- Native player-controlled stairs, upper lounge bar, and Hell Tower infernal portal - Cabaret stage with musical acts, audience seating, and interaction - Dedicated cash/trophy wall terminals with native balance and achievement screens - Projecting 3D wall lanterns with ray/plane intersection - Six roaming guests with seated poses and card rank rendering updates - Synchronized launcher hash and updated binaries
62 lines
5.2 KiB
JSON
62 lines
5.2 KiB
JSON
{
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"tool": "built-in image_gen",
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"runtime": "All rendering, physics, camera, interaction and animation timing are MASM32; these Python packers are offline tools only.",
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"assets": [
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{
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"path": "assets/sprites/hall/guest-cast-v1.png",
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"output": "assets/animations/hall/guest-cast-v1.bin",
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"normalization": "Mirror only the emerald guest's seated pose so the paired upper-lounge chairs face toward their shared table; idle and walking frames stay unchanged."
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},
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{
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"path": "assets/sprites/hall/upper-portal-v2.png",
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"outputs": [
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"assets/animations/hall/upper-portal-v2.bin",
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"assets/animations/hall/upper-levers-v2.bin"
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],
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"usage": "Preserved source and offline inactive-portal reference; superseded for runtime animation."
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},
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{
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"path": "assets/sprites/hall/upper-furniture-v2.png",
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"outputs": [
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"assets/animations/hall/upper-games-v2.bin",
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"assets/animations/hall/upper-bar-v2.bin"
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]
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},
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{
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"path": "assets/sprites/hall/upper-portal-v3.png",
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"prompt": "Use the supplied atlas as a STRICT identity reference for the gothic arched portal in its first four cells. Generate a NEW game animation sprite sheet: EXACTLY THREE columns and FOUR rows, TWELVE separate full arch sprites in row-major playback order, generous transparent margins between cells, no text, no grid. Every frame shows the SAME complete activated black iron and brass arched portal from exactly the same front three-quarter camera, with the same red gem at its apex, same columns, same base, same outline, same size and fixed ground anchor. Only the crimson/amber fire vortex INSIDE the arch animates: a coherent clockwise flowing spiral advances gradually across twelve frames; glow gently pulses, a few tiny sparks are contained inside the opening, loop frame12 naturally into frame1. The solid frame must NEVER change shape, tilt, move or scale. Entire arch, top gem and base visible in every cell, no clipping. Match the supplied detailed realistic 1990s retro bitmap game sprite style. Genuinely transparent alpha background, including all space around the arch, no brown backdrop, no floor, no room, no scenery, no other objects and NO LEVERS on this new sheet. Each portal cutout isolated cleanly.",
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"outputs": [
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"assets/animations/hall/upper-portal-v3.bin"
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],
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"layout": {
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"columns": 3,
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"rows": 4
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},
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"normalization": "Rigid arch locked; only generated interior vortex varies. One inactive frame plus twelve active frames, 256x512 for native power-of-two wall sampling."
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},
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{
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"path": "assets/sprites/hall/upper-levers-v3.png",
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"prompt": "Use ONLY the two floor-mounted lever sprites in the bottom row of this supplied atlas as strict visual reference. Generate a six-frame mechanical lever pull animation sheet, EXACTLY THREE columns TWO rows, six isolated full pedestal sprites in row-major time order. Same ornate black iron and brass pedestal, same bolted broad base, same crimson inset, same red teardrop handle attached to the same round side pivot. Fixed camera, fixed pedestal dimensions, fixed bottom anchor; the pedestal itself must not change between frames. Frame1 handle fully UP; frames2,3,4,5 show SMALL successive angular steps of the handle rotating DOWN clockwise around the pivot; frame6 fully DOWN diagonally toward lower-right, green indicator illuminated. The handle is a rigid lever attached to pivot, never detached. Final green light only comes on in last frame. Fine crisp realistic retro hand-painted 1990s bitmap game sprite detail, match supplied style. Generous empty margins, entire base and all handle positions in every cell, no portal, no room, no floor, no labels, no text, no captions or grid. GENUINELY transparent alpha background without a brown backdrop or glow outside the objects.",
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"outputs": [
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"assets/animations/hall/upper-levers-v3.bin"
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],
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"layout": {
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"columns": 3,
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"rows": 2
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},
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"normalization": "Common bounds and foot anchor. Six positions across a 600ms native lever pull."
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},
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{
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"path": "assets/sprites/hall/upper-braziers-v3.png",
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"prompt": "Game sprite animation atlas, exactly TWO columns TWO rows, FOUR full-body isolated successive frames of the SAME gothic floor brazier. A heavy black wrought iron tripod pedestal with a broad dark brass bowl and pointed iron ribs, old chains hanging tightly from bowl, deep glowing coals and a sinister CRIMSON red fire with amber core. The four frames animate the flames flickering naturally while the identical rigid metal bowl, chains, legs, scale, viewpoint and ground anchor stay fixed. Whole tall pedestal and full flames visible in every cell, generous gaps and margins. Realistic detailed hand-painted 1990s retro pixel game art for a dark casino's infernal portal alcove. No people, no skulls, no creatures, no room, no floor, no writing or grid. Truly transparent alpha background; no brown backdrop, no light halo or pixels outside the sprite silhouette.",
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"outputs": [
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"assets/animations/hall/upper-braziers-v3.bin"
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],
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"layout": {
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"columns": 2,
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"rows": 2
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},
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"normalization": "Four flame phases; rigid lower pedestal retained."
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}
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]
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}
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