msx-gfx-sheets
Build labelled PNG contact sheets for MSX tiles, metatiles, hardware sprites, fonts, and palettes.
Skill by 0xe1f
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Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/0xe1f-msx-gfx-sheets
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: spreadsheets
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/msx-gfx-sheets
What's inside
- Skill name
msx-gfx-sheets- Description
- Build labelled PNG contact sheets for MSX tiles, metatiles, hardware sprites, fonts, and palettes. One atom per cell, hex header, in-game palette. Use when adding gfx catalogue sheets, make gfx, or tile/sprite/font/palette previews. Game dumpers live in the game repo and import pngwrite.py.
- License
- Apache-2.0
- Instructions
- 64 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# MSX gfx contact sheets (guidelines) PNG is preview only. Compressed / labelled `.asm` bytes stay authoritative (`make verify`). Implement the dumper in the **game** repo (`tools/` + `make gfx`); import `tools/workbench/msx/pngwrite.py`. No PIL/Pillow. ## Directories | Dir | Contents | |-----|----------| | `gfx/tilesets/` | 4bpp playfield / HUD tiles | | `gfx/sprites/` | packed 1bpp sprite planes | | `gfx/fonts/` | 1bpp glyph sheets | | `gfx/palettes/` | palette_apply swatches (not tiles) | | `gfx/metatiles/` | composed metatile defs / room streams | | `gfx/` | composites only | Do not put composites or fonts in `sprites/`. Do not put palette swatches in `tilesets/`. ## Cell One atom per cell, uniform grid. Do not pack a SAT figure or animation into one catalogue cell (that is a composite sheet). Typical atoms: 8×8 4bpp tile (32 bytes); 16×16 4bpp; 16×16 1bpp sprite plane (32 bytes); 8×8 1bpp glyph (8 bytes); 3-byte palette record as an 8×8 swatch. ## Palette On-pixels use the VDP index the game writes for that atom when it is on screen: SAT colour low nibble, `copy_tiles` C (on = low, off = high), dest nibbles. Load that object’s `palette_list` (or the play palette it shares). Do not pick an unused slot, even/odd pair, or greyscale as a preview ink. Hardware sprites are usually two SAT colour planes (a CC pair). Keep **one plane per cell**. Paint plane 0 with the first colour and plane 1 with the second. Do not overlay the pair (the VDP ORs indices; a catalogue cell is one plane). Transparent / unused pixels are a visible off-colour so cell bounds stay readable. That off-colour is not a palette index. Index 0 stays off except on palette sheets, which paint the table’s own RGB. ## Header Dark band above every cell. Identifier is **4 uppercase hex digits, no `0x`** (CPU address of that atom, or a 2-digit glyph id). Unique per cell. Do not reuse a dest every stream shares. ## Source form - **1bpp pixel data** (tiles, sprites, fonts, unused copies): `defb %xxxxxxxx` (MSB = left, one 8-pixel row per line) as soon as the bytes are known to be 1bpp. Do not leave identified 1bpp as hex `0xxh` rows. A PNG is not required first; convert when the consumer or `gfxview` layout is known. - **4bpp** tiles: hex nibble-rows. - Packed RLE *pixel* bytes may use `%`; control bytes stay hex. Nametable ids, SAT seeds, and colour bytes stay hex. `gfx/<kind>/<stem>.png` ↔ `banks/data/<stem>.asm`. Create that dir on the first peel (`msx-code-data`), not for a sheet that has no asm yet. Add / rename / delete the asm → the PNG goes with it. `make gfx` regenerates.
From 0xe1f/MSXDAW, Apache-2.0.
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Inspect MSX graphics: 1bpp/4bpp ASCII via gfxview.py, PNG via pngwrite.py, and Konami VRAM RLE (rledec.py / rleenc.py).
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First session on a new MSX cart: mapper probe, bank split, regen bank 0, AB header, H.TIMI / IRQ.
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How to use workbench CocoaMSX as a research display: launch, JSON config, accelerated present toggle, control socket (peek/watch/snap/loadstate/keys)…
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Signals
- Stars
- 1
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Sep 4, 2026 (1 month ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- Apache-2.0
- Repository
- github.com/0xe1f/MSXDAW
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from 0xe1f
- 0.587score
konami-msx-disasm
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Methodology for a byte-exact, commented, reassemblable disassembly of a Konami MSX/MSX2 MegaROM (Konami4 / SCC and similar).
SkillAFreshness: A★ 1Claude Code +9 - 0.587score
msx-code-data
0xe1f
Split code from data early in a banked Z80 MSX disassembly: .blocks maps, bank classification, inline DISPATCH_A tables, illegal-sequence seeds, peeling…
SkillAFreshness: A★ 1Claude Code +9 - 0.587score
msx-regen
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Regenerate an 8 KiB mapper bank with z80dasm via tools/workbench/msx/regen-bank.sh, emit a per-bank symbol file, and strip listing comments.
SkillAFreshness: A★ 1Claude Code +9 - 0.587score
msx-romscan
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Static xref and dispatch-table decode for banked Z80 ROMs via tools/workbench/msx/romscan.py.
SkillAFreshness: A★ 1Claude Code +9 - 0.547score
msx-coverage
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Disassembly progress badges and coverage.py (INCBIN leftover, auto labels, opcode comments, annotated call targets).
SkillBFreshness: B★ 1Claude Code +9 - 0.547score
msx-gfx
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Inspect MSX graphics: 1bpp/4bpp ASCII via gfxview.py, PNG via pngwrite.py, and Konami VRAM RLE (rledec.py / rleenc.py).
SkillBFreshness: B★ 1Claude Code +9
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msx-gfx-sheets skill. Agent Mart. https://agentmart.dev/skills/0xe1f-msx-gfx-sheets (last updated 2026-10-24)