The palette constraint is not uniform across assets, so a single generic
line was not enough:
- Portraits list only the 11 non-sky colours, since a face never shows sky;
omitting the sky slots is safer than asking a generator to avoid them.
Adds the flat #492424 backdrop requirement (HMMM blits have no
transparency, so whatever surrounds the head gets copied literally).
- The background block is split by region: four sky colours inside the
window opening, eleven interior colours everywhere else, with the frame
and mullions counted as interior wood. Also reserves the top 16 and
bottom 64 rows the game draws over.
- Sprites take no palette at all — they are hardware sprites coloured at
runtime, so the art only defines shape.
Notes that the available clothing colours are few enough that characters
need distinct ones or they blur together in the dialogue box.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Resolves decision 8: art is generated in PixelLab from written prompts.
docs/ART.md carries the palette spec, the sky/wood slot rule, per-asset
sizes and return format, and prompts for Aki (needed for M3), the rest of
the cast, and the shop background.
art/palette.png (16x1, one pixel per entry) and art/palette_ref.png
(512x64 swatch strip) are generated from g_Palette so the generator and
the build cannot drift apart.
Flags a constraint the palette had hidden: only one literal skin entry, so
portraits use 6 -> 14 -> 4 as a hue-compatible skin ramp.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>