← ModRetro Chromatic PluginCONTENT HISTORY

Update to ModRetro Chromatic Plugin

Snapshot Sep 30, 2026 · 23:18 UTC · version 1.0.33+codex.distribution.66e8961d3ce30093ea3c9ee4

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{
  "name": "modretro-chromatic-pixel-art",
  "description": "Create, edit, or check native game sprites, backgrounds, tiles, and palettes. Use for Image Generation or native pixel work, tile budgets, and in-game readability.",
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  "skill_md_contents": "---\nname: modretro-chromatic-pixel-art\ndescription: Create, edit, or check native game sprites, backgrounds, tiles, and palettes. Use for Image Generation or native pixel work, tile budgets, and in-game readability.\n---\n\n# ModRetro Chromatic pixel art\n\nChoose the workflow from the request and the existing artwork. Read the matching\nreference; load other details when the task needs them.\n\nIf the plugin tools are unavailable, follow the [setup skill](../modretro-chromatic-setup/SKILL.md).\nNative asset work needs the runtime; a compiler or emulator is needed only for\nrequested build or gameplay checks.\n\n## Browser previews\n\nOpen every `web_preview` or `device_capture` URL, including screenshot Open links, only in **Codex's built-in browser**. If it is unavailable or blocked, retain the URL and report the concrete limitation. Never launch or fall back to an external browser.\n\n## Choose a workflow\n\n| Need | Route |\n| --- | --- |\n| **A new static sprite** | Start with the [two-step Image Generation workflow](references/prompting-recoverable-grids.md): generate a deliberately coarse design, then reconstruct it as whole filled grid cells. Use the requested or existing project size; otherwise start at 32 × 32. |\n| **A background, tileset, or reusable room** | Use [native artwork and tile tools](references/native-pixel-tools.md#new-native-artwork), with [hardware and import guidance](references/hardware-and-imports.md) for palette and tile budgets. Use [native tilemaps](../../docs/tilemaps.md) for rooms built from authored tiles. |\n| **Exact pixel edits, manual art, palettes, or tile composition** | Use [native pixel authoring and plugin tools](references/native-pixel-tools.md). Author PNG/cel pixels directly; use the plugin for supported palette, tilemap, and sprite-metadata edits. Prefer this route when existing pixels must stay exact. |\n| **Animation from an approved still** | Use [native animation guidance](references/prompting-grid-animation.md): optional generated motion reference, deliberately authored native frames, then timed review. Preserve the approved still and working motions. |\n| **Editor files, existing raster art, or import/conversion** | Use [authoring and interchange](references/authoring-and-interchange.md). Preserve editable sources and check the available conversion/import tools. |\n\nHonor a requested method. When the user is choosing, explain the relevant\ntradeoff: Image Generation explores designs; native authoring provides exact\npixel control. A generated grid still requires cell and visual review.\n\n## Work in the right context\n\nSource-art exploration can stay in the workspace. Before changing a game,\nselect the intended `.gbsproj` and inspect the actual asset, style, and\ncompatibility mode. Follow the [project operating guide](../../docs/agent-guide.md#start-and-select-the-intended-project)\nfor selection and revision safeguards; keep original and editable artwork.\n\n- For source colors, dimensions, import profiles, and budgets, read\n  [hardware and imports](references/hardware-and-imports.md).\n- For silhouette, genre, and scene readability, read\n  [art direction](references/genre-art-direction.md).\n- For recipe-backed rooms, protected cells, and exact collision edits, read\n  [native tilemaps](../../docs/tilemaps.md).\n\nInspect the result at native size. Review animation in motion and keep user\nfeedback authoritative; passing pixel checks does not establish visual quality.\nWhen integrating into a game, use [stepped playtesting](../../docs/stepped-playtesting.md)\nfor actual scene behavior. Distinguish source previews from verified gameplay.\n"
}

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