﻿{
    "mode":  "native imagegen",
    "jobs":  [
                 {
                     "key":  "printer_demon__idle__front",
                     "id":  "printer_demon",
                     "name":  "Impressora Endemoniada",
                     "group":  "bosses",
                     "animation":  "idle",
                     "direction":  "front",
                     "frames":  6,
                     "fps":  6,
                     "loop":  true,
                     "cols":  3,
                     "rows":  2,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/printer_demon/final/printer_demon_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/printer_demon_padded_4x.png",
                     "directory":  "assets/bosses/printer_demon/animations/idle/front",
                     "source":  "assets/bosses/printer_demon/animations/idle/front/source_ai.png",
                     "motion":  "Six subtle genuine poses: red LEDs pulse in sequence, visible inner label roll advances, platen teeth open one pixel and tongue flexes; body anchored, no shaking whole image.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Industrial thermal LABEL printer: visible side white roll, narrow tooth/platen mouth, continuous barcode-label tongue and two label ribbon claws, two legs, red eyes, cracked amber HALO. Preserve printer housing/roll/teeth throughout, no A4 printer.\nANIMATION: idle. Six subtle genuine poses: red LEDs pulse in sequence, visible inner label roll advances, platen teeth open one pixel and tongue flexes; body anchored, no shaking whole image.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 3 COLUMNS x2 ROWS, 6 successive drawn frames. Canvas aspect 3:2, cells square. No empty cells."
                 },
                 {
                     "key":  "printer_demon__attack_paper__front",
                     "id":  "printer_demon",
                     "name":  "Impressora Endemoniada",
                     "group":  "bosses",
                     "animation":  "attack_paper",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  12,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/printer_demon/final/printer_demon_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/printer_demon_padded_4x.png",
                     "directory":  "assets/bosses/printer_demon/animations/attack_paper/front",
                     "source":  "assets/bosses/printer_demon/animations/attack_paper/front/source_ai.png",
                     "motion":  "Ready; platen opens; paper tongue coils; feeds labels forward; two attached short serrated barcode label strips lash toward viewer; strips retract; mouth closes; ready. Roll visibly turns, paper deforms at joints.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Industrial thermal LABEL printer: visible side white roll, narrow tooth/platen mouth, continuous barcode-label tongue and two label ribbon claws, two legs, red eyes, cracked amber HALO. Preserve printer housing/roll/teeth throughout, no A4 printer.\nANIMATION: attack_paper. Ready; platen opens; paper tongue coils; feeds labels forward; two attached short serrated barcode label strips lash toward viewer; strips retract; mouth closes; ready. Roll visibly turns, paper deforms at joints.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "printer_demon__attack_cartridge__front",
                     "id":  "printer_demon",
                     "name":  "Impressora Endemoniada",
                     "group":  "bosses",
                     "animation":  "attack_cartridge",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  11,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/printer_demon/final/printer_demon_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/printer_demon_padded_4x.png",
                     "directory":  "assets/bosses/printer_demon/animations/attack_cartridge/front",
                     "source":  "assets/bosses/printer_demon/animations/attack_cartridge/front/source_ai.png",
                     "motion":  "Ready; side service latch opens; internal feeder cocks; one compact dark thermal-ribbon cartridge with red warning appears; cartridge is expelled just ahead of mouth INSIDE tile; red tiny blink; latch closes; ready. Printer remains thermal-label hardware.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Industrial thermal LABEL printer: visible side white roll, narrow tooth/platen mouth, continuous barcode-label tongue and two label ribbon claws, two legs, red eyes, cracked amber HALO. Preserve printer housing/roll/teeth throughout, no A4 printer.\nANIMATION: attack_cartridge. Ready; side service latch opens; internal feeder cocks; one compact dark thermal-ribbon cartridge with red warning appears; cartridge is expelled just ahead of mouth INSIDE tile; red tiny blink; latch closes; ready. Printer remains thermal-label hardware.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "printer_demon__attack_jam__front",
                     "id":  "printer_demon",
                     "name":  "Impressora Endemoniada",
                     "group":  "bosses",
                     "animation":  "attack_jam",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  11,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/printer_demon/final/printer_demon_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/printer_demon_padded_4x.png",
                     "directory":  "assets/bosses/printer_demon/animations/attack_jam/front",
                     "source":  "assets/bosses/printer_demon/animations/attack_jam/front/source_ai.png",
                     "motion":  "Ready; tongue stalls; labels bunch into an accordion wad in mouth; rollers strain; wad swells; violent short release of TWO curled label strips; strips settle; ready. Full printer body remains rigid.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Industrial thermal LABEL printer: visible side white roll, narrow tooth/platen mouth, continuous barcode-label tongue and two label ribbon claws, two legs, red eyes, cracked amber HALO. Preserve printer housing/roll/teeth throughout, no A4 printer.\nANIMATION: attack_jam. Ready; tongue stalls; labels bunch into an accordion wad in mouth; rollers strain; wad swells; violent short release of TWO curled label strips; strips settle; ready. Full printer body remains rigid.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "printer_demon__special_calibration__front",
                     "id":  "printer_demon",
                     "name":  "Impressora Endemoniada",
                     "group":  "bosses",
                     "animation":  "special_calibration",
                     "direction":  "front",
                     "frames":  10,
                     "fps":  12,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/printer_demon/final/printer_demon_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/printer_demon_padded_4x.png",
                     "directory":  "assets/bosses/printer_demon/animations/special_calibration/front",
                     "source":  "assets/bosses/printer_demon/animations/special_calibration/front/source_ai.png",
                     "motion":  "Ready; sensors light left then right; roll reverses a little; two label claws articulate through opposite angles; mouth tests feed; halo circuit segments flash in order; label tongue feeds/retracts; mechanisms settle; ready. No random redesign.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Industrial thermal LABEL printer: visible side white roll, narrow tooth/platen mouth, continuous barcode-label tongue and two label ribbon claws, two legs, red eyes, cracked amber HALO. Preserve printer housing/roll/teeth throughout, no A4 printer.\nANIMATION: special_calibration. Ready; sensors light left then right; roll reverses a little; two label claws articulate through opposite angles; mouth tests feed; halo circuit segments flash in order; label tongue feeds/retracts; mechanisms settle; ready. No random redesign.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x3 ROWS, 10 successive drawn frames. Canvas aspect 4:3, cells square. Last 2 cells EMPTY alpha0, not additional frames."
                 },
                 {
                     "key":  "printer_demon__phase_transition__front",
                     "id":  "printer_demon",
                     "name":  "Impressora Endemoniada",
                     "group":  "bosses",
                     "animation":  "phase_transition",
                     "direction":  "front",
                     "frames":  12,
                     "fps":  10,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/printer_demon/final/printer_demon_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/printer_demon_padded_4x.png",
                     "directory":  "assets/bosses/printer_demon/animations/phase_transition/front",
                     "source":  "assets/bosses/printer_demon/animations/phase_transition/front/source_ai.png",
                     "motion":  "Twelve progressive states: calm; error LEDs multiply in same sockets; red eyes intensify; roll accelerates; label claws spread; platen opens; warning display fills; halo cracked segments energize; body braces; tongue extends; fury stabilizes; hold furious ready. Same hardware throughout, no new limbs.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Industrial thermal LABEL printer: visible side white roll, narrow tooth/platen mouth, continuous barcode-label tongue and two label ribbon claws, two legs, red eyes, cracked amber HALO. Preserve printer housing/roll/teeth throughout, no A4 printer.\nANIMATION: phase_transition. Twelve progressive states: calm; error LEDs multiply in same sockets; red eyes intensify; roll accelerates; label claws spread; platen opens; warning display fills; halo cracked segments energize; body braces; tongue extends; fury stabilizes; hold furious ready. Same hardware throughout, no new limbs.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x3 ROWS, 12 successive drawn frames. Canvas aspect 4:3, cells square. No empty cells."
                 },
                 {
                     "key":  "printer_demon__hit__front",
                     "id":  "printer_demon",
                     "name":  "Impressora Endemoniada",
                     "group":  "bosses",
                     "animation":  "hit",
                     "direction":  "front",
                     "frames":  4,
                     "fps":  14,
                     "loop":  false,
                     "cols":  4,
                     "rows":  1,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/printer_demon/final/printer_demon_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/printer_demon_padded_4x.png",
                     "directory":  "assets/bosses/printer_demon/animations/hit/front",
                     "source":  "assets/bosses/printer_demon/animations/hit/front/source_ai.png",
                     "motion":  "Ready; one side sensor sparks and jaw recoils; paper tongue buckles and LEDs fail briefly; returns stable. Actual mechanism deformation, no image-only translation.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Industrial thermal LABEL printer: visible side white roll, narrow tooth/platen mouth, continuous barcode-label tongue and two label ribbon claws, two legs, red eyes, cracked amber HALO. Preserve printer housing/roll/teeth throughout, no A4 printer.\nANIMATION: hit. Ready; one side sensor sparks and jaw recoils; paper tongue buckles and LEDs fail briefly; returns stable. Actual mechanism deformation, no image-only translation.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x1 ROWS, 4 successive drawn frames. Canvas aspect 4:1, cells square. No empty cells."
                 },
                 {
                     "key":  "printer_demon__death__front",
                     "id":  "printer_demon",
                     "name":  "Impressora Endemoniada",
                     "group":  "bosses",
                     "animation":  "death",
                     "direction":  "front",
                     "frames":  10,
                     "fps":  10,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/printer_demon/final/printer_demon_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/printer_demon_padded_4x.png",
                     "directory":  "assets/bosses/printer_demon/animations/death/front",
                     "source":  "assets/bosses/printer_demon/animations/death/front/source_ai_v2.png",
                     "motion":  "Ready; roll stalls; LEDs flicker; one label claw droops; latch disengages; two existing small plates detach; legs buckle; printer tilts down through joint collapse; labels sag; final inert printer wreck with dark eyes, slack paper and broken halo. No disappearance or new debris army.",
                     "prompt":  "Use case: background-extraction. EDIT this existing animation spritesheet; ONLY remove its erroneous background and border artifacts. Preserve all character pixels, exact existing frame poses, relative positions, palette, grid and ordering. This is not a redraw or a new concept. The image is 4 columns x3 rows, 10 real frames read row-major. Last2cells are deliberately empty and must become fully alpha0.\nCRITICAL: genuine transparent RGBA, ALPHA ZERO in all empty space including every cell corner, every divider line and every outer margin. Remove ALL white/grey background, fog, checkerboard texture, matte, neon halos, shadows and gridlines. Do NOT paint a replacement black/white/checkered background. Retain only the actual solid pixel-art characters and compact action pixels. Preserve the character\u0027s white armor/labels/silver plates; they are foreground, not background. Keep fixed body scale and ground pivot, no clipping. Keep original eight/ten DIFFERENT poses, do not repeat stills. Clean transparent margin in EACH cell, no cell borders.\nIdentity: Industrial thermal LABEL printer: visible side white roll, narrow tooth/platen mouth, continuous barcode-label tongue and two label ribbon claws, two legs, red eyes, cracked amber HALO. Preserve printer housing/roll/teeth throughout, no A4 printer.. Preserve death sequence action, no anatomy or equipment changes. Output same 4:3 sheet aspect ratio and same number of square cells. No labels or captions.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "bidu_antivirus__idle__front",
                     "id":  "bidu_antivirus",
                     "name":  "Bidu Antivírus",
                     "group":  "bosses",
                     "animation":  "idle",
                     "direction":  "front",
                     "frames":  6,
                     "fps":  6,
                     "loop":  true,
                     "cols":  3,
                     "rows":  2,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/bidu_antivirus/final/bidu_antivirus_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/bidu_antivirus_padded_4x.png",
                     "directory":  "assets/bosses/bidu_antivirus/animations/idle/front",
                     "source":  "assets/bosses/bidu_antivirus/animations/idle/front/source_ai.png",
                     "motion":  "Six scanner lens phases, radar sector sweeps, blue popup checkboxes blink, clamp fingers flex, red beacon cycles; body rooted. BIDU and SCAN labels stable.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Baidu parody BIDU blue software torso, white armor, red/blue original shield face, lens arm, quarantine clamp, EXACT THREE rear blue popups, green SCAN button and BIDU lettering. No orange Tavast redesign.\nANIMATION: idle. Six scanner lens phases, radar sector sweeps, blue popup checkboxes blink, clamp fingers flex, red beacon cycles; body rooted. BIDU and SCAN labels stable.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 3 COLUMNS x2 ROWS, 6 successive drawn frames. Canvas aspect 3:2, cells square. No empty cells."
                 },
                 {
                     "key":  "bidu_antivirus__attack_scan__front",
                     "id":  "bidu_antivirus",
                     "name":  "Bidu Antivírus",
                     "group":  "bosses",
                     "animation":  "attack_scan",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  12,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/bidu_antivirus/final/bidu_antivirus_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/bidu_antivirus_padded_4x.png",
                     "directory":  "assets/bosses/bidu_antivirus/animations/attack_scan/front",
                     "source":  "assets/bosses/bidu_antivirus/animations/attack_scan/front/source_ai.png",
                     "motion":  "Ready; lens arm raises; reticle focuses; scanner lens opens; one SHORT cyan/green scan fan extends in front within tile; fan narrows; arm lowers; ready. Text unchanged.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Baidu parody BIDU blue software torso, white armor, red/blue original shield face, lens arm, quarantine clamp, EXACT THREE rear blue popups, green SCAN button and BIDU lettering. No orange Tavast redesign.\nANIMATION: attack_scan. Ready; lens arm raises; reticle focuses; scanner lens opens; one SHORT cyan/green scan fan extends in front within tile; fan narrows; arm lowers; ready. Text unchanged.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "bidu_antivirus__attack_popup__front",
                     "id":  "bidu_antivirus",
                     "name":  "Bidu Antivírus",
                     "group":  "bosses",
                     "animation":  "attack_popup",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  12,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/bidu_antivirus/final/bidu_antivirus_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/bidu_antivirus_padded_4x.png",
                     "directory":  "assets/bosses/bidu_antivirus/animations/attack_popup/front",
                     "source":  "assets/bosses/bidu_antivirus/animations/attack_popup/front/source_ai_v2.png",
                     "motion":  "Ready; three existing blue windows close slightly; screens unfold; one small hostile blue popup emerges ahead; red close symbol flashes; popup folds into back stack; brackets retract; ready. No extra enemies, maintain three original rear panels.",
                     "prompt":  "Use case: background-extraction. EDIT this existing animation spritesheet; ONLY remove its erroneous background and border artifacts. Preserve all character pixels, exact existing frame poses, relative positions, palette, grid and ordering. This is not a redraw or a new concept. The image is 4 columns x2 rows, 8 real frames read row-major. \nCRITICAL: genuine transparent RGBA, ALPHA ZERO in all empty space including every cell corner, every divider line and every outer margin. Remove ALL white/grey background, fog, checkerboard texture, matte, neon halos, shadows and gridlines. Do NOT paint a replacement black/white/checkered background. Retain only the actual solid pixel-art characters and compact action pixels. Preserve the character\u0027s white armor/labels/silver plates; they are foreground, not background. Keep fixed body scale and ground pivot, no clipping. Keep original eight/ten DIFFERENT poses, do not repeat stills. Clean transparent margin in EACH cell, no cell borders.\nIdentity: Baidu parody BIDU blue software torso, white armor, red/blue original shield face, lens arm, quarantine clamp, EXACT THREE rear blue popups, green SCAN button and BIDU lettering. No orange Tavast redesign.. Preserve attack_popup sequence action, no anatomy or equipment changes. Output same 4:2 sheet aspect ratio and same number of square cells. No labels or captions.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "bidu_antivirus__attack_quarantine__front",
                     "id":  "bidu_antivirus",
                     "name":  "Bidu Antivírus",
                     "group":  "bosses",
                     "animation":  "attack_quarantine",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  11,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/bidu_antivirus/final/bidu_antivirus_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/bidu_antivirus_padded_4x.png",
                     "directory":  "assets/bosses/bidu_antivirus/animations/attack_quarantine/front",
                     "source":  "assets/bosses/bidu_antivirus/animations/attack_quarantine/front/source_ai.png",
                     "motion":  "Ready; red clamp opens; torso lock lights; clamp points down/front; three short blue/red holographic bars form an empty quarantine bracket around lower front; bars lock; release; ready. No floor/map or gameplay area.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Baidu parody BIDU blue software torso, white armor, red/blue original shield face, lens arm, quarantine clamp, EXACT THREE rear blue popups, green SCAN button and BIDU lettering. No orange Tavast redesign.\nANIMATION: attack_quarantine. Ready; red clamp opens; torso lock lights; clamp points down/front; three short blue/red holographic bars form an empty quarantine bracket around lower front; bars lock; release; ready. No floor/map or gameplay area.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "bidu_antivirus__special_protection__front",
                     "id":  "bidu_antivirus",
                     "name":  "Bidu Antivírus",
                     "group":  "bosses",
                     "animation":  "special_protection",
                     "direction":  "front",
                     "frames":  10,
                     "fps":  11,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/bidu_antivirus/final/bidu_antivirus_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/bidu_antivirus_padded_4x.png",
                     "directory":  "assets/bosses/bidu_antivirus/animations/special_protection/front",
                     "source":  "assets/bosses/bidu_antivirus/animations/special_protection/front/source_ai.png",
                     "motion":  "Ready; blue shoulder lights charge; shield face brightens; scanner lens braces; two compact curved shield segments extend from forearm emitters; segments link in front; red alert flashes; shields fold away; clamp resets; ready. Keep BIDU own red/blue identity.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Baidu parody BIDU blue software torso, white armor, red/blue original shield face, lens arm, quarantine clamp, EXACT THREE rear blue popups, green SCAN button and BIDU lettering. No orange Tavast redesign.\nANIMATION: special_protection. Ready; blue shoulder lights charge; shield face brightens; scanner lens braces; two compact curved shield segments extend from forearm emitters; segments link in front; red alert flashes; shields fold away; clamp resets; ready. Keep BIDU own red/blue identity.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x3 ROWS, 10 successive drawn frames. Canvas aspect 4:3, cells square. Last 2 cells EMPTY alpha0, not additional frames."
                 },
                 {
                     "key":  "bidu_antivirus__phase_transition__front",
                     "id":  "bidu_antivirus",
                     "name":  "Bidu Antivírus",
                     "group":  "bosses",
                     "animation":  "phase_transition",
                     "direction":  "front",
                     "frames":  12,
                     "fps":  10,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/bidu_antivirus/final/bidu_antivirus_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/bidu_antivirus_padded_4x.png",
                     "directory":  "assets/bosses/bidu_antivirus/animations/phase_transition/front",
                     "source":  "assets/bosses/bidu_antivirus/animations/phase_transition/front/source_ai.png",
                     "motion":  "Twelve progressive Total Protection states: startup; blue panels expand slightly; checks turn warning; red beacon flares; scan lens iris opens; shield face charges; clamp locks; shoulder white armor plates brace; two short shield segments align; windows stabilize; visor narrows; hold powerful protected pose. No body redesign.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Baidu parody BIDU blue software torso, white armor, red/blue original shield face, lens arm, quarantine clamp, EXACT THREE rear blue popups, green SCAN button and BIDU lettering. No orange Tavast redesign.\nANIMATION: phase_transition. Twelve progressive Total Protection states: startup; blue panels expand slightly; checks turn warning; red beacon flares; scan lens iris opens; shield face charges; clamp locks; shoulder white armor plates brace; two short shield segments align; windows stabilize; visor narrows; hold powerful protected pose. No body redesign.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x3 ROWS, 12 successive drawn frames. Canvas aspect 4:3, cells square. No empty cells."
                 },
                 {
                     "key":  "bidu_antivirus__hit__front",
                     "id":  "bidu_antivirus",
                     "name":  "Bidu Antivírus",
                     "group":  "bosses",
                     "animation":  "hit",
                     "direction":  "front",
                     "frames":  4,
                     "fps":  14,
                     "loop":  false,
                     "cols":  4,
                     "rows":  1,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/bidu_antivirus/final/bidu_antivirus_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/bidu_antivirus_padded_4x.png",
                     "directory":  "assets/bosses/bidu_antivirus/animations/hit/front",
                     "source":  "assets/bosses/bidu_antivirus/animations/hit/front/source_ai.png",
                     "motion":  "Ready; lens shutters snap and one popup glitches; clamp flexes and red beacon cuts; restore rigid ready. Maintain labels.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Baidu parody BIDU blue software torso, white armor, red/blue original shield face, lens arm, quarantine clamp, EXACT THREE rear blue popups, green SCAN button and BIDU lettering. No orange Tavast redesign.\nANIMATION: hit. Ready; lens shutters snap and one popup glitches; clamp flexes and red beacon cuts; restore rigid ready. Maintain labels.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x1 ROWS, 4 successive drawn frames. Canvas aspect 4:1, cells square. No empty cells."
                 },
                 {
                     "key":  "bidu_antivirus__death__front",
                     "id":  "bidu_antivirus",
                     "name":  "Bidu Antivírus",
                     "group":  "bosses",
                     "animation":  "death",
                     "direction":  "front",
                     "frames":  10,
                     "fps":  10,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/bidu_antivirus/final/bidu_antivirus_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/bidu_antivirus_padded_4x.png",
                     "directory":  "assets/bosses/bidu_antivirus/animations/death/front",
                     "source":  "assets/bosses/bidu_antivirus/animations/death/front/source_ai.png",
                     "motion":  "Ready; blue windows error; green scan button darkens; lens cracks; clamp drops; existing shoulder plate loosens; legs buckle; windows fold; chest screen switches off; inert heavy armor with empty shield eyes. Keep identifiable wreck.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Baidu parody BIDU blue software torso, white armor, red/blue original shield face, lens arm, quarantine clamp, EXACT THREE rear blue popups, green SCAN button and BIDU lettering. No orange Tavast redesign.\nANIMATION: death. Ready; blue windows error; green scan button darkens; lens cracks; clamp drops; existing shoulder plate loosens; legs buckle; windows fold; chest screen switches off; inert heavy armor with empty shield eyes. Keep identifiable wreck.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x3 ROWS, 10 successive drawn frames. Canvas aspect 4:3, cells square. Last 2 cells EMPTY alpha0, not additional frames."
                 },
                 {
                     "key":  "chat_pgt__idle__front",
                     "id":  "chat_pgt",
                     "name":  "Chat PGT",
                     "group":  "bosses",
                     "animation":  "idle",
                     "direction":  "front",
                     "frames":  6,
                     "fps":  6,
                     "loop":  true,
                     "cols":  3,
                     "rows":  2,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/chat_pgt/final/chat_pgt_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/chat_pgt_padded_4x.png",
                     "directory":  "assets/bosses/chat_pgt/animations/idle/front",
                     "source":  "assets/bosses/chat_pgt/animations/idle/front/source_ai.png",
                     "motion":  "Six genuine processing poses: ribbon head segment flexes subtly, green neural lights circulate, three message panels tilt on joints a little, response cursor advances while label CHAT PGT remains exact. No whole-sprite bob as sole motion.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: ChatGPT parody, emerald/ivory/charcoal: original interwoven speech-ribbon neural head, arrogant face, CHAT PGT torso header, two conversation rows, dark sidebar/input/send, EXACT THREE rear green panels, bracket hands, lower floating rings. No rainbow redesign.\nANIMATION: idle. Six genuine processing poses: ribbon head segment flexes subtly, green neural lights circulate, three message panels tilt on joints a little, response cursor advances while label CHAT PGT remains exact. No whole-sprite bob as sole motion.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Hover center anchored; use margins for arms/core gestures.\nGRID: 3 COLUMNS x2 ROWS, 6 successive drawn frames. Canvas aspect 3:2, cells square. No empty cells."
                 },
                 {
                     "key":  "chat_pgt__attack_tokens__front",
                     "id":  "chat_pgt",
                     "name":  "Chat PGT",
                     "group":  "bosses",
                     "animation":  "attack_tokens",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  13,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/chat_pgt/final/chat_pgt_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/chat_pgt_padded_4x.png",
                     "directory":  "assets/bosses/chat_pgt/animations/attack_tokens/front",
                     "source":  "assets/bosses/chat_pgt/animations/attack_tokens/front/source_ai.png",
                     "motion":  "Ready; bracket fingers open; neural core charges; three existing token square chips condense between hands; short emerald/white token volley toward front inside tile; remaining chips trail; hands reset; ready. No external projectile asset.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: ChatGPT parody, emerald/ivory/charcoal: original interwoven speech-ribbon neural head, arrogant face, CHAT PGT torso header, two conversation rows, dark sidebar/input/send, EXACT THREE rear green panels, bracket hands, lower floating rings. No rainbow redesign.\nANIMATION: attack_tokens. Ready; bracket fingers open; neural core charges; three existing token square chips condense between hands; short emerald/white token volley toward front inside tile; remaining chips trail; hands reset; ready. No external projectile asset.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Hover center anchored; use margins for arms/core gestures.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "chat_pgt__attack_hallucination__front",
                     "id":  "chat_pgt",
                     "name":  "Chat PGT",
                     "group":  "bosses",
                     "animation":  "attack_hallucination",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  12,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/chat_pgt/final/chat_pgt_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/chat_pgt_padded_4x.png",
                     "directory":  "assets/bosses/chat_pgt/animations/attack_hallucination/front",
                     "source":  "assets/bosses/chat_pgt/animations/attack_hallucination/front/source_ai.png",
                     "motion":  "Ready; response rows conflict; ribbon core misaligns briefly; TWO muted-green outline ECHOES of this SAME face/upper torso appear behind shoulders offset8logicalpixels, not separate full enemies; echoes mirror incompatible bracket gestures; echoes break into square fragments; merge into boss; ready. Opaque dark-green pixel outlines from approved palette for echoes, not alpha-fog. Main body always clear.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: ChatGPT parody, emerald/ivory/charcoal: original interwoven speech-ribbon neural head, arrogant face, CHAT PGT torso header, two conversation rows, dark sidebar/input/send, EXACT THREE rear green panels, bracket hands, lower floating rings. No rainbow redesign.\nANIMATION: attack_hallucination. Ready; response rows conflict; ribbon core misaligns briefly; TWO muted-green outline ECHOES of this SAME face/upper torso appear behind shoulders offset8logicalpixels, not separate full enemies; echoes mirror incompatible bracket gestures; echoes break into square fragments; merge into boss; ready. Opaque dark-green pixel outlines from approved palette for echoes, not alpha-fog. Main body always clear.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Hover center anchored; use margins for arms/core gestures.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "chat_pgt__attack_context__front",
                     "id":  "chat_pgt",
                     "name":  "Chat PGT",
                     "group":  "bosses",
                     "animation":  "attack_context",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  12,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/chat_pgt/final/chat_pgt_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/chat_pgt_padded_4x.png",
                     "directory":  "assets/bosses/chat_pgt/animations/attack_context/front",
                     "source":  "assets/bosses/chat_pgt/animations/attack_context/front/source_ai.png",
                     "motion":  "Ready; message panels rotate slightly on hinges; main response windows slide as independent UI parts; two compact context panels swap front/back; red error row replaces green check for one pose; panels snap into correct layers; arms fold; ready. Stable head/core.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: ChatGPT parody, emerald/ivory/charcoal: original interwoven speech-ribbon neural head, arrogant face, CHAT PGT torso header, two conversation rows, dark sidebar/input/send, EXACT THREE rear green panels, bracket hands, lower floating rings. No rainbow redesign.\nANIMATION: attack_context. Ready; message panels rotate slightly on hinges; main response windows slide as independent UI parts; two compact context panels swap front/back; red error row replaces green check for one pose; panels snap into correct layers; arms fold; ready. Stable head/core.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Hover center anchored; use margins for arms/core gestures.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "chat_pgt__special_reasoning__front",
                     "id":  "chat_pgt",
                     "name":  "Chat PGT",
                     "group":  "bosses",
                     "animation":  "special_reasoning",
                     "direction":  "front",
                     "frames":  10,
                     "fps":  12,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/chat_pgt/final/chat_pgt_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/chat_pgt_padded_4x.png",
                     "directory":  "assets/bosses/chat_pgt/animations/special_reasoning/front",
                     "source":  "assets/bosses/chat_pgt/animations/special_reasoning/front/source_ai.png",
                     "motion":  "Ready; stop symbol pulses; neural core channels build; ribbon head bands articulate into an open recursive spiral attached to SAME core; three panels show looping arrow phases; bracket hands focus a compact green token ring; loop peaks with short repeated square motifs; ring collapses inward; ribbon head returns; ready. Most impressive, tightly organized readable silhouettes.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: ChatGPT parody, emerald/ivory/charcoal: original interwoven speech-ribbon neural head, arrogant face, CHAT PGT torso header, two conversation rows, dark sidebar/input/send, EXACT THREE rear green panels, bracket hands, lower floating rings. No rainbow redesign.\nANIMATION: special_reasoning. Ready; stop symbol pulses; neural core channels build; ribbon head bands articulate into an open recursive spiral attached to SAME core; three panels show looping arrow phases; bracket hands focus a compact green token ring; loop peaks with short repeated square motifs; ring collapses inward; ribbon head returns; ready. Most impressive, tightly organized readable silhouettes.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Hover center anchored; use margins for arms/core gestures.\nGRID: 4 COLUMNS x3 ROWS, 10 successive drawn frames. Canvas aspect 4:3, cells square. Last 2 cells EMPTY alpha0, not additional frames."
                 },
                 {
                     "key":  "chat_pgt__phase_transition__front",
                     "id":  "chat_pgt",
                     "name":  "Chat PGT",
                     "group":  "bosses",
                     "animation":  "phase_transition",
                     "direction":  "front",
                     "frames":  12,
                     "fps":  10,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/chat_pgt/final/chat_pgt_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/chat_pgt_padded_4x.png",
                     "directory":  "assets/bosses/chat_pgt/animations/phase_transition/front",
                     "source":  "assets/bosses/chat_pgt/animations/phase_transition/front/source_ai.png",
                     "motion":  "Twelve progressive final-form states using SAME existing hardware: message rows scramble; green core brightens; white ribbon head bands unlock and spread; lower rings separate slightly along same center; bracket arms widen; three panels fan out symmetrically; recursive symbols align; red contradiction pixels flare; emerald corona forms from existing bands; core stabilizes; panels hold; final majestic menacing pose. No new face, no new limbs or purple/gold redesign.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: ChatGPT parody, emerald/ivory/charcoal: original interwoven speech-ribbon neural head, arrogant face, CHAT PGT torso header, two conversation rows, dark sidebar/input/send, EXACT THREE rear green panels, bracket hands, lower floating rings. No rainbow redesign.\nANIMATION: phase_transition. Twelve progressive final-form states using SAME existing hardware: message rows scramble; green core brightens; white ribbon head bands unlock and spread; lower rings separate slightly along same center; bracket arms widen; three panels fan out symmetrically; recursive symbols align; red contradiction pixels flare; emerald corona forms from existing bands; core stabilizes; panels hold; final majestic menacing pose. No new face, no new limbs or purple/gold redesign.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Hover center anchored; use margins for arms/core gestures.\nGRID: 4 COLUMNS x3 ROWS, 12 successive drawn frames. Canvas aspect 4:3, cells square. No empty cells."
                 },
                 {
                     "key":  "chat_pgt__hit__front",
                     "id":  "chat_pgt",
                     "name":  "Chat PGT",
                     "group":  "bosses",
                     "animation":  "hit",
                     "direction":  "front",
                     "frames":  4,
                     "fps":  14,
                     "loop":  false,
                     "cols":  4,
                     "rows":  1,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/chat_pgt/final/chat_pgt_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/chat_pgt_padded_4x.png",
                     "directory":  "assets/bosses/chat_pgt/animations/hit/front",
                     "source":  "assets/bosses/chat_pgt/animations/hit/front/source_ai.png",
                     "motion":  "Ready; two small controlled pixel offsets on response row and face, hands tense; neural bands recoil at joints; restore. Not whole-image transform.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: ChatGPT parody, emerald/ivory/charcoal: original interwoven speech-ribbon neural head, arrogant face, CHAT PGT torso header, two conversation rows, dark sidebar/input/send, EXACT THREE rear green panels, bracket hands, lower floating rings. No rainbow redesign.\nANIMATION: hit. Ready; two small controlled pixel offsets on response row and face, hands tense; neural bands recoil at joints; restore. Not whole-image transform.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Hover center anchored; use margins for arms/core gestures.\nGRID: 4 COLUMNS x1 ROWS, 4 successive drawn frames. Canvas aspect 4:1, cells square. No empty cells."
                 },
                 {
                     "key":  "chat_pgt__death__front",
                     "id":  "chat_pgt",
                     "name":  "Chat PGT",
                     "group":  "bosses",
                     "animation":  "death",
                     "direction":  "front",
                     "frames":  10,
                     "fps":  10,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  160,
                     "base_size":  128,
                     "extent":  112,
                     "reference":  "assets/bosses/chat_pgt/final/chat_pgt_128x128.png",
                     "padded_reference":  "assets/previews/boss_animation_references/chat_pgt_padded_4x.png",
                     "directory":  "assets/bosses/chat_pgt/animations/death/front",
                     "source":  "assets/bosses/chat_pgt/animations/death/front/source_ai.png",
                     "motion":  "Ready; context windows empty; green assistant blocks fail; head ribbons droop apart; bracket hands lose grip; lower server rings disengage; three panels fold and dim; core implodes into a few green square fragments; metal core settles; final small recognizable inert core/ring debris with no luminous screen.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: ChatGPT parody, emerald/ivory/charcoal: original interwoven speech-ribbon neural head, arrogant face, CHAT PGT torso header, two conversation rows, dark sidebar/input/send, EXACT THREE rear green panels, bracket hands, lower floating rings. No rainbow redesign.\nANIMATION: death. Ready; context windows empty; green assistant blocks fail; head ribbons droop apart; bracket hands lose grip; lower server rings disengage; three panels fold and dim; core implodes into a few green square fragments; metal core settles; final small recognizable inert core/ring debris with no luminous screen.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 160x160; approved body is approximately112pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Hover center anchored; use margins for arms/core gestures.\nGRID: 4 COLUMNS x3 ROWS, 10 successive drawn frames. Canvas aspect 4:3, cells square. Last 2 cells EMPTY alpha0, not additional frames."
                 },
                 {
                     "key":  "blue_screen__idle__front",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "idle",
                     "direction":  "front",
                     "frames":  6,
                     "fps":  6,
                     "loop":  true,
                     "cols":  3,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/idle/front",
                     "source":  "assets/minibosses/blue_screen/animations/idle/front/source_ai.png",
                     "motion":  "Six monitor circuit poses: cobalt screen flickers between two blue values, large sad face and alert stay fixed, crack emits two small pixel phases, claw fingers flex, cable joints move subtly. No whole-image bob only.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\nANIMATION: idle. Six monitor circuit poses: cobalt screen flickers between two blue values, large sad face and alert stay fixed, crack emits two small pixel phases, claw fingers flex, cable joints move subtly. No whole-image bob only.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 3 COLUMNS x2 ROWS, 6 successive drawn frames. Canvas aspect 3:2, cells square. No empty cells."
                 },
                 {
                     "key":  "blue_screen__move__s",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "s",
                     "frames":  8,
                     "fps":  9,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/move/s",
                     "source":  "assets/minibosses/blue_screen/animations/move/s/source_ai_v2.png",
                     "motion":  "Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: SOUTH: front view toward viewer, face/label toward bottom edge; use this target frontal view. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\n\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "blue_screen__move__sw",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "sw",
                     "frames":  8,
                     "fps":  9,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/move/sw",
                     "source":  "assets/minibosses/blue_screen/animations/move/sw/source_ai_v2.png",
                     "motion":  "Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: SOUTHWEST: front-left three-quarter, looking diagonally down-left; target front plane and side angles must match image1. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\n\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "blue_screen__move__w",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "w",
                     "frames":  8,
                     "fps":  9,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/move/w",
                     "source":  "assets/minibosses/blue_screen/animations/move/w/source_ai_v2.png",
                     "motion":  "Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: WEST: STRICT LEFT-FACING SIDE PROFILE, front/nose toward LEFT edge, rear toward RIGHT. Do not show a frontal face. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\n\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "blue_screen__move__nw",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "nw",
                     "frames":  8,
                     "fps":  9,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/move/nw",
                     "source":  "assets/minibosses/blue_screen/animations/move/nw/source_ai_v2.png",
                     "motion":  "Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: NORTHWEST: BACK-LEFT THREE-QUARTER, looking away up-left. We see rear casing; frontal display/text hidden. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\nONLY REAR monitor case with vent grille and connectors, NO BLUE SAD-FACE SCREEN visible at all.\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "blue_screen__move__n",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "n",
                     "frames":  8,
                     "fps":  9,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/move/n",
                     "source":  "assets/minibosses/blue_screen/animations/move/n/source_ai_v2.png",
                     "motion":  "Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: NORTH: DIRECT REAR VIEW, character looking AWAY toward top edge. We see back casing/PCB/fan, absolutely NO face, front screen or front lettering. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\nONLY REAR monitor case with vent grille and connectors, NO BLUE SAD-FACE SCREEN visible at all.\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "blue_screen__move__ne",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "ne",
                     "frames":  8,
                     "fps":  9,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/move/ne",
                     "source":  "assets/minibosses/blue_screen/animations/move/ne/source_ai_v2.png",
                     "motion":  "Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: NORTHEAST: BACK-RIGHT THREE-QUARTER, looking away up-right. Rear casing visible, front display/text hidden. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\nONLY REAR monitor case with vent grille and connectors, NO BLUE SAD-FACE SCREEN visible at all.\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "blue_screen__move__e",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "e",
                     "frames":  8,
                     "fps":  9,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/move/e",
                     "source":  "assets/minibosses/blue_screen/animations/move/e/source_ai_v2.png",
                     "motion":  "Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: EAST: STRICT RIGHT-FACING SIDE PROFILE, front/nose toward RIGHT edge, rear toward LEFT. Do not show a frontal face. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\n\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "blue_screen__move__se",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "se",
                     "frames":  8,
                     "fps":  9,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/move/se",
                     "source":  "assets/minibosses/blue_screen/animations/move/se/source_ai_v2.png",
                     "motion":  "Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: SOUTHEAST: front-right three-quarter, looking diagonally down-right; use target angle exactly. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\n\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight-frame locomotion: alternating cable-leg contacts, flexion/extension at feet/knees, claw counter-swing and screen balanced over the same anchor. Slight intended suspension bob only; no world translation. Monitor bracket/back stays coherent.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "blue_screen__attack__front",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "attack",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  12,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/attack/front",
                     "source":  "assets/minibosses/blue_screen/animations/attack/front/source_ai.png",
                     "motion":  "Ready; claws pull inward; crack brightens; monitor surface fractures into three attached edge pixels; two compact cobalt error fragments launch toward front within tile; screen recomposes; claws retract; ready. Face remains sad, not a new face.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\nANIMATION: attack. Ready; claws pull inward; crack brightens; monitor surface fractures into three attached edge pixels; two compact cobalt error fragments launch toward front within tile; screen recomposes; claws retract; ready. Face remains sad, not a new face.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "blue_screen__special_freeze__front",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "special_freeze",
                     "direction":  "front",
                     "frames":  10,
                     "fps":  10,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/special_freeze/front",
                     "source":  "assets/minibosses/blue_screen/animations/special_freeze/front/source_ai.png",
                     "motion":  "Ready; screen pulse tightens; cable claws stretch forward; three short cyan angular freeze brackets unfold at screen rim; white frozen scan-line appears across screen; brackets crystallize into sparse square shards; screen holds tense pose for a distinct deformation; brackets retract; claws loosen; ready. No floor, map, damage overlay.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\nANIMATION: special_freeze. Ready; screen pulse tightens; cable claws stretch forward; three short cyan angular freeze brackets unfold at screen rim; white frozen scan-line appears across screen; brackets crystallize into sparse square shards; screen holds tense pose for a distinct deformation; brackets retract; claws loosen; ready. No floor, map, damage overlay.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x3 ROWS, 10 successive drawn frames. Canvas aspect 4:3, cells square. Last 2 cells EMPTY alpha0, not additional frames."
                 },
                 {
                     "key":  "blue_screen__hit__front",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "hit",
                     "direction":  "front",
                     "frames":  4,
                     "fps":  14,
                     "loop":  false,
                     "cols":  4,
                     "rows":  1,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/hit/front",
                     "source":  "assets/minibosses/blue_screen/animations/hit/front/source_ai.png",
                     "motion":  "Ready; screen crack flickers and claw joints recoil; one horizontal interference strip interrupts screen; restore blue face.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\nANIMATION: hit. Ready; screen crack flickers and claw joints recoil; one horizontal interference strip interrupts screen; restore blue face.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x1 ROWS, 4 successive drawn frames. Canvas aspect 4:1, cells square. No empty cells."
                 },
                 {
                     "key":  "blue_screen__death__front",
                     "id":  "blue_screen",
                     "name":  "Tela Azul da Morte",
                     "group":  "minibosses",
                     "animation":  "death",
                     "direction":  "front",
                     "frames":  10,
                     "fps":  10,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/blue_screen/final/blue_screen_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/blue_screen_padded_4x.png",
                     "directory":  "assets/minibosses/blue_screen/animations/death/front",
                     "source":  "assets/minibosses/blue_screen/animations/death/front/source_ai.png",
                     "motion":  "Ready; sad face blinks out; crack grows within original display; cable legs weaken; claws curl; mounting bracket breaks at existing joint; display dims; monitor falls through actual leg collapse; screen blackens; final inert cracked monitor wreck.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Wide cracked cobalt-blue monitor with sad :( and warning triangle, broken top bracket, tape, cable claws and two articulated legs. Back views show casing/connectors, not sad face printed on back.\nANIMATION: death. Ready; sad face blinks out; crack grows within original display; cable legs weaken; claws curl; mounting bracket breaks at existing joint; display dims; monitor falls through actual leg collapse; screen blackens; final inert cracked monitor wreck.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x3 ROWS, 10 successive drawn frames. Canvas aspect 4:3, cells square. Last 2 cells EMPTY alpha0, not additional frames."
                 },
                 {
                     "key":  "memoria_ra__idle__front",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "idle",
                     "direction":  "front",
                     "frames":  6,
                     "fps":  6,
                     "loop":  true,
                     "cols":  3,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/idle/front",
                     "source":  "assets/minibosses/memoria_ra/animations/idle/front/source_ai.png",
                     "motion":  "Six breathing poses: frog belly expands1logicalpixel then relaxes, bulging eyes blink alternately, toes curl and green RAM traces pulse. ALL FOUR DRAM chips, gold contacts and key notch remain unchanged.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\nANIMATION: idle. Six breathing poses: frog belly expands1logicalpixel then relaxes, bulging eyes blink alternately, toes curl and green RAM traces pulse. ALL FOUR DRAM chips, gold contacts and key notch remain unchanged.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 3 COLUMNS x2 ROWS, 6 successive drawn frames. Canvas aspect 3:2, cells square. No empty cells."
                 },
                 {
                     "key":  "memoria_ra__walk__s",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "walk",
                     "direction":  "s",
                     "frames":  8,
                     "fps":  10,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/walk/s",
                     "source":  "assets/minibosses/memoria_ra/animations/walk/s/source_ai_v2.png",
                     "motion":  "Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: SOUTH: front view toward viewer, face/label toward bottom edge; use this target frontal view. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\n\n\nONE EIGHT-FRAME WALK cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "memoria_ra__walk__sw",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "walk",
                     "direction":  "sw",
                     "frames":  8,
                     "fps":  10,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/walk/sw",
                     "source":  "assets/minibosses/memoria_ra/animations/walk/sw/source_ai_v2.png",
                     "motion":  "Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: SOUTHWEST: front-left three-quarter, looking diagonally down-left; target front plane and side angles must match image1. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\n\n\nONE EIGHT-FRAME WALK cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "memoria_ra__walk__w",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "walk",
                     "direction":  "w",
                     "frames":  8,
                     "fps":  10,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/walk/w",
                     "source":  "assets/minibosses/memoria_ra/animations/walk/w/source_ai_v2.png",
                     "motion":  "Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: WEST: STRICT LEFT-FACING SIDE PROFILE, front/nose toward LEFT edge, rear toward RIGHT. Do not show a frontal face. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\n\n\nONE EIGHT-FRAME WALK cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "memoria_ra__walk__nw",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "walk",
                     "direction":  "nw",
                     "frames":  8,
                     "fps":  10,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/walk/nw",
                     "source":  "assets/minibosses/memoria_ra/animations/walk/nw/source_ai_v2.png",
                     "motion":  "Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: NORTHWEST: BACK-LEFT THREE-QUARTER, looking away up-left. We see rear casing; frontal display/text hidden. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\nFrog HEAD points AWAY; rear haunches and back end of RAM visible, face/mouth naturally hidden. Keep4chips on top.\n\nONE EIGHT-FRAME WALK cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "memoria_ra__walk__n",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "walk",
                     "direction":  "n",
                     "frames":  8,
                     "fps":  10,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/walk/n",
                     "source":  "assets/minibosses/memoria_ra/animations/walk/n/source_ai_v2.png",
                     "motion":  "Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: NORTH: DIRECT REAR VIEW, character looking AWAY toward top edge. We see back casing/PCB/fan, absolutely NO face, front screen or front lettering. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\nFrog HEAD points AWAY; rear haunches and back end of RAM visible, face/mouth naturally hidden. Keep4chips on top.\n\nONE EIGHT-FRAME WALK cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "memoria_ra__walk__ne",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "walk",
                     "direction":  "ne",
                     "frames":  8,
                     "fps":  10,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/walk/ne",
                     "source":  "assets/minibosses/memoria_ra/animations/walk/ne/source_ai_v2.png",
                     "motion":  "Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: NORTHEAST: BACK-RIGHT THREE-QUARTER, looking away up-right. Rear casing visible, front display/text hidden. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\nFrog HEAD points AWAY; rear haunches and back end of RAM visible, face/mouth naturally hidden. Keep4chips on top.\n\nONE EIGHT-FRAME WALK cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "memoria_ra__walk__e",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "walk",
                     "direction":  "e",
                     "frames":  8,
                     "fps":  10,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/walk/e",
                     "source":  "assets/minibosses/memoria_ra/animations/walk/e/source_ai_v2.png",
                     "motion":  "Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: EAST: STRICT RIGHT-FACING SIDE PROFILE, front/nose toward RIGHT edge, rear toward LEFT. Do not show a frontal face. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\n\n\nONE EIGHT-FRAME WALK cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "memoria_ra__walk__se",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "walk",
                     "direction":  "se",
                     "frames":  8,
                     "fps":  10,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/walk/se",
                     "source":  "assets/minibosses/memoria_ra/animations/walk/se/source_ai_v2.png",
                     "motion":  "Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: SOUTHEAST: front-right three-quarter, looking diagonally down-right; use target angle exactly. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\n\n\nONE EIGHT-FRAME WALK cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight short hopping locomotion poses: crouch; hindlegs compress; toes push; rear limbs extend; brief low hop with legs tucked; front toes reach; four toes contact sequentially; recover crouch. Same local anchor, no world translation. RAM body rigid, no scaling whole sprite.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "memoria_ra__attack_jump__front",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "attack_jump",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  12,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/attack_jump/front",
                     "source":  "assets/minibosses/memoria_ra/animations/attack_jump/front/source_ai.png",
                     "motion":  "Ready; deep frog crouch; hind haunches load; toe pushoff; high compact leap with four limbs articulated; front toes extend; hard landing with bent legs and two tiny green square impacts; ready. Keep rigid DIMM board, chips and gold contacts.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\nANIMATION: attack_jump. Ready; deep frog crouch; hind haunches load; toe pushoff; high compact leap with four limbs articulated; front toes extend; hard landing with bent legs and two tiny green square impacts; ready. Keep rigid DIMM board, chips and gold contacts.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "memoria_ra__attack_memory__front",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "attack_memory",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  12,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/attack_memory/front",
                     "source":  "assets/minibosses/memoria_ra/animations/attack_memory/front/source_ai.png",
                     "motion":  "Ready; eyes focus; four RAM chips light in sequence; copper-tip tongue lashes a little; three corrupted lime data squares expel forward within tile; tongue retracts; chip lights settle; ready. No new anatomy.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\nANIMATION: attack_memory. Ready; eyes focus; four RAM chips light in sequence; copper-tip tongue lashes a little; three corrupted lime data squares expel forward within tile; tongue retracts; chip lights settle; ready. No new anatomy.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "memoria_ra__special_oom__front",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "special_oom",
                     "direction":  "front",
                     "frames":  10,
                     "fps":  11,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/special_oom/front",
                     "source":  "assets/minibosses/memoria_ra/animations/special_oom/front/source_ai.png",
                     "motion":  "Ready; eyes widen; amphibian belly cheeks swell locally under RIGID RAM board; chips light one by one; warning green tracks overload; inflated belly peaks without resizing board; compact burst of lime data blocks at sides; belly deflates; rear limbs brace; ready. Do not scale entire frog.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\nANIMATION: special_oom. Ready; eyes widen; amphibian belly cheeks swell locally under RIGID RAM board; chips light one by one; warning green tracks overload; inflated belly peaks without resizing board; compact burst of lime data blocks at sides; belly deflates; rear limbs brace; ready. Do not scale entire frog.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x3 ROWS, 10 successive drawn frames. Canvas aspect 4:3, cells square. Last 2 cells EMPTY alpha0, not additional frames."
                 },
                 {
                     "key":  "memoria_ra__hit__front",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "hit",
                     "direction":  "front",
                     "frames":  4,
                     "fps":  14,
                     "loop":  false,
                     "cols":  4,
                     "rows":  1,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/hit/front",
                     "source":  "assets/minibosses/memoria_ra/animations/hit/front/source_ai.png",
                     "motion":  "Ready; frog squints and one front leg tenses; belly compresses while chips remain fixed; restore crouch.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\nANIMATION: hit. Ready; frog squints and one front leg tenses; belly compresses while chips remain fixed; restore crouch.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x1 ROWS, 4 successive drawn frames. Canvas aspect 4:1, cells square. No empty cells."
                 },
                 {
                     "key":  "memoria_ra__death__front",
                     "id":  "memoria_ra",
                     "name":  "Memória RÃ",
                     "group":  "minibosses",
                     "animation":  "death",
                     "direction":  "front",
                     "frames":  10,
                     "fps":  10,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/memoria_ra/final/memoria_ra_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/memoria_ra_padded_4x.png",
                     "directory":  "assets/minibosses/memoria_ra/animations/death/front",
                     "source":  "assets/minibosses/memoria_ra/animations/death/front/source_ai.png",
                     "motion":  "Ready; eyes droop; RAM tracks glitch; gold contacts darken; rear knees fail; front toes fold; frog body lowers; rigid DIMM tips with torso; eyes close; final slumped frog/board with four chips still visible and dark circuits.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Crouching frog whose body is RAM DIMM: FOUR fixed black DRAM chips, long green PCB, gold contact edge/key notch, TWO bulging eyes, mouth/tongue and FOUR webbed feet with thick rear haunches. RAM board rigid even when frog belly swells.\nANIMATION: death. Ready; eyes droop; RAM tracks glitch; gold contacts darken; rear knees fail; front toes fold; frog body lowers; rigid DIMM tips with torso; eyes close; final slumped frog/board with four chips still visible and dark circuits.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x3 ROWS, 10 successive drawn frames. Canvas aspect 4:3, cells square. Last 2 cells EMPTY alpha0, not additional frames."
                 },
                 {
                     "key":  "fx_9999__idle__front",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "idle",
                     "direction":  "front",
                     "frames":  6,
                     "fps":  6,
                     "loop":  true,
                     "cols":  3,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/idle/front",
                     "source":  "assets/minibosses/fx_9999/animations/idle/front/source_ai.png",
                     "motion":  "Six real hardware poses: rear fan blades rotate phase around fixed hub, heatsink vent heat cycles orange/red, two short smoke curls change shape, clamp fingers flex. Silver label stays exact TWO LINES FX- /9999, never unreadable or renamed.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Corrected approved FX CPU: silver label TWO LINES \u0027FX-\u0027 above \u00279999\u0027, hot core BELOW label, gold contacts/green substrate, two fin stacks, copper pipes, rear fan, clamps/legs and two smoke curls. Keep two-line lettering stable whenever front-facing; back views have rear hardware not front label.\nANIMATION: idle. Six real hardware poses: rear fan blades rotate phase around fixed hub, heatsink vent heat cycles orange/red, two short smoke curls change shape, clamp fingers flex. Silver label stays exact TWO LINES FX- /9999, never unreadable or renamed.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 3 COLUMNS x2 ROWS, 6 successive drawn frames. Canvas aspect 3:2, cells square. No empty cells."
                 },
                 {
                     "key":  "fx_9999__move__s",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "s",
                     "frames":  8,
                     "fps":  6,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/move/s",
                     "source":  "assets/minibosses/fx_9999/animations/move/s/source_ai_v2.png",
                     "motion":  "Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: SOUTH: front view toward viewer, face/label toward bottom edge; use this target frontal view. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Corrected approved FX CPU: silver label TWO LINES \u0027FX-\u0027 above \u00279999\u0027, hot core BELOW label, gold contacts/green substrate, two fin stacks, copper pipes, rear fan, clamps/legs and two smoke curls. Keep two-line lettering stable whenever front-facing; back views have rear hardware not front label.\n\nCorrect the front silver inscription to EXACT TWO LINES: FX- /9999 (FOUR identical digit9s), never8899. Do not add another text panel.\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "fx_9999__move__sw",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "sw",
                     "frames":  8,
                     "fps":  6,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/move/sw",
                     "source":  "assets/minibosses/fx_9999/animations/move/sw/source_ai_v3.png",
                     "motion":  "Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.",
                     "prompt":  "Use case: text-localization. Edit target is the supplied eight-frame 4-column 2-row pixel-art animation sheet. Fix ONLY the lettering on the processor faceplate in ALL EIGHT frames. Exact two-line text: first line \"FX-\" second line \"9999\". Every digit must be a NINE, never 8 or B. Use four clearly readable bold squared pixel nines with open lower-left stems and filled upper counters, black on light plate. Keep EXACTLY all eight existing poses, limb positions, fan, diagonal facing, perspective, scale, bounding boxes, frame layout, colors, lights, and silhouette. Do not redesign or move character; do not animate differently. Preserve transparent background, no extra pixels or outlines outside character. This is a local text correction only. Return the full eight-frame sheet with the corrected identical inscription in each frame.",
                     "source_info":  "source_info_v3.json"
                 },
                 {
                     "key":  "fx_9999__move__w",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "w",
                     "frames":  8,
                     "fps":  6,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/move/w",
                     "source":  "assets/minibosses/fx_9999/animations/move/w/source_ai_v2.png",
                     "motion":  "Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: WEST: STRICT LEFT-FACING SIDE PROFILE, front/nose toward LEFT edge, rear toward RIGHT. Do not show a frontal face. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Corrected approved FX CPU: silver label TWO LINES \u0027FX-\u0027 above \u00279999\u0027, hot core BELOW label, gold contacts/green substrate, two fin stacks, copper pipes, rear fan, clamps/legs and two smoke curls. Keep two-line lettering stable whenever front-facing; back views have rear hardware not front label.\n\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "fx_9999__move__nw",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "nw",
                     "frames":  8,
                     "fps":  6,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/move/nw",
                     "source":  "assets/minibosses/fx_9999/animations/move/nw/source_ai_v2.png",
                     "motion":  "Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: NORTHWEST: BACK-LEFT THREE-QUARTER, looking away up-left. We see rear casing; frontal display/text hidden. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Corrected approved FX CPU: silver label TWO LINES \u0027FX-\u0027 above \u00279999\u0027, hot core BELOW label, gold contacts/green substrate, two fin stacks, copper pipes, rear fan, clamps/legs and two smoke curls. Keep two-line lettering stable whenever front-facing; back views have rear hardware not front label.\nONLY BACK of CPU machine, rear fan dominates; NO silver FX label on back.\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "fx_9999__move__n",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "n",
                     "frames":  8,
                     "fps":  6,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/move/n",
                     "source":  "assets/minibosses/fx_9999/animations/move/n/source_ai_v2.png",
                     "motion":  "Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: NORTH: DIRECT REAR VIEW, character looking AWAY toward top edge. We see back casing/PCB/fan, absolutely NO face, front screen or front lettering. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Corrected approved FX CPU: silver label TWO LINES \u0027FX-\u0027 above \u00279999\u0027, hot core BELOW label, gold contacts/green substrate, two fin stacks, copper pipes, rear fan, clamps/legs and two smoke curls. Keep two-line lettering stable whenever front-facing; back views have rear hardware not front label.\nONLY BACK of CPU machine, rear fan dominates; NO silver FX label on back.\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "fx_9999__move__ne",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "ne",
                     "frames":  8,
                     "fps":  6,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/move/ne",
                     "source":  "assets/minibosses/fx_9999/animations/move/ne/source_ai_v2.png",
                     "motion":  "Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: NORTHEAST: BACK-RIGHT THREE-QUARTER, looking away up-right. Rear casing visible, front display/text hidden. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Corrected approved FX CPU: silver label TWO LINES \u0027FX-\u0027 above \u00279999\u0027, hot core BELOW label, gold contacts/green substrate, two fin stacks, copper pipes, rear fan, clamps/legs and two smoke curls. Keep two-line lettering stable whenever front-facing; back views have rear hardware not front label.\nONLY BACK of CPU machine, rear fan dominates; NO silver FX label on back.\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "fx_9999__move__e",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "e",
                     "frames":  8,
                     "fps":  6,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/move/e",
                     "source":  "assets/minibosses/fx_9999/animations/move/e/source_ai_v2.png",
                     "motion":  "Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.",
                     "prompt":  "Use case: precise-object-edit. Animate the EXACT single sprite shown in IMAGE1. Image1 is the AUTHORITATIVE EDIT TARGET for VIEW ANGLE, silhouette, hardware, pose and color. DO NOT TURN IT TOWARD THE VIEWER. Do not replace it with any frontal sprite from memory. No extra reference images.\nDIRECTION LOCK: EAST: STRICT RIGHT-FACING SIDE PROFILE, front/nose toward RIGHT edge, rear toward LEFT. Do not show a frontal face. EVERY ONE of the eight frames keeps this exact facing. Do NOT create a turntable: no rotating body across frames.\nCHARACTER: Corrected approved FX CPU: silver label TWO LINES \u0027FX-\u0027 above \u00279999\u0027, hot core BELOW label, gold contacts/green substrate, two fin stacks, copper pipes, rear fan, clamps/legs and two smoke curls. Keep two-line lettering stable whenever front-facing; back views have rear hardware not front label.\n\n\nONE EIGHT-FRAME MOVE cycle, EXACT4 COLUMNS x2 ROWS, square equal cells, left-to-right time then next row. Motion: Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.\nKeep core dimensions and ground anchor FIXED throughout; actual limb articulation and internal motion, not shifting, scaling or rotating a still. All hardware stays attached consistently; same number of limbs/feet. Keep rigid CPU/monitor/PCB, retain original palette and low-resolution dark-plum outline.\nPixel art for a128x128 logical animation tile with an approximately80pixel body; full sprite fits at same scale in every cell with at least12% transparent margin. Camera is elevated slightly top-down like image1, NEVER a front-facing camera reset. No modern high-resolution illustration or smooth gradients.\nTRUE TRANSPARENT RGBA background: alpha0 everywhere outside character, NO white/grey/black matte, no haze, checkerboard, shadows, floor, border, gridlines, captions or frame numbers. Output a2:1 sheet with4x2squarecells. Preserve target orientation even if it hides identifying front elements; do not invent eyes/text on the back.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "fx_9999__move__se",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "move",
                     "direction":  "se",
                     "frames":  8,
                     "fps":  6,
                     "loop":  true,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/move/se",
                     "source":  "assets/minibosses/fx_9999/animations/move/se/source_ai_v3.png",
                     "motion":  "Eight heavy mechanical stride poses: two stubby leg joints alternate plant/push/lift, copper pipes flex only at attachment points, clamps counter-swing, cooling fan rotates. CPU package rigid and same height, minor intentional weight shift, no world translation. FX- /9999 front label stable; hidden on rear.",
                     "prompt":  "Use case: text-localization. Edit target is the supplied eight-frame 4-column 2-row pixel-art animation sheet. Fix ONLY the lettering on the processor faceplate in ALL EIGHT frames. Exact two-line text: first line \"FX-\" second line \"9999\". Every digit must be a NINE, never 8 or B. Use four clearly readable bold squared pixel nines with open lower-left stems and filled upper counters, black on light plate. Keep EXACTLY all eight existing poses, limb positions, fan, diagonal facing, perspective, scale, bounding boxes, frame layout, colors, lights, and silhouette. Do not redesign or move character; do not animate differently. Preserve transparent background, no extra pixels or outlines outside character. This is a local text correction only. Return the full eight-frame sheet with the corrected identical inscription in each frame.",
                     "source_info":  "source_info_v3.json"
                 },
                 {
                     "key":  "fx_9999__attack_heat__front",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "attack_heat",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  12,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/attack_heat/front",
                     "source":  "assets/minibosses/fx_9999/animations/attack_heat/front/source_ai.png",
                     "motion":  "Ready; vents close; heatsink fins brighten from center out; both clamps brace; one compact orange stepped heat arc emerges just ahead within tile; arc dissipates into2pixels; vents reopen; ready. Silver inscription unobscured.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Corrected approved FX CPU: silver label TWO LINES \u0027FX-\u0027 above \u00279999\u0027, hot core BELOW label, gold contacts/green substrate, two fin stacks, copper pipes, rear fan, clamps/legs and two smoke curls. Keep two-line lettering stable whenever front-facing; back views have rear hardware not front label.\nANIMATION: attack_heat. Ready; vents close; heatsink fins brighten from center out; both clamps brace; one compact orange stepped heat arc emerges just ahead within tile; arc dissipates into2pixels; vents reopen; ready. Silver inscription unobscured.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "fx_9999__attack_overclock__front",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "attack_overclock",
                     "direction":  "front",
                     "frames":  8,
                     "fps":  13,
                     "loop":  false,
                     "cols":  4,
                     "rows":  2,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/attack_overclock/front",
                     "source":  "assets/minibosses/fx_9999/animations/attack_overclock/front/source_ai.png",
                     "motion":  "Ready; fan accelerates through distinctly different blade phases; orange core brightens; copper pipes light in sequence; clamp arms thrust alternately through mechanical joints; fin vents snap open; arms withdraw; ready. Do not speed-only animate static image.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Corrected approved FX CPU: silver label TWO LINES \u0027FX-\u0027 above \u00279999\u0027, hot core BELOW label, gold contacts/green substrate, two fin stacks, copper pipes, rear fan, clamps/legs and two smoke curls. Keep two-line lettering stable whenever front-facing; back views have rear hardware not front label.\nANIMATION: attack_overclock. Ready; fan accelerates through distinctly different blade phases; orange core brightens; copper pipes light in sequence; clamp arms thrust alternately through mechanical joints; fin vents snap open; arms withdraw; ready. Do not speed-only animate static image.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x2 ROWS, 8 successive drawn frames. Canvas aspect 4:2, cells square. No empty cells."
                 },
                 {
                     "key":  "fx_9999__special_meltdown__front",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "special_meltdown",
                     "direction":  "front",
                     "frames":  10,
                     "fps":  11,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/special_meltdown/front",
                     "source":  "assets/minibosses/fx_9999/animations/special_meltdown/front/source_ai_v2.png",
                     "motion":  "Ready; red beacon pulses; fan stutters; heatsink fins open slightly; thermal cracks glow; white-hot core peaks UNDER label; clamps brace; compact red/orange energy vent bursts at shoulders within tile; heat falls; ready overheated. Keep FX- /9999 legible, no giant flame cloud.",
                     "prompt":  "Use case: background-extraction. EDIT this existing animation spritesheet; ONLY remove its erroneous background and border artifacts. Preserve all character pixels, exact existing frame poses, relative positions, palette, grid and ordering. This is not a redraw or a new concept. The image is 4 columns x3 rows, 10 real frames read row-major. Last2cells are deliberately empty and must become fully alpha0.\nCRITICAL: genuine transparent RGBA, ALPHA ZERO in all empty space including every cell corner, every divider line and every outer margin. Remove ALL white/grey background, fog, checkerboard texture, matte, neon halos, shadows and gridlines. Do NOT paint a replacement black/white/checkered background. Retain only the actual solid pixel-art characters and compact action pixels. Preserve the character\u0027s white armor/labels/silver plates; they are foreground, not background. Keep fixed body scale and ground pivot, no clipping. Keep original eight/ten DIFFERENT poses, do not repeat stills. Clean transparent margin in EACH cell, no cell borders.\nIdentity: Corrected approved FX CPU: silver label TWO LINES \u0027FX-\u0027 above \u00279999\u0027, hot core BELOW label, gold contacts/green substrate, two fin stacks, copper pipes, rear fan, clamps/legs and two smoke curls. Keep two-line lettering stable whenever front-facing; back views have rear hardware not front label.. Preserve special_meltdown sequence action, no anatomy or equipment changes. Output same 4:3 sheet aspect ratio and same number of square cells. No labels or captions.",
                     "source_info":  "source_info_v2.json"
                 },
                 {
                     "key":  "fx_9999__hit__front",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "hit",
                     "direction":  "front",
                     "frames":  4,
                     "fps":  14,
                     "loop":  false,
                     "cols":  4,
                     "rows":  1,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/hit/front",
                     "source":  "assets/minibosses/fx_9999/animations/hit/front/source_ai.png",
                     "motion":  "Ready; existing thermal crack flashes and clamp recoils; fan stalls for a distinct phase, knees brace; restore. Inscription does not change.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Corrected approved FX CPU: silver label TWO LINES \u0027FX-\u0027 above \u00279999\u0027, hot core BELOW label, gold contacts/green substrate, two fin stacks, copper pipes, rear fan, clamps/legs and two smoke curls. Keep two-line lettering stable whenever front-facing; back views have rear hardware not front label.\nANIMATION: hit. Ready; existing thermal crack flashes and clamp recoils; fan stalls for a distinct phase, knees brace; restore. Inscription does not change.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x1 ROWS, 4 successive drawn frames. Canvas aspect 4:1, cells square. No empty cells."
                 },
                 {
                     "key":  "fx_9999__death__front",
                     "id":  "fx_9999",
                     "name":  "FX-9999 — Fornalha de Silício",
                     "group":  "minibosses",
                     "animation":  "death",
                     "direction":  "front",
                     "frames":  10,
                     "fps":  10,
                     "loop":  false,
                     "cols":  4,
                     "rows":  3,
                     "tile":  128,
                     "base_size":  96,
                     "extent":  80,
                     "reference":  "assets/minibosses/fx_9999/final/fx_9999_96x96.png",
                     "padded_reference":  "assets/previews/boss_animation_references/fx_9999_padded_4x.png",
                     "directory":  "assets/minibosses/fx_9999/animations/death/front",
                     "source":  "assets/minibosses/fx_9999/animations/death/front/source_ai.png",
                     "motion":  "Ready; fan rattles; fin banks sag slightly at joints; core overburns; small smoke curls thicken; legs collapse; copper pipe disengages; core dims; fan stops with different settled blade pose; final cooled inert CPU wreck with FX- /9999 still present.",
                     "prompt":  "Use case: precise-object-edit. Asset: native-AI drawn ANIMATION FRAMES of this EXACT APPROVED RoguePixel sprite, NOT new concept art.\nImage1 approved final sprite is identity/color reference. Image2 is that SAME sprite pasted without alteration into a padded animation canvas, enlarged4x by nearest-neighbor: exact BODY SIZE and pivot reference. The added margins are empty transparency, not permission to enlarge the body.\nMatch approved pixel proportions, hardware, faces, all accessories, palette, upper-left light, dark-plum stepped outlines and slightly elevated top-down3/4 camera. Actual coarse flat pixel clusters for game-scale art, no high-resolution illustration, smooth gradients, new logos, anatomy, limbs or equipment. Keep approved original text stable where visible.\nDraw SUCCESSIVE genuinely different mechanical/limb/UI poses. Body core stays SAME size and same ground/hover anchor across all frames. Animate joints and internal parts, not merely translating/rotating/scaling a single still. No camera changes or per-frame zoom.\nONE REGULAR GRID, square equal cells, no gutters, dividers, captions, labels, watermark or frame numbers. Read row-major: left-to-right then next row. Every cell contains a COMPLETE SAME-CHARACTER pose with clear transparent margins; nothing crosses cell edges.\nGenuine alpha background: empty space ALPHA ZERO. No opaque white/black matte, checkerboard drawing, floor, shadow, background glow/haze. Effects are a few crisp opaque colored pixels from approved palette, remain INSIDE cell and don\u0027t obscure identity. No maps, extra enemies or separate effect assets.\n\nIDENTITY: Corrected approved FX CPU: silver label TWO LINES \u0027FX-\u0027 above \u00279999\u0027, hot core BELOW label, gold contacts/green substrate, two fin stacks, copper pipes, rear fan, clamps/legs and two smoke curls. Keep two-line lettering stable whenever front-facing; back views have rear hardware not front label.\nANIMATION: death. Ready; fan rattles; fin banks sag slightly at joints; core overburns; small smoke curls thicken; legs collapse; copper pipe disengages; core dims; fan stops with different settled blade pose; final cooled inert CPU wreck with FX- /9999 still present.\nSame frontal3/4 facing as approved sprite, fixed throughout ALL frames.\nCANVAS LOGICAL SIZE PER CELL: 128x128; approved body is approximately80pixels maximum, preserve exactly this scale. All cells use SAME pivot as padded image2. Keep ground contact anchor fixed; feet lift naturally during locomotion/jumps.\nGRID: 4 COLUMNS x3 ROWS, 10 successive drawn frames. Canvas aspect 4:3, cells square. Last 2 cells EMPTY alpha0, not additional frames."
                 }
             ]
}
