feat: custom boot branding, MBR fix, Plymouth theme, CI smoke tests
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Boot fix: - Ship proven Debian Live MBR (4552) as branding/isohdpfx.bin — the ISOLINUX package MBR (33ed) doesn't boot on all hardware. This was the root cause of "machine doesn't pick up the USB". Branding: - Custom GRUB background: pixel-art floating island (1024x574) - Archipelago pixel-art logo for Plymouth boot splash - GRUB theme: dark background, orange selected item, no broken font refs - Plymouth theme: script-based with progress bar, LUKS prompt support - Plymouth + splash added to target rootfs packages - GRUB theme installed on both installer ISO and target system - Serial console (ttyS0) added to kernel params for QEMU debugging CI improvements: - Smoke test step: mounts ISO, verifies all critical files, checks initrd has live-boot, confirms boot=live in grub.cfg. Fails build before copying to Builds if any check fails. Dev workflow: - dev-branding.sh: extract ISO, swap branding, repackage, boot in QEMU (~10 seconds vs 20 min full rebuild) - generate-grub-background.py: procedural cyberpunk background generator - generate-plymouth-logo.py: procedural logo generator - Improved test-iso-qemu.sh: --bios/--nographic flags, serial logging Build: - Simplified live-boot install (clean chroot, no complex fallbacks) - Static branding images preferred, generators as fallback Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
332
image-recipe/branding/generate-grub-background.py
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332
image-recipe/branding/generate-grub-background.py
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#!/usr/bin/env python3
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"""Generate Archipelago GRUB boot background — 80s pixel cyberpunk aesthetic.
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Outputs a 1024x768 PNG with:
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- Near-black background with subtle radial gradient
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- Scanline overlay (CRT effect)
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- Pixel-art "A" logo (from Archipelago SVG) rendered in neon orange
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- Neon glow effect around the logo
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- Retro grid lines at the bottom (Tron-style horizon)
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- Subtle vignette
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Uses only PIL (Pillow) — no external dependencies.
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"""
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import struct
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import zlib
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import math
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import sys
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import os
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W, H = 1024, 768
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# Archipelago brand colors
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BG_DARK = (5, 5, 10) # Near-black with blue tint
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BG_MID = (10, 10, 18) # Slightly lighter center
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ORANGE = (251, 146, 60) # #fb923c — primary accent
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ORANGE_DIM = (180, 100, 30) # Dimmed orange for glow
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CYAN = (60, 200, 220) # Cyberpunk accent
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MAGENTA = (180, 60, 180) # Cyberpunk accent 2
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GRID_COLOR = (30, 60, 80) # Subtle teal grid
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SCANLINE = (0, 0, 0) # Black scanlines
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# The pixel-art "a" (lowercase) from the Archipelago SVG favicon
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# Matched to the actual SVG path — it's a blocky pixel-art lowercase "a"
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LOGO_A = [
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[0, 1, 1, 1, 1, 0],
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[0, 0, 0, 0, 0, 1],
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[0, 1, 1, 1, 1, 1],
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[1, 0, 0, 0, 0, 1],
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[1, 0, 0, 0, 0, 1],
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[0, 1, 1, 1, 1, 1],
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]
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# Pixel-art text: "archipelago" — 5-pixel-high bitmap font (lowercase)
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PIXEL_CHARS = {
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'a': [[0,1,1,0],[0,0,0,1],[0,1,1,1],[1,0,0,1],[0,1,1,1]],
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'r': [[1,0,1,1],[1,1,0,0],[1,0,0,0],[1,0,0,0],[1,0,0,0]],
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'c': [[0,1,1,0],[1,0,0,0],[1,0,0,0],[1,0,0,0],[0,1,1,0]],
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'h': [[1,0,0,0],[1,0,0,0],[1,1,1,0],[1,0,0,1],[1,0,0,1]],
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'i': [[0,1],[0,0],[0,1],[0,1],[0,1]],
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'p': [[1,1,1,0],[1,0,0,1],[1,1,1,0],[1,0,0,0],[1,0,0,0]],
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'e': [[0,1,1,0],[1,0,0,1],[1,1,1,0],[1,0,0,0],[0,1,1,0]],
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'l': [[1,0],[1,0],[1,0],[1,0],[1,1]],
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'g': [[0,1,1,1],[1,0,0,1],[0,1,1,1],[0,0,0,1],[1,1,1,0]],
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'o': [[0,1,1,0],[1,0,0,1],[1,0,0,1],[1,0,0,1],[0,1,1,0]],
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' ': [[0,0],[0,0],[0,0],[0,0],[0,0]],
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}
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LOGO_TEXT = "archipelago"
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def lerp_color(c1, c2, t):
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"""Linearly interpolate between two RGB colors."""
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return tuple(int(a + (b - a) * t) for a, b in zip(c1, c2))
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def distance(x1, y1, x2, y2):
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return math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2)
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def create_png(width, height, pixels):
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"""Create a PNG file from raw RGB pixel data without PIL."""
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def make_chunk(chunk_type, data):
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chunk = chunk_type + data
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return struct.pack('>I', len(data)) + chunk + struct.pack('>I', zlib.crc32(chunk) & 0xFFFFFFFF)
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# PNG signature
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signature = b'\x89PNG\r\n\x1a\n'
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# IHDR
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ihdr_data = struct.pack('>IIBBBBB', width, height, 8, 2, 0, 0, 0) # 8-bit RGB
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ihdr = make_chunk(b'IHDR', ihdr_data)
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# IDAT — raw pixel data with filter byte per row
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raw_data = bytearray()
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for y in range(height):
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raw_data.append(0) # filter: none
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offset = y * width * 3
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raw_data.extend(pixels[offset:offset + width * 3])
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compressed = zlib.compress(bytes(raw_data), 9)
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idat = make_chunk(b'IDAT', compressed)
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# IEND
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iend = make_chunk(b'IEND', b'')
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return signature + ihdr + idat + iend
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def generate():
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# Create pixel buffer (RGB, row-major)
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pixels = bytearray(W * H * 3)
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cx, cy = W // 2, H // 2 - 40 # Center, slightly above middle
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# --- Background: radial gradient ---
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max_dist = distance(0, 0, cx, cy)
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for y in range(H):
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for x in range(W):
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d = distance(x, y, cx, cy) / max_dist
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d = min(d, 1.0)
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bg = lerp_color(BG_MID, BG_DARK, d * d) # Quadratic falloff
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# Vignette — darken edges
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vx = abs(x - cx) / (W / 2)
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vy = abs(y - cy) / (H / 2)
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vignette = max(0, 1.0 - (vx * vx + vy * vy) * 0.4)
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r = int(bg[0] * vignette)
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g = int(bg[1] * vignette)
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b = int(bg[2] * vignette)
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idx = (y * W + x) * 3
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pixels[idx] = max(0, min(255, r))
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pixels[idx + 1] = max(0, min(255, g))
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pixels[idx + 2] = max(0, min(255, b))
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# --- Retro grid (bottom third) ---
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horizon_y = H * 2 // 3
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for y in range(horizon_y, H):
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depth = (y - horizon_y) / (H - horizon_y) # 0 at horizon, 1 at bottom
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# Horizontal grid lines — spacing decreases with perspective
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grid_spacing = max(4, int(40 * (1.0 - depth * 0.8)))
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is_hline = ((y - horizon_y) % grid_spacing) < 1
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for x in range(W):
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# Vertical grid lines — converge toward center
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spread = 0.3 + depth * 0.7 # Lines spread more toward bottom
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grid_x = (x - cx) / (spread * W / 2) * 12
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is_vline = abs(grid_x - round(grid_x)) < 0.04
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if is_hline or is_vline:
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alpha = 0.15 + depth * 0.25 # Brighter closer to viewer
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idx = (y * W + x) * 3
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for c in range(3):
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old = pixels[idx + c]
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pixels[idx + c] = min(255, int(old + GRID_COLOR[c] * alpha))
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# --- Horizon glow line ---
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for x in range(W):
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dx = abs(x - cx) / (W / 2)
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intensity = max(0, 1.0 - dx * 1.5) * 0.4
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for dy in range(-2, 3):
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y = horizon_y + dy
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if 0 <= y < H:
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falloff = 1.0 - abs(dy) / 3.0
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idx = (y * W + x) * 3
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pixels[idx] = min(255, int(pixels[idx] + CYAN[0] * intensity * falloff))
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pixels[idx + 1] = min(255, int(pixels[idx + 1] + CYAN[1] * intensity * falloff))
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pixels[idx + 2] = min(255, int(pixels[idx + 2] + CYAN[2] * intensity * falloff))
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# --- Pixel-art "A" logo ---
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logo_rows = len(LOGO_A)
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logo_cols = len(LOGO_A[0])
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pixel_size = 14
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logo_w = logo_cols * pixel_size
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logo_h = logo_rows * pixel_size
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logo_x = cx - logo_w // 2
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logo_y = 80
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# Glow behind logo
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glow_radius = 90
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for y in range(max(0, logo_y - glow_radius), min(H, logo_y + logo_h + glow_radius)):
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for x in range(max(0, logo_x - glow_radius), min(W, logo_x + logo_w + glow_radius)):
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# Distance to logo bounding box
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dx = max(0, logo_x - x, x - (logo_x + logo_w))
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dy = max(0, logo_y - y, y - (logo_y + logo_h))
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d = math.sqrt(dx * dx + dy * dy)
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if d < glow_radius:
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alpha = (1.0 - d / glow_radius) ** 2 * 0.15
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idx = (y * W + x) * 3
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pixels[idx] = min(255, int(pixels[idx] + ORANGE[0] * alpha))
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pixels[idx + 1] = min(255, int(pixels[idx + 1] + ORANGE[1] * alpha))
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pixels[idx + 2] = min(255, int(pixels[idx + 2] + ORANGE[2] * alpha))
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# Draw logo pixels with 3D depth/shadow effect
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shadow_offset = 3 # Pixel offset for 3D shadow
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for row in range(logo_rows):
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for col in range(logo_cols):
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if LOGO_A[row][col]:
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px = logo_x + col * pixel_size
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py = logo_y + row * pixel_size
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# Shadow layer (dark, offset down-right)
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for dy in range(pixel_size - 1):
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for dx in range(pixel_size - 1):
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x = px + dx + shadow_offset
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y = py + dy + shadow_offset
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if 0 <= x < W and 0 <= y < H:
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idx = (y * W + x) * 3
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pixels[idx] = max(0, pixels[idx] - 5)
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pixels[idx + 1] = min(255, pixels[idx + 1] + 15)
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pixels[idx + 2] = min(255, pixels[idx + 2] + 20)
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# Main pixel with highlight gradient (brighter at top-left)
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for dy in range(pixel_size - 1):
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for dx in range(pixel_size - 1):
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x, y = px + dx, py + dy
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if 0 <= x < W and 0 <= y < H:
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# Gradient: top-left bright, bottom-right darker
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t = (dx + dy) / (2 * pixel_size)
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r = int(ORANGE[0] * (1.0 - t * 0.3))
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g = int(ORANGE[1] * (1.0 - t * 0.3))
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b = int(ORANGE[2] * (1.0 - t * 0.3))
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# Top-left highlight for 3D bevel
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if dx < 2 or dy < 2:
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r = min(255, r + 40)
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g = min(255, g + 30)
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b = min(255, b + 10)
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idx = (y * W + x) * 3
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pixels[idx] = r
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pixels[idx + 1] = g
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pixels[idx + 2] = b
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# --- Pixel-art text "archipelago" below logo ---
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text_pixel = 4 # Smaller pixels for text
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text_gap = 2 # Gap between characters in pixels
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# Calculate total text width
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total_w = 0
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for ch in LOGO_TEXT:
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char_data = PIXEL_CHARS.get(ch, PIXEL_CHARS[' '])
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total_w += len(char_data[0]) * text_pixel + text_gap
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total_w -= text_gap # No gap after last char
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text_x = cx - total_w // 2
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text_y = logo_y + logo_h + 20 # Below the logo
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cursor_x = text_x
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for ch in LOGO_TEXT:
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char_data = PIXEL_CHARS.get(ch, PIXEL_CHARS[' '])
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char_h = len(char_data)
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char_w = len(char_data[0])
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for row in range(char_h):
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for col in range(char_w):
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if char_data[row][col]:
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px = cursor_x + col * text_pixel
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py = text_y + row * text_pixel
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for dy in range(text_pixel - 1):
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for dx in range(text_pixel - 1):
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x, y = px + dx, py + dy
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if 0 <= x < W and 0 <= y < H:
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idx = (y * W + x) * 3
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# Dimmer orange for text
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pixels[idx] = ORANGE_DIM[0]
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pixels[idx + 1] = ORANGE_DIM[1]
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pixels[idx + 2] = ORANGE_DIM[2]
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cursor_x += char_w * text_pixel + text_gap
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# --- Decorative neon lines flanking the text ---
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line_y = text_y + 5 * text_pixel + 12
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line_w = total_w + 40
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line_x1 = cx - line_w // 2
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line_x2 = cx + line_w // 2
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for x in range(line_x1, line_x2):
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if 0 <= x < W:
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# Fade at edges
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edge_dist = min(x - line_x1, line_x2 - x)
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alpha = min(1.0, edge_dist / 30.0) * 0.5
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for dy in range(2):
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y = line_y + dy
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if 0 <= y < H:
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idx = (y * W + x) * 3
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pixels[idx] = min(255, int(pixels[idx] + CYAN[0] * alpha * 0.3))
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pixels[idx + 1] = min(255, int(pixels[idx + 1] + CYAN[1] * alpha * 0.3))
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pixels[idx + 2] = min(255, int(pixels[idx + 2] + CYAN[2] * alpha * 0.3))
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# --- "self-sovereign bitcoin infrastructure" tagline ---
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TAG_CHARS = {
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's': [[0,1,1],[1,0,0],[0,1,0],[0,0,1],[1,1,0]],
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'f': [[0,1,1],[1,0,0],[1,1,0],[1,0,0],[1,0,0]],
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'-': [[0,0,0],[0,0,0],[1,1,1],[0,0,0],[0,0,0]],
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'v': [[1,0,1],[1,0,1],[1,0,1],[0,1,0],[0,1,0]],
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'n': [[1,0,0,0],[1,1,1,0],[1,0,0,1],[1,0,0,1],[1,0,0,1]],
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'b': [[1,0,0,0],[1,0,0,0],[1,1,1,0],[1,0,0,1],[1,1,1,0]],
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't': [[0,1,0],[1,1,1],[0,1,0],[0,1,0],[0,0,1]],
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'd': [[0,0,0,1],[0,0,0,1],[0,1,1,1],[1,0,0,1],[0,1,1,1]],
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'u': [[1,0,0,1],[1,0,0,1],[1,0,0,1],[1,0,0,1],[0,1,1,1]],
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}
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# Merge with existing chars
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all_chars = {**PIXEL_CHARS, **TAG_CHARS}
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tagline = "self-sovereign bitcoin node"
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tag_pixel = 3
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tag_gap = 2
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tag_total = sum(len(all_chars.get(c, all_chars[' '])[0]) * tag_pixel + tag_gap for c in tagline) - tag_gap
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tag_x = cx - tag_total // 2
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tag_y = line_y + 8
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tag_cursor = tag_x
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for ch in tagline:
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char_data = all_chars.get(ch, all_chars[' '])
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char_h = len(char_data)
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char_w = len(char_data[0])
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for row in range(char_h):
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for col in range(char_w):
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if char_data[row][col]:
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px = tag_cursor + col * tag_pixel
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py = tag_y + row * tag_pixel
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for dy in range(tag_pixel - 1):
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for dx in range(tag_pixel - 1):
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x, y = px + dx, py + dy
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if 0 <= x < W and 0 <= y < H:
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idx = (y * W + x) * 3
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pixels[idx] = min(255, pixels[idx] + 40)
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pixels[idx + 1] = min(255, pixels[idx + 1] + 50)
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pixels[idx + 2] = min(255, pixels[idx + 2] + 55)
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tag_cursor += char_w * tag_pixel + tag_gap
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# --- Scanlines (every other row, subtle) ---
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for y in range(0, H, 2):
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for x in range(W):
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idx = (y * W + x) * 3
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pixels[idx] = int(pixels[idx] * 0.92)
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pixels[idx + 1] = int(pixels[idx + 1] * 0.92)
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pixels[idx + 2] = int(pixels[idx + 2] * 0.92)
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# --- Generate PNG ---
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png_data = create_png(W, H, bytes(pixels))
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return png_data
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if __name__ == '__main__':
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out_path = sys.argv[1] if len(sys.argv) > 1 else 'background.png'
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png_data = generate()
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with open(out_path, 'wb') as f:
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f.write(png_data)
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print(f'Generated {out_path} ({len(png_data)} bytes)')
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Reference in New Issue
Block a user