[
  {
    "id": "data-mysp.spi",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\data-mysp.spi.png",
    "prompt": "Use case: style-transfer. Edit target: the supplied 1024x1024 technical sprite atlas. Create the new hero and interface artwork for LANTERNBOUND, a Sharp X68000 visual edition retaining Buster's exact game engine. Repaint the existing hero as a moonlit lantern knight: dark teal clothing, pale silver helmet and armor, warm amber lantern-like shield, luminous pale blade. Make it visually fresh and cohesive, finely illustrated pixel art suitable for reduction to 16 colors. CRITICAL INVARIANTS: exact 1024x1024 canvas, no crop, no border, no movement, no scale change. Artwork occupies ONLY y=0..383; y=384..1023 stays pure black. Every existing sprite fragment, pose, weapon, pickup, number and interface glyph stays at exactly its existing position and size; these are fixed 16x16 native tile slots displayed at 4x, so do not rearrange or assemble fragments. Preserve the exact black negative-space silhouette and holes. Repaint within the existing colored pixels. Keep the small digits and interface marks readable and in place; no new lettering, captions, grid, sheet labels or unrelated objects. New ImageGen illustration within the existing sprite geometry, no smooth background or decorative scenery. Black background stays black."
  },
  {
    "id": "r1-chr.gri",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\r1-chr.gri.png",
    "prompt": "Use case: style-transfer. Edit target: the supplied 1024x1024 fixed game tile atlas. Redesign the existing scenery as the Moonwater Reach environment for LANTERNBOUND, a new illustrated visual edition of a Sharp X68000 platformer. New art direction: midnight indigo sky, violet moonlit peaks, deep teal lake with silver ripples, luminous mint moss, blue-gray stone ledges, ancient silver-barked forest. Express the same terrain silhouettes with genuinely new painted pixel-art textures, not a simple hue shift. CRITICAL: exact 1024x1024 canvas and exact tile/terrain layout. Only y=0..511 contains the source atlas; y=512..1023 remains solid pure black. Each fixed 64x64 displayed block is one native16x16 tile. Keep every tile's location and every ledge edge exactly aligned; no frame, no grid, no typography, no new large objects, no tile rearrangement. Preserve original pure-black transparency areas and the black/white utility pattern. The current flat blue sky areas become quiet deep indigo; do not put a large moon or scene across these repeated sky tiles. Mountain and shore fragments retain their placement and continuous edge shapes but receive wholly new illustrated textures. Output is an engine-ready atlas, not a landscape poster."
  },
  {
    "id": "data/title.dat",
    "kind": "title",
    "height": 512,
    "theme": "Replace the entire top512-pixel panel with a new title illustration for LANTERNBOUND: an amber lantern glowing beside the silver-helmeted teal-cloaked knight, moonlit violet mountains and an ancient teal stone arch. Large crisp readable title text exactly 'LANTERNBOUND', plus small exact text 'PRESS START'. Remove the old Buster logo and old creator text from this replacement panel; attribution is handled separately on the website. It must remain legible after reduction to256x128. A polished illustrated pixel-art game title, balanced readable lettering, no other text.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\data-title.dat.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game title atlas. Replace the entire top512-pixel panel with a new title illustration for LANTERNBOUND: an amber lantern glowing beside the silver-helmeted teal-cloaked knight, moonlit violet mountains and an ancient teal stone arch. Large crisp readable title text exactly 'LANTERNBOUND', plus small exact text 'PRESS START'. Remove the old Buster logo and old creator text from this replacement panel; attribution is handled separately on the website. It must remain legible after reduction to256x128. A polished illustrated pixel-art game title, balanced readable lettering, no other text. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top512 pixels contain artwork; everything below y=512 remains pure black. The title panel may replace all old colored and black pixels inside its top half; retain only the panel boundary and black lower-half padding."
  },
  {
    "id": "data/bos.gri",
    "kind": "ending",
    "height": 576,
    "theme": "Reillustrate all existing boss/character fragments as carved moonstone and clockwork guardian portraits with lantern-themed ornaments. Sepia engraving and silver-gray relief style: this ending atlas will use an unchanged16-color warm-monochrome palette. Preserve all poses and fragment geometry.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\data-bos.gri.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game ending atlas. Reillustrate all existing boss/character fragments as carved moonstone and clockwork guardian portraits with lantern-themed ornaments. Sepia engraving and silver-gray relief style: this ending atlas will use an unchanged16-color warm-monochrome palette. Preserve all poses and fragment geometry. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top576 pixels contain artwork; everything below y=576 remains pure black. Repaint only the existing art regions, using the exact original tile placement and black silhouette masks. No new text."
  },
  {
    "id": "r2/chr.gri",
    "kind": "background",
    "height": 512,
    "theme": "Luminous Grotto: deep violet caverns, blue-silver rock, jade crystals and mint-lit ancient roots; existing lava-like strips become amber mineral glow, existing flat sky bands become quiet midnight blue. Same ledges and scene pieces with new illustrated stone and crystal textures.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\r2-chr.gri.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game background atlas. Luminous Grotto: deep violet caverns, blue-silver rock, jade crystals and mint-lit ancient roots; existing lava-like strips become amber mineral glow, existing flat sky bands become quiet midnight blue. Same ledges and scene pieces with new illustrated stone and crystal textures. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top512 pixels contain artwork; everything below y=512 remains pure black. Repaint only the existing art regions, using the exact original tile placement and black silhouette masks. No new text."
  },
  {
    "id": "r3/chr.gri",
    "kind": "background",
    "height": 512,
    "theme": "Ember Citadel: ancient midnight-blue masonry, moon-silver columns, jade moss, burgundy evening clouds and soft amber furnace light. Retain every architectural/terrain shape and utility tile at its exact atlas position. New richly illustrated pixel textures.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\r3-chr.gri.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game background atlas. Ember Citadel: ancient midnight-blue masonry, moon-silver columns, jade moss, burgundy evening clouds and soft amber furnace light. Retain every architectural/terrain shape and utility tile at its exact atlas position. New richly illustrated pixel textures. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top512 pixels contain artwork; everything below y=512 remains pure black. Repaint only the existing art regions, using the exact original tile placement and black silhouette masks. No new text."
  },
  {
    "id": "r4/chr.gri",
    "kind": "background",
    "height": 512,
    "theme": "Verdant Vault: abandoned teal aqueduct and jade-lit cavern, silver-blue stone, glowing mint vegetation and deep violet recesses. Keep exact cavern and ledge silhouettes while creating genuinely new illustrated surfaces.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\r4-chr.gri.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game background atlas. Verdant Vault: abandoned teal aqueduct and jade-lit cavern, silver-blue stone, glowing mint vegetation and deep violet recesses. Keep exact cavern and ledge silhouettes while creating genuinely new illustrated surfaces. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top512 pixels contain artwork; everything below y=512 remains pure black. Repaint only the existing art regions, using the exact original tile placement and black silhouette masks. No new text."
  },
  {
    "id": "r5/chr.gri",
    "kind": "background",
    "height": 512,
    "theme": "The Ashen Crown: violet volcanic glass, navy basalt, pale silver stalactites and restrained amber firelight. Repaint the existing terrain pieces and backdrops as new illustrated fantasy pixel art, with exact placement and silhouettes.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\r5-chr.gri.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game background atlas. The Ashen Crown: violet volcanic glass, navy basalt, pale silver stalactites and restrained amber firelight. Repaint the existing terrain pieces and backdrops as new illustrated fantasy pixel art, with exact placement and silhouettes. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top512 pixels contain artwork; everything below y=512 remains pure black. Repaint only the existing art regions, using the exact original tile placement and black silhouette masks. No new text."
  },
  {
    "id": "r6/chr.gri",
    "kind": "background",
    "height": 512,
    "theme": "Lantern Spire: a final moonlit sanctuary, deep indigo walls, teal architectural panels, silver columns, amber lantern emblems, jade ornaments. Reillustrate every existing architectural tile in place, keeping utility and blank tiles.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\r6-chr.gri.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game background atlas. Lantern Spire: a final moonlit sanctuary, deep indigo walls, teal architectural panels, silver columns, amber lantern emblems, jade ornaments. Reillustrate every existing architectural tile in place, keeping utility and blank tiles. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top512 pixels contain artwork; everything below y=512 remains pure black. Repaint only the existing art regions, using the exact original tile placement and black silhouette masks. No new text."
  },
  {
    "id": "r1/spchr.spi",
    "kind": "sprite",
    "height": 768,
    "theme": "Enemy/guardian atlas for chapter1 of Lanternbound. Redesign the existing creatures and armored figures as lantern-lit clockwork and moonstone guardians: pale silver armor, jade/teal accents, dark violet shadows and amber eyes/cores. Keep each existing creature's anatomy, exact pose, limb geometry and silhouette, while providing fresh illustrated character surfaces and facial features. Preserve every existing animation fragment; it is a binary-compatible reskin, not a rearranged character sheet.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\r1-spchr.spi.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game sprite atlas. Enemy/guardian atlas for chapter1 of Lanternbound. Redesign the existing creatures and armored figures as lantern-lit clockwork and moonstone guardians: pale silver armor, jade/teal accents, dark violet shadows and amber eyes/cores. Keep each existing creature's anatomy, exact pose, limb geometry and silhouette, while providing fresh illustrated character surfaces and facial features. Preserve every existing animation fragment; it is a binary-compatible reskin, not a rearranged character sheet. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top768 pixels contain artwork; everything below y=768 remains pure black. Repaint only the existing art regions, using the exact original tile placement and black silhouette masks. No new text."
  },
  {
    "id": "r2/spchr.spi",
    "kind": "sprite",
    "height": 768,
    "theme": "Enemy/guardian atlas for chapter2 of Lanternbound. Redesign the existing creatures and armored figures as lantern-lit clockwork and moonstone guardians: pale silver armor, jade/teal accents, dark violet shadows and amber eyes/cores. Keep each existing creature's anatomy, exact pose, limb geometry and silhouette, while providing fresh illustrated character surfaces and facial features. Preserve every existing animation fragment; it is a binary-compatible reskin, not a rearranged character sheet.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\r2-spchr.spi.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game sprite atlas. Enemy/guardian atlas for chapter2 of Lanternbound. Redesign the existing creatures and armored figures as lantern-lit clockwork and moonstone guardians: pale silver armor, jade/teal accents, dark violet shadows and amber eyes/cores. Keep each existing creature's anatomy, exact pose, limb geometry and silhouette, while providing fresh illustrated character surfaces and facial features. Preserve every existing animation fragment; it is a binary-compatible reskin, not a rearranged character sheet. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top768 pixels contain artwork; everything below y=768 remains pure black. Repaint only the existing art regions, using the exact original tile placement and black silhouette masks. No new text."
  },
  {
    "id": "r3/spchr.spi",
    "kind": "sprite",
    "height": 768,
    "theme": "Enemy/guardian atlas for chapter3 of Lanternbound. Redesign the existing creatures and armored figures as lantern-lit clockwork and moonstone guardians: pale silver armor, jade/teal accents, dark violet shadows and amber eyes/cores. Keep each existing creature's anatomy, exact pose, limb geometry and silhouette, while providing fresh illustrated character surfaces and facial features. Preserve every existing animation fragment; it is a binary-compatible reskin, not a rearranged character sheet.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\r3-spchr.spi.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game sprite atlas. Enemy/guardian atlas for chapter3 of Lanternbound. Redesign the existing creatures and armored figures as lantern-lit clockwork and moonstone guardians: pale silver armor, jade/teal accents, dark violet shadows and amber eyes/cores. Keep each existing creature's anatomy, exact pose, limb geometry and silhouette, while providing fresh illustrated character surfaces and facial features. Preserve every existing animation fragment; it is a binary-compatible reskin, not a rearranged character sheet. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top768 pixels contain artwork; everything below y=768 remains pure black. Repaint only the existing art regions, using the exact original tile placement and black silhouette masks. No new text."
  },
  {
    "id": "r4/spchr.spi",
    "kind": "sprite",
    "height": 768,
    "theme": "Enemy/guardian atlas for chapter4 of Lanternbound. Redesign the existing creatures and armored figures as lantern-lit clockwork and moonstone guardians: pale silver armor, jade/teal accents, dark violet shadows and amber eyes/cores. Keep each existing creature's anatomy, exact pose, limb geometry and silhouette, while providing fresh illustrated character surfaces and facial features. Preserve every existing animation fragment; it is a binary-compatible reskin, not a rearranged character sheet.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\r4-spchr.spi.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game sprite atlas. Enemy/guardian atlas for chapter4 of Lanternbound. Redesign the existing creatures and armored figures as lantern-lit clockwork and moonstone guardians: pale silver armor, jade/teal accents, dark violet shadows and amber eyes/cores. Keep each existing creature's anatomy, exact pose, limb geometry and silhouette, while providing fresh illustrated character surfaces and facial features. Preserve every existing animation fragment; it is a binary-compatible reskin, not a rearranged character sheet. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top768 pixels contain artwork; everything below y=768 remains pure black. Repaint only the existing art regions, using the exact original tile placement and black silhouette masks. No new text."
  },
  {
    "id": "r5/spchr.spi",
    "kind": "sprite",
    "height": 768,
    "theme": "Enemy/guardian atlas for chapter5 of Lanternbound. Redesign the existing creatures and armored figures as lantern-lit clockwork and moonstone guardians: pale silver armor, jade/teal accents, dark violet shadows and amber eyes/cores. Keep each existing creature's anatomy, exact pose, limb geometry and silhouette, while providing fresh illustrated character surfaces and facial features. Preserve every existing animation fragment; it is a binary-compatible reskin, not a rearranged character sheet.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\r5-spchr.spi.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game sprite atlas. Enemy/guardian atlas for chapter5 of Lanternbound. Redesign the existing creatures and armored figures as lantern-lit clockwork and moonstone guardians: pale silver armor, jade/teal accents, dark violet shadows and amber eyes/cores. Keep each existing creature's anatomy, exact pose, limb geometry and silhouette, while providing fresh illustrated character surfaces and facial features. Preserve every existing animation fragment; it is a binary-compatible reskin, not a rearranged character sheet. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top768 pixels contain artwork; everything below y=768 remains pure black. Repaint only the existing art regions, using the exact original tile placement and black silhouette masks. No new text."
  },
  {
    "id": "r6/spchr.spi",
    "kind": "sprite",
    "height": 768,
    "theme": "Enemy/guardian atlas for chapter6 of Lanternbound. Redesign the existing creatures and armored figures as lantern-lit clockwork and moonstone guardians: pale silver armor, jade/teal accents, dark violet shadows and amber eyes/cores. Keep each existing creature's anatomy, exact pose, limb geometry and silhouette, while providing fresh illustrated character surfaces and facial features. Preserve every existing animation fragment; it is a binary-compatible reskin, not a rearranged character sheet.",
    "path": "D:\\Game Preservation\\work\\lanternbound-20261102\\references\\r6-spchr.spi.png",
    "prompt": "Use case: style-transfer. Asset type: Sharp X68000 game sprite atlas. Enemy/guardian atlas for chapter6 of Lanternbound. Redesign the existing creatures and armored figures as lantern-lit clockwork and moonstone guardians: pale silver armor, jade/teal accents, dark violet shadows and amber eyes/cores. Keep each existing creature's anatomy, exact pose, limb geometry and silhouette, while providing fresh illustrated character surfaces and facial features. Preserve every existing animation fragment; it is a binary-compatible reskin, not a rearranged character sheet. Input image1 is the ONLY edit target: a square1024x1024 fixed atlas, shown at4x native size. Input image2 is the new hero STYLE REFERENCE ONLY. Input image3 is the new environment STYLE REFERENCE ONLY. Return exactly the same square canvas. No crop, no margins, no scale or placement changes. Existing pieces are in fixed64x64 displayed tile slots (native16x16); never rearrange, assemble or move them. Retain pure-black transparent/blank regions exactly. No sheet headings, grid lines, watermark or decorative borders. Preserve the fine readable pixel-art look, coherent with the two style references. Original game code, animation indexing and level layout cannot change. ONLY the top768 pixels contain artwork; everything below y=768 remains pure black. Repaint only the existing art regions, using the exact original tile placement and black silhouette masks. No new text."
  },
  {
    "id": "data/title.dat",
    "prompt": "Use case: text-localization / precise game-asset edit. Image 1 is the edit target: a 1024x1024 padded X68000 title atlas. Image 2 is supporting style and character reference only. Create the Lanternbound title atlas for an unchanged old game engine. Exact canvas 1024 square, pure opaque black background. Strictly preserve the THREE STRIP layout of Image 1: all logo and vignette artwork MUST fit x0..1023,y0..383; a small centered credit line only at y384..447; PRESS START BUTTON only at y448..511. EVERYTHING below y511 must be pure black. No object or background may cross these three strip boundaries, because the engine separates those strips on screen. Replace Buster logo with exact text 'LANTERNBOUND' in large readable silver-to-amber pixel lettering occupying y20..190. Under it, within y200..375, a SMALL self-contained vignette of a silver knight with teal cape holding an amber lantern, a moon and distant ancient arch, fading to pure black around the edges. Do not fill the entire strip with scenery. At y396..430 set exact small text 'NEW VISUAL EDITION'. At y460..495 set exact text 'PRESS START BUTTON'. Preserve strong legibility when reduced to256x128. Sharp restrained 1990s pixel art, limited teal/silver/amber/violet palette. No additional lettering, no border, no mockup. Leave generous black around each strip.",
    "output": "generated/data-title-native.png"
  },
  {
    "id": "r1/chr.gri",
    "output": "r1-chr-seam-v2.png",
    "prompt": "Use case: precise-object-edit / production game tile repair. Image 1 is the ONLY edit target: the original1024x1024 X68000 tile atlas at4x native size. Image 2 is COLOR/STYLE reference for the new Lanternbound world, not a layout reference. Repaint Image1 into this theme: Moonwater Reach: silver-blue rock, luminous mint moss, violet mountains, dark teal water. The original large flat blue sky regions MUST become ONE perfectly uniform solid dark indigo, absolutely no clouds, gradients, stars, waves or shapes in those flat source regions. Critical task: the previous generated atlas produced obvious square seams when tiles repeat. These are real16x16-pixel game tiles (64x64 blocks in this reference). Keep exact silhouettes, terrain contours, material boundaries, tile slot positions, scale and alignment from Image1. EVERY repeated flat material must have the SAME color and SAME boundary brightness in every tile; flat sky is flat, not a painted landscape. Where a terrain texture reaches a tile edge it must meet the corresponding original neighboring texture with identical level and brightness. Keep each tile's original edge geometry and its black cutouts exactly. Put new moss/stone/material detail only within existing material areas; never move a mountain silhouette, shoreline or platform boundary. Small restrained pixel clusters, no global lighting gradient, no tile-by-tile lighting changes, no soft vignette, no shadows crossing tile borders, no text, no grid. Only y0..511 contains the atlas; y512..1023 remains perfectly pure black. Return the same square canvas and relative layout. New genuine pixel illustrations on exact original geometry, prepared for very small native tiles."
  },
  {
    "id": "r2/chr.gri",
    "output": "r2-chr-seam-v2.png",
    "prompt": "Use case: precise-object-edit / production game tile repair. Image 1 is the ONLY edit target: the original1024x1024 X68000 tile atlas at4x native size. Image 2 is COLOR/STYLE reference for the new Lanternbound world, not a layout reference. Repaint Image1 into this theme: Luminous Grotto: moonstone cave rock, cool teal mineral veins, small restrained amber crystals. Preserve solid dark voids as solid uniform dark colors, never add scenery across independent tile slots. Critical task: the previous generated atlas produced obvious square seams when tiles repeat. These are real16x16-pixel game tiles (64x64 blocks in this reference). Keep exact silhouettes, terrain contours, material boundaries, tile slot positions, scale and alignment from Image1. EVERY repeated flat material must have the SAME color and SAME boundary brightness in every tile; flat sky is flat, not a painted landscape. Where a terrain texture reaches a tile edge it must meet the corresponding original neighboring texture with identical level and brightness. Keep each tile's original edge geometry and its black cutouts exactly. Put new moss/stone/material detail only within existing material areas; never move a mountain silhouette, shoreline or platform boundary. Small restrained pixel clusters, no global lighting gradient, no tile-by-tile lighting changes, no soft vignette, no shadows crossing tile borders, no text, no grid. Only y0..511 contains the atlas; y512..1023 remains perfectly pure black. Return the same square canvas and relative layout. New genuine pixel illustrations on exact original geometry, prepared for very small native tiles."
  },
  {
    "id": "r3/chr.gri",
    "output": "r3-chr-seam-v2.png",
    "prompt": "Use case: precise-object-edit / production game tile repair. Image 1 is the ONLY edit target: the original1024x1024 X68000 tile atlas at4x native size. Image 2 is COLOR/STYLE reference for the new Lanternbound world, not a layout reference. Repaint Image1 into this theme: Ember Citadel: ancient blue-gray stone masonry, subdued burgundy twilight sky, copper-lit reliefs. Match every existing sky/peak boundary precisely; cloud stripes must retain matching left/right endpoints in their original slots. Critical task: the previous generated atlas produced obvious square seams when tiles repeat. These are real16x16-pixel game tiles (64x64 blocks in this reference). Keep exact silhouettes, terrain contours, material boundaries, tile slot positions, scale and alignment from Image1. EVERY repeated flat material must have the SAME color and SAME boundary brightness in every tile; flat sky is flat, not a painted landscape. Where a terrain texture reaches a tile edge it must meet the corresponding original neighboring texture with identical level and brightness. Keep each tile's original edge geometry and its black cutouts exactly. Put new moss/stone/material detail only within existing material areas; never move a mountain silhouette, shoreline or platform boundary. Small restrained pixel clusters, no global lighting gradient, no tile-by-tile lighting changes, no soft vignette, no shadows crossing tile borders, no text, no grid. Only y0..511 contains the atlas; y512..1023 remains perfectly pure black. Return the same square canvas and relative layout. New genuine pixel illustrations on exact original geometry, prepared for very small native tiles."
  },
  {
    "id": "r4/chr.gri",
    "output": "r4-chr-seam-v2.png",
    "prompt": "Use case: precise-object-edit / production game tile repair. Image 1 is the ONLY edit target: the original1024x1024 X68000 tile atlas at4x native size. Image 2 is COLOR/STYLE reference for the new Lanternbound world, not a layout reference. Repaint Image1 into this theme: Verdant Vault: silver-barked forest interiors, deep emerald leaves, blue water and moonlit limestone. No large new roots or scene elements spanning unrelated slots; exact original silhouettes. Critical task: the previous generated atlas produced obvious square seams when tiles repeat. These are real16x16-pixel game tiles (64x64 blocks in this reference). Keep exact silhouettes, terrain contours, material boundaries, tile slot positions, scale and alignment from Image1. EVERY repeated flat material must have the SAME color and SAME boundary brightness in every tile; flat sky is flat, not a painted landscape. Where a terrain texture reaches a tile edge it must meet the corresponding original neighboring texture with identical level and brightness. Keep each tile's original edge geometry and its black cutouts exactly. Put new moss/stone/material detail only within existing material areas; never move a mountain silhouette, shoreline or platform boundary. Small restrained pixel clusters, no global lighting gradient, no tile-by-tile lighting changes, no soft vignette, no shadows crossing tile borders, no text, no grid. Only y0..511 contains the atlas; y512..1023 remains perfectly pure black. Return the same square canvas and relative layout. New genuine pixel illustrations on exact original geometry, prepared for very small native tiles."
  },
  {
    "id": "r5/chr.gri",
    "output": "r5-chr-seam-v2.png",
    "prompt": "Use case: precise-object-edit / production game tile repair. Image 1 is the ONLY edit target: the original1024x1024 X68000 tile atlas at4x native size. Image 2 is COLOR/STYLE reference for the new Lanternbound world, not a layout reference. Repaint Image1 into this theme: Ashen Crown: indigo volcanic rock with restrained amber fissures, pale stone remains and blue-black voids. Avoid red/orange flat source-color mismatch; preserve original terrain contours and empty cutouts. Critical task: the previous generated atlas produced obvious square seams when tiles repeat. These are real16x16-pixel game tiles (64x64 blocks in this reference). Keep exact silhouettes, terrain contours, material boundaries, tile slot positions, scale and alignment from Image1. EVERY repeated flat material must have the SAME color and SAME boundary brightness in every tile; flat sky is flat, not a painted landscape. Where a terrain texture reaches a tile edge it must meet the corresponding original neighboring texture with identical level and brightness. Keep each tile's original edge geometry and its black cutouts exactly. Put new moss/stone/material detail only within existing material areas; never move a mountain silhouette, shoreline or platform boundary. Small restrained pixel clusters, no global lighting gradient, no tile-by-tile lighting changes, no soft vignette, no shadows crossing tile borders, no text, no grid. Only y0..511 contains the atlas; y512..1023 remains perfectly pure black. Return the same square canvas and relative layout. New genuine pixel illustrations on exact original geometry, prepared for very small native tiles."
  },
  {
    "id": "r6/chr.gri",
    "output": "r6-chr-seam-v2.png",
    "prompt": "Use case: precise-object-edit / production game tile repair. Image 1 is the ONLY edit target: the original1024x1024 X68000 tile atlas at4x native size. Image 2 is COLOR/STYLE reference for the new Lanternbound world, not a layout reference. Repaint Image1 into this theme: Lantern Spire: silver and dark teal architectural columns, subdued amber ornament and violet darkness. Exact original column edges and repeated trim locations; no new freestanding scene. Critical task: the previous generated atlas produced obvious square seams when tiles repeat. These are real16x16-pixel game tiles (64x64 blocks in this reference). Keep exact silhouettes, terrain contours, material boundaries, tile slot positions, scale and alignment from Image1. EVERY repeated flat material must have the SAME color and SAME boundary brightness in every tile; flat sky is flat, not a painted landscape. Where a terrain texture reaches a tile edge it must meet the corresponding original neighboring texture with identical level and brightness. Keep each tile's original edge geometry and its black cutouts exactly. Put new moss/stone/material detail only within existing material areas; never move a mountain silhouette, shoreline or platform boundary. Small restrained pixel clusters, no global lighting gradient, no tile-by-tile lighting changes, no soft vignette, no shadows crossing tile borders, no text, no grid. Only y0..511 contains the atlas; y512..1023 remains perfectly pure black. Return the same square canvas and relative layout. New genuine pixel illustrations on exact original geometry, prepared for very small native tiles."
  }
]
