3.2 KiB
Image provenance
Generated with the built-in image_gen.imagegen tool on 2026-10-10. Original
local catalog assets 0x10360 (terrain, 32×32) and 0x102f6 (military sprite,
24×24) were decoded and visually inspected before generation. Reference PNGs
remain outside Git under .reference/; original assets remain in data/.
Terrain source
Use case: stylized-concept. Actual scrolling terrain texture for a top-down 2D arcade shoot-em-up, Iron Coast Mission 1. Original Raptor terrain and military sprite are style/scale references. Flat orthographic overhead view: dark slate blue seawater on the left third, worn gray concrete seawall and paved industrial port on the right. Rust-red loading pads, restrained yellow safety lines, pipes and compact machinery. Readable 1990s military science-fiction sprite aesthetics with HD material details. Opaque tall composition, requested 1152×1536, split into nine columns and twelve rows of 128-pixel tiles. Uniform upper-left lighting. Quiet matching vertical edge strips, no tile grid, text, aircraft, enemies, UI, perspective or watermark.
Source: art/terrain-source-hd.png; built-in output
exec-24f2ac88-7f7c-4a13-8d7f-9e6a04dc209f.png.
Briefing/menu source
Use case: stylized-concept. Actual game briefing and mission-menu background, referencing the generated shoreline terrain. Detailed overhead military science-fiction harbor, wide composition for a 320×200 logical screen: dark sea, fortified industrial docks, coastal road and armored docking platforms. Uniform upper-left lighting, restrained sprite palette, clear dark upper area for separately rendered bitmap text. No aircraft, enemies, text, labels, grid, border, UI, perspective, horizon or watermark.
Source: art/briefing-source-hd.png; built-in output
exec-4eb2c607-7c0b-4b9e-b646-ffbd16665672.png.
Destructible depot source
Use case: stylized-concept. Actual transparent overhead game sprite, using original terrain and new shoreline as style references: compact square rust-red supply crates and dark olive fuel tank, yellow hazard corners, repair cross and steel tie-downs. Complete silhouette on a 32×32 logical canvas with transparent margin, requested 256×256 HD output. Uniform upper-left lighting, crisp military science-fiction shading. No floor, background, terrain, external shadow, words, border, logo or watermark. Genuinely transparent background.
Source: art/depot-source-hd.png; built-in output
exec-65871adc-7bcd-40bd-bbf8-01230bb02b31.png.
Packaging and audio
Sources are retained without repainting. build_assets.py performs whole-map
resampling, palette conversion, cropping and reflection. Terrain is repeated
as twelve forward rows plus twelve reflected rows so repeat boundary pixels
match exactly; structures therefore recur in reflected blocks. Individual
tiles are cropped after the global SD pass to retain neighboring context.
Audio is original procedural synthesis from deterministic sine/harmonic
oscillators and seeded noise. Approach, dock warning, boss warning, victory,
depot impact and repair cues are mono PCM16 at 22,050 Hz, 0.35–1.2 seconds.
No original sound recording or external SoundFont was used. Generator seeds,
sample counts and SHA-256 output hashes are recorded in asset-report.json.