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msx-gfx-sheets

Build labelled PNG contact sheets for MSX tiles, metatiles, hardware sprites, fonts, and palettes.

Skill by 0xe1f

IndexedApache-2.0★ 1
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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

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.

Use cases: spreadsheets

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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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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Last commit (this folder)
Sep 4, 2026 (1 month ago)

From GitHub (fetched Oct 24, 2026).

Details

License
Apache-2.0
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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msx-gfx-sheets skill. Agent Mart. https://agentmart.dev/skills/0xe1f-msx-gfx-sheets (last updated 2026-10-24)