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