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3 changes: 2 additions & 1 deletion ASSETS_LICENSES.md
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Expand Up @@ -54,7 +54,8 @@ These assets were made for this project, either by hand, by procedure, or with i
| Enchanted Repo pack | `enchanted-repo-assets-only/` | Image generation | ⚠️ same |
| Code City Brawl pack | `code-city-brawl-assets-only/` | Image generation | ⚠️ same |
| Heroes vs. Villains pack | `heroes-vs-villains-assets-only/` | Built-in image generation; exact prompts and masters included. Locomotion supplement prompts in `LOCOMOTION.md`, packed by `tools/build_heroes_villains_locomotion.py`. Eight original synthesized cues generated by `tools/build_heroes_villains_sfx.py`; no third-party samples. | ⚠️ brand sign-off and project asset terms |
| Heroes vs. Villains music | `Audio/Beat'em Up/Hero vs Villian/` | Music by Erik Thorelli, made with Suno v6 for this game. Erik holds the rights and grants their use in the game and in this repository. Prompts, Suno song IDs, loop points and delivery steps in `PROMPTS.md`. | ✅ |
| Heroes vs. Villains music | `Audio/Beat'em Up/Hero vs Villian/` | Stage 2 and boss music by Erik Thorelli, made with Suno v6 for this game. Erik holds the rights and grants their use in the game and in this repository. Prompts, Suno song IDs, loop points and delivery steps in `PROMPTS.md`. | ✅ |
| Heroes vs. Villains stage 1 and 3 music | `Audio/Beat'em Up/Hero vs Villian/heroes_villains_generation_floor.ogg`, `heroes_villains_agentic_core.ogg` | Original, procedurally generated by `tools/build_heroes_villains_stage_music.py`; CC0 1.0. Design and loop notes in `PROMPTS.md`. Erik Thorelli's earlier Suno tracks for these stages were removed from the build and stay in the credits. | ✅ |

## Removed before public release

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4 changes: 2 additions & 2 deletions docs/soundtrack.md
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Expand Up @@ -116,9 +116,9 @@ Shared settings: Instrumental on, Variety Off. The lyrics field holds section ta
| Cue | Use in game | Length / loop | Styles (add the measured key) |
|---|---|---|---|
| **Main menu attract loop** | Delivered: `Assets/Audio/Main Menu/hub_chiptune_loop.wav`, a calm, swung lo-fi procedural chiptune (F major, 84 BPM) from `tools/build_hub_chiptune.py`, in normal and booth mode at −15 dB | 32 bars, seamless | `chiptune and FM synthesis arrangement of an upbeat theme, 116 BPM, NES square-wave lead plays the chorus melody, triangle-wave hopping bassline, noise-channel drums, three-note rising chime motif, arcade attract mode, inviting, loopable steady groove, no intro, no outro` |
| **Heroes vs. Villains: The Generation Floor** (delivered: `heroes_villains_generation_floor.ogg`) | Stage 1 | Planned 1:30+ loop; delivered 58.7 s file, 24-bar (49.3 s) loop | `hyperactive 16-bit chiptune variation of the theme, 116 BPM, comically busy bouncy arpeggios, square lead quoting the chorus, triangle bass, noise drums, toy-commercial energy, loopable` |
| **Heroes vs. Villains: The Generation Floor** (delivered: `heroes_villains_generation_floor.ogg`) | Stage 1 | Delivered: an original procedural chiptune (F major, 124 BPM) from `tools/build_heroes_villains_stage_music.py`, replacing the Suno take (issue #98). 69.7 s file: a 4-bar intro, then a 32-bar (61.9 s) loop | Heroic Genesis FM street-brawler groove in Code City Brawl's style, with its own tune: FM slap bass, brass stabs, breakbeat, square sparkle arpeggio, brassy FM lead opening on the rising F-A-C motif. See the folder's `PROMPTS.md`. |
| **Heroes vs. Villains: The Review Gauntlet** (delivered: `heroes_villains_review_gauntlet.ogg`) | Stage 2 | Planned 1:30+ loop; delivered 82.5 s file, 32-bar (66.2 s) loop | `grinding heavy 16-bit chiptune, 116 BPM half-time march, motif in minor, stacking tension, FM brass, noise-channel snare rolls, loopable` |
| **Heroes vs. Villains: The Agentic Core** (delivered: `heroes_villains_agentic_core.ogg`) | Stage 3 | Planned 1:30+ loop; delivered 100.3 s file, 36-bar (72.4 s) loop | `tense techno-chiptune, 116 BPM, pulsing square-wave bass, cold FM leads, scanning arpeggios, inverted three-note motif, loopable` |
| **Heroes vs. Villains: The Agentic Core** (delivered: `heroes_villains_agentic_core.ogg`) | Stage 3 | Delivered: an original procedural chiptune (F minor, 134 BPM) from `tools/build_heroes_villains_stage_music.py`, replacing the Suno take (issue #98). 64.5 s file: a 4-bar intro, then a 32-bar (57.3 s) loop | Dark, driving FM brawler for the machine core in Code City Brawl's style: gritty 16th-note FM bass, heavy break with metallic hits, brass hits, scanning stereo arpeggio, cold FM lead on the falling C-A♭-F motif, data-glitch stutters. See the folder's `PROMPTS.md`. |
| **Villain boss theme** (delivered as one track per boss, sharing the F-minor motif: `heroes_villains_boss_ai_slop.ogg`, `heroes_villains_boss_agent_army.ogg`, `heroes_villains_boss_hacker.ogg`) | All Heroes vs. Villains bosses | Planned 1:00+ loop, strong hit in the first second; delivered AI SLOP 62.6 s file with a 24-bar (49.1 s) loop, Agent Army 76.4 s with 32 bars (66.2 s), Hacker 59.7 s with 24 bars (49.4 s) | `Saturday-morning cartoon villain battle, 16-bit FM chiptune, 232 BPM double-time feel, minor key, campy menace, orchestra-hit stabs, chromatic runs, motif in minor, huge downbeat in the first second, loopable` |
| **Opening fanfare** | Heroes vs. Villains intro | 10–15 s, hard stop | Not 8-bit: the theme's chorus and gang shout, cut from track A. |
| **MERGE SUCCESSFUL** | Code City finale, ending and results | 3.5 s one-shot, then a 16.552 s loop | Delivered: original F-major square-wave synthesis at 116 BPM; rising F-A-C motif resolving to F. See the reproducible build below. |
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