﻿[
    {
        "key":  "mouse__idle",
        "source":  "assets/enemies/mouse/animations/idle/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-051e16de-db80-4945-8997-22f7fb185462.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Mouse Descontrolado: low silver/graphite mouse chassis with prominent scroll wheel and green eyes, FOUR clawed legs, arcing segmented cable and green sensor tip. Preserve cable shape and separation from body.\nANIMATION: idle. Four-frame nervous idle loop: rest; front legs twitch and sensor tilts; shell rises one logical pixel while cable tip flicks; settle back toward rest. Keep cable intact and floor pivot fixed.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.",
        "references":  [
                           "assets/enemies/mouse/base_sprite/base_sprite.png",
                           "assets/enemies/mouse/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mouse__walk",
        "source":  "assets/enemies/mouse/animations/walk/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-e6025552-2e7b-42a0-98b4-57e55cbf16aa.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Mouse Descontrolado: low silver/graphite mouse chassis with prominent scroll wheel and green eyes, FOUR clawed legs, arcing segmented cable and green sensor tip. Preserve cable shape and separation from body.\nANIMATION: walk. Six-frame very fast nervous in-place scuttle: alternating diagonal pairs of FOUR legs contact, push, pass, opposite contact, push, pass; shell bob at most1–2logical pixels, cable follows with small delayed sway. Clear rapid leg pose changes, no world displacement.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/mouse/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mouse/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mouse/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mouse__hit",
        "source":  "assets/enemies/mouse/animations/hit/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-d3f0bafe-8521-41f3-81bd-51bccab95e6f.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Mouse Descontrolado: low silver/graphite mouse chassis with prominent scroll wheel and green eyes, FOUR clawed legs, arcing segmented cable and green sensor tip. Preserve cable shape and separation from body.\nANIMATION: hit. Four-frame damage reaction: ready; small green spark near shell and recoil; shell dips with legs braced/cable bent; recover. Same body and camera, no full-white flash.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/mouse/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mouse/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mouse/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mouse__death",
        "source":  "assets/enemies/mouse/animations/death/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-2237170d-3bf5-4d6d-817c-54ba8e2987c3.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Mouse Descontrolado: low silver/graphite mouse chassis with prominent scroll wheel and green eyes, FOUR clawed legs, arcing segmented cable and green sensor tip. Preserve cable shape and separation from body.\nANIMATION: death. Six-frame mechanical collapse: healthy posture; buckle front legs; shell tilts and sensor dims; all legs fold; body settles low onto floor; inert broken mouse shell with dim eyes, cable slack. Final frame clearly collapsed, no gore or vanishing.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/mouse/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mouse/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mouse/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "infected_usb__idle",
        "source":  "assets/enemies/infected_usb/animations/idle/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-858d44d7-ede3-4491-aba4-23381c2cbaba.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Pendrive Infectado: small metal USB connector with square eyes/holes, black/magenta corrupted housing, red warning beacon, danger triangle, FOUR small mechanical feet. Small tense explosive creature.\nANIMATION: idle. Four-frame tense idle loop: red beacon low; beacon medium; beacon bright with one bold infection seam pulse; beacon back toward low, tiny feet twitch. Physical body stays nearly still.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.",
        "references":  [
                           "assets/enemies/infected_usb/base_sprite/base_sprite.png",
                           "assets/enemies/infected_usb/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "infected_usb__walk",
        "source":  "assets/enemies/infected_usb/animations/walk/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-3372eb6f-ec86-4bfb-ac05-96d91c06e5b7.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Pendrive Infectado: small metal USB connector with square eyes/holes, black/magenta corrupted housing, red warning beacon, danger triangle, FOUR small mechanical feet. Small tense explosive creature.\nANIMATION: walk. Six-frame in-place twitchy walk with alternating foot contacts and slight forward lean, metal connector and red beacon stable; red danger pulse restrained.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/infected_usb/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/infected_usb/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/infected_usb/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "infected_usb__charge",
        "source":  "assets/enemies/infected_usb/animations/charge/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-f6211487-a59c-45c7-944b-6646eae5dd4f.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Pendrive Infectado: small metal USB connector with square eyes/holes, black/magenta corrupted housing, red warning beacon, danger triangle, FOUR small mechanical feet. Small tense explosive creature.\nANIMATION: charge. Six-frame non-looping detonation preparation: ready; feet plant; body crouches; red beacon intensifies; cracks brighten with compact danger pixels; fully charged trembling crouch. Do NOT explode in charge; last frame holds dangerous pre-detonation pose.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/infected_usb/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/infected_usb/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/infected_usb/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "infected_usb__hit",
        "source":  "assets/enemies/infected_usb/animations/hit/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-c9d65967-4824-4d24-b5a2-586559b194cd.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Pendrive Infectado: small metal USB connector with square eyes/holes, black/magenta corrupted housing, red warning beacon, danger triangle, FOUR small mechanical feet. Small tense explosive creature.\nANIMATION: hit. Four-frame recoil: ready; tiny red impact spark; connector tilts back and feet brace; recover. No new missing parts.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/infected_usb/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/infected_usb/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/infected_usb/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "infected_usb__death",
        "source":  "assets/enemies/infected_usb/animations/death/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-33c550f2-bf2c-4ebc-aaf6-9adebc904d30.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Pendrive Infectado: small metal USB connector with square eyes/holes, black/magenta corrupted housing, red warning beacon, danger triangle, FOUR small mechanical feet. Small tense explosive creature.\nANIMATION: death. Six-frame contained technological detonation: charge breaks; body swells/crouches; small bright red/orange burst centered on housing; compact pixel fragments within cell; smoke-free burned casing drops; small inert scorched connector and casing remain. No huge explosion obscuring adjacent tiles.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/infected_usb/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/infected_usb/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/infected_usb/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mutant_virus__idle",
        "source":  "assets/enemies/mutant_virus/animations/idle/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-0d05afa9-14a4-4341-b77a-4daa7a90c303.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Vírus Mutante: purple/lime corrupted goo nucleus, green eyes in pale technological rim, short clawed limbs, a few detached code fragments. Organic lobes and digital corruption; same approved nucleus shape.\nANIMATION: idle. Four-frame subtle mutant idle: nucleus softly compresses; opposite lobe grows a logical pixel; code scraps flicker; return. Preserve central silhouette and limbs, no new forms.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.",
        "references":  [
                           "assets/enemies/mutant_virus/base_sprite/base_sprite.png",
                           "assets/enemies/mutant_virus/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mutant_virus__walk",
        "source":  "assets/enemies/mutant_virus/animations/walk/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-f026655b-5b66-44ad-b2e2-7c9208bfd2ae.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Vírus Mutante: purple/lime corrupted goo nucleus, green eyes in pale technological rim, short clawed limbs, a few detached code fragments. Organic lobes and digital corruption; same approved nucleus shape.\nANIMATION: walk. Six-frame uneven in-place mutant crawl: alternating claw contacts, organic core shifts asymmetrically a pixel, code fragments jitter with delayed motion. Body remains same approved creature.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/mutant_virus/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mutant_virus/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mutant_virus/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mutant_virus__attack",
        "source":  "assets/enemies/mutant_virus/animations/attack/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-5c20a5f8-fdaa-4b22-b726-34036c37ff15.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Vírus Mutante: purple/lime corrupted goo nucleus, green eyes in pale technological rim, short clawed limbs, a few detached code fragments. Organic lobes and digital corruption; same approved nucleus shape.\nANIMATION: attack. Six-frame compact corrupt-code strike: ready; core compresses; one claw winds up; claw thrust and short lime/purple pixel pulse; follow-through; recover. No new monster, no large aura.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/mutant_virus/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mutant_virus/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mutant_virus/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mutant_virus__hit",
        "source":  "assets/enemies/mutant_virus/animations/hit/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-900f6541-0c80-4900-ad2a-286f9f56bedb.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Vírus Mutante: purple/lime corrupted goo nucleus, green eyes in pale technological rim, short clawed limbs, a few detached code fragments. Organic lobes and digital corruption; same approved nucleus shape.\nANIMATION: hit. Four-frame impact/recoil: ready; small lime impact at core; nucleus briefly squashes with limbs braced; recover. Don\u0027t recolor entire body.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/mutant_virus/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mutant_virus/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mutant_virus/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mutant_virus__death",
        "source":  "assets/enemies/mutant_virus/animations/death/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-745f18b9-8571-469d-8ddc-2974a7eb81b3.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Vírus Mutante: purple/lime corrupted goo nucleus, green eyes in pale technological rim, short clawed limbs, a few detached code fragments. Organic lobes and digital corruption; same approved nucleus shape.\nANIMATION: death. Six-frame digital collapse: core destabilizes; limbs buckle; purple goo contracts; few code fragments break away; goo and armor drop; final inert low nucleus and tiny code debris remain, not a standing enemy.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/mutant_virus/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mutant_virus/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mutant_virus/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "tavast__idle",
        "source":  "assets/enemies/tavast/animations/idle/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-9db77e46-9e7f-4644-a316-6666fd510beb.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Tavast approved V2: squat ORANGE/WHITE BIPEDAL freemium antivirus inspector, wide rectangular chest FREE badge, helmet with yellow eyes, handheld round scan lens, handheld orange ! warning sign, two small notification tabs. Large front-facing FREE lettering must remain FREE in every visible front frame.\nANIMATION: idle. Four-frame watchdog scanner idle: ready; lens scan marker slides slightly; warning icon pulses once and notification tabs tilt a pixel; settle. FREE stays identical and stable, no flashing entire chest.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.",
        "references":  [
                           "assets/enemies/tavast/base_sprite/base_sprite.png",
                           "assets/enemies/tavast/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "tavast__walk",
        "source":  "assets/enemies/tavast/animations/walk/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-7f519c54-11ca-4ba4-b925-cb1352c9a2bb.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Tavast approved V2: squat ORANGE/WHITE BIPEDAL freemium antivirus inspector, wide rectangular chest FREE badge, helmet with yellow eyes, handheld round scan lens, handheld orange ! warning sign, two small notification tabs. Large front-facing FREE lettering must remain FREE in every visible front frame.\nANIMATION: walk. Six-frame in-place officious biped walk: left contact/down/pass then right contact/down/pass, compact opposite arm sway while holding same scanner and ! sign; chest FREE must remain readable, not distorted by bob.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/tavast/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/tavast/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/tavast/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "tavast__attack",
        "source":  "assets/enemies/tavast/animations/attack/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-6b5d4e9e-d8a2-4fd3-8587-184fb3eb8256.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Tavast approved V2: squat ORANGE/WHITE BIPEDAL freemium antivirus inspector, wide rectangular chest FREE badge, helmet with yellow eyes, handheld round scan lens, handheld orange ! warning sign, two small notification tabs. Large front-facing FREE lettering must remain FREE in every visible front frame.\nANIMATION: attack. Six-frame aggressive security scan: ready; lens raised; scanner aims; ONE short thin orange scan sweep and ! panel brightens; retract; ready. Keep effects within cell, no added shield or weapon. FREE remains unchanged.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/tavast/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/tavast/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/tavast/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "tavast__hit",
        "source":  "assets/enemies/tavast/animations/hit/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-59a3fe8c-b898-41dc-b756-215f095ef9f8.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Tavast approved V2: squat ORANGE/WHITE BIPEDAL freemium antivirus inspector, wide rectangular chest FREE badge, helmet with yellow eyes, handheld round scan lens, handheld orange ! warning sign, two small notification tabs. Large front-facing FREE lettering must remain FREE in every visible front frame.\nANIMATION: hit. Four-frame recoil: ready; tiny orange impact on armor; body leans back while lens/sign are retained; recover. Do not scramble FREE.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/tavast/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/tavast/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/tavast/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "tavast__death",
        "source":  "assets/enemies/tavast/animations/death/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-84851481-61ed-470e-950c-3efe9a32b45a.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Tavast approved V2: squat ORANGE/WHITE BIPEDAL freemium antivirus inspector, wide rectangular chest FREE badge, helmet with yellow eyes, handheld round scan lens, handheld orange ! warning sign, two small notification tabs. Large front-facing FREE lettering must remain FREE in every visible front frame.\nANIMATION: death. Six-frame security system shutdown: alert dims; knees buckle; robot crouches; scanner lowered and body falls; torso settles on side; final inert collapsed orange/white robot, FREE panel may be tilted/occluded naturally, no new text.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/tavast/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/tavast/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/tavast/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mechanical_keyboard__idle",
        "source":  "assets/enemies/mechanical_keyboard/animations/idle/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-49dd09e4-90af-4525-a8c3-f366b8df4668.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Teclado Mecânico: broad low graphite keyboard body, gray/white raised keycaps, TWO keys on springs, red/green/cyan gap lighting, green digital eyes on front, small mechanical feet. Don\u0027t change key count drastically.\nANIMATION: idle. Four-frame keyboard idle: rest; one spring key depresses; other spring key depresses while first rises; both settle toward rest. RGB shifts brightness subtly, chassis stays fixed.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.",
        "references":  [
                           "assets/enemies/mechanical_keyboard/base_sprite/base_sprite.png",
                           "assets/enemies/mechanical_keyboard/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mechanical_keyboard__walk",
        "source":  "assets/enemies/mechanical_keyboard/animations/walk/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-51895634-658e-43b0-bb8a-579819406cc3.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Teclado Mecânico: broad low graphite keyboard body, gray/white raised keycaps, TWO keys on springs, red/green/cyan gap lighting, green digital eyes on front, small mechanical feet. Don\u0027t change key count drastically.\nANIMATION: walk. Six-frame low mechanical in-place crawl with alternating small feet contacts; keyboard case bobs at most a pixel and the raised spring keys lag slightly. Key layout remains stable.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/mechanical_keyboard/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mechanical_keyboard/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mechanical_keyboard/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mechanical_keyboard__attack",
        "source":  "assets/enemies/mechanical_keyboard/animations/attack/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-5c3ccb86-e45a-4d38-bd51-0318471bcb84.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Teclado Mecânico: broad low graphite keyboard body, gray/white raised keycaps, TWO keys on springs, red/green/cyan gap lighting, green digital eyes on front, small mechanical feet. Don\u0027t change key count drastically.\nANIMATION: attack. Six-frame key shot: ready; one raised key presses down; spring compresses; ONE chunky keycap pops forward a few logical pixels within same tile; keycap returns/reseats or dissipates as attack effect; reset. The two primary spring-key sockets and keyboard identity stay intact.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/mechanical_keyboard/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mechanical_keyboard/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mechanical_keyboard/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mechanical_keyboard__hit",
        "source":  "assets/enemies/mechanical_keyboard/animations/hit/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-8843919f-b42a-4c38-8429-031aaf8bc4a0.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Teclado Mecânico: broad low graphite keyboard body, gray/white raised keycaps, TWO keys on springs, red/green/cyan gap lighting, green digital eyes on front, small mechanical feet. Don\u0027t change key count drastically.\nANIMATION: hit. Four-frame damage reaction: ready; small RGB spark and chassis recoil; keycaps rattle a pixel; settle. No widespread key explosions.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/mechanical_keyboard/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mechanical_keyboard/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mechanical_keyboard/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "mechanical_keyboard__death",
        "source":  "assets/enemies/mechanical_keyboard/animations/death/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-e9a2481c-eba6-4034-91aa-11582281dad3.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Teclado Mecânico: broad low graphite keyboard body, gray/white raised keycaps, TWO keys on springs, red/green/cyan gap lighting, green digital eyes on front, small mechanical feet. Don\u0027t change key count drastically.\nANIMATION: death. Six-frame breakdown: RGB flickers; feet buckle; chassis tips; a couple keycaps loosen close to case; case drops flat; final inert damaged keyboard with lights mostly off, no gore or full disappearance.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/mechanical_keyboard/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mechanical_keyboard/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/mechanical_keyboard/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "possessed_cooler__idle",
        "source":  "assets/enemies/possessed_cooler/animations/idle/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-b4772552-7170-43d5-a79e-65261354a081.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Cooler Possuído: square metal fan frame, blue LEDs on one edge and red LEDs opposite, threatening separated fan blades, angry red center hub and clawed feet. Rotate blades around the SAME fixed hub, never change housing shape.\nANIMATION: idle. Four-frame fan idle loop: blades rotate through four consecutive angular phases around stable hub, LEDs gently pulse, metal housing and feet stable. Suggest continuous rotation without blur or changing blade identity.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.",
        "references":  [
                           "assets/enemies/possessed_cooler/base_sprite/base_sprite.png",
                           "assets/enemies/possessed_cooler/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "possessed_cooler__hover",
        "source":  "assets/enemies/possessed_cooler/animations/hover/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-73427993-891b-4e82-8375-0a277f5041b7.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Cooler Possuído: square metal fan frame, blue LEDs on one edge and red LEDs opposite, threatening separated fan blades, angry red center hub and clawed feet. Rotate blades around the SAME fixed hub, never change housing shape.\nANIMATION: hover. Six-frame gentle in-place fan hover: rotor rotates through six phases, housing rises1–2pixels then returns, clawed feet tuck slightly and settle, no wind haze or translation.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/possessed_cooler/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/possessed_cooler/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/possessed_cooler/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "possessed_cooler__attack",
        "source":  "assets/enemies/possessed_cooler/animations/attack/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-2ac01c69-4121-4a8c-8266-b32cd39acef6.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Cooler Possuído: square metal fan frame, blue LEDs on one edge and red LEDs opposite, threatening separated fan blades, angry red center hub and clawed feet. Rotate blades around the SAME fixed hub, never change housing shape.\nANIMATION: attack. Six-frame fan thrust: ready; blades wind up; rotor faster with sharp alternating blade phases; ONE short compact cyan/red air-slash cluster in facing direction; airflow retracts; ready. No huge cyclone, no smooth blur.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/possessed_cooler/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/possessed_cooler/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/possessed_cooler/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "possessed_cooler__hit",
        "source":  "assets/enemies/possessed_cooler/animations/hit/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-48acbb52-6b0a-4d73-b165-4b5a050a60dc.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Cooler Possuído: square metal fan frame, blue LEDs on one edge and red LEDs opposite, threatening separated fan blades, angry red center hub and clawed feet. Rotate blades around the SAME fixed hub, never change housing shape.\nANIMATION: hit. Four-frame damage recoil: ready; tiny red spark on frame; fan tilts a little and rotor phase stalls; recover stable housing.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/possessed_cooler/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/possessed_cooler/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/possessed_cooler/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "possessed_cooler__death",
        "source":  "assets/enemies/possessed_cooler/animations/death/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-63bdc9fb-edb2-44db-8357-fd687576a141.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Cooler Possuído: square metal fan frame, blue LEDs on one edge and red LEDs opposite, threatening separated fan blades, angry red center hub and clawed feet. Rotate blades around the SAME fixed hub, never change housing shape.\nANIMATION: death. Six-frame power failure: rotor slows; blades stop asymmetrically; feet buckle; frame tips; body drops onto side; final inert fan housing and stopped rotor, LEDs dim, no giant disassembly.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/possessed_cooler/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/possessed_cooler/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/possessed_cooler/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "fragmented_hdd__idle",
        "source":  "assets/enemies/fragmented_hdd/animations/idle/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-0d42740a-224d-42d1-b8fe-9e27ca88eb64.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: HD Fragmentado: damaged low HDD case, exposed circular platter and actuator arm, purple/cyan circuits, small feet and FOUR distinct nearby floating metal shards. Preserve shard count, orbit stays compact.\nANIMATION: idle. Four-frame heavy HDD idle: platter reflection shifts slightly; actuator moves a pixel; four nearby shards tremble minimally; return. Keep case footprint fixed.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.",
        "references":  [
                           "assets/enemies/fragmented_hdd/base_sprite/base_sprite.png",
                           "assets/enemies/fragmented_hdd/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "fragmented_hdd__walk",
        "source":  "assets/enemies/fragmented_hdd/animations/walk/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-4ce802f1-0f01-4db8-9a6e-0f3c1434bca0.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: HD Fragmentado: damaged low HDD case, exposed circular platter and actuator arm, purple/cyan circuits, small feet and FOUR distinct nearby floating metal shards. Preserve shard count, orbit stays compact.\nANIMATION: walk. Six-frame heavy in-place crawl, alternating short legs with a restrained weighty body bob, platter and shards move with delayed small motion. Four shards preserved.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/fragmented_hdd/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/fragmented_hdd/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/fragmented_hdd/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "fragmented_hdd__attack",
        "source":  "assets/enemies/fragmented_hdd/animations/attack/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-4a77b90b-f222-404a-b08a-e9dc54d03959.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: HD Fragmentado: damaged low HDD case, exposed circular platter and actuator arm, purple/cyan circuits, small feet and FOUR distinct nearby floating metal shards. Preserve shard count, orbit stays compact.\nANIMATION: attack. Six-frame shard strike: ready; FOUR shards draw closer; shards rotate/aim outward; compact synchronized metal-shard thrust a few pixels in facing direction; shards retract; return orbit. No new shards, all inside tile.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/fragmented_hdd/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/fragmented_hdd/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/fragmented_hdd/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "fragmented_hdd__hit",
        "source":  "assets/enemies/fragmented_hdd/animations/hit/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-6b98491d-e4f9-4f02-8218-f939e5895d9c.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: HD Fragmentado: damaged low HDD case, exposed circular platter and actuator arm, purple/cyan circuits, small feet and FOUR distinct nearby floating metal shards. Preserve shard count, orbit stays compact.\nANIMATION: hit. Four-frame impact: ready; tiny purple spark on damaged casing; body recoils and four shards wobble; stabilize.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/fragmented_hdd/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/fragmented_hdd/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/fragmented_hdd/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "fragmented_hdd__death",
        "source":  "assets/enemies/fragmented_hdd/animations/death/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-58f2fa3d-e4d3-40ec-ba3c-44b7e246b76e.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: HD Fragmentado: damaged low HDD case, exposed circular platter and actuator arm, purple/cyan circuits, small feet and FOUR distinct nearby floating metal shards. Preserve shard count, orbit stays compact.\nANIMATION: death. Six-frame drive failure: circuits dim; actuator drops; legs buckle; case tilts and shards lower; platter/body settle; final damaged inert HDD with shards on the floor close to it. No giant shrapnel cloud.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/fragmented_hdd/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/fragmented_hdd/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/fragmented_hdd/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "malicious_popup__idle",
        "source":  "assets/enemies/malicious_popup/animations/idle/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-9b7716f2-69b1-40da-b4b3-f9b0085ca5a6.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Pop-up Malicioso: purple/cyan framed software window creature with - square X controls, angry pink eyes, cyan jagged mouth, amber warning triangle, two holographic claws and just a few close hologram scraps.\nANIMATION: idle. Four-frame invasive-window idle: screen pulse subtle; claws flex a pixel; warning icon flashes once and small hologram fragments shift; return. Keep original window aspect, eyes and controls.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.",
        "references":  [
                           "assets/enemies/malicious_popup/base_sprite/base_sprite.png",
                           "assets/enemies/malicious_popup/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "malicious_popup__hover",
        "source":  "assets/enemies/malicious_popup/animations/hover/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-635c7102-7881-4a9b-aeeb-65a72b07c1b0.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Pop-up Malicioso: purple/cyan framed software window creature with - square X controls, angry pink eyes, cyan jagged mouth, amber warning triangle, two holographic claws and just a few close hologram scraps.\nANIMATION: hover. Six-frame gentle hovering in place: same framed window bobs1–2logical pixels, claws alternately curl, hologram scraps trail subtly. No translation or new windows.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/malicious_popup/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/malicious_popup/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/malicious_popup/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "malicious_popup__attack",
        "source":  "assets/enemies/malicious_popup/animations/attack/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-980eabc3-0029-4204-a86f-7ca5713ad90d.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Pop-up Malicioso: purple/cyan framed software window creature with - square X controls, angry pink eyes, cyan jagged mouth, amber warning triangle, two holographic claws and just a few close hologram scraps.\nANIMATION: attack. Six-frame intrusive popup attack: ready; border compresses slightly; original window snaps open/broadens a tiny amount; short amber warning flare and forward claw jab; retract; ready. Do NOT create extra separate popup characters, no text.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/malicious_popup/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/malicious_popup/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/malicious_popup/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "malicious_popup__hit",
        "source":  "assets/enemies/malicious_popup/animations/hit/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-5873eb4c-18ab-4dfa-8883-43650182cf5f.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Pop-up Malicioso: purple/cyan framed software window creature with - square X controls, angry pink eyes, cyan jagged mouth, amber warning triangle, two holographic claws and just a few close hologram scraps.\nANIMATION: hit. Four-frame reaction: ready; short cyan glitch stripe; window tilts/squashes briefly with eyes reacting; recover same approved frame.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/malicious_popup/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/malicious_popup/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/malicious_popup/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "malicious_popup__death",
        "source":  "assets/enemies/malicious_popup/animations/death/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-68fa89ba-b237-44da-860e-46f461b8147b.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Pop-up Malicioso: purple/cyan framed software window creature with - square X controls, angry pink eyes, cyan jagged mouth, amber warning triangle, two holographic claws and just a few close hologram scraps.\nANIMATION: death. Six-frame window shutdown: warning dims; eyes lose brightness; claws fold; original window compresses toward a narrow rectangle; frame falls/folds; final small inert closed window frame or dark panel remains. No words, no extra windows.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/malicious_popup/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/malicious_popup/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/malicious_popup/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "windows_update__idle",
        "source":  "assets/enemies/windows_update/animations/idle/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-4f0bac9e-29f7-478a-afd9-017e70c4a44b.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Windows Update approved V2: slow heavy WHITE/GRAPHITE biped with huge BLUE SCREEN body, tired digital eyes, large exact99%, small dotted loader above, incomplete progress bar below, circular restart badge and red waist reboot button. The large99% is the main identifying feature and must remain readable wherever the front is visible.\nANIMATION: idle. Four-frame stalled-update idle: tired eyes stable; small dotted loading ring cycles through four dot phases; tiny progress-bar pulse; back to initial phase. The exact LARGE99% remains FIXED, clear and identical, never changes to100%.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.",
        "references":  [
                           "assets/enemies/windows_update/base_sprite/base_sprite.png",
                           "assets/enemies/windows_update/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "windows_update__walk",
        "source":  "assets/enemies/windows_update/animations/walk/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-2e366d1c-fbbd-43cd-b50b-17aa2338986d.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Windows Update approved V2: slow heavy WHITE/GRAPHITE biped with huge BLUE SCREEN body, tired digital eyes, large exact99%, small dotted loader above, incomplete progress bar below, circular restart badge and red waist reboot button. The large99% is the main identifying feature and must remain readable wherever the front is visible.\nANIMATION: walk. Six-frame slow heavy in-place biped shuffle with planted stomp contacts and slight deliberate freeze on passing pose; screen and exact99% remain stable, short arm motion and button always attached. No actual world movement.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/windows_update/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/windows_update/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/windows_update/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "windows_update__attack",
        "source":  "assets/enemies/windows_update/animations/attack/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-724e3787-537e-4aa5-b4f4-2e881118e9e1.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Windows Update approved V2: slow heavy WHITE/GRAPHITE biped with huge BLUE SCREEN body, tired digital eyes, large exact99%, small dotted loader above, incomplete progress bar below, circular restart badge and red waist reboot button. The large99% is the main identifying feature and must remain readable wherever the front is visible.\nANIMATION: attack. Six-frame forced-restart attack: ready; one hand approaches red reboot button; brief deliberate freeze; finger presses button with a compact cyan pulse on restart badge; screen flickers once without altering99%; hand returns. No giant shockwave, no new UI text.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/windows_update/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/windows_update/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/windows_update/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "windows_update__hit",
        "source":  "assets/enemies/windows_update/animations/hit/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-0c7acb9a-4505-4ced-bcbf-cba83fb18cc6.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Windows Update approved V2: slow heavy WHITE/GRAPHITE biped with huge BLUE SCREEN body, tired digital eyes, large exact99%, small dotted loader above, incomplete progress bar below, circular restart badge and red waist reboot button. The large99% is the main identifying feature and must remain readable wherever the front is visible.\nANIMATION: hit. Four-frame resistant damage: ready; tiny cyan spark on armor edge; body rocks back slightly and loader pauses; recover.99% stays unchanged wherever screen is visible.\nGRID: EXACTLY 4 COLUMNS x4 ROWS, 16 full frames. Canvas aspect ratio 4:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/windows_update/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/windows_update/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/windows_update/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "windows_update__death",
        "source":  "assets/enemies/windows_update/animations/death/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-7b4ba62f-bbc1-46c7-9d7f-40e277c28977.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nCHARACTER: Windows Update approved V2: slow heavy WHITE/GRAPHITE biped with huge BLUE SCREEN body, tired digital eyes, large exact99%, small dotted loader above, incomplete progress bar below, circular restart badge and red waist reboot button. The large99% is the main identifying feature and must remain readable wherever the front is visible.\nANIMATION: death. Six-frame stalled shutdown: loader freezes; screen dims with99% still readable; knees buckle; torso tips; robot falls; final inert collapsed white/blue chassis with dark screen and red button, no standing final frame.\nGRID: EXACTLY 6 COLUMNS x4 ROWS, 24 full frames. Canvas aspect ratio 6:4, every cell square.\nROW DIRECTIONS, fixed throughout each row: Row1 SOUTH/front toward viewer; row2 WEST/left-facing profile; row3 NORTH/back view with face and front words hidden; row4 EAST/right-facing profile. These are four independent animation sequences, NOT a turntable. Every column advances animation time, don\u0027t rotate while moving across a row.\nImage3 is the freshly generated IDLE TURNAROUND of this SAME approved sprite. Match its four ROW DIRECTIONS, body scale, rear casing and limb/equipment placement exactly across this new animation. Preserve sharp low-resolution pixel clusters and clean alpha. Keep body and all effects smaller than the cell; at least10% empty margin on every side, no clipped antenna, tail, shards, keycaps, feet or VFX. Never draw cell borders.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/enemies/windows_update/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/enemies/windows_update/base_sprite/previews/base_sprite_8x.png",
                           "D:/GameTools/RoguePixel/assets/enemies/windows_update/animations/idle/source_ai.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "common_chest__opening",
        "source":  "assets/objects/common_chest/animations/opening/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-30ab4978-7137-4d64-a8aa-abd0edab569a.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nOBJECT: Baú comum, exact approved closed sprite. Objects have no directional variants.\nANIMATION: opening. Six-frame opening: exact approved CLOSED chest; latch unlocks; lid lifts a little; lid half-open; lid almost fully open; exact approved OPEN chest. Same body footprint, baseline, hinges, colors, small feet and camera in every frame. No loot or particles. Green lock changes to unlocked. Reference3/4 show approved OPEN state. Only articulate lid and latch, never redesign the chest.\nGRID: EXACTLY 3 COLUMNS x2 ROWS =6 frames. SINGLE sequence in ROW-MAJOR order: top row left-to-right, then next row left-to-right. This is not a grid of directions. Canvas aspect ratio 3:2. Same object scale and center in every frame, movement only as specified. Keep object at approved relative size inside64x64 cells.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/objects/common_chest/base_sprite/closed.png",
                           "D:/GameTools/RoguePixel/assets/objects/common_chest/base_sprite/previews/closed_8x.png",
                           "D:/GameTools/RoguePixel/assets/objects/common_chest/base_sprite/open.png",
                           "D:/GameTools/RoguePixel/assets/objects/common_chest/base_sprite/previews/open_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "bits__idle_loop",
        "source":  "assets/objects/bits/animations/idle_loop/source_ai_v2.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-9ca5140b-1cf9-494b-a806-dd11f1519994.png",
        "prompt":  "EDIT / ANIMATE the approved BIT currency sprite shown in the two references (same art at original64 and nearest-neighbor enlarged8x). It is a small gold electronic circuit token with dark brown pixel outlines and tiny central square chip. Retain the exact simple approved identity, low resolution chunky pixels and flat gold palette. This is final sprite animation, NOT a concept redesign. Create a seamless FOUR-FRAME gentle rotation/glint loop. 2 columns x2 rows of equal square cells. Token visible maximum size occupies about70% of a cell; frame1 near original three-quarter view; frame2 narrower edge view; frame3 opposite three-quarter; frame4 returns toward original. Keep its height, center and palette fixed. CRITICAL OUTPUT: true transparent RGBA ALPHA background. Every cell corner and all space between sprites must have ALPHA ZERO. NO white background, no gray background, no black matte, no checkerboard drawing, no glow haze, no border or edge noise, no lines, no text labels. NO opaque color anywhere outside actual solid pixel token and at most two small glint pixels. Clean cutout pixel art on transparency. Uniform equal-square grid, no dividers, canvas square. Frame size target64x64; draw only coarse crisp integer-grid pixel clusters with no antialias or gradients. This is a correction of alpha export defects: do not add background of any kind.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/objects/bits/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/objects/bits/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  "Correct opaque pickup background / edge noise in idle alpha"
    },
    {
        "key":  "bits__pickup",
        "source":  "assets/objects/bits/animations/pickup/source_ai_v2.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-09aed55c-e447-45a1-9557-d96ca8fe6d47.png",
        "prompt":  "EDIT / ANIMATE the approved BIT currency sprite shown in the two references (same art at original64 and nearest-neighbor enlarged8x). It is a small gold electronic circuit token with dark brown pixel outlines and tiny central square chip. Retain the exact simple approved identity, low resolution chunky pixels and flat gold palette. This is final sprite animation, NOT a concept redesign. Create SIX ordered pickup frames,3 columns x2 rows of equal square cells. Frame1 original three-quarter token at full size; frame2 same token lifted slightly; frame3 modest gold sparkle keeping shape recognizable; frame4 token shrinks tohalf; frame5 only2-3 tiny gold sparks; frame6 completely empty TRANSPARENT cell. Full token about65% of cell, other frames shrink around same center. Read left to right then next row. CRITICAL OUTPUT: true transparent RGBA ALPHA background. Every cell corner and all space between sprites must have ALPHA ZERO. NO white background, no gray background, no black matte, no checkerboard drawing, no glow haze, no border or edge noise, no lines, no text labels. NO opaque color anywhere outside actual solid pixel token and at most two small glint pixels. Clean cutout pixel art on transparency. Uniform equal-square grid, no dividers, canvas 3:2. Frame size target64x64; draw only coarse crisp integer-grid pixel clusters with no antialias or gradients. This is a correction of alpha export defects: do not add background of any kind.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/objects/bits/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/objects/bits/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  "Correct opaque pickup background / edge noise in idle alpha"
    },
    {
        "key":  "health_potion__idle_loop",
        "source":  "assets/objects/health_potion/animations/idle_loop/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-fb425f1a-8622-41f2-b181-114dd6342903.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nOBJECT: Poção de cura, exact approved single sprite. Objects have no directional variants.\nANIMATION: idle_loop. Four-frame technological vial idle loop: bottle casing and white medical plus stay fixed; pink/red liquid surface gently oscillates and ONE bubble rises then resets. Small contained highlight pulse, no outside effects.\nGRID: EXACTLY 2 COLUMNS x2 ROWS =4 frames. SINGLE sequence in ROW-MAJOR order: top row left-to-right, then next row left-to-right. This is not a grid of directions. Canvas aspect ratio 2:2. Same object scale and center in every frame, movement only as specified. Keep object at approved relative size inside64x64 cells.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/objects/health_potion/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/objects/health_potion/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "health_potion__pickup",
        "source":  "assets/objects/health_potion/animations/pickup/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-9275e0fc-a59a-4b1e-8027-0251fc437b43.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nOBJECT: Poção de cura, exact approved single sprite. Objects have no directional variants.\nANIMATION: pickup. Six-frame pickup: approved vial; small upward bob; plus briefly brightens; bottle compresses into a compact pink/white light cluster; one tiny pink pixel glint; final cell COMPLETELY TRANSPARENT and empty. No broken bottle or splash, no hands, no new object.\nGRID: EXACTLY 3 COLUMNS x2 ROWS =6 frames. SINGLE sequence in ROW-MAJOR order: top row left-to-right, then next row left-to-right. This is not a grid of directions. Canvas aspect ratio 3:2. Same object scale and center in every frame, movement only as specified. Keep object at approved relative size inside64x64 cells.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/objects/health_potion/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/objects/health_potion/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "common_weapon__idle_loop",
        "source":  "assets/objects/common_weapon/animations/idle_loop/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-6e4dbb2b-338f-49cc-b7ab-4843fead239d.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nOBJECT: Arma comum, exact approved single sprite. Objects have no directional variants.\nANIMATION: idle_loop. Four-frame subtle pickup idle: approved energy pistol; hovers up one logical pixel while cyan chamber pulses; settles downward; returns. Same exact gun silhouette, trigger gap, tilt and common rarity, no firing or ammo.\nGRID: EXACTLY 2 COLUMNS x2 ROWS =4 frames. SINGLE sequence in ROW-MAJOR order: top row left-to-right, then next row left-to-right. This is not a grid of directions. Canvas aspect ratio 2:2. Same object scale and center in every frame, movement only as specified. Keep object at approved relative size inside64x64 cells.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/objects/common_weapon/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/objects/common_weapon/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    },
    {
        "key":  "common_weapon__pickup",
        "source":  "assets/objects/common_weapon/animations/pickup/source_ai.png",
        "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-ee76f333-e99d-4d2d-ba67-9deca4d31775.png",
        "prompt":  "Use case: stylized-concept\nAsset type: ANIMATION FRAMES of an EXISTING APPROVED 64x64 pixel-art game sprite. NOT new concept art, NOT a redesign.\nReference image1 is the FINAL APPROVED SPRITE. Image2, when present, is exactly that sprite magnified 8x by nearest-neighbor. Preserve its identity, palette, apparent pixel size, outlines, camera, proportions, attachments, equipment and readable identifying symbols. Do not add design details or change character class.\nArt: actual coarse uniform square pixel clusters for 64x64 tiles, two/three flat tones per material, near-black one-pixel logical outlines, upper-left lighting, controlled neon accents. Pixel-art animation matching approved RoguePixel assets, no fine high-resolution illustration, no texture, smooth gradients or antialiasing.\nCanvas: a perfectly REGULAR GRID of equal SQUARE cells. One complete frame in each cell. EXACT row/column counts specified below. No gutters or outer margins, no gridlines, text labels, numbers, captions or watermark. All art within its own cell with 8% empty transparent margins; no cell overlap, no clipped parts.\nAnimation: real successive poses, left-to-right time within each sequence, coherent keyframes rather than repeated identical stills. Stable scale, ground pivot and body proportions across all frames. Keep feet near the same ground baseline in each tile and preserve the same center. Slight intended animation bob is allowed; no world translation.\nBackground: genuine alpha transparency; empty alpha=0 between sprites and in empty cell areas, no background color, gray haze, bloom, checkerboard artwork, floor, shadows, scenery, enemies or other characters. Effects stay compact, crisp and inside tile. ONE requested animation only.\nImportant: preserve satire. Tavast keeps original orange/white FREE inspector, scanner, warning panel and notification tabs; FREE remains clean and legible on front views, physically occluded on back views. Windows Update keeps the dominant blue panel, exact large99%, loading ring, progress bar, restart badge and red button;99% must NEVER progress to100% or become gibberish. Reverse views show the back casing and attached equipment, not face/words painted onto the back. No official logos or new UI words.\nOBJECT: Arma comum, exact approved single sprite. Objects have no directional variants.\nANIMATION: pickup. Six-frame weapon pickup: approved pistol; small upward motion; cyan chamber glints; gun tilts slightly and compresses into a compact cyan/gray cluster; tiny cyan glint; final cell COMPLETELY TRANSPARENT and empty. No hands, shooting, new weapon or ammunition.\nGRID: EXACTLY 3 COLUMNS x2 ROWS =6 frames. SINGLE sequence in ROW-MAJOR order: top row left-to-right, then next row left-to-right. This is not a grid of directions. Canvas aspect ratio 3:2. Same object scale and center in every frame, movement only as specified. Keep object at approved relative size inside64x64 cells.",
        "references":  [
                           "D:/GameTools/RoguePixel/assets/objects/common_weapon/base_sprite/base_sprite.png",
                           "D:/GameTools/RoguePixel/assets/objects/common_weapon/base_sprite/previews/base_sprite_8x.png"
                       ],
        "revision_reason":  null
    }
]
