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Asset & Font Contract

Inventory

The frozen v5 set contained 111 non-font frames:

  • 53 static sprites for core states, two-state Tools/Gifts, settings and semantic UI.
  • 11 animation sheets for core idle/sleep, three FX families and six Makers.
  • 58 authored animation frames inside those sheets.
  • 303 CJK bitmap glyphs, extended to 320 for v6 device settings.

The v7 firmware pack contains 125 non-font sprites/frames and 710,740 bytes.

CONSOLE-RGB16

Color roleUse
BlackAMOLED ground and transparent-edge compositing
Paper whiteHighest information layer, type and Starlight
YellowCurrent focus, reward, charge and confirmation
Red / coralRisk, heat, dangerous confirmation and trails
BlueStructural orbits, hue-shifted shadow and inner outline
CyanInformation, sensors and TEAM
GreenSuccess and small owned marks, never a full-object wash
Dark purple / grayContinuous outline, disabled and low-level wireframes

Color is semantic. Blue changing to yellow usually means structure becoming focus; red is reserved for risk, launch or high-energy feedback.

Pixel geometry

  • Non-font assets render at 1:1 logical pixels.
  • Major texture uses 2×2 blocks; UI may use 1 px lines.
  • Alpha is binary to prevent translucent dirt in RGB565 composition.
  • Outlines are continuous and worst-case animation bounds stay inside round-screen clearance.
  • Frame count, grid, FPS and size live in the manifest, and runtime rejects drift.

Fonts

The game uses a 5×7 ASCII bitmap and 16×16 CJK atlas rather than system fonts. Titles may scale 2× with a one-pixel shadow; body copy stays 1× to protect closed CJK counters.

The documentation site self-hosts the open-source Fusion Pixel 12px Proportional SC for headings and uses programmer-oriented sans/mono faces for long reading. Its SIL OFL 1.1 license is stored at /docs-assets/fonts/OFL.txt.

Three generations

v4 and v5 core-asset comparison:V5 / RGB16v4 and v5 core-asset comparison:V4 / SNES INK8V4 / SNES INK8V5 / RGB16

v4 established coarse texels and scene presence. v5 regenerated each family with continuous dark outlines, blue inner edges, directional dithering and stronger material identity.

Automated quality gates

The asset pipeline validates dimensions, palette size, binary alpha, 2×2 master texels, sheet geometry, glyph inventory, round-screen clearance, public/export mirrors and deterministic ZIP output. Runtime validates manifest versions again so new assets cannot silently load through old code.