﻿{
    "mode":  "native imagegen",
    "selected_sources":  27,
    "jobs":  [
                 {
                     "key":  "bit_pistol__fire",
                     "source":  "assets/weapons/bit_pistol/animations/_sources/fire_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-bbca0e22-83b4-40b7-936e-54ad31eadbc2.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/bit_pistol/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/bit_pistol/final/previews/bit_pistol_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 36 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Pistola de Bits. Animation fire. ACTION: Slide and bolt retract, barrel sleeve compresses two pixels, cyan muzzle aperture brightens inside its rim, bolt returns. Grip fixed; body tiny recoil articulation, no muzzle flash. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "bit_pistol__reload",
                     "source":  "assets/weapons/bit_pistol/animations/_sources/reload_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-d3649a0b-3bad-4512-906b-ae93afed1075.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/bit_pistol/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/bit_pistol/final/previews/bit_pistol_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 8 distinct chronological frames in 4 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 36 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Pistola de Bits. Animation reload. ACTION: Lower data magazine slides partly out on attached guide, three packet indicators extinguish and repopulate sequentially, magazine reseats, slide racks; no hands or detached ammo. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "combat_keyboard__attack_recover",
                     "source":  "assets/weapons/combat_keyboard/animations/_sources/attack_recover_source_ai_v2.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-8276f5d6-b7e0-47d2-a4ec-6af3c8e576b1.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/combat_keyboard/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/combat_keyboard/final/previews/combat_keyboard_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 12 distinct chronological frames in 4 equal columns and 3 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 48 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Teclado Bélico. Animation attack then recover. ACTION: TWELVE continuous poses, four columns by three rows. Frames 0-5 are attack: neutral pose, wind-up drawing head back, anticipation flex of mechanical joint, broad striking arc, follow-through, extended finishing pose. Frames 6-11 are recover: continuous return from follow-through, rebound, stabilizing, back toward original orientation, ending neutral. Grip at identical position, tool is re-rendered in perspective for every orientation with changing top/side planes, NOT a flat rotated still. Raised keys depress and rebound in a wave, RGB changes with physical key travel, reinforced keyboard remains broad and spacebar attached. No hand or forearm. Each pose same physical dimensions. No sweep trail. Keep grip in center so weapon can travel around it with full clear margins. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames.\nCRITICAL MOTION REVISION: This is a MELEE SWING, not idle wobble. Draw a very large visible swing arc around the SINGLE FIXED GRIP at the center (64,64) of each cell. The weapon\u0027s main head must actually travel to different SIDES of the grip: F0 original neutral head ABOVE grip; F1 windup head UPPER RIGHT; F2 full anticipation head RIGHT of grip; F3 accelerating head ABOVE/LEFT of grip; F4 strike head directly LEFT of grip; F5 follow-through head LOWER LEFT of grip. F6 recoil still LOWER LEFT; F7 rebound LEFT; F8 return UPPER LEFT; F9 return ABOVE; F10 small settling to original; F11 original neutral. Keep the recognizable head/curved blade and shaft in every frame. At least a 100-degree attack arc, using full transparent cell area, head reach roughly 30 virtual pixels from grip. Handhold midpoint stays at exact cell CENTER and handle segment crosses that center; do not keep handle at bottom while just tilting head slightly. Different fully redrawn weapon projections, different visible top/side planes, real mechanical key/energy-panel/joint changes in addition to arc motion. NO flat image rotation or external trail. Keep ALL twelve frames and layout 4 columns x3 rows. Weapon scale unchanged, preserve physical length and width. If you draw only a small sway, that is incorrect. No shadow, halo or glow outside surface."
                 },
                 {
                     "key":  "usb_launcher__fire",
                     "source":  "assets/weapons/usb_launcher/animations/_sources/fire_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-52f6d371-cb61-4e28-817e-9044f8ff22bf.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/usb_launcher/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/usb_launcher/final/previews/usb_launcher_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 48 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Lançador de Pendrives. Animation fire. ACTION: Top USB loading rail advances nearest cyan drive partially into breech, launch sleeve compresses and releases, rails flex mechanically, drive remains attached within loader, grip fixed; no launched drive outside weapon. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "usb_launcher__reload",
                     "source":  "assets/weapons/usb_launcher/animations/_sources/reload_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-5f7809db-6104-4bde-96a6-e42e5860214e.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/usb_launcher/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/usb_launcher/final/previews/usb_launcher_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 8 distinct chronological frames in 4 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 48 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Lançador de Pendrives. Animation reload. ACTION: Three attached USB drives advance through loader one slot, a hinged rail opens then an attached fresh drive lowers from rear rack into breech. Preserve three recognizable USB plugs; no fourth loose item, no hands. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "debug_hammer__attack_recover",
                     "source":  "assets/weapons/debug_hammer/animations/_sources/attack_recover_source_ai_v2.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-6442768b-ae97-40ee-9670-7f62a367893a.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/debug_hammer/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/debug_hammer/final/previews/debug_hammer_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 12 distinct chronological frames in 4 equal columns and 3 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 48 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Martelo de Debug. Animation attack then recover. ACTION: TWELVE continuous poses, four columns by three rows. Frames 0-5 are attack: neutral pose, wind-up drawing head back, anticipation flex of mechanical joint, broad striking arc, follow-through, extended finishing pose. Frames 6-11 are recover: continuous return from follow-through, rebound, stabilizing, back toward original orientation, ending neutral. Grip at identical position, tool is re-rendered in perspective for every orientation with changing top/side planes, NOT a flat rotated still. Hammer head holographic inset compresses at follow-through and expands during recovery, collar articulates, head remains rectangular blunt hammer. No hand or forearm. Each pose same physical dimensions. No sweep trail. Keep grip in center so weapon can travel around it with full clear margins. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames.\nCRITICAL MOTION REVISION: This is a MELEE SWING, not idle wobble. Draw a very large visible swing arc around the SINGLE FIXED GRIP at the center (64,64) of each cell. The weapon\u0027s main head must actually travel to different SIDES of the grip: F0 original neutral head ABOVE grip; F1 windup head UPPER RIGHT; F2 full anticipation head RIGHT of grip; F3 accelerating head ABOVE/LEFT of grip; F4 strike head directly LEFT of grip; F5 follow-through head LOWER LEFT of grip. F6 recoil still LOWER LEFT; F7 rebound LEFT; F8 return UPPER LEFT; F9 return ABOVE; F10 small settling to original; F11 original neutral. Keep the recognizable head/curved blade and shaft in every frame. At least a 100-degree attack arc, using full transparent cell area, head reach roughly 30 virtual pixels from grip. Handhold midpoint stays at exact cell CENTER and handle segment crosses that center; do not keep handle at bottom while just tilting head slightly. Different fully redrawn weapon projections, different visible top/side planes, real mechanical key/energy-panel/joint changes in addition to arc motion. NO flat image rotation or external trail. Keep ALL twelve frames and layout 4 columns x3 rows. Weapon scale unchanged, preserve physical length and width. If you draw only a small sway, that is incorrect. No shadow, halo or glow outside surface."
                 },
                 {
                     "key":  "ddos_shotgun__fire",
                     "source":  "assets/weapons/ddos_shotgun/animations/_sources/fire_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-99de8377-afbc-48c6-a17c-01fdab478d6b.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/ddos_shotgun/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/ddos_shotgun/final/previews/ddos_shotgun_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 52 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Escopeta DDoS. Animation fire. ACTION: Three barrel sleeves sequentially recoil back on individual guides while fixed pistol grip anchors weapon; forepump compresses and cyan channel lights briefly peak inside barrel rims, then hardware settles. No flash or emitted object. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "ddos_shotgun__reload",
                     "source":  "assets/weapons/ddos_shotgun/animations/_sources/reload_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-3fd676e8-5379-4d63-990d-05538d3cc1f1.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/ddos_shotgun/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/ddos_shotgun/final/previews/ddos_shotgun_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 8 distinct chronological frames in 4 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 52 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Escopeta DDoS. Animation reload. ACTION: Pump foregrip slides rearward, three data channels open as attached hinged small covers, indicator banks refill in sequence, forepump closes forward. Three muzzles remain attached and distinct. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "fiber_optic_laser__charge",
                     "source":  "assets/weapons/fiber_optic_laser/animations/_sources/charge_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-5d35ce2c-19e6-40c3-93df-5b80d88d648e.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/fiber_optic_laser/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/fiber_optic_laser/final/previews/fiber_optic_laser_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 8 distinct chronological frames in 4 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 56 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Laser de Fibra Óptica. Animation charge. ACTION: Two optical filaments inside glass brighten in traveling cyan/violet sections from receiver to lens; focusing iris closes gradually, two lens segments align; outer silhouette and grip fixed. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "fiber_optic_laser__fire",
                     "source":  "assets/weapons/fiber_optic_laser/animations/_sources/fire_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-35785334-e1f2-43b6-ba2e-70feb28826b5.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/fiber_optic_laser/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/fiber_optic_laser/final/previews/fiber_optic_laser_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 56 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Laser de Fibra Óptica. Animation fire. ACTION: Focusing iris opens and glass filament junctions pulse at full intensity, lens core becomes white-cyan inside its aperture, focusing collars telescope a little then settle. No external beam, no glow outside hardware. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "fiber_optic_laser__cooldown",
                     "source":  "assets/weapons/fiber_optic_laser/animations/_sources/cooldown_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-7d3a9bed-2454-4110-b1b4-b0054bfd6967.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/fiber_optic_laser/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/fiber_optic_laser/final/previews/fiber_optic_laser_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 56 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Laser de Fibra Óptica. Animation cooldown. ACTION: Begin at illuminated open lens, focusing collars slowly return, internal filament energy dims in stages to approved cyan/violet levels; maintain glass reflections and stable grip. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "packet_machine_gun__fire_loop",
                     "source":  "assets/weapons/packet_machine_gun/animations/_sources/fire_loop_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-1afecc95-fb69-4fd2-8bc7-8403e8991208.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/packet_machine_gun/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/packet_machine_gun/final/previews/packet_machine_gun_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 48 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Metralhadora de Pacotes. Animation fire_loop. ACTION: Cyclic bolt shuttles backward-forward twice, four attached packet belt cartridges advance one link, network activity LEDs chase, perforated barrel sleeve compresses and returns around fixed grip. Six distinct phases arranged as seamless cycle ending just before first, no repeated endpoint. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. This is a continuous seamless loop; last frame immediately precedes first, do NOT repeat first at end."
                 },
                 {
                     "key":  "packet_machine_gun__reload",
                     "source":  "assets/weapons/packet_machine_gun/animations/_sources/reload_source_ai_v2.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-6692cc8b-c4fb-40d7-be17-d206af672221.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/packet_machine_gun/animations/_sources/reload_source_ai.png"
                                    ],
                     "prompt":  "Use case: background-extraction. Edit this exact eight-frame 4-column 2-row sprite sheet. Preserve every weapon pose, proportions, colors, hinged network magazine, LEDs, frame positions and grid dimensions. REMOVE the entire white/grey background, ALL curved purple rings, halos, clouds, sparks and loose pixels surrounding weapons. Retain ONLY the solid mechanical weapon pixels and their internal illuminated ports. Produce genuine transparent alpha in all empty regions and between every frame. No glow beyond contour, no shadow, no checkerboard, no backdrop. This is a cleanup edit only; do not change the animation or the gun. Keep all eight distinct frames at the exact same positions. Transparent background is mandatory."
                 },
                 {
                     "key":  "sql_injector__fire",
                     "source":  "assets/weapons/sql_injector/animations/_sources/fire_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-0fec3472-5062-44a7-8fcf-bf163431dc20.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/sql_injector/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/sql_injector/final/previews/sql_injector_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 52 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Injetor SQL. Animation fire. ACTION: Rear syringe plunger pushes inward, code reservoir compresses light blocks, attached needle collar retracts and extends slightly, three violet capsules dim sequentially, then reset. No liquid spray or detached dart. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "sql_injector__reload",
                     "source":  "assets/weapons/sql_injector/animations/_sources/reload_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-c5702541-3e84-4f03-94b4-a9e748cde173.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/sql_injector/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/sql_injector/final/previews/sql_injector_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 8 distinct chronological frames in 4 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 52 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Injetor SQL. Animation reload. ACTION: Three attached violet capsules index through a rotating small rail, one seats into central code reservoir as plunger draws back and bracket light restores. Needle stays straight and attached, no new capsule outside weapon. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "kernel_cannon__charge",
                     "source":  "assets/weapons/kernel_cannon/animations/_sources/charge_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-924c5fb7-9dfa-41c3-93ac-8810f28ebe7f.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/kernel_cannon/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/kernel_cannon/final/previews/kernel_cannon_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 8 distinct chronological frames in 4 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 52 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Canhão de Kernel. Animation charge. ACTION: Four square clamps around violet spherical kernel pull inward in sequence; concentric internal processing rings illuminate progressively, amber safety lights alternate, broad cannon muzzle iris narrows. Grip fixed and shell scale constant. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "kernel_cannon__fire",
                     "source":  "assets/weapons/kernel_cannon/animations/_sources/fire_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-11fedfeb-4b00-41eb-92bc-f35f102268ae.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/kernel_cannon/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/kernel_cannon/final/previews/kernel_cannon_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 52 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Canhão de Kernel. Animation fire. ACTION: Kernel clamps snap open as barrel sleeve recoils and heavy conduit joints compress, kernel pulses white-cyan inside cage, muzzle ring opens then relaxes. Fixed grip, real joint movement. No external blast, orb or beam. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "kernel_cannon__cooldown",
                     "source":  "assets/weapons/kernel_cannon/animations/_sources/cooldown_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-8573a3f4-5568-4f8e-bf9a-50990fe47b7c.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/kernel_cannon/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/kernel_cannon/final/previews/kernel_cannon_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 52 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Canhão de Kernel. Animation cooldown. ACTION: Start with open clamps, heat fins settle, processing rings dim sequentially, clamps slide to approved neutral positions. Core remains contained, mechanical silhouette stable. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "malware_scythe__attack_recover",
                     "source":  "assets/weapons/malware_scythe/animations/_sources/attack_recover_source_ai_v2.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-4768e700-cf0d-4fe8-a94c-f4da7312a5ed.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/malware_scythe/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/malware_scythe/final/previews/malware_scythe_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 12 distinct chronological frames in 4 equal columns and 3 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 56 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Foice de Malware. Animation attack then recover. ACTION: TWELVE continuous poses, four columns by three rows. Frames 0-5 are attack: neutral pose, wind-up drawing head back, anticipation flex of mechanical joint, broad striking arc, follow-through, extended finishing pose. Frames 6-11 are recover: continuous return from follow-through, rebound, stabilizing, back toward original orientation, ending neutral. Grip at identical position, tool is re-rendered in perspective for every orientation with changing top/side planes, NOT a flat rotated still. Scythe curved blade pitches through arc with changing pixel edge planes; segmented shaft joints flex slightly and embedded circuits pulse; blade remains attached, no slash VFX. No hand or forearm. Each pose same physical dimensions. No sweep trail. Keep grip in center so weapon can travel around it with full clear margins. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames.\nCRITICAL MOTION REVISION: This is a MELEE SWING, not idle wobble. Draw a very large visible swing arc around the SINGLE FIXED GRIP at the center (64,64) of each cell. The weapon\u0027s main head must actually travel to different SIDES of the grip: F0 original neutral head ABOVE grip; F1 windup head UPPER RIGHT; F2 full anticipation head RIGHT of grip; F3 accelerating head ABOVE/LEFT of grip; F4 strike head directly LEFT of grip; F5 follow-through head LOWER LEFT of grip. F6 recoil still LOWER LEFT; F7 rebound LEFT; F8 return UPPER LEFT; F9 return ABOVE; F10 small settling to original; F11 original neutral. Keep the recognizable head/curved blade and shaft in every frame. At least a 100-degree attack arc, using full transparent cell area, head reach roughly 30 virtual pixels from grip. Handhold midpoint stays at exact cell CENTER and handle segment crosses that center; do not keep handle at bottom while just tilting head slightly. Different fully redrawn weapon projections, different visible top/side planes, real mechanical key/energy-panel/joint changes in addition to arc motion. NO flat image rotation or external trail. Keep ALL twelve frames and layout 4 columns x3 rows. Weapon scale unchanged, preserve physical length and width. If you draw only a small sway, that is incorrect. No shadow, halo or glow outside surface."
                 },
                 {
                     "key":  "supreme_compiler__idle",
                     "source":  "assets/weapons/supreme_compiler/animations/_sources/idle_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-4ac87eb5-1ad7-4fa1-a769-12db60a1d0cb.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/supreme_compiler/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/supreme_compiler/final/previews/supreme_compiler_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 4 distinct chronological frames in 2 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 56 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Compilador Supremo. Animation idle. ACTION: Three attached compiler chambers process brackets into executable square in staggered light phases; internal core ring advances and tiny input cassette panel shifts one pixel. Seamless loop, fixed outer silhouette and grip. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. This is a continuous seamless loop; last frame immediately precedes first, do NOT repeat first at end."
                 },
                 {
                     "key":  "supreme_compiler__charge",
                     "source":  "assets/weapons/supreme_compiler/animations/_sources/charge_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-a40235e0-9539-4201-a320-c6df7ec4a003.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/supreme_compiler/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/supreme_compiler/final/previews/supreme_compiler_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 8 distinct chronological frames in 4 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 56 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Compilador Supremo. Animation charge. ACTION: Three linked processor chambers latch one by one from bracket intake to middle conversion and final solid cube, core compression rings close, gold connection lights fill toward output aperture. Same three chambers and two grips. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "supreme_compiler__fire",
                     "source":  "assets/weapons/supreme_compiler/animations/_sources/fire_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-e2865f23-159e-4bbd-8fd0-77ed0d324e8a.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/supreme_compiler/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/supreme_compiler/final/previews/supreme_compiler_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 56 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Compilador Supremo. Animation fire. ACTION: Final executable cube collapses into internal output port while compiler rings expand in shell, muzzle collar recoils and grips stay anchored; chambers discharge light in sequence. No cube or energy emitted outside muzzle. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "supreme_compiler__cooldown",
                     "source":  "assets/weapons/supreme_compiler/animations/_sources/cooldown_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-01b0f437-194c-4d4f-896a-21232f8c252e.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/supreme_compiler/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/supreme_compiler/final/previews/supreme_compiler_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 56 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Compilador Supremo. Animation cooldown. ACTION: Chambers cool in reverse order, output shutter closes, core rings stabilize and reset to approved processing symbols; two lower grips and input cassette fixed in scale. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "formatter_9000__idle",
                     "source":  "assets/weapons/formatter_9000/animations/_sources/idle_source_ai_v2.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-794366c9-fdf5-4d62-8f65-4f26aa91aaaf.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/formatter_9000/animations/_sources/idle_source_ai.png"
                                    ],
                     "prompt":  "Use case: background-extraction. Clean this exact six-frame 3-column 2-row pixel-art animation sheet. Preserve every disk, moving actuator arm, plate highlights, casing, grip, orange core, frame position, size, color and animation pose. REMOVE the entire white or grey cloudy halo around each gun and all background pixels outside its crisp dark-purple mechanical contour. Empty space must be true transparent alpha 0. No shadow, matte, outline padding, checkerboard or aura. Keep only mechanical weapon pixels. Do not add any new glow. Return all six distinct poses in unchanged 3x2 layout with genuinely transparent background. This is strictly an alpha/background cleanup edit."
                 },
                 {
                     "key":  "formatter_9000__charge",
                     "source":  "assets/weapons/formatter_9000/animations/_sources/charge_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-fbbea30d-6715-4d2d-a97c-7b67d9f123cc.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/formatter_9000/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/formatter_9000/final/previews/formatter_9000_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 8 distinct chronological frames in 4 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 56 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Formatador 9000. Animation charge. ACTION: Disk platter spokes advance faster, actuator sweeps inward, orange core iris compresses, two attached cable couplings flex and gold status lights rise. No spin trail outside disks. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "formatter_9000__fire",
                     "source":  "assets/weapons/formatter_9000/animations/_sources/fire_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-e728d2a2-0f9f-4ea3-b006-4c3ac301b435.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/formatter_9000/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/formatter_9000/final/previews/formatter_9000_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 56 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Formatador 9000. Animation fire. ACTION: Actuator locks across disk, central orange emitter iris opens, heavy muzzle sleeve recoils on rails while grip stays fixed, platter highlights reach brightest then dim. No energy wave, projectile or flash. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 },
                 {
                     "key":  "formatter_9000__cooldown",
                     "source":  "assets/weapons/formatter_9000/animations/_sources/cooldown_source_ai.png",
                     "native_source":  "C:\\Users\\Dash\\.codex\\generated_images\\01a19de3-12f7-7f21-aeca-5bbae376677a\\exec-4169dd7e-54d9-46f1-a874-ad54a6d5c8b0.png",
                     "references":  [
                                        "D:/GameTools/RoguePixel/assets/weapons/formatter_9000/animations/_references/approved_128x128_4x.png",
                                        "D:/GameTools/RoguePixel/assets/weapons/formatter_9000/final/previews/formatter_9000_64x64_8x.png"
                                    ],
                     "prompt":  "Use case: identity-preserve. Produce a transparent pixel-art ANIMATION SHEET for RoguePixel. Input image 1 is the approved FINAL weapon sprite padded to a 128x128 tile and enlarged 4x, mandatory identity/scale/palette/perspective. Input image 2 is its unpadded approved final sprite enlarged 8x, equipment detail reference. NOT a concept redesign. Exactly 6 distinct chronological frames in 3 equal columns and 2 equal rows, row-major, no separators, labels or backgrounds. Each cell is the same square 128x128 virtual game canvas; draw the weapon at EXACT same physical size as image1 (only about 56 virtual pixels maximum extent), in the same base top-down three-quarter view. Preserve all metal shapes, neon colors, equipment count and proportions of approved sprite. Pixel-art clusters, crisp square edges, binary transparent background, no antialiasing, no blur or gradient. Frame0 is approved neutral pose with full unchanged body dimensions, except cooldown begins in activated pose at same body dimensions. The handhold/GRIP midpoint stays at virtual pixel (64,64), center of each cell; other parts articulate relative to it. No camera motion, jitter, whole-object zoom or independent re-centering per frame. All motion must be genuinely redrawn internal mechanisms/pose changes, not repeated static views or merely rotated/translated stills. Rich but restrained animation. Subject Formatador 9000. Animation cooldown. ACTION: Actuator unlocks and eases back, disks slow with separated spoke phases, orange core returns to neutral and barrel sleeve reseats. Preserve two hubs, arm and eraser pictogram. First neutral pose defines registration; do not crop swinging extremities, allow empty transparent margins. Emit no projectile, beam, particle, flash, explosion, energy wave or separate effect. Lighting stays INSIDE emitter, glass, core and circuitry; the laser fire is internal activation only. No characters, arms, hands, new parts, new weapons, logos, text, shadows or checkerboard. Single one-shot action, no duplicated held frames."
                 }
             ]
}
