code wiki / _hdl_build / nx_skinneural_gate.nx
nx_skinneural_gate.nx
buildroot/runtime/_hdl_build/nx_skinneural_gate.nx
about
nx_skinneural_gate.nx -- ★P4-R3: the trained neural skin lands ON generated people. Loads the R2 artifact,
derives per-seed latents, bakes ratio tiles, renders figures through the anatstack skin-tile hook.
T1 DEPLOY path: the persisted trained model loads (size-exact) and tiles bake
T2 PER-PERSON NOVELTY: different seeds -> measurably different skin tiles
T3 APPLIED + SCOPED: with the tile set, skin pixels change (texture visible) while the change is scoped
(not the whole sprite -- garments/hair are per-part-coloured and untouched by construction)
T4 TONE-PRESERVING: the mean colour of changed pixels shifts < 8/255 per channel (modulates, never replaces)
+ PNG knowledge/nx_skinneural.png (flat | neural seed7 | neural seed57) + hook reset + determinism
license_tier: ORIGINAL expect_exit: 0
dependencies 4 imports · 0 importers
imports: nx_syscalls.nxnx_png.nxnx_figuregen.nxnx_skinneural.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| 18 | const TWID: i64 = 64 |
functions
| 15 | func hw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 16 | func pn(v: i64) -> i64 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 } |
| 20 | func main() -> i64 |