Add native Durak, poker, blackjack, roulette, Buckshot and billiards scenes with animation assets and regression tests. Improve arrival, city, hall, profiles, shops, audio and exit handling; remove the portable C game core and refresh shipping executables.
9 lines
8.7 KiB
JSON
9 lines
8.7 KiB
JSON
{
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"mode": "built-in image_gen",
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"background": "Use case: stylized-concept. Asset type: production background texture for an existing 640x480 first-person 2.5D MASM casino game. Create one landscape 4:3 scene matching crisp detailed 1990s Doom/Build-engine pixel art, NOT photorealistic or smooth digital painting. View from a seated player's eye toward an EMPTY chair across a worn dark green felt gambling table in a secluded old American casino back room. Table fills lower 65% of image, near edge cut by bottom of screen, far curved dark red leather rail with brass trim at 40% height. Back wall has dark carved wooden panels, two dim amber wall lamps, a small circuit breaker/metal electrical box on left, exposed cable, ventilation grille on right. Empty dark upholstered chair centered behind far rail with room for dealer sprite at x=50%, head y=19%, shoulders y=30%. Warm overhead pool of light on felt, green/red/steel gray palette. Leave center of table absolutely empty to receive animated weapon and hands, leave lower 12% unobstructed for HUD. Perspective must be coherent, table and chair realistic in proportions. No people, no hands, no weapon, no letters, no HUD, no watermark, no grid. Discrete richly shaded pixels and clean silhouettes; readable texture at 640x480, no blurry lighting, no giant block pixels.",
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"loading": "Use case: stylized-concept. Asset type: transparent production animation sprite atlas for 640x480 first-person retro 2.5D casino game. Create exactly 12 equal cells, 4 columns x 3 rows, landscape atlas, transparent background, no text/grid/borders. Detailed crisp 1990s Doom/Build pixel art, discrete pixels, shaded scratched blued steel and walnut wood, brass shell rims, anatomically coherent bare male hands with charcoal jacket cuffs. Consistent ONE short PUMP-ACTION shotgun across ALL frames: one barrel above magazine tube, wood buttstock ALWAYS connected to receiver, wood pump fore-end, loading port underneath receiver; never break-action, no detachable stock. Player's forearms enter from lower corners of every cell, weapon spans diagonal bottom-right buttstock toward upper-left muzzle, entire gun and hands fit within each cell with 8% transparent margins; same view angle/scale/anchors all frames. Row 1: hands lift the shotgun; left hand stabilizes fore-end; right hand reaches under receiver holding red brass shell; right thumb inserts shell into underside loading port. Row 2: second shell approaches port; shell halfway inserted; thumb fully seats shell; right hand returns to grip. Row 3: left hand slides wooden pump backwards; pump held fully back; left hand pushes pump forward and bolt closes; loaded gun settles into two-handed ready hold. Only gun/hands/shells, no people faces or room or furniture or captions, no background shadows. All 12 cells are distinct adjacent stages of smooth coherent loading motion, no repeated stills, no cropped fingertips, no loose parts. Rich small metallic details, clean transparent silhouette. Do not draw a separate gun on a table. This sheet is the player's view of his own hands.",
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"shots": "Use case: stylized-concept. Asset type: transparent production first-person shotgun animation atlas. Use the reference sheet ONLY to lock the exact scratched blued-steel short pump-action shotgun with walnut fore-end and attached buttstock, bare adult male hands and charcoal jacket cuffs, crisp finely shaded retro pixel art. Create exactly 16 equally sized cells in 4 columns x 4 rows, transparent background, no text/borders/grid. Keep identical model, limb proportions, lighting and scale, 6% cell margins. Rows 1-2 are a continuous 8-pose sequence of PLAYER aiming FORWARD across a table: 1 weapon raising from lower right; 2 two-handed aim with muzzle pointing away towards upper center in foreshortened FIRST PERSON view, NOT side-on; 3 aim steadied; 4 bright small orange muzzle flash with hands recoiling upwards; 5 recoil peak with puff of gray smoke; 6 left hand racks pump backward and spent red shell ejects to right; 7 pump returns forward; 8 weapon lowers back. Rows 3-4 are 8-pose sequence of PLAYER aiming at his own right temple: 9 gun held low; 10 both hands swing gun sideways; 11 barrel turned toward offscreen player head to right, muzzle pointing out of frame to the right; 12 trigger ready, buttstock to left; 13 trigger squeezed and sharp jerk with short orange flash at far right; 14 recoil with muzzle smoke, no injury; 15 hands swing gun back away from head; 16 gun returns low. No face or body, no blood, no room/furniture/background, no enemies, no floating parts. Whole hands and gun visible in each cell apart from natural forearm exits at bottom. Forward aim must visibly differ from self aim. Every frame distinct, anatomically coherent and mechanically consistent. Preserve fine readable pixel detailing of reference.",
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"dealer": "Use case: stylized-concept. Asset type: transparent nonviolent character sprite atlas for a retro casino game. Exactly 16 equal cells in a 4 columns x 4 rows grid, transparent background, no letters, no borders, no HUD. One consistent adult casino card dealer, middle-aged bald man with stern stubbled face, rolled white shirt sleeves, charcoal waistcoat, dark red tie, amber highlights. Rich detailed 1990s pixel art matching the existing casino room. Waist-up silhouette including full head and both arms within each cell, same body scale and head baseline, 8% transparent margins. Poses row-major: 1 resting hands, 2 blinking, 3 glance left, 4 glance right; 5 lean forward, 6 extend right hand toward table, 7 both hands held together at chest, 8 reach across tabletop; 9 lift left palm, 10 lift right palm, 11 open both palms, 12 fold arms; 13 surprised expression leaning back, 14 exhausted leaning forward, 15 head down resting in hands, 16 stern nod. Draw 16 distinct everyday gestures as a coherent character performance. No weapons, no injuries, no threatening gesture, no violence. Do not draw table, chair, other people, background or cast shadows. Fine crisp pixel shading and coherent hands/face.",
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"props": "Use case: stylized-concept. Asset type: isolated transparent inventory/environment sprite atlas for existing retro 2.5D casino game. Create exactly 12 equal cells 4 columns by 3 rows on fully transparent background with 10% empty margin per cell, NO letters, labels, grid, no furniture or people, no firing or combat. Crisp richly shaded 1990s pixel art matching the reference gun. Row 1 contains the SAME intact single-barrel pump-action shotgun with walnut buttstock, walnut pump fore-end and scratched blued steel: cell1 oblique top-down view lying diagonally with barrel upper left and buttstock lower right; cell2 horizontal side view with muzzle left/buttstock right; cell3 foreshortened view seen from the muzzle end at three-quarter angle; cell4 oblique side view with muzzle upper-right/buttstock lower-left. These are isolated prop rotations, NO hands. Row2: round metal magnifying glass with wooden handle; small folding hacksaw with serrated steel blade and worn handle; opened green beer can with cream unlabeled stripe; open pair of steel handcuffs. Row3: full red shotgun cartridge with brass base; full blue dummy shotgun cartridge with brass base; spent red shell casing with brass base; small bright orange/yellow muzzle-flash VFX with sparse transparent gray smoke. Carefully preserve exact gun proportions and wood parts all views, no disconnected stock, no extra barrels, every object fully within own cell. Rich pixel texture and coherent warm highlights. No shadows outside objects.",
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"items": "Use case: stylized-concept. Asset type: transparent first-person item-use animation sprites for an existing detailed retro pixel-art casino game. Exactly 8 equally sized cells in 4 columns x 2 rows, transparent background, no labels/grid. Use the reference to match male bare hands, charcoal jacket cuffs and crisp finely shaded 1990s pixel style. Forearms enter lower edge, fingers anatomically natural, 8% margin on all other edges. Same light and scale each pair. Cell1 hand lifts a round magnifying glass with wooden handle; cell2 magnifying glass close to viewer held steadily. Cell3 hands lift a small folding metal hacksaw with walnut handle; cell4 right hand moves saw across frame while left stabilizes an isolated metal pipe prop (no weapon modifications or injury). Cell5 hand holds opened green unbranded beer can; cell6 hand tilts green beer can upward near offscreen face. Cell7 both hands hold open steel handcuffs; cell8 hands close steel cuffs around a padded small prop stand (no person restrained). Only hands and these small props; no faces, people, background, text, table or gun. Coherent pose progression, clean transparent silhouettes, finely detailed skin/cuff/metal with discrete pixels. Every cell fits entirely without objects touching adjacent cells."
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}
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