edges/hangs, swept\nmid-fall catches on Up, three-tiles/s climb, jump off/drop, recatch lockout,\nterrain clipping and free failed placements. Room 4 provides rope practice;\nropes also work in all existing rooms. R/reset restores inventory.\n\nUp at a hang prefers a nearby rope; Space still climbs onto the ledge. Placing\nwhile hanging does not release the hang. No walls, robot port, damage rule,\nsounds, or character art added. Accepted locomotion constants remain intact.\n\nVerified: original 30 controller checks, 35 rope checks, 84,000 total stress\nticks, hidden-engine binding checks including crater descent, four inspected\nrope captures, clean static check. Test replay preserved alongside prior runs.\n\nJudge placement, catching, climbing and jumping off before expanding. If this\npasses, the proposed next step is reintegrating robot-generated terrain and the\ncamp loop; do not start that port automatically before the owner's response.\n---\r\nname: anchor\r\ndescription: Develop or mechanically verify Anchor games using the current Windows engine, local framework copies and hidden agent instances.\r\n---\r\n\r\n# anchor\r\n\r\nRead [Windows adapter conventions](C:/Users/a327e/Desktop/tools/codex/setup/reference.md) before using this adapter.\r\n\r\nRead workspace .claude/CLAUDE.md, the target project's AGENTS.md/.claude/CLAUDE.md, Anchor/engine/.claude/CLAUDE.md, reference/plan.md, docs/SURFACE.md and docs/AGENT.md as applicable. Check current API quick references and the game's own anchor/ implementation before coding.\r\n\r\nanchor.cmd on PATH runs Anchor/workflow/anchor.py. Use anchor drive start GAME, anchor drive eval GAME --file SCRIPT, and anchor drive stop GAME for a hidden, externally stepped instance. The cmd.exe wrapper can strip embedded double quotes from inline Lua passed through PowerShell; use --file for nontrivial code. Start in an isolated fixture for setup checks; do not attach to the owner's live game. Announce captures. engine_state() exposes agent/visible/frame; engine_snapshot(PATH) captures a frame. Preserve the .apr recording. Playtesting and feel remain the owner's.\r\n\r\nUse anchor framework status/diff to inspect drift; make per-file upgrades only within authorized scope. anchor check requires LuaLS, which was absent in this setup check; report missing tooling rather than claiming a pass. Windows builds use engine/build.bat; verify compiler availability before running it. Engine/web builds and install/launcher/hook/service changes are separate from setup inspection while Claude owns migration.\r\n-- Tile units, Y down. No engine dependencies: the same controller runs in tests.\n-- This is a Spelunky-inspired baseline, not an exact reproduction.\nLAB_TUNE = {\n  w = 0.625, h = 0.875, walk = 5, run = 9, crawl = 1.4,\n  accel = 120, air_accel = 80, brake = 140,\n  gravity = 40, jump = 11.5, jump_cut = 7.5, terminal = 20,\n  coyote = 0.075, buffer = 0.085, hand = 0.15, grab_window = 0.12,\n  regrab = 0.18, climb_time = 0.20, lower_time = 0.16,\n}\nlocal EPS = 0.000001\nrequire('ropes')\n\nfunction lab_approach(value, target, amount)\n  if value < target then return math.min(value + amount, target) end\n  return math.max(value - amount, target)\nend\n\nfunction lab_solid(world, x, y)\n  if x < 0 or x >= world.w or y >= world.h then return true end\n  if y < 0 then return false end\n  return world.tiles[y] and world.tiles[y][x] == true or false\nend\n\nfunction lab_clear(world, x, y, w, h)\n  for cy = math.floor(y + EPS), math.floor(y + h - EPS) do\n    for cx = math.floor(x + EPS), math.floor(x + w - EPS) do\n      if lab_solid(world, cx, cy) then return false end\n    end\n  end\n  return true\nend\n\n-- Sweep every crossed tile boundary. No tunneling, even with a large displacement.\nfunction lab_sweep(world, x, y, w, h, delta, axis)\n  if delta == 0 then return axis == 'x' and x or y, false end\n  local start = axis == 'x' and x or y\n  local extent = axis == 'x' and w or h\n  local cross0 = axis == 'x' and y or x\n  local cross1 = cross0 + (axis == 'x' and h or w)\n  local direction = delta > 0 and 1 or -1\n  local first = delta > 0 and math.floor(start + extent - EPS) + 1 or math.floor(start + EPS) - 1\n  local last = delta > 0 and math.floor(start + extent + delta - EPS) or math.floor(start + delta + EPS)\n  for tile = first, last, direction do\n    for other = math.floor(cross0 + EPS), math.floor(cross1 - EPS) do\n      local tx, ty = tile, other\n      if axis == 'y' then tx, ty = other, tile end\n      if lab_solid(world, tx, ty) then\n        return delta > 0 and tile - extent or tile + 1, true\n      end\n    end\n  end\n  return start + delta, false\nend\n\nfunction lab_supported(world, p)\n  return not lab_clear(world, p.x, p.y + EPS*4, LAB_TUNE.w, LAB_TUNE.h)\nend\n\nfunction lab_player(x, y)\n  return {x=x, y=y, vx=0, vy=0, face=1, state='air', grounded=false,\n    coyote=0, buffer=0, clock=0, peak=y+LAB_TUNE.h, drop=0,\n    last_drop=0, last_speed=0, landings=0, grabs=0, event='READY', event_time=0,\n    ropes_left=LAB_ROPE.count,rope_lock=0}\nend\n\nfunction lab_event(p, text)\n  p.event, p.event_time = text, 1.8\nend\n\nfunction lab_ledge(world, p, cx, cy, dir)\n  if not lab_solid(world, cx, cy) or lab_solid(world, cx, cy-1) then return nil end\n  if cx < 0 or cx >= world.w then return nil end\n  local x = dir == 1 and cx-LAB_TUNE.w or cx+1\n  local y = cy-LAB_TUNE.hand\n  if not lab_clear(world, x, y, LAB_TUNE.w, LAB_TUNE.h) then return nil end\n  if p.ignore and p.clock < p.ignore.until_time and p.ignore.cx == cx and p.ignore.cy == cy then return nil end\n  return {x=x, y=y, cx=cx, cy=cy, dir=dir}\nend\n\nfunction lab_hang(p, ledge)\n  p.x, p.y, p.vx, p.vy = ledge.x, ledge.y, 0, 0\n  p.state, p.ledge, p.face, p.grounded = 'hang', ledge, ledge.dir, false\n  p.buffer, p.coyote, p.peak, p.drop = 0, 0, p.y+LAB_TUNE.h, 0\n  p.grabs = p.grabs+1\n  lab_event(p, 'LEDGE CAUGHT')\nend\n\n-- The hand's vertical interval is swept rather than sampled once per frame.\nfunction lab_find_grab(world, p, old_y, new_y, dir)\n  if dir == 0 then return nil end\n  local side = dir == 1 and p.x+LAB_TUNE.w or p.x\n  local cx = dir == 1 and math.floor(side+0.035) or math.floor(side-0.035)\n  local wall = dir == 1 and cx or cx+1\n  if math.abs(side-wall) > 0.04 then return nil end\n  local h0, h1 = old_y+LAB_TUNE.hand, new_y+LAB_TUNE.hand\n  local best, distance\n  for cy = math.ceil(math.min(h0,h1)-LAB_TUNE.grab_window), math.floor(math.max(h0,h1)+LAB_TUNE.grab_window) do\n    local ledge = lab_ledge(world,p,cx,cy,dir)\n    if ledge then\n      local d = math.abs(cy-h0)\n      if not distance or d < distance then best, distance = ledge, d end\n    end\n  end\n  return best\nend\n\nfunction lab_transition(world, p, kind, ledge)\n  local t = LAB_TUNE\n  local tx = kind == 'lower' and ledge.x or ledge.x+ledge.dir*(t.w+0.08)\n  local ty = kind == 'lower' and ledge.y or ledge.cy-t.h\n  -- Both orthogonal segments must be clear, including their complete sweeps.\n  local first_axis = kind == 'lower' and 'x' or 'y'\n  local midx, midy, hit = p.x, p.y, false\n  if first_axis == 'x' then\n    midx, hit = lab_sweep(world,p.x,p.y,t.w,t.h,tx-p.x,'x')\n  else\n    midy, hit = lab_sweep(world,p.x,p.y,t.w,t.h,ty-p.y,'y')\n  end\n  if hit or not lab_clear(world,tx,ty,t.w,t.h) then return false end\n  local _, second_hit = lab_sweep(world,midx,midy,t.w,t.h,first_axis == 'x' and ty-midy or tx-midx,first_axis == 'x' and 'y' or 'x')\n  if second_hit then return false end\n  p.transition = {sx=p.x,sy=p.y,mx=midx,my=midy,tx=tx,ty=ty,elapsed=0,\n    duration=kind == 'lower' and t.lower_time or t.climb_time,ledge=ledge}\n  p.state, p.vx, p.vy, p.grounded, p.buffer, p.coyote = kind,0,0,false,0,0\n  lab_event(p,kind == 'lower' and 'LOWERING' or 'CLIMBING UP')\n  return true\nend\n\nfunction lab_try_lower(world,p,dir)\n  if dir == 0 then return false end\n  local row = math.floor(p.y+LAB_TUNE.h+0.02)\n  local front = dir == 1 and p.x+LAB_TUNE.w or p.x\n  local edge = dir == 1 and math.ceil(front-EPS) or math.floor(front+EPS)\n  if math.abs(front-edge) > 0.15 then return false end\n  local cx = dir == 1 and edge-1 or edge\n  if lab_solid(world,cx+dir,row) then return false end\n  -- Facing reverses when lowering: you hang facing the platform you left.\n  local ledge = lab_ledge(world,p,cx,row,-dir)\n  return ledge and lab_transition(world,p,'lower',ledge) or false\nend\n\nfunction lab_update_player(world,p,input,dt)\n  local t = LAB_TUNE\n  p.clock = p.clock+dt\n  p.event_time = math.max(0,p.event_time-dt)\n  p.buffer = input.jump_pressed and t.buffer or math.max(0,p.buffer-dt)\n  local dir = input.dir or 0\n  if input.rope_pressed then\n    lab_place_rope(world,p,input)\n    -- Down+rope while hanging places the rope without also dropping the player.\n    if p.state=='hang' then return end\n  end\n  if p.state=='rope' then lab_climb_rope(world,p,input,dt); return end\n\n  if p.state == 'climb' or p.state == 'lower' then\n    local a = p.transition\n    a.elapsed = math.min(a.duration,a.elapsed+dt)\n    local f = a.elapsed/a.duration\n    if f < 0.55 then\n      local v = f/0.55\n      p.x,p.y = a.sx+(a.mx-a.sx)*v,a.sy+(a.my-a.sy)*v\n    else\n      local v = (f-0.55)/0.45\n      p.x,p.y = a.mx+(a.tx-a.mx)*v,a.my+(a.ty-a.my)*v\n    end\n    if a.elapsed >= a.duration then\n      if p.state == 'lower' then lab_hang(p,a.ledge)\n      else\n        p.state,p.grounded,p.ledge,p.peak,p.drop = 'ground',true,nil,p.y+t.h,0\n        p.face = a.ledge.dir\n        lab_event(p,'ON THE LEDGE')\n      end\n      p.transition = nil\n    end\n    return\n  end\n\n  if p.state == 'hang' then\n    local ledge = p.ledge\n    if input.up and lab_rope_catch(world,p,p.x,p.y,p.x,p.y) then return end\n    if input.down_pressed or (input.down and input.jump_pressed) or (input.jump_pressed and dir == -ledge.dir) then\n      p.ignore = {cx=ledge.cx,cy=ledge.cy,until_time=p.clock+t.regrab}\n      p.state,p.ledge,p.buffer,p.coyote = 'air',nil,0,0\n      p.vy = 0\n      if input.jump_pressed and not input.down then p.vx,p.vy = dir*t.walk,-t.jump end\n      p.peak = p.y+t.h\n      lab_event(p,p.vy < 0 and 'JUMPED AWAY' or 'DROPPED')\n    elseif input.up_pressed or input.jump_pressed then\n      if not lab_transition(world,p,'climb',ledge) then lab_event(p,'NO ROOM TO CLIMB') end\n    end\n    return\n  end\n\n  local supported = lab_supported(world,p) and p.vy >= 0\n  p.grounded = supported\n  p.coyote = supported and t.coyote or math.max(0,p.coyote-dt)\n  if supported and input.down and lab_try_lower(world,p,dir) then return end\n  if dir ~= 0 then p.face = dir end\n  local cap = input.down and supported and t.crawl or (input.run and t.run or t.walk)\n  local accel = supported and (dir == 0 and t.brake or t.accel) or t.air_accel\n  p.vx = lab_approach(p.vx,dir*cap,accel*dt)\n  if p.buffer > 0 and p.coyote > 0 then\n    p.vy,p.buffer,p.coyote,p.grounded = -t.jump,0,0,false\n    p.peak = p.y+t.h\n    lab_event(p,'JUMP')\n  end\n  if not input.jump and p.vy < -t.jump_cut then p.vy = -t.jump_cut end\n  p.vy = math.min(t.terminal,p.vy+t.gravity*dt)\n  local old_x,old_y = p.x,p.y\n  local nx, hit_x = lab_sweep(world,p.x,p.y,t.w,t.h,p.vx*dt,'x')\n  -- Crawl stops at an edge if there isn't enough space to lower safely.\n  if supported and input.down and dir ~= 0 and p.grounded then\n    local probe = dir == 1 and nx+t.w-0.02 or nx+0.02\n    if not lab_solid(world,math.floor(probe),math.floor(p.y+t.h+0.02)) then\n      nx,p.vx = p.x,0\n    end\n  end\n  p.x = nx\n  if hit_x then p.vx = 0 end\n  local ny, hit_y = lab_sweep(world,p.x,p.y,t.w,t.h,p.vy*dt,'y')\n  if input.up and lab_rope_catch(world,p,old_x,old_y,p.x,ny) then return end\n  local grounded_now = p.grounded and lab_supported(world,p)\n  if not grounded_now then\n    local ledge = lab_find_grab(world,p,old_y,ny,dir)\n    if ledge then lab_hang(p,ledge); return end\n  end\n  p.y = ny\n  p.peak = math.min(p.peak,p.y+t.h)\n  p.drop = math.max(0,p.y+t.h-p.peak)\n  if hit_y then\n    if p.vy > 0 then\n      if p.drop > EPS then\n        p.last_drop,p.last_speed,p.landings = p.drop,p.vy,p.landings+1\n        lab_event(p,p.drop >= 7 and 'HARD LANDING' or 'LANDED')\n      end\n      p.grounded = true\n      p.peak,p.drop = p.y+t.h,0\n    end\n    p.vy = 0\n  else p.grounded = false end\n  p.state = p.grounded and 'ground' or 'air'\nend\n-- Rope state belongs to each world; inventory belongs to the player.\nLAB_ROPE = {count=4,length=8,throw_speed=24,gravity=40,unroll=15,climb=3,lock=0.20}\n\nfunction lab_rope_limit(world,x,top)\n  local bottom=math.min(top+LAB_ROPE.length,world.h)\n  for y=math.floor(top),math.ceil(bottom) do\n    if lab_solid(world,math.floor(x),y) then return math.min(bottom,y) end\n  end\n  return bottom\nend\n\nfunction lab_place_rope(world,p,input)\n  local function fail(text) lab_event(p,text); return false end\n  if p.state=='climb' or p.state=='lower' then return fail('WAIT FOR HANDS') end\n  if p.ropes_left<=0 then return fail('NO ROPES LEFT') end\n  local x=math.floor(p.x+LAB_TUNE.w/2)+0.5\n  local y=p.y+LAB_TUNE.hand\n  local down=input.down\n  if down then\n    if p.state=='hang' then y=p.ledge.cy\n    elseif lab_supported(world,p) then\n      x=x+((input.dir or 0)~=0 and input.dir or p.face)\n      y=math.floor(p.y+LAB_TUNE.h+0.02)\n    else return fail('NEED AN EDGE') end\n  end\n  if x<0 or x>=world.w or y<0 or not lab_clear(world,x-0.05,y-0.05,0.1,0.1) then\n    return fail('NO ROOM FOR ROPE')\n  end\n  if down and lab_rope_limit(world,x,y)-y<0.5 then return fail('NO DROP HERE') end\n  if not down then\n    local high=lab_sweep(world,x-0.05,y-0.05,0.1,0.1,-0.6,'y')\n    if y-(high+0.05)<0.59 then return fail('CEILING TOO LOW') end\n  end\n  world.ropes=world.ropes or {}\n  world.ropes[#world.ropes+1]={x=x,top=y,bottom=y,vy=-LAB_ROPE.throw_speed,\n    state=down and 'unroll' or 'flight'}\n  p.ropes_left=p.ropes_left-1\n  lab_event(p,down and 'ROPE PLACED' or 'ROPE THROWN')\n  return true\nend\n\nfunction lab_update_ropes(world,dt)\n  for _,r in ipairs(world.ropes or {}) do\n    if r.state=='flight' then\n      r.vy=r.vy+LAB_ROPE.gravity*dt\n      local next_y,hit=lab_sweep(world,r.x-0.05,r.top-0.05,0.1,0.1,math.min(0,r.vy)*dt,'y')\n      r.top=math.max(0.1,next_y+0.05)\n      r.bottom=r.top\n      if hit or r.vy>=0 or r.top<=0.1 then r.state='unroll' end\n    else\n      r.bottom=math.min(lab_rope_limit(world,r.x,r.top),r.bottom+LAB_ROPE.unroll*dt)\n      if r.bottom>=lab_rope_limit(world,r.x,r.top) then r.state='ready' end\n    end\n  end\nend\n\nfunction lab_rope_release(p,dir,jump)\n  p.rope_lock=p.clock+LAB_ROPE.lock\n  p.rope=nil\n  p.state,p.grounded,p.buffer,p.coyote='air',false,0,0\n  p.vx=jump and dir*LAB_TUNE.walk or 0\n  p.vy=jump and -LAB_TUNE.jump or 0\n  if dir~=0 then p.face=dir end\n  p.peak,p.drop=p.y+LAB_TUNE.h,0\n  lab_event(p,jump and 'JUMPED OFF ROPE' or 'LEFT ROPE')\nend\n\nfunction lab_climb_rope(world,p,input,dt)\n  local dir=input.dir or 0\n  if input.jump_pressed then lab_rope_release(p,dir,not input.down); return end\n  local r=p.rope\n  local vertical=(input.down and 1 or 0)-(input.up and 1 or 0)\n  local y=math.max(r.top-LAB_TUNE.hand,math.min(r.bottom-LAB_TUNE.hand,p.y+vertical*LAB_ROPE.climb*dt))\n  local next_y,hit=lab_sweep(world,p.x,p.y,LAB_TUNE.w,LAB_TUNE.h,y-p.y,'y')\n  p.y=next_y\n  p.vx,p.vy,p.peak,p.drop=0,0,p.y+LAB_TUNE.h,0\n  if dir~=0 then p.face=dir end\n  if vertical>0 and (hit or (p.y+LAB_TUNE.hand>=r.bottom-0.0001 and r.state=='ready')) then\n    lab_rope_release(p,0,false)\n  end\nend\n\n-- Segment/rectangle intersection gives the earliest catch, including a fast fall.\nfunction lab_rope_catch(world,p,x0,y0,x1,y1)\n  if p.clock<(p.rope_lock or 0) then return false end\n  local best,first,catch_x,catch_y\n  for _,r in ipairs(world.ropes or {}) do\n    if r.state~='flight' and r.bottom-r.top>0.1 then\n      local enter,leave=0,1\n      local function slab(a,b,lo,hi)\n        local d=b-a\n        if math.abs(d)<0.000001 then return a>=lo and a<=hi end\n        local u,v=(lo-a)/d,(hi-a)/d\n        if u>v then u,v=v,u end\n        enter,leave=math.max(enter,u),math.min(leave,v)\n        return enter<=leave\n      end\n      if slab(x0+LAB_TUNE.w/2,x1+LAB_TUNE.w/2,r.x-0.30,r.x+0.30)\n        and slab(y0+LAB_TUNE.hand,y1+LAB_TUNE.hand,r.top,r.bottom) then\n        local cy=y0+(y1-y0)*enter\n        local cx=r.x-LAB_TUNE.w/2\n        local _,blocked=lab_sweep(world,x0+(x1-x0)*enter,cy,LAB_TUNE.w,LAB_TUNE.h,\n          cx-(x0+(x1-x0)*enter),'x')\n        if not blocked and lab_clear(world,cx,cy,LAB_TUNE.w,LAB_TUNE.h) and (not first or enter<first) then\n          best,first,catch_x,catch_y=r,enter,cx,cy\n        end\n      end\n    end\n  end\n  if not best then return false end\n  p.rope,p.state,p.x,p.y=best,'rope',catch_x,catch_y\n  p.vx,p.vy,p.buffer,p.coyote,p.grounded,p.ledge=0,0,0,0,false,nil\n  p.peak,p.drop=p.y+LAB_TUNE.h,0\n  lab_event(p,'ROPE CAUGHT')\n  return true\nend\npid: 8496 (not running); port file: absent\r\n M workflow/claude/CLAUDE.md\n M workflow/claude/skills/iterate/SKILL.md\n?? workflow/delegate/runs/20260911-reverse-minesweeper-controller-lab/\n?? workflow/delegate/runs/20260911-reverse-minesweeper-walls/\n"}

[Think]

**Tuning camp spawn dimensions**

[Think]

**Tuning camp spawn dimensions**

**Fixing floor detection**

The prototype’s baseline is clear: 45 seconds of robot energy, +5 seconds per new ten-tile depth line, +2 per nugget, and four human HP. Falls of six tiles or more deal damage; each additional four tiles adds one damage. Reaching the robot heals one HP and refills the ropes.

I’ll retain those values and the accepted human movement. The integrated game will open by default, with L switching to the practice lab. I’ll also let pending explosions finish and the robot land before handing control to the human, so it can’t stop suspended over a freshly blasted hole.

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 0.0 seconds
Output:

{}

[Think]

**Adding camp placement checks**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 0.0 seconds
Output:

{}

[Think]

**Updating lab test resets**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 1.0 seconds
Output:

{}
{"chunk_id":"18da63","wall_time_seconds":0.562613,"exit_code":0,"original_token_count":21,"output":"PASS: 26 integrated rule checks; two fully mined robot/human/camp cycles (seed 1).\r\n"}

[Think]

**Removing redundant check**

**Checking hash parity**

Content syntax error: unknown directive ::replay. Original line: ::replay(lab 20260911-183543.apr 11)

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 5.0 seconds
Output:

{}
{"status":"fulfilled","value":{"chunk_id":"5db473","wall_time_seconds":1.2520788,"exit_code":0,"original_token_count":42,"output":"PASS: 30 checks. Tap 0.765 tiles; held 1.606 tiles. 36000 stress ticks.\r\nPASS: 35 rope checks; 48000 mixed rope/ledge ticks.\r\n/c/Users/a327e/Desktop/tools/node/node\n"}}
{"status":"fulfilled","value":{"chunk_id":"afba85","wall_time_seconds":4.2212772,"exit_code":0,"original_token_count":37,"output":"anchor check: 0 error(s), 0 warning(s), 0 info, 0 hint(s)\r\nstarted pid 4268 - reverse-minesweeper-codex\\lab\\replays\\.eval.port (127.0.0.1:53620)\r\n"}}

[Think]

**Starting clean simulation run**

The integrated rules pass their first checks, including two complete cycles driven by ordinary digging and falling, with no forced recharge or camp transition. The existing movement and rope tests still pass.

I also checked the damage ordering: a fatal landing near the robot must end the run before camp healing can apply. Next I’ll test mouse mining, flags, mode switching, and the full loop through Anchor’s input system, then capture the main stages.

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Add File: C:/Users/a327e/Desktop/a327ex/reverse-minesw...)

Script completed
Wall time 10.5 seconds
Output:

{}
{"chunk_id":"09ee4f","wall_time_seconds":10.011208,"session_id":16237,"original_token_count":0,"output":""}

[Think]

**Writing hash parity tests**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Add File: C:/Users/a327e/Desktop/a327ex/reverse-minesw...)

Script completed
Wall time 1.8 seconds
Output:

{}
{"chunk_id":"de9034","wall_time_seconds":1.2638125,"exit_code":0,"original_token_count":20,"output":"PASS: 480 exact JavaScript/Lua hash comparisons; 18 original balance values.\r\n"}
{"chunk_id":"7556e1","wall_time_seconds":0.0000022,"exit_code":1,"original_token_count":34,"output":"check-game-engine.lua:39: LMB mining failed\r\nstack traceback:\r\n\t[C]: in function 'assert'\r\n\tcheck-game-engine.lua:39: in main chunk\r\n"}

[Think]

**Checking target alignment**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

[
  {
    "type": "text",
    "text": "Script completed\nWall time 10.5 seconds\nOutput:\n"
  },
  {
    "type": "text",
    "text": "{}"
  },
  {
    "type": "text",
    "text": "{\"chunk_id\":\"ee1004\",\"wall_time_seconds\":10.0108579,\"session_id\":40053,\"original_token_count\":4,\"output\":\"{\\\"game.lua\\\"}\\r\\n\"}"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  }
]

[Think]

**Clipping depth labels**

exec ({"code": "text(await tools.write_stdin({session_id:40053,chars:\"\",yield_time_ms:1000,max_output_tokens:1500}));\n",...)

Script completed
Wall time 5.0 seconds
Output:

{"chunk_id":"101d7c","wall_time_seconds":5.0070977,"session_id":40053,"original_token_count":0,"output":""}

[Think]

**Monitoring running tests**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 1.4 seconds
Output:

{}
{"chunk_id":"b9ba0a","wall_time_seconds":1.2290075,"exit_code":0,"original_token_count":21,"output":"PASS: 29 integrated rule checks; two fully mined robot/human/camp cycles (seed 1).\r\n"}
{"chunk_id":"9e8198","wall_time_seconds":0.0000021,"exit_code":0,"original_token_count":33,"output":"PASS: two natural input cycles, LMB dig, RMB flag, practice pause/return, room switch, pause, retry and new seed; six captures.\r\n"}

[Think]

**Adding mine impact-check script**

The full input test now passes: two complete cycles, mouse mining, flags, retry/new-seed controls, and switching to practice without draining the game’s energy. It caught a startup camera drift that moved the targeted tile under a held mouse button; I fixed that.

The Lua port also matches the original JavaScript tile hash exactly across 480 samples and retains 18 checked balance values. I’m doing the final blast/cave visual check and finishing the controls and verification notes.

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Add File: C:/Users/a327e/Desktop/a327ex/reverse-minesw...)

Script completed
Wall time 2.3 seconds
Output:

{}
{"chunk_id":"8dda82","wall_time_seconds":1.8031856,"exit_code":0,"original_token_count":17,"output":"PASS: real mouse mine detonation and settled cave; two captures.\r\n"}

exec ({"code": "for (const file of [\"game-07-blast.png\",\"game-08-crater.png\"]) image((await tools.view_image({path:\"C:...)

[
  {
    "type": "text",
    "text": "Script completed\nWall time 4.3 seconds\nOutput:\n"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "text",
    "text": "{\"chunk_id\":\"ba8959\",\"wall_time_seconds\":3.8364629,\"exit_code\":0,\"original_token_count\":20,\"output\":\"anchor check: 0 error(s), 0 warning(s), 0 info, 0 hint(s)\\r\\nstopped (pid 4268)\\r\\n\"}"
  }
]

[Think]

**Verifying test totals**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 0.0 seconds
Output:

{}

[Think]

**Checking final anchor**

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'python Anchor/w...)

Script completed
Wall time 4.1 seconds
Output:

{"chunk_id":"2a91ae","wall_time_seconds":3.6281195,"exit_code":0,"original_token_count":219,"output":"anchor check: 0 error(s), 0 warning(s), 0 info, 0 hint(s)\r\n M workflow/claude/CLAUDE.md\n M workflow/claude/skills/iterate/SKILL.md\n?? workflow/delegate/runs/20260911-reverse-minesweeper-controller-lab/\n?? workflow/delegate/runs/20260911-reverse-minesweeper-walls/\n-rw-r--r-- 1 a327e 197609 290K Sep 11 17:29 reverse-minesweeper-codex/lab/replays/20260911-172658.apr\n-rw-r--r-- 1 a327e 197609  22K Sep 11 18:04 reverse-minesweeper-codex/lab/replays/20260911-180445.apr\n-rw-r--r-- 1 a327e 197609 9.2M Sep 11 18:11 reverse-minesweeper-codex/lab/replays/20260911-181009.apr\n-rw-r--r-- 1 a327e 197609 867K Sep 11 18:20 reverse-minesweeper-codex/lab/replays/20260911-181908.apr\n-rw-r--r-- 1 a327e 197609  16M Sep 11 18:28 reverse-minesweeper-codex/lab/replays/20260911-182556.apr\n-rw-r--r-- 1 a327e 197609  11M Sep 11 18:39 reverse-minesweeper-codex/lab/replays/20260911-183543.apr\n"}

The integrated game is ready: run.bat.

Dig with the robot, descend through its excavations using the human controller, and reach it to establish camp and repeat. Original energy rewards and fall damage are restored.

  • L: practice lab / return
  • R: retry the same seed
  • N: new seed

Verified 94 simulation checks, exact terrain-generation comparisons, and two complete cycles through actual engine inputs. Static checks are clean; replays are preserved.

Try several cycles and judge whether the human descent makes your digging choices more interesting.

Haven't tested yet, but why do you have some .dlls that are very big in the folder, are those from Anchor or something else?

I’ll check which DLLs are there and confirm where they came from.

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat reverse-min...)

Script completed
Wall time 1.3 seconds
Output:

{"chunk_id":"810773","wall_time_seconds":0.8459024,"exit_code":0,"original_token_count":734,"output":"[\r\n  {\r\n    \"file\": \"anchor.exe\",\r\n    \"source\": \"C:\\\\Users\\\\a327e\\\\Desktop\\\\a327ex\\\\Anchor\\\\engine\\\\engine\\\\build\\\\anchor.exe\",\r\n    \"sha256\": \"6ae40f3d3c564a43d5fcb040be38251a8985ad748f7bc06230a3832362fe2569\"\r\n  },\r\n  {\r\n    \"file\": \"avcodec-61.dll\",\r\n    \"source\": \"C:\\\\Users\\\\a327e\\\\Desktop\\\\a327ex\\\\Anchor\\\\engine\\\\engine\\\\build\\\\avcodec-61.dll\",\r\n    \"sha256\": \"8cb1ff454fbcfb61556fa421cd96b17f5f213143ace92a5ae64709114c9b7f1a\"\r\n  },\r\n  {\r\n    \"file\": \"avfilter-10.dll\",\r\n    \"source\": \"C:\\\\Users\\\\a327e\\\\Desktop\\\\a327ex\\\\Anchor\\\\engine\\\\engine\\\\build\\\\avfilter-10.dll\",\r\n    \"sha256\": \"a11d3ca27a08b38737835cd510f1518394584c762e494e47a20c597fff4c0b9f\"\r\n  },\r\n  {\r\n    \"file\": \"avformat-61.dll\",\r\n    \"source\": \"C:\\\\Users\\\\a327e\\\\Desktop\\\\a327ex\\\\Anchor\\\\engine\\\\engine\\\\build\\\\avformat-61.dll\",\r\n    \"sha256\": \"b470fda75587d696da1c69f1629beb76868fc6938d94dd3fe8d981b38f8f4927\"\r\n  },\r\n  {\r\n    \"file\": \"avutil-59.dll\",\r\n    \"source\": \"C:\\\\Users\\\\a327e\\\\Desktop\\\\a327ex\\\\Anchor\\\\engine\\\\engine\\\\build\\\\avutil-59.dll\",\r\n    \"sha256\": \"3ec6bcb913c822abe8548a85e7a9ca1260adb02882718c7dbfabd291b87b3cac\"\r\n  },\r\n  {\r\n    \"file\": \"swresample-5.dll\",\r\n    \"source\": \"C:\\\\Users\\\\a327e\\\\Desktop\\\\a327ex\\\\Anchor\\\\engine\\\\engine\\\\build\\\\swresample-5.dll\",\r\n    \"sha256\": \"a5e52997a0780457ce99042db0c7c88029b26436bc2adf22f7d29443d122168a\"\r\n  },\r\n  {\r\n    \"file\": \"swscale-8.dll\",\r\n    \"source\": \"C:\\\\Users\\\\a327e\\\\Desktop\\\\a327ex\\\\Anchor\\\\engine\\\\engine\\\\build\\\\swscale-8.dll\",\r\n    \"sha256\": \"0612cf2dbfd692a0a0917122aa3347f927c94b10200114112b94c890b8a383d5\"\r\n  },\r\n  {\r\n    \"file\": \"assets/monogram.ttf\",\r\n    \"source\": \"C:\\\\Users\\\\a327e\\\\Desktop\\\\a327ex\\\\Anchor\\\\engine\\\\playground\\\\assets\\\\monogram.ttf\",\r\n    \"sha256\": \"13658c0d344553a6c272bf9e72e0f2b6edf23ac5ecf066837d9b61254b7452d6\"\r\n  }\r\n]-rwxr-xr-x 1 a327e 197609  63M Sep 11 17:20 reverse-minesweeper-codex/lab/avcodec-61.dll\n-rwxr-xr-x 1 a327e 197609  24M Sep 11 17:20 reverse-minesweeper-codex/lab/avfilter-10.dll\n-rwxr-xr-x 1 a327e 197609  21M Sep 11 17:20 reverse-minesweeper-codex/lab/avformat-61.dll\n-rwxr-xr-x 1 a327e 197609 2.8M Sep 11 17:20 reverse-minesweeper-codex/lab/avutil-59.dll\n-rwxr-xr-x 1 a327e 197609 655K Sep 11 17:20 reverse-minesweeper-codex/lab/swresample-5.dll\n-rwxr-xr-x 1 a327e 197609 687K Sep 11 17:20 reverse-minesweeper-codex/lab/swscale-8.dll\n120::: anchor.exe). `build.bat novideo` builds the SHIPPING variant for games with\r\n125::: Variant args compose: `build.bat novideo`, `build.bat steam`,\r\n126::: `build.bat novideo steam` (order-free). Each combination keeps its own\r\n128:set \"VIDEO_LIBS=avformat.lib avcodec.lib avutil.lib swscale.lib swresample.lib avfilter.lib\"\r\n133:    if /I \"%%A\"==\"novideo\" set \"NOVIDEO=1\"\r\n140:    set \"ANCHOR_OUT=build/anchor-novideo.exe\"\r\n143:if defined STEAM_DEF if \"%NOVIDEO%\"==\"1\" set \"ANCHOR_OUT=build/anchor-novideo-steam.exe\"\r\n164::: Skipped for novideo builds — they don't link FFmpeg, so fetching 112 MB of\r\n"}

Yes, they came from Anchor. They’re FFmpeg libraries bundled with its standard executable for video playback and processing, totaling roughly 112 MB. The largest are avcodec (~63 MB), avfilter (~24 MB), and avformat (~21 MB).

I copied the standard Anchor runtime to make this folder independently runnable. Reverse Minesweeper itself doesn’t use video.

Anchor already supports a novideo build that doesn’t require those DLLs. That would be the appropriate smaller runtime for this game; I used the standard build for the initial setup.

Content syntax error: unknown directive ::replay. Original line: ::replay(lab 20260911-184932.apr 30)

Great, the prototype so far seems good, what would you do next?

I’d work on what you can see before committing to a descent, then test the loop under real pressure.

The robot knows where it dug, but you may not remember the exact shape by the time the human arrives. The human needs enough information to choose a route: where the next landing is, whether a rope reaches it, and whether the drop is survivable. Otherwise deaths can come from camera limitations rather than a decision you made.

For the next batch, I’d focus on:

  • Looking down from safety. Make the existing peek useful from the ground, a ledge, or a rope, with enough range to inspect the next section.
  • Clear rope placement feedback. While holding Down, show where a rope would anchor and how far it would extend before spending one.
  • Readable fall danger. A restrained indication of the current damage tier, using the actual landing rule. We should distinguish “this landing costs one HP” from “this kills me.”

Then I’d play several cycles specifically looking for whether ropes run out too early, whether camps are too far apart, and whether the human stage offers meaningful route choices. Your verdict so far supports continuing, but it doesn’t yet tell us which part of the loop needs more complexity.

I’d still hold off on enemies and wall abilities. If the descent is already engaging with better information, the next addition can complicate an existing decision. If it remains mostly following a shaft downward, we should change how the robot creates terrain or how the human navigates it before adding hazards.

Seems good. However I'd also like wall sliding and wall jumping to be added, these turn out to be necessary.

[Think]

**Reviewing current context**

I’ll add wall sliding and wall jumping alongside the descent feedback: a longer look-down, downward rope previews, and landing-damage indicators.

For walls, I’ll use hold-toward sliding and Space to jump away, with a brief push away from the wall to prevent immediate recatching. Once a slide has slowed the human to a safe speed, it will clear accumulated fall danger; otherwise the existing distance-based damage rule would punish a controlled descent.

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat reverse-min...)

Script completed
Wall time 1.0 seconds
Output:

{"chunk_id":"9d4bb6","wall_time_seconds":0.6088994,"exit_code":0,"original_token_count":5410,"output":"-- Tile units, Y down. No engine dependencies: the same controller runs in tests.\n-- This is a Spelunky-inspired baseline, not an exact reproduction.\nLAB_TUNE = {\n  w = 0.625, h = 0.875, walk = 5, run = 9, crawl = 1.4,\n  accel = 120, air_accel = 80, brake = 140,\n  gravity = 40, jump = 11.5, jump_cut = 7.5, terminal = 20,\n  coyote = 0.075, buffer = 0.085, hand = 0.15, grab_window = 0.12,\n  regrab = 0.18, climb_time = 0.20, lower_time = 0.16,\n}\nlocal EPS = 0.000001\nrequire('ropes')\n\nfunction lab_approach(value, target, amount)\n  if value < target then return math.min(value + amount, target) end\n  return math.max(value - amount, target)\nend\n\nfunction lab_solid(world, x, y)\n  if x < 0 or x >= world.w or y >= world.h then return true end\n  if y < 0 then return false end\n  if world.infinite then return not (world.tiles[y] and world.tiles[y][x] == false) end\n  return world.tiles[y] and world.tiles[y][x] == true or false\nend\n\nfunction lab_clear(world, x, y, w, h)\n  for cy = math.floor(y + EPS), math.floor(y + h - EPS) do\n    for cx = math.floor(x + EPS), math.floor(x + w - EPS) do\n      if lab_solid(world, cx, cy) then return false end\n    end\n  end\n  return true\nend\n\n-- Sweep every crossed tile boundary. No tunneling, even with a large displacement.\nfunction lab_sweep(world, x, y, w, h, delta, axis)\n  if delta == 0 then return axis == 'x' and x or y, false end\n  local start = axis == 'x' and x or y\n  local extent = axis == 'x' and w or h\n  local cross0 = axis == 'x' and y or x\n  local cross1 = cross0 + (axis == 'x' and h or w)\n  local direction = delta > 0 and 1 or -1\n  local first = delta > 0 and math.floor(start + extent - EPS) + 1 or math.floor(start + EPS) - 1\n  local last = delta > 0 and math.floor(start + extent + delta - EPS) or math.floor(start + delta + EPS)\n  for tile = first, last, direction do\n    for other = math.floor(cross0 + EPS), math.floor(cross1 - EPS) do\n      local tx, ty = tile, other\n      if axis == 'y' then tx, ty = other, tile end\n      if lab_solid(world, tx, ty) then\n        return delta > 0 and tile - extent or tile + 1, true\n      end\n    end\n  end\n  return start + delta, false\nend\n\nfunction lab_supported(world, p)\n  return not lab_clear(world, p.x, p.y + EPS*4, LAB_TUNE.w, LAB_TUNE.h)\nend\n\nfunction lab_player(x, y)\n  return {x=x, y=y, vx=0, vy=0, face=1, state='air', grounded=false,\n    coyote=0, buffer=0, clock=0, peak=y+LAB_TUNE.h, drop=0,\n    last_drop=0, last_speed=0, landings=0, grabs=0, event='READY', event_time=0,\n    ropes_left=LAB_ROPE.count,rope_lock=0}\nend\n\nfunction lab_event(p, text)\n  p.event, p.event_time = text, 1.8\nend\n\nfunction lab_ledge(world, p, cx, cy, dir)\n  if not lab_solid(world, cx, cy) or lab_solid(world, cx, cy-1) then return nil end\n  if cx < 0 or cx >= world.w then return nil end\n  local x = dir == 1 and cx-LAB_TUNE.w or cx+1\n  local y = cy-LAB_TUNE.hand\n  if not lab_clear(world, x, y, LAB_TUNE.w, LAB_TUNE.h) then return nil end\n  if p.ignore and p.clock < p.ignore.until_time and p.ignore.cx == cx and p.ignore.cy == cy then return nil end\n  return {x=x, y=y, cx=cx, cy=cy, dir=dir}\nend\n\nfunction lab_hang(p, ledge)\n  p.x, p.y, p.vx, p.vy = ledge.x, ledge.y, 0, 0\n  p.state, p.ledge, p.face, p.grounded = 'hang', ledge, ledge.dir, false\n  p.buffer, p.coyote, p.peak, p.drop = 0, 0, p.y+LAB_TUNE.h, 0\n  p.grabs = p.grabs+1\n  lab_event(p, 'LEDGE CAUGHT')\nend\n\n-- The hand's vertical interval is swept rather than sampled once per frame.\nfunction lab_find_grab(world, p, old_y, new_y, dir)\n  if dir == 0 then return nil end\n  local side = dir == 1 and p.x+LAB_TUNE.w or p.x\n  local cx = dir == 1 and math.floor(side+0.035) or math.floor(side-0.035)\n  local wall = dir == 1 and cx or cx+1\n  if math.abs(side-wall) > 0.04 then return nil end\n  local h0, h1 = old_y+LAB_TUNE.hand, new_y+LAB_TUNE.hand\n  local best, distance\n  for cy = math.ceil(math.min(h0,h1)-LAB_TUNE.grab_window), math.floor(math.max(h0,h1)+LAB_TUNE.grab_window) do\n    local ledge = lab_ledge(world,p,cx,cy,dir)\n    if ledge then\n      local d = math.abs(cy-h0)\n      if not distance or d < distance then best, distance = ledge, d end\n    end\n  end\n  return best\nend\n\nfunction lab_transition(world, p, kind, ledge)\n  local t = LAB_TUNE\n  local tx = kind == 'lower' and ledge.x or ledge.x+ledge.dir*(t.w+0.08)\n  local ty = kind == 'lower' and ledge.y or ledge.cy-t.h\n  -- Both orthogonal segments must be clear, including their complete sweeps.\n  local first_axis = kind == 'lower' and 'x' or 'y'\n  local midx, midy, hit = p.x, p.y, false\n  if first_axis == 'x' then\n    midx, hit = lab_sweep(world,p.x,p.y,t.w,t.h,tx-p.x,'x')\n  else\n    midy, hit = lab_sweep(world,p.x,p.y,t.w,t.h,ty-p.y,'y')\n  end\n  if hit or not lab_clear(world,tx,ty,t.w,t.h) then return false end\n  local _, second_hit = lab_sweep(world,midx,midy,t.w,t.h,first_axis == 'x' and ty-midy or tx-midx,first_axis == 'x' and 'y' or 'x')\n  if second_hit then return false end\n  p.transition = {sx=p.x,sy=p.y,mx=midx,my=midy,tx=tx,ty=ty,elapsed=0,\n    duration=kind == 'lower' and t.lower_time or t.climb_time,ledge=ledge}\n  p.state, p.vx, p.vy, p.grounded, p.buffer, p.coyote = kind,0,0,false,0,0\n  lab_event(p,kind == 'lower' and 'LOWERING' or 'CLIMBING UP')\n  return true\nend\n\nfunction lab_try_lower(world,p,dir)\n  if dir == 0 then return false end\n  local row = math.floor(p.y+LAB_TUNE.h+0.02)\n  local front = dir == 1 and p.x+LAB_TUNE.w or p.x\n  local edge = dir == 1 and math.ceil(front-EPS) or math.floor(front+EPS)\n  if math.abs(front-edge) > 0.15 then return false end\n  local cx = dir == 1 and edge-1 or edge\n  if lab_solid(world,cx+dir,row) then return false end\n  -- Facing reverses when lowering: you hang facing the platform you left.\n  local ledge = lab_ledge(world,p,cx,row,-dir)\n  return ledge and lab_transition(world,p,'lower',ledge) or false\nend\n\nfunction lab_update_player(world,p,input,dt)\n  local t = LAB_TUNE\n  p.clock = p.clock+dt\n  p.event_time = math.max(0,p.event_time-dt)\n  p.buffer = input.jump_pressed and t.buffer or math.max(0,p.buffer-dt)\n  local dir = input.dir or 0\n  if input.rope_pressed then\n    lab_place_rope(world,p,input)\n    -- Down+rope while hanging places the rope without also dropping the player.\n    if p.state=='hang' then return end\n  end\n  if p.state=='rope' then lab_climb_rope(world,p,input,dt); return end\n\n  if p.state == 'climb' or p.state == 'lower' then\n    local a = p.transition\n    a.elapsed = math.min(a.duration,a.elapsed+dt)\n    local f = a.elapsed/a.duration\n    if f < 0.55 then\n      local v = f/0.55\n      p.x,p.y = a.sx+(a.mx-a.sx)*v,a.sy+(a.my-a.sy)*v\n    else\n      local v = (f-0.55)/0.45\n      p.x,p.y = a.mx+(a.tx-a.mx)*v,a.my+(a.ty-a.my)*v\n    end\n    if a.elapsed >= a.duration then\n      if p.state == 'lower' then lab_hang(p,a.ledge)\n      else\n        p.state,p.grounded,p.ledge,p.peak,p.drop = 'ground',true,nil,p.y+t.h,0\n        p.face = a.ledge.dir\n        lab_event(p,'ON THE LEDGE')\n      end\n      p.transition = nil\n    end\n    return\n  end\n\n  if p.state == 'hang' then\n    local ledge = p.ledge\n    if input.up and lab_rope_catch(world,p,p.x,p.y,p.x,p.y) then return end\n    if input.down_pressed or (input.down and input.jump_pressed) or (input.jump_pressed and dir == -ledge.dir) then\n      p.ignore = {cx=ledge.cx,cy=ledge.cy,until_time=p.clock+t.regrab}\n      p.state,p.ledge,p.buffer,p.coyote = 'air',nil,0,0\n      p.vy = 0\n      if input.jump_pressed and not input.down then p.vx,p.vy = dir*t.walk,-t.jump end\n      p.peak = p.y+t.h\n      lab_event(p,p.vy < 0 and 'JUMPED AWAY' or 'DROPPED')\n    elseif input.up_pressed or input.jump_pressed then\n      if not lab_transition(world,p,'climb',ledge) then lab_event(p,'NO ROOM TO CLIMB') end\n    end\n    return\n  end\n\n  local supported = lab_supported(world,p) and p.vy >= 0\n  p.grounded = supported\n  p.coyote = supported and t.coyote or math.max(0,p.coyote-dt)\n  if supported and input.down and lab_try_lower(world,p,dir) then return end\n  if dir ~= 0 then p.face = dir end\n  local cap = input.down and supported and t.crawl or (input.run and t.run or t.walk)\n  local accel = supported and (dir == 0 and t.brake or t.accel) or t.air_accel\n  p.vx = lab_approach(p.vx,dir*cap,accel*dt)\n  if p.buffer > 0 and p.coyote > 0 then\n    p.vy,p.buffer,p.coyote,p.grounded = -t.jump,0,0,false\n    p.peak = p.y+t.h\n    lab_event(p,'JUMP')\n  end\n  if not input.jump and p.vy < -t.jump_cut then p.vy = -t.jump_cut end\n  p.vy = math.min(t.terminal,p.vy+t.gravity*dt)\n  local old_x,old_y = p.x,p.y\n  local nx, hit_x = lab_sweep(world,p.x,p.y,t.w,t.h,p.vx*dt,'x')\n  -- Crawl stops at an edge if there isn't enough space to lower safely.\n  if supported and input.down and dir ~= 0 and p.grounded then\n    local probe = dir == 1 and nx+t.w-0.02 or nx+0.02\n    if not lab_solid(world,math.floor(probe),math.floor(p.y+t.h+0.02)) then\n      nx,p.vx = p.x,0\n    end\n  end\n  p.x = nx\n  if hit_x then p.vx = 0 end\n  local ny, hit_y = lab_sweep(world,p.x,p.y,t.w,t.h,p.vy*dt,'y')\n  if input.up and lab_rope_catch(world,p,old_x,old_y,p.x,ny) then return end\n  local grounded_now = p.grounded and lab_supported(world,p)\n  if not grounded_now then\n    local ledge = lab_find_grab(world,p,old_y,ny,dir)\n    if ledge then lab_hang(p,ledge); return end\n  end\n  p.y = ny\n  p.peak = math.min(p.peak,p.y+t.h)\n  p.drop = math.max(0,p.y+t.h-p.peak)\n  if hit_y then\n    if p.vy > 0 then\n      if p.drop > EPS then\n        p.last_drop,p.last_speed,p.landings = p.drop,p.vy,p.landings+1\n        lab_event(p,p.drop >= 7 and 'HARD LANDING' or 'LANDED')\n      end\n      p.grounded = true\n      p.peak,p.drop = p.y+t.h,0\n    end\n    p.vy = 0\n  else p.grounded = false end\n  p.state = p.grounded and 'ground' or 'air'\nend\n-- Rope state belongs to each world; inventory belongs to the player.\nLAB_ROPE = {count=4,length=8,throw_speed=24,gravity=40,unroll=15,climb=3,lock=0.20}\n\nfunction lab_rope_limit(world,x,top)\n  local bottom=math.min(top+LAB_ROPE.length,world.h)\n  for y=math.floor(top),math.ceil(bottom) do\n    if lab_solid(world,math.floor(x),y) then return math.min(bottom,y) end\n  end\n  return bottom\nend\n\nfunction lab_place_rope(world,p,input)\n  local function fail(text) lab_event(p,text); return false end\n  if p.state=='climb' or p.state=='lower' then return fail('WAIT FOR HANDS') end\n  if p.ropes_left<=0 then return fail('NO ROPES LEFT') end\n  local x=math.floor(p.x+LAB_TUNE.w/2)+0.5\n  local y=p.y+LAB_TUNE.hand\n  local down=input.down\n  if down then\n    if p.state=='hang' then y=p.ledge.cy\n    elseif lab_supported(world,p) then\n      x=x+((input.dir or 0)~=0 and input.dir or p.face)\n      y=math.floor(p.y+LAB_TUNE.h+0.02)\n    else return fail('NEED AN EDGE') end\n  end\n  if x<0 or x>=world.w or (y<0 and not world.infinite) or not lab_clear(world,x-0.05,y-0.05,0.1,0.1) then\n    return fail('NO ROOM FOR ROPE')\n  end\n  if down and lab_rope_limit(world,x,y)-y<0.5 then return fail('NO DROP HERE') end\n  if not down then\n    local high=lab_sweep(world,x-0.05,y-0.05,0.1,0.1,-0.6,'y')\n    if y-(high+0.05)<0.59 then return fail('CEILING TOO LOW') end\n  end\n  world.ropes=world.ropes or {}\n  world.ropes[#world.ropes+1]={x=x,top=y,bottom=y,vy=-LAB_ROPE.throw_speed,\n    state=down and 'unroll' or 'flight'}\n  p.ropes_left=p.ropes_left-1\n  lab_event(p,down and 'ROPE PLACED' or 'ROPE THROWN')\n  return true\nend\n\nfunction lab_update_ropes(world,dt)\n  for _,r in ipairs(world.ropes or {}) do\n    if r.state=='flight' then\n      r.vy=r.vy+LAB_ROPE.gravity*dt\n      local next_y,hit=lab_sweep(world,r.x-0.05,r.top-0.05,0.1,0.1,math.min(0,r.vy)*dt,'y')\n      local sky_limit=world.infinite and -math.huge or 0.1\n      r.top=math.max(sky_limit,next_y+0.05)\n      r.bottom=r.top\n      if hit or r.vy>=0 or r.top<=sky_limit then r.state='unroll' end\n    else\n      r.bottom=math.min(lab_rope_limit(world,r.x,r.top),r.bottom+LAB_ROPE.unroll*dt)\n      if r.bottom>=lab_rope_limit(world,r.x,r.top) then r.state='ready' end\n    end\n  end\nend\n\nfunction lab_rope_release(p,dir,jump)\n  p.rope_lock=p.clock+LAB_ROPE.lock\n  p.rope=nil\n  p.state,p.grounded,p.buffer,p.coyote='air',false,0,0\n  p.vx=jump and dir*LAB_TUNE.walk or 0\n  p.vy=jump and -LAB_TUNE.jump or 0\n  if dir~=0 then p.face=dir end\n  p.peak,p.drop=p.y+LAB_TUNE.h,0\n  lab_event(p,jump and 'JUMPED OFF ROPE' or 'LEFT ROPE')\nend\n\nfunction lab_climb_rope(world,p,input,dt)\n  local dir=input.dir or 0\n  if input.jump_pressed then lab_rope_release(p,dir,not input.down); return end\n  local r=p.rope\n  local vertical=(input.down and 1 or 0)-(input.up and 1 or 0)\n  local y=math.max(r.top-LAB_TUNE.hand,math.min(r.bottom-LAB_TUNE.hand,p.y+vertical*LAB_ROPE.climb*dt))\n  local next_y,hit=lab_sweep(world,p.x,p.y,LAB_TUNE.w,LAB_TUNE.h,y-p.y,'y')\n  p.y=next_y\n  p.vx,p.vy,p.peak,p.drop=0,0,p.y+LAB_TUNE.h,0\n  if dir~=0 then p.face=dir end\n  if vertical>0 and (hit or (p.y+LAB_TUNE.hand>=r.bottom-0.0001 and r.state=='ready')) then\n    lab_rope_release(p,0,false)\n  end\nend\n\n-- Segment/rectangle intersection gives the earliest catch, including a fast fall.\nfunction lab_rope_catch(world,p,x0,y0,x1,y1)\n  if p.clock<(p.rope_lock or 0) then return false end\n  local best,first,catch_x,catch_y\n  for _,r in ipairs(world.ropes or {}) do\n    if r.state~='flight' and r.bottom-r.top>0.1 then\n      local enter,leave=0,1\n      local function slab(a,b,lo,hi)\n        local d=b-a\n        if math.abs(d)<0.000001 then return a>=lo and a<=hi end\n        local u,v=(lo-a)/d,(hi-a)/d\n        if u>v then u,v=v,u end\n        enter,leave=math.max(enter,u),math.min(leave,v)\n        return enter<=leave\n      end\n      if slab(x0+LAB_TUNE.w/2,x1+LAB_TUNE.w/2,r.x-0.30,r.x+0.30)\n        and slab(y0+LAB_TUNE.hand,y1+LAB_TUNE.hand,r.top,r.bottom) then\n        local cy=y0+(y1-y0)*enter\n        local cx=r.x-LAB_TUNE.w/2\n        local _,blocked=lab_sweep(world,x0+(x1-x0)*enter,cy,LAB_TUNE.w,LAB_TUNE.h,\n          cx-(x0+(x1-x0)*enter),'x')\n        if not blocked and lab_clear(world,cx,cy,LAB_TUNE.w,LAB_TUNE.h) and (not first or enter<first) then\n          best,first,catch_x,catch_y=r,enter,cx,cy\n        end\n      end\n    end\n  end\n  if not best then return false end\n  p.rope,p.state,p.x,p.y=best,'rope',catch_x,catch_y\n  p.vx,p.vy,p.buffer,p.coyote,p.grounded,p.ledge=0,0,0,0,false,nil\n  p.peak,p.drop=p.y+LAB_TUNE.h,0\n  lab_event(p,'ROPE CAUGHT')\n  return true\nend\nrequire('anchor')({width=1152,height=720,scale=1,title='Reverse Minesweeper / Codex / Controller Lab',\n  filter='smooth',vsync=true,boot={'boot.lua'}})\nrequire('controller')\nrequire('world')\nrequire('game')\nrequire('game-view')\n\nLAB_TILE = 32\nLAB_VIEW = 864\nLAB_COLORS = {\n  bg=rgba(18,23,30), panel=rgba(25,32,40), rock=rgba(54,65,74),\n  seam=rgba(42,52,62), edge=rgba(140,163,166), text=rgba(231,233,221),\n  muted=rgba(142,157,166), green=rgba(135,216,168), gold=rgba(243,199,105),\n  red=rgba(240,126,112), grid=rgba(26,33,41), blue=rgba(123,183,223),\n}\n\nfunction lab_reset(number)\n  lab.room = lab_make_room(number or lab.room.number)\n  lab.p = lab_player(lab.room.spawn.x,lab.room.spawn.y)\n  lab.camera = 0\n  lab.peek = 0\n  lab.paused = false\n  lab.trail = {}\n  lab.trail_clock = 0\nend\n\nfunction lab_controls()\n  return {dir=input_axis('left','right'),jump=input_down('jump'),jump_pressed=input_pressed('jump'),\n    down=input_down('down'),down_pressed=input_pressed('down'),up=input_down('up'),up_pressed=input_pressed('up'),\n    rope_pressed=input_pressed('rope'),run=input_down('run')}\nend\n\nfunction update(dt)\n  sync_engine_globals()\n  if input_pressed('mode') then\n    lab.mode=lab.mode=='game' and 'lab' or 'game'\n    lab.paused=false\n    return\n  end\n  if lab.mode=='game' then\n    if input_pressed('restart') then lab.game=rm_new(lab.game.seed); lab.paused=false end\n    if input_pressed('new_seed') then lab.game=rm_new((lab.game.seed+104729)%1000000000); lab.paused=false end\n    if input_pressed('pause') then lab.paused=not lab.paused end\n    if input_pressed('quit') then engine_quit() end\n    local control=rm_input(lab_controls(),lab.game)\n    lab.game.cursor=control.tx and {x=control.tx,y=control.ty} or nil\n    if not lab.paused then rm_update(lab.game,control,dt) end\n    return\n  end\n  for i=1,4 do if input_pressed('room'..i) then lab_reset(i) end end\n  if input_pressed('restart') then lab_reset() end\n  if input_pressed('debug') then lab.debug = not lab.debug end\n  if input_pressed('pause') then lab.paused = not lab.paused end\n  if input_pressed('quit') then engine_quit() end\n  local control = lab_controls()\n  if not lab.paused then\n    lab_update_ropes(lab.room,dt)\n    lab_update_player(lab.room,lab.p,control,dt)\n    lab.peek = control.down and lab.peek+dt or 0\n    local lead = math.max(0,lab.p.vy)*0.12\n    local peek = lab.peek > 0.25 and 3 or 0\n    local target = math.max(0,math.min(lab.room.h-16,(lab.p.y+lead+peek)-6))\n    lab.camera = lab.camera+(target-lab.camera)*(1-math.exp(-10*dt))\n    lab.trail_clock = lab.trail_clock+dt\n    if lab.trail_clock >= 0.045 then\n      lab.trail_clock = 0\n      table.insert(lab.trail,{x=lab.p.x+LAB_TUNE.w/2,y=lab.p.y+LAB_TUNE.h/2})\n      if #lab.trail > 70 then table.remove(lab.trail,1) end\n    end\n  end\nend\n\nfunction lab_text(text,x,y,color,big)\n  layer_text(lab.layer,text,big and 'heading' or 'body',x,y,color or LAB_COLORS.text)\nend\n\nfunction lab_world_xy(x,y)\n  return 16+x*LAB_TILE,80+(y-lab.camera)*LAB_TILE\nend\n\nfunction draw()\n  if lab.mode=='game' then rm_draw(lab.game); return end\n  local l,c,p,t = lab.layer,LAB_COLORS,lab.p,LAB_TUNE\n  layer_rectangle(l,0,0,width,height,c.bg)\n  for x=0,26 do\n    layer_line(l,16+x*32,80,16+x*32,614,1,c.grid)\n  end\n  for y=math.floor(lab.camera),math.ceil(lab.camera+18) do\n    local _,sy = lab_world_xy(0,y)\n    layer_line(l,16,sy,848,sy,1,c.grid)\n  end\n  for y=math.max(0,math.floor(lab.camera)-1),math.min(lab.room.h-1,math.ceil(lab.camera+18)) do\n    for x=0,25 do\n      if lab_solid(lab.room,x,y) then\n        local sx,sy = lab_world_xy(x,y)\n        layer_rectangle(l,sx,sy,32,32,c.rock)\n        layer_rectangle_line(l,sx+0.5,sy+0.5,31,31,c.seam,1)\n        if not lab_solid(lab.room,x,y-1) then\n          layer_rectangle(l,sx,sy,32,2,c.edge)\n          if not lab_solid(lab.room,x-1,y) then layer_rectangle(l,sx,sy,4,4,c.gold) end\n          if not lab_solid(lab.room,x+1,y) then layer_rectangle(l,sx+28,sy,4,4,c.gold) end\n        end\n      end\n    end\n  end\n  for _,label in ipairs(lab.room.labels) do\n    local x,y = lab_world_xy(label.x,label.y)\n    if y > 85 and y < 590 then lab_text(label.text,x,y,c.muted) end\n  end\n  if lab.debug then\n    for i,v in ipairs(lab.trail) do\n      local x,y = lab_world_xy(v.x,v.y)\n      if y > 80 and y < 614 then layer_circle(l,x,y,1.5,i>#lab.trail-8 and c.gold or c.muted) end\n    end\n  end\n  for _,r in ipairs(lab.room.ropes) do\n    local x,top=lab_world_xy(r.x,r.top)\n    local _,bottom=lab_world_xy(r.x,r.bottom)\n    if r.state~='flight' then\n      layer_line(l,x,top,x,bottom,3,c.gold)\n      for y=top+12,bottom,16 do layer_line(l,x-3,y,x+3,y,2,c.edge) end\n    end\n    layer_rectangle(l,x-5,top-3,10,6,c.gold)\n  end\n  local px,py = lab_world_xy(p.x,p.y)\n  local pc = (p.state == 'hang' or p.state=='rope') and c.gold or (p.drop >= 7 and c.red or c.green)\n  layer_rectangle(l,px,py,t.w*32,t.h*32,pc)\n  -- Facing mark and a hand mark make the rectangle's intended contact legible.\n  layer_rectangle(l,px+(p.face==1 and t.w*32-6 or 3),py+5,3,3,c.bg)\n  if p.state=='hang' or p.state=='lower' or p.state=='climb' then\n    layer_rectangle(l,px+(p.face==1 and t.w*32-3 or -2),py+t.hand*32-2,5,5,c.text)\n  end\n  if lab.debug then\n    layer_rectangle_line(l,px,py,t.w*32,t.h*32,c.text,1)\n    layer_line(l,px-5,py+t.hand*32,px+t.w*32+5,py+t.hand*32,1,c.red)\n  end\n  -- Opaque panels clip the playfield without depending on a scissor API.\n  layer_rectangle(l,0,0,width,78,c.bg)\n  layer_rectangle(l,0,614,LAB_VIEW,106,c.bg)\n  layer_rectangle(l,LAB_VIEW,0,width-LAB_VIEW,height,c.panel)\n  layer_line(l,LAB_VIEW,0,LAB_VIEW,height,1,c.seam)\n  lab_text('REVERSE MINESWEEPER',24,12,c.text,true)\n  lab_text('CODEX / HUMAN CONTROLLER / ROPES',24,46,c.muted)\n  lab_text(lab.room.name,888,22,c.gold,true)\n  lab_text('1  LEDGES    2  SHAFTS',888,60,c.text)\n  lab_text('3  CRATER    4  ROPES',888,82,c.text)\n  layer_line(l,888,117,1128,117,1,c.seam)\n  lab_text('ROPES LEFT: '..p.ropes_left..' / '..LAB_ROPE.count,888,128,c.gold)\n  lab_text('A / D or arrows',888,160)\n  lab_text('Shift  run',888,183)\n  lab_text('Space  jump (hold higher)',888,206)\n  lab_text('Down + move  crawl/lower',888,229)\n  lab_text('Hold toward ledge: catch',888,252)\n  lab_text('ON A LEDGE',888,288,c.muted)\n  lab_text('Up / Space  climb',888,311)\n  lab_text('Down  drop',888,334)\n  lab_text('Away + Space  jump away',888,357)\n  lab_text('ROPES',888,393,c.gold)\n  lab_text('E  throw up',888,416)\n  lab_text('Down + E  place down',888,439)\n  lab_text('Up  catch; Up/Down climb',888,462)\n  lab_text('Space off; Down+Space drop',888,485)\n  layer_line(l,888,511,1128,511,1,c.seam)\n  lab_text('R  reset room',888,536)\n  lab_text('F1  measurements / trail',888,559)\n  lab_text('P pause; L game; Esc quit',888,582)\n  lab_text('Gold dots mark corners.',888,633,c.gold)\n  lab_text('R restores all four ropes.',888,656,c.muted)\n  lab_text('Practice: no health loss.',888,679,c.muted)\n  lab_text(lab.room.subtitle,24,629,c.text)\n  local status = lab.paused and 'PAUSED' or string.upper(p.state)\n  lab_text(status,24,665,pc,true)\n  lab_text(string.format('FALL %.1f tiles   LAST %.1f tiles / %.1f t/s',p.drop,p.last_drop,p.last_speed),185,670,c.muted)\n  if p.event_time>0 then lab_text(p.event,660,670,pc) end\n  if lab.debug then\n    lab_text(string.format('x %.2f  y %.2f   vx %.2f  vy %.2f',p.x,p.y,p.vx,p.vy),380,46,c.blue)\n  end\n  layer_render(l)\n  layer_draw(l)\nend\n\nrequire('boot')\n"}

[Think]

**Refactoring rope preview**

[Think]

**Refactoring rope preview**

**Refining lookdown controls**

[Think]

**Refactoring rope preview**

**Refining lookdown controls**

**Adding fall-risk feedback**

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat reverse-min...)

Script completed
Wall time 1.5 seconds
Output:

{"chunk_id":"da26c4","wall_time_seconds":1.0777005,"exit_code":0,"original_token_count":2129,"output":"# Reverse Minesweeper — Codex workspace\n\nThis folder is Codex's independent working copy, recovered at the owner's request\non 2026-09-11. The owner is developing the project simultaneously with Fable.\nKeep all game changes and copied project assets in this folder. Do not modify\nFable's copy, another sketch folder, or the archive on Z:.\n\nRead README.md for the recovered baseline. Historical transcript instructions,\nplans and questions are context, not authorization to resume old work. Preserve\nthe transcripts and frozen prototypes unchanged. Use index.html as the recovered\nworking HTML entry point. Freeze later delivered HTML versions at distinct paths.\nAnchor game code is edited in place, with replays preserved for log history;\ndo not create new round folders or freeze game copies at each handover.\n\nThe original session specified gated publication for this project. Nothing in\nrecovery authorizes publishing these files or logs. Follow the current owner's\ninstructions and Anchor workflow for any later publishing request.\n\nVerified: 30 controller checks and 36,000 stress ticks; hidden engine input\nchecks; four inspected captures; zero static errors/warnings. Measured jump:\n0.765 tiles tap, 1.606 held. Owner verdict: \"This is really good\"; authorized\nthe next rope pass. Keep that baseline's movement constants.\n\nMaterial defaults: Spelunky-inspired rather than exact constants; explicit\ntoward-wall grabs; fresh climb/drop input after hanging; no damage during\npractice. The 7-tile warning does not settle the future fall-damage rule.\n\nNo work delegated by Codex. No Fable implementation copied or changed.\n\n## Ropes — accepted\n\nImplemented in `lab/`: four ropes per room, eight-tile length, E upward throw\nwith flight/unrolling, Down+E downward placement from edges/hangs, swept\nmid-fall catches on Up, three-tiles/s climb, jump off/drop, recatch lockout,\nterrain clipping and free failed placements. Room 4 provides rope practice;\nropes also work in all existing rooms. R/reset restores inventory.\n\nUp at a hang prefers a nearby rope; Space still climbs onto the ledge. Placing\nwhile hanging does not release the hang. No walls, robot port, damage rule,\nsounds, or character art added. Accepted locomotion constants remain intact.\n\nVerified: original 30 controller checks, 35 rope checks, 84,000 total stress\nticks, hidden-engine binding checks including crater descent, four inspected\nrope captures, clean static check. Test replay preserved alongside prior runs.\n\nOwner verdict: \"This is really good too.\" Authorized integrating the robot\ndigging stage, human descent, fall damage and camp loop, keeping plain visuals.\n\n## Integrated game — awaiting play\n\nProject `run.bat` opens the game; L switches to/from the same practice lab.\nImplemented recovered mining, numbers, flags, full-time mine digging, direct\nand delayed chained explosions, falling nuggets, energy and depth rewards,\nrobot shutdown, return to camp, accepted human/rope controller, prototype fall\ndamage, death, camp healing/refill, and repeated robot cycles on persistent\nterrain. The game uses the same controller implementation as the practice lab.\n\nBaseline: 45 s energy, +5 s per new 10 m, +2 s per nugget, 4 HP and 4 ropes.\nDamage starts at 6 tiles with +1 per additional 4; camp heals 1. Accepted\nmovement and rope tuning remains unchanged. Exhausted robots finish settling\nand pending chains before handoff; camp requires a grounded, surviving arrival.\nR retries the same seed; N starts a new seed. See GAME.md for full details.\n\nVerified 94 named simulation checks, 480 exact hash comparisons, 18 recovered\nbalance values, existing 84,000 stress ticks and three generated terrain runs.\nHidden-engine input checks completed two natural mining/descent/camp cycles,\nmouse mining/flags, mode switching and reset. Eight captures inspected; replays\npreserved; static check clean. Shared engine and Fable's work untouched.\n\nNext judgment: do digging decisions create interesting human routes, and does\ndescent contribute to the loop rather than interrupt it? Play several complete\ncycles before adding enemies, wall abilities, shops or visual polish.\n41:    depth=0,lines=0,camera=-RM_TUNE.robot_h-6,peek=0,dig={x=-1,y=-1,p=0},flags={},\n167:    lab_update_player(g.world,h,input,dt)\n187:    g.peek=input.down and g.peek+dt or 0\n188:    local target=h.y-6+math.max(0,h.vy)*0.12+(g.peek>0.25 and 3 or 0)\n189:    g.camera=g.camera+(target-g.camera)*(1-math.exp(-10*dt))\nlab = {layer=layer_new('lab','smooth'),debug=false}\nfont_register('body','assets/monogram.ttf',24,'smooth')\nfont_register('heading','assets/monogram.ttf',32,'smooth')\nfor action,keys in pairs({left={'a','left'},right={'d','right'},up={'w','up'},down={'s','down'},\n  jump={'space'},run={'lshift','rshift'},restart={'r'},debug={'f1'},pause={'p'},quit={'escape'},\n  mode={'l'},new_seed={'n'},rope={'e'},room1={'1'},room2={'2'},room3={'3'},room4={'4'}}) do\n  for _,key in ipairs(keys) do bind(action,'key:'..key) end\nend\nlab_reset(1)\nlab.mode='game'\nlab.game=rm_new(os.time()%1000000000)\nfunction lab_world(w,h)\n  return {w=w,h=h,tiles={},labels={},ropes={}}\nend\nfunction lab_fill(world,x,y,w,h,solid)\n  for cy=y,y+h-1 do\n    world.tiles[cy] = world.tiles[cy] or {}\n    for cx=x,x+w-1 do world.tiles[cy][cx] = solid ~= false end\n  end\nend\nfunction lab_label(world,x,y,text)\n  world.labels[#world.labels+1] = {x=x,y=y,text=text}\nend\nfunction lab_make_room(number)\n  local world = lab_world(26,48)\n  world.number = number\n  if number == 1 then\n    world.name,world.subtitle = 'THE LEDGES','Walk, jump, then lower yourself over the edge.'\n    world.spawn = {x=3,y=7-LAB_TUNE.h}\n    lab_fill(world,0,7,11,4)\n    lab_fill(world,7,6,2,1)\n    lab_fill(world,14,10,5,6)\n    lab_fill(world,21,14,5,5)\n    lab_fill(world,4,17,13,4)\n    lab_fill(world,1,24,7,4)\n    lab_fill(world,11,27,8,4)\n    lab_fill(world,0,35,26,13)\n    lab_label(world,1,4.8,'SHORT JUMP')\n    lab_label(world,9,4.8,'LOWER AT EDGE')\n    lab_label(world,14,8.5,'CATCH THIS CORNER')\n    lab_label(world,5,15.6,'HOLD TOWARD THE LEDGE')\n    lab_label(world,1,22.5,'HANG / DROP / REPEAT')\n    lab_label(world,9,33.5,'R TO RETURN TO THE TOP')\n  elseif number == 2 then\n    world.name,world.subtitle = 'SHAFTS & DROPS','One, two and three tile gaps. Compare controlled drops.'\n    world.spawn = {x=3,y=7-LAB_TUNE.h}\n    lab_fill(world,0,7,8,4)\n    lab_fill(world,9,7,5,9)\n    lab_fill(world,16,7,3,14)\n    lab_fill(world,22,7,4,21)\n    lab_fill(world,0,18,5,5)\n    lab_fill(world,5,23,4,5)\n    lab_fill(world,10,28,5,5)\n    lab_fill(world,0,38,26,10)\n    lab_label(world,1,4.8,'ONE TILE')\n    lab_label(world,10,4.8,'TWO')\n    lab_label(world,17,4.8,'THREE')\n    lab_label(world,1,16.5,'STEP DOWN')\n    lab_label(world,10,26.5,'CHECK LANDING SPEED')\n    lab_label(world,3,36.5,'FLAT WALLS DO NOT STOP A FALL')\n  elseif number == 4 then\n    world.name,world.subtitle='ROPES','Throw up with E. Down + E places a rope over an edge.'\n    world.spawn={x=4,y=10-LAB_TUNE.h}\n    lab_fill(world,0,10,9,6)\n    lab_fill(world,10,5,9,2)\n    lab_fill(world,12,17,10,5)\n    lab_fill(world,3,25,8,4)\n    lab_fill(world,16,31,10,4)\n    lab_fill(world,0,40,26,8)\n    lab_label(world,1,7.5,'E: THROW / UP: CATCH')\n    lab_label(world,10,3.5,'JUMP OFF NEAR THE TOP')\n    lab_label(world,12,15.5,'PLACE DOWN FROM A HANG')\n    lab_label(world,3,23.5,'FOUR ROPES PER ROOM')\n  else\n    world.name,world.subtitle = 'THE CRATER','A fixed blast-shaped cave. Choose your route down.'\n    world.spawn = {x=6,y=7-LAB_TUNE.h}\n    lab_fill(world,0,7,26,41)\n    -- Fixed overlapping circular cuts: deliberately no procedural generation yet.\n    local cuts = {{13,12,6},{15,20,7},{11,28,6},{14,35,5}}\n    for y=7,42 do\n      for x=1,24 do\n        for _,c in ipairs(cuts) do\n          if (x+0.5-c[1])^2+(y+0.5-c[2])^2 < c[3]^2 then\n            world.tiles[y][x] = false\n          end\n        end\n      end\n    end\n    -- Open mouth reaches the surface and exposes two readable lips.\n    lab_fill(world,10,7,6,5,false)\n    lab_label(world,1,4.8,'FIND A ROUTE DOWN')\n    lab_label(world,10,13,'CRATER 01')\n    lab_label(world,12,22,'CRATER 02')\n    lab_label(world,8,30,'LOOK BEFORE DROPPING')\n  end\n  return world\nend\npid: 4268 (not running); port file: absent\r\n M workflow/claude/CLAUDE.md\n M workflow/claude/skills/iterate/SKILL.md\n?? workflow/delegate/runs/20260911-reverse-minesweeper-controller-lab/\n?? workflow/delegate/runs/20260911-reverse-minesweeper-robot-stage/\n?? workflow/delegate/runs/20260911-reverse-minesweeper-walls/\n"}

[Think]

**Adding wall-contact detection**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 0.0 seconds
Output:

{}

[Think]

**Tuning low-speed gravity**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 1.0 seconds
Output:

{}
{"chunk_id":"d6a278","wall_time_seconds":0.5888447,"exit_code":1,"original_token_count":72,"output":"C:\\Users\\a327e\\Desktop\\a327ex\\Anchor\\workflow\\tools\\lua54.exe: verify.lua:8: Dropping does not immediately regrab the same corner\r\nstack traceback:\r\n\t[C]: in function 'assert'\r\n\tverify.lua:8: in local 'check'\r\n\tverify.lua:72: in function 'lab_verify'\r\n\t(...tail calls...)\r\n\t[C]: in ?\r\n"}

[Think]

**Checking wall-slide transitions**

Wall behavior and the feedback changes are implemented. I added C to look down without releasing a ledge or descending a rope; it also shows the downward rope preview. Down still performs its existing movement actions.

The slide cap is 3.5 tiles per second. Fast falls brake toward it rather than stopping instantly, and fall danger clears only once that speed is reached. I’m now checking both wall orientations and the interactions with ledges, ropes, and damage.

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 2.1 seconds
Output:

{}
{"chunk_id":"4b67f3","wall_time_seconds":1.9016123999999999,"exit_code":0,"original_token_count":53,"output":"PASS: 30 checks. Tap 0.765 tiles; held 1.606 tiles. 36000 stress ticks.\r\nPASS: 35 rope checks; 48000 mixed rope/ledge ticks.\r\nPASS: 29 integrated rule checks; two fully mined robot/human/camp cycles (seed 1).\r\n"}

[Think]

**Planning descent tests**

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Add File: C:/Users/a327e/Desktop/a327ex/reverse-minesw...)

Script completed
Wall time 1.3 seconds
Output:

{}
{"chunk_id":"bb7960","wall_time_seconds":0.718013,"exit_code":0,"original_token_count":15,"output":"PASS: 35 wall/inspection checks; 18000 wall-room ticks.\r\n"}

[Think]

**Refining rope preview feedback**

Content syntax error: unknown directive ::replay. Original line: ::replay(lab 20260911-190141.apr 1)

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 3.8 seconds
Output:

{}
{"status":"fulfilled","value":{"chunk_id":"440717","wall_time_seconds":3.5982333,"exit_code":0,"original_token_count":15,"output":"anchor check: 0 error(s), 0 warning(s), 0 info, 0 hint(s)\r\n"}}
{"status":"fulfilled","value":{"chunk_id":"967cc4","wall_time_seconds":1.1239496,"exit_code":0,"original_token_count":22,"output":"started pid 4404 - reverse-minesweeper-codex\\lab\\replays\\.eval.port (127.0.0.1:59046)\r\n"}}

The regression checks pass, and the new checks cover sustained slides, jumps from either wall, braking from a dangerous fall, exact preview placement, and warnings based on remaining HP. There’s also a new 5: Walls practice room.

I’ll now test the real key bindings in a hidden instance and capture the slide, jump, look-down preview, and lethal-fall indicator.

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 3.0 seconds
Output:

{}
{"chunk_id":"27809e","wall_time_seconds":2.5802446,"exit_code":0,"original_token_count":32,"output":"PASS: wall room, real slide/jump bindings, C inspection and preview, game lethal warning and controlled slide; six captures.\r\n"}

exec ({"code": "for (const name of [\"walls-01-braking.png\",\"walls-03-jump.png\",\"walls-04-preview.png\",\"walls-05-leth...)

[
  {
    "type": "text",
    "text": "Script completed\nWall time 0.1 seconds\nOutput:\n"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  },
  {
    "type": "image",
    "note": "[image: shown below]"
  }
]

[Think]

**Checking contact reset logic**

The hidden checks pass. Wall jumps push away reliably, C keeps the human attached while looking down, and the preview matches the rope that gets placed. The captures also confirm that a fast wall contact remains marked dangerous until braking completes.

The indicator says “LAND NOW” deliberately: it shows the damage an immediate landing would cause, including whether that would be lethal at your current HP. It doesn’t predict the cost of a lower landing or assume you’ll catch something on the way down.

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script failed
Wall time 0.0 seconds
Output:

Script error:
apply_patch verification failed: Failed to find expected lines in C:\Users\a327e\Desktop\a327ex\reverse-minesweeper-codex\GAME.md:
enemy or Fable project changes.

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'rg -n \\"wall|...)

Script completed
Wall time 1.0 seconds
Output:

{"chunk_id":"dd8ed3","wall_time_seconds":0.5573712,"exit_code":0,"original_token_count":1879,"output":"reverse-minesweeper-codex/lab/README.md:3:Purpose: judge deliberate descent using ledges and limited ropes, before wall\nreverse-minesweeper-codex/lab/README.md:5:locomotion/ledge pass; its movement constants remain unchanged in this rope pass.\nreverse-minesweeper-codex/lab/README.md:24:| W/Up or Space while hanging | Climb onto the platform; Up transfers to a nearby rope first |\nreverse-minesweeper-codex/lab/README.md:27:| E | Throw a rope upward; it anchors at its apex or beneath a ceiling, then unrolls |\nreverse-minesweeper-codex/lab/README.md:29:| Hold W/Up near a rope | Catch it, including during a fall |\nreverse-minesweeper-codex/lab/README.md:30:| W/Up and S/Down on a rope | Climb up/down; releasing input holds position |\nreverse-minesweeper-codex/lab/README.md:31:| Direction + Space on a rope | Jump off sideways (Space alone jumps straight up) |\nreverse-minesweeper-codex/lab/README.md:32:| S/Down + Space on a rope | Let go without jumping |\nreverse-minesweeper-codex/lab/README.md:33:| Hold S/Down | Look farther down after a short delay |\nreverse-minesweeper-codex/lab/README.md:34:| 1 / 2 / 3 / 4 | Ledges / shafts / fixed crater / rope practice |\nreverse-minesweeper-codex/lab/README.md:35:| R | Reset the current room and restore all four ropes |\nreverse-minesweeper-codex/lab/README.md:41:reach them. Grab needs a nearby wall, clear space for the body, and directional\nreverse-minesweeper-codex/lab/README.md:42:input toward the corner. A flat wall cannot stop a fall. Holding Down through\nreverse-minesweeper-codex/lab/README.md:45:Start with room 4: throw with E, wait for the rope to unroll, then hold Up to\nreverse-minesweeper-codex/lab/README.md:47:ropes and ledges in the crater. R makes it cheap to retry a route. Room changes\nreverse-minesweeper-codex/lab/README.md:67:  run. No wall slides/jumps, digging, enemies, audio, or character art.\nreverse-minesweeper-codex/lab/README.md:68:- Four ropes per room, each up to eight tiles. Upward hooks launch at 24 tiles/s\nreverse-minesweeper-codex/lab/README.md:69:  against 40 tiles/s squared gravity, then unroll at 15 tiles/s. Downward ropes\nreverse-minesweeper-codex/lab/README.md:70:  unroll immediately. Terrain stops the rope. Climbing is 3 tiles/s; a 0.20 s\nreverse-minesweeper-codex/lab/README.md:72:  not consume a rope. Up is an explicit catch request; proximity alone does not\nreverse-minesweeper-codex/lab/README.md:73:  stop a fall. The same original jump impulse is used to leave a rope.\nreverse-minesweeper-codex/lab/README.md:74:- At a hang with a nearby rope, Up takes the rope and Space climbs the ledge.\nreverse-minesweeper-codex/lab/README.md:81:`ropes.lua`: hook flight, deployment validation, rope geometry, swept catches,\nreverse-minesweeper-codex/lab/README.md:82:climbing, release, and inventory consumption. `lab_update_ropes(world, dt)` runs\nreverse-minesweeper-codex/lab/README.md:83:before `lab_update_player`; the latter routes rope inputs without changing the\nreverse-minesweeper-codex/lab/README.md:106:Rope pass: `verify-ropes.lua` adds 35 checks, including launch and unroll timing,\nreverse-minesweeper-codex/lab/README.md:109:48,000 mixed rope/ledge stress ticks over all four rooms. The original 30 checks\nreverse-minesweeper-codex/lab/README.md:110:still pass with the same measured jump heights. `check-ropes-engine.lua` passed\nreverse-minesweeper-codex/lab/README.md:112:captures (`captures/ropes-*.png`). Static check: zero errors and warnings.\nreverse-minesweeper-codex/lab/README.md:119:python Anchor/workflow/anchor.py drive eval reverse-minesweeper-codex/lab --file reverse-minesweeper-codex/lab/check-ropes-engine.lua\nreverse-minesweeper-codex/ITERATION.md:5:Ropes follow after this first pass; wall abilities and character visuals later.\nreverse-minesweeper-codex/ITERATION.md:23:the next rope pass. Keep that baseline's movement constants.\nreverse-minesweeper-codex/ITERATION.md:26:toward-wall grabs; fresh climb/drop input after hanging; no damage during\nreverse-minesweeper-codex/ITERATION.md:33:Implemented in `lab/`: four ropes per room, eight-tile length, E upward throw\nreverse-minesweeper-codex/ITERATION.md:36:terrain clipping and free failed placements. Room 4 provides rope practice;\nreverse-minesweeper-codex/ITERATION.md:37:ropes also work in all existing rooms. R/reset restores inventory.\nreverse-minesweeper-codex/ITERATION.md:39:Up at a hang prefers a nearby rope; Space still climbs onto the ledge. Placing\nreverse-minesweeper-codex/ITERATION.md:40:while hanging does not release the hang. No walls, robot port, damage rule,\nreverse-minesweeper-codex/ITERATION.md:43:Verified: original 30 controller checks, 35 rope checks, 84,000 total stress\nreverse-minesweeper-codex/ITERATION.md:45:rope captures, clean static check. Test replay preserved alongside prior runs.\nreverse-minesweeper-codex/ITERATION.md:55:robot shutdown, return to camp, accepted human/rope controller, prototype fall\nreverse-minesweeper-codex/ITERATION.md:59:Baseline: 45 s energy, +5 s per new 10 m, +2 s per nugget, 4 HP and 4 ropes.\nreverse-minesweeper-codex/ITERATION.md:61:movement and rope tuning remains unchanged. Exhausted robots finish settling\nreverse-minesweeper-codex/ITERATION.md:62:and pending chains before handoff; camp requires a grounded, surviving arrival.\nreverse-minesweeper-codex/ITERATION.md:73:cycles before adding enemies, wall abilities, shops or visual polish.\nreverse-minesweeper-codex/GAME.md:11:Robot: A/D or arrows move; W/Up or Space jumps. Hold S/Down to dig beneath you,\nreverse-minesweeper-codex/GAME.md:20:ledge and rope controller. Reach the stopped robot alive and grounded to set\nreverse-minesweeper-codex/GAME.md:21:the next camp. Camp heals one HP, refills four ropes, and recharges the robot.\nreverse-minesweeper-codex/GAME.md:22:The world, placed ropes, excavations, and already-earned depth lines persist.\nreverse-minesweeper-codex/GAME.md:26:Down drops. E throws a rope up, Down+E places down from an edge or hang, Up\nreverse-minesweeper-codex/GAME.md:28:a rope. Failed placement costs nothing. At a hang with a nearby rope, Up takes\nreverse-minesweeper-codex/GAME.md:29:the rope and Space climbs the ledge.\nreverse-minesweeper-codex/GAME.md:32:Escape quits. In practice, 1-4 select rooms and R resets that room; practice\nreverse-minesweeper-codex/GAME.md:50:- Camp heals one HP. Four ropes refill per descent. Pan duration 1.6 s plus\nreverse-minesweeper-codex/GAME.md:51:  0.4 s before human control; camp banner/recharge lasts 1.4 s.\nreverse-minesweeper-codex/GAME.md:54:acceleration, ledges, rope flight and climbing values are unchanged. Fall\nreverse-minesweeper-codex/GAME.md:56:is applied on landing before testing arrival at camp, so camp healing cannot\nreverse-minesweeper-codex/GAME.md:59:for the larger human hitbox, including near walls. Rope throws may extend into\nreverse-minesweeper-codex/GAME.md:63:finish and a supporting tile is rechecked before handing off, avoiding a frozen\nreverse-minesweeper-codex/GAME.md:67:feedback, and stage-specific controls. No enemies, wall abilities, shops, new\nreverse-minesweeper-codex/GAME.md:75:the same `controller.lua` and `ropes.lua`; the terrain adapter in `lab_solid`\nreverse-minesweeper-codex/GAME.md:81:- `verify-ropes.lua`: all 35 rope checks and 48,000 mixed stress ticks pass.\nreverse-minesweeper-codex/GAME.md:85:  death-before-heal ordering, camp clearance, sky ropes, and three generated\nreverse-minesweeper-codex/GAME.md:88:  18 unchanged balance values, read directly from the recovered HTML.\n"}

exec ({"code": "text(await tools.apply_patch(\" Begin Patch\n Update File: C:/Users/a327e/Desktop/a327ex/reverse-min...)

Script completed
Wall time 4.4 seconds
Output:

{}
{"chunk_id":"189a49","wall_time_seconds":3.9843659000000002,"exit_code":0,"original_token_count":20,"output":"stopped (pid 4404)\r\nanchor check: 0 error(s), 0 warning(s), 0 info, 0 hint(s)\r\n"}

Added to both the game and lab: run.bat.

  • Hold toward a wall: slide.
  • Space at a wall: jump away.
  • Hold C: look down safely and preview downward rope placement.
  • LAND NOW: shows safe, HP cost, or lethal using current health.
  • L, then 5: wall practice.

Slides brake progressively; accumulated fall danger clears once you reach safe sliding speed.

Verified 129 simulation checks, hidden-engine controls, inspected captures, and clean static analysis. Replays are preserved.

Content syntax error: unknown directive ::replay. Original line: ::replay(lab 20260911-190540.apr 24)

This is really good, what would you do next?

I’d test and tune the relationship between robot digging and human descent, before adding another mechanic.

Wall sliding changes that relationship substantially. A continuous wall is now a safe route down without spending ropes. That may be exactly what the game needed, but it means the interesting decisions will probably happen where explosions break that continuity: crossing a crater, reaching a wall from open space, or choosing between a detour and a rope.

For the next batch, I’d add human-descent retry: preserve the cave exactly as the robot left it, then let you restart the human stage from camp with its starting HP and ropes. Keep it clearly separate from continuing a normal run. That would let you compare routes and movement choices without repeating the digging stage every time.

Then we should examine a few caves produced through ordinary play:

  • Can you mostly hold toward one wall and reach the robot?
  • Where do ropes become useful?
  • Does a different digging route produce a meaningfully different descent?
  • Is the human stage still enjoyable after the novelty of the movement wears off?

I wouldn’t weaken wall sliding preemptively. If descent becomes too automatic, I’d first look at terrain shape and the robot’s incentives. Right now deeper is better, so narrow downward digging is naturally attractive. Buried rewards off to the sides might encourage caves with more crossings and more route choices, but I’d want actual runs to establish that problem before changing it.

The next useful result is a small set of replayable descents that tells us where the current game gets interesting.

Let's end this session here, name it Reverse Minesweeper Prototype Astra. Make sure the replays are weaved correctly into the log.

I’ll use the end-session skill to publish this as Reverse Minesweeper Prototype Astra, keeping the project’s gated visibility and checking that the replays appear at the correct points in the log.

exec ({"code": "text(await tools.exec_command({cmd:\"& 'C:\\Program Files\\Git\\bin\\bash.exe' -lc 'cat /c/Users/a3...)

Script completed
Wall time 1.1 seconds
Output:

[sealed path elided: memory]

You can make this particular log public, the other log remains gated.