fix: use discrete palette value steps - #86
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Stack
This PR is intentionally based on #85 so its timeout-estimator tests use the same 90-second
PCACK policy. After #85 merges, this PR can be retargeted tomainwithout carrying unrelated changes.Summary
DpadDownpress per value stepPC <slot> #RRGGBBprotocol, preview quantization, and saturation movement unchangedRoot cause
The preview assumed a linear 112-step value scale, but firmware represented all except the last 12 steps as one full-stick hold. The game accelerates continuous stick movement, so dark colors overshot their target and became darker than the preview. Discrete presses use the same one-step behavior already used for the final dark-value corrections.
Trade-off
Dark custom colors take longer. At the default 100/100ms input timing, pure black's value phase grows from 4.5s to 22.4s. The desktop estimator is updated by the same amount, and #85's 90-second ACK floor covers the resulting command duration.
Validation
npm run ci:local:quick— desktop 100/100, flasher 8/8, type checks and web build passedPhysical console verification of dark shades remains recommended because CI cannot read the in-game palette cursor.
Fixes #81