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Art-Version Archive

v1–v2 / Establishing the asset language

The first output defined core states, Makers, Tools, Gifts, UI icons and FX families. Coverage mattered more than a unified silhouette or world semantics, and several objects still resembled generic science-fiction symbols.

v3 / SNES INK8

v3 complete contact sheet

v3 locked an eight-color tendency, coarse master texels and the star-workshop proposal. Abstract modules began turning into readable objects. Separate Maker and icon sheets checked motion phase and static silhouette.

v3 Makers

v4 / EPIC DIORAMA

v4 core and scene

v4 changed isolated icons into a world:

  • Core expanded to 160×160 with an idle loop.
  • Six Maker families occupied visible orbits and workshop displays.
  • Directional dithering gave buildings, rockets and satellites material structure.
  • fx_tap / grow / loop integrated with runtime pages.

v4 Makers

v5 / CONSOLE-RGB16 OUTLINED RELIC

v5 core and material

v5 became the web visual golden version:

  • Up to 16 colors with saturated classic red, yellow and blue.
  • Continuous 2 px dark outlines and blue inner edges.
  • Material-direction dithering rather than uniform noise.
  • Active/owned states reduced to corner marks instead of covering silhouettes.
  • CJK bitmap fixes for proportions, title shadows and shell consistency.
Outline and color changes from v4 to v5 icons:V5 ICONSOutline and color changes from v4 to v5 icons:V4 ICONSV4 ICONSV5 ICONS

v6 / OLED DEVICE

v6 OLED settings and core contact sheet

v6 added a six-frame sleeping core, settings icons and more CJK glyphs for a real device. Assets now had to survive RGB565, binary packing, PSRAM budgets and physical bezel clearance.

Effect evolution

v4 and v5 effect-frame comparison:V5 FXv4 and v5 effect-frame comparison:V4 FXV4 FXV5 FX

Late improvement did not mean adding frames. Every frame needed a legible black/RGB565 silhouette and correct swept bounds for sparse tails under partial refresh.