Use case: style-transfer
Asset type: transparent production sprite atlas, three animation frames for an HD remaster of a top-down 1990s shooter.
Primary request: faithfully remaster the three ORIGINAL DSHP20G3 sprites in the supplied atlas. Keep their exact occupied silhouette, near-black backing, negative spaces, pose geometry and positions. Add restrained fine metal detail without redesigning the ship.

Input images: Image1 is the ORIGINAL-only transparent atlas and the exact layout/geometry/alpha authority. Image2 contains exactly the same ORIGINAL pixels against gray only to reveal near-black occupied material. The gray is a diagnostic backdrop, never target artwork. Do not use any older generated draft as a reference.

LOCKED COMPOSITION: use the entire square page exactly as supplied. Its logical size is448×448, with a fixed invisible4-column by7-row grid. Every cell is112×64. ONLY column1 (zero-based, second column from the left) is occupied: row0=first frame300a5, row3=second frame300a6, row6=third frame300a7. Each full frame fills its OWN original112×64 logical canvas; original empty pixels stay empty. All other cells are transparent. The three source rectangles are [112,0,112,64], [112,192,112,64], [112,384,112,64] in that448-square page. Preserve those proportions for ANY output size. The sprites are intentionally LEFT of the page center and separated by two empty rows. Do not center the artwork on the whole page, enlarge the ships, add margins, relocate frames, or fill the empty space. Request a2048×2048 whole PNG; keep exactly this layout if the returned square resolution differs. No grid lines, numbers, captions, labels or borders.

GEOMETRY AND ANIMATION: the three ORIGINAL frames share4443 identical occupied logical cells. Keep this stationary body/backing silhouette and shared panel texture/shading identical across all three phases, at the same local coordinates. Remaster the common body once and repeat it; only the genuine Original animated features change. Preserve the broad upper cross-body, thin neck gaps, side housings, small lower fingers and struts, tiny notches and irregular perimeter exactly. Do not round, widen, streamline, mirror or replace these forms. Distinguish the closed upper module in phase0, recessed module and opening cues in phase1, and round opening/lower recesses and copper cues in phase2, exactly as the Originals. Phase1's small inward upper-right notch must stay transparent while its adjacent lower dark finger stays present. Do not make the static dark body breathe or wobble between frames.

MATERIAL AND COLOR: restrained dark gray machinery with neutral worn steel highlights and the ORIGINAL near-black RGB4–16 material retained as opaque backing. Black-looking Original pixels are real occupied ship, never holes or a background to remove. Preserve the actual muted orange/copper animation accents and their phase-specific lengths/locations. Keep the tiny GREEN light at local logical(3,40) and RED light at(111,40) in EVERY frame; never move, swap, enlarge or crop them. Keep the white/gray triangular and rounded highlight cues where the Originals put them, without adding large polished panels. Clear small-scale readability, no glossy redesign.

OUTPUT: one whole square PNG with genuine transparent alpha outside the Original silhouettes, all three registered full canvases intact. No external shadows, glow, scenery, new components, extra poses, watermark, text or checkerboard artwork. Preserve the Original relative scale and empty page.
