A chapter boss had no AI at all: it matched no branch in the variant chain and fell through to the crowd's aimless wobble, so "the boss AI owns its x" was a comment describing code that did not exist. Movement is now data on the BOSS_ART row -- pace, shadow, surge, charge, bounce -- and bossAI is the one place it happens. Every behaviour field is optional, so a row carrying only art behaves exactly as a boss did before. Three earlier drafts of those styles failed the same way: written as "walk toward the player's x", which in splatter means arrive in four seconds and stand still, because the player is rooted in pretoss for nearly all of a boss fight. Every style now moves under its own power and only biases toward him. Measured over a simulated minute each: 50-136 m travelled, none static. Three new designs -- THE HEAD COACH (a 5-shot drill 0.14s apart), THE PHYSIO (charges, and withdraws less than it charges, so it reaches you at 38s and that is the fight's clock), THE SPONSOR MASCOT (gap 0, so the whole wall of five leaves in ONE frame and is dodged rather than parried). Harder to kill: 16 -> 20 hp, 9 -> 10 per chapter, plus per-design multipliers. Three new bodies: the ball boy (3 hp, 2 skins, from game 3), the bouncer (6/3, game 8) and the roller man (9/4, game 15), each with a 4-frame walk and a drawn two-frame lurch for every wound stage. Three wound rules became one. The brute had a hardcoded stage array, everything else a single skin behind 'abd'.includes(...), and the boss a fraction of hpMax. The boss's rule reproduces the other two exactly -- verified: the brute still draws z_gw/gw2/gw3/gw4 at hp 4/3/2/1 -- and keeps working when hp is not one-per-skin, which all three new bodies need. So a multi-hit body is now a row in config.ZWOUND and no code. bleed() reads the same call, which also gave the steward the trickle his wound skin had always implied. Fixes a real crash on the way past: killPlayer empties shots[] while the shots loop is mid-iteration, so every remaining index read undefined and the frame threw. The mascot's five-at-once volley makes it easy to hit; the shipped 3-shot volley could always have hit it. _regen.py gains two style blocks and a check tier. One constant used to say "keep every colour exactly as the reference" -- right for a remaster, and it fights every word of the subject otherwise. newart is for a new character, state for the same character wounded or mid-throw; using newart for the wound sheets licensed a repaint and got one, five came back with living tan skin. And the detail gate ratchets against the file it replaces, so check: any exists for re-rolling already-fine art to fix something the gate cannot see, such as colour. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
758 lines
48 KiB
JSON
758 lines
48 KiB
JSON
{
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"shambler_a": {
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"sprites": [
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"z_a1",
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"z_a2",
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"z_a3",
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"z_a4"
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],
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"subject": "Four frames of the same walking zombie in a grey shirt and dark trousers, a four-frame shamble cycle, drawn as coarse low-resolution pixel art with big blocky pixels and almost no internal detail.",
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"anchor": 0
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},
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"shambler_b": {
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"sprites": [
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"z_b1",
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"z_b2",
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"z_b3",
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"z_b4"
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],
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"subject": "Four frames of the same walking zombie in a brown coat over a shirt, a four-frame shamble cycle, drawn as coarse low-resolution pixel art with big blocky pixels and almost no internal detail.",
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"anchor": 0
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},
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"shambler_wounds": {
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"sprites": [
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"z_aw",
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"z_awb",
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"z_bw",
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"z_bwb"
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],
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"subject": "Four frames of two WOUNDED walking zombies, drawn as coarse low-resolution pixel art. The first two are the same grey-shirted zombie whose right arm ends in a ragged bloody stump, in two stages of one stride. The last two are the same brown-coated zombie with an open red gash across his skull, in two stages of one stride. Keep each wound exactly where it is.",
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"anchor": 0,
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"state": true
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},
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"brute_walk": {
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"sprites": [
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"z_g1",
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"z_g2",
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"z_g3",
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"z_g4"
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],
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"subject": "Four frames of the same enormous fat zombie brute in a stained grey-green shirt and brown trousers, dragging a rusty pole in one hand, a four-frame heavy lumber, drawn as coarse low-resolution pixel art.",
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"anchor": 0
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},
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"brute_wounds_b": {
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"sprites": [
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"z_gwb",
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"z_gw2b",
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"z_gw3b",
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"z_gw4b"
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],
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"subject": "Four damage stages of the same enormous fat zombie brute, mid-stride on the opposite foot, drawn as coarse low-resolution pixel art: (1) one arm torn off at the shoulder, dragging his pole; (2) both arms gone; (3) chest and belly torn open with ribs showing; (4) headless, ribs out. Keep each stage's injuries exactly as they are.",
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"anchor": 0
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},
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"steward": {
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"sprites": [
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"z_d1",
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"z_d2",
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"z_d3",
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"z_d4"
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],
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"subject": "Four frames of the same big heavy zombie stadium steward in a high-visibility ORANGE safety vest over a dark shirt, dark trousers and heavy boots, a four-frame walk cycle, drawn as coarse low-resolution pixel art. Keep the vest's reflective stripes.",
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"anchor": 0
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},
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"steward_wounds": {
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"sprites": [
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"z_dw",
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"z_dwb"
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],
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"subject": "Two frames of the same badly wounded zombie stadium steward in a torn high-visibility ORANGE vest \u2014 one arm mangled, a deep bloody gash across the chest, head lolling \u2014 walking, two stages of one stride, drawn as coarse low-resolution pixel art.",
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"anchor": 0,
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"state": true
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},
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"cpu_walk": {
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"sprites": [
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"z_c1",
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"z_c2",
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"z_c3",
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"z_c4"
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],
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"subject": "Four frames of the same zombie tennis player facing the viewer \u2014 yellow hair, red headband, red shirt, grey shorts, a wooden racket hanging from one hand \u2014 a four-frame shuffle towards the camera, drawn as coarse low-resolution pixel art.",
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"anchor": 0
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},
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"cpu_wounds": {
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"sprites": [
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"z_cw1",
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"z_cw1b",
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"z_cw2",
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"z_cw2b"
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],
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"subject": "Four frames of the same wounded zombie tennis player in a red shirt holding a wooden racket, drawn as coarse low-resolution pixel art. The first two are him wounded and bleeding, in two stages of one stride. The last two are the same character HEADLESS, a ragged red stump where the neck was, still holding the racket, in two stages of one stride.",
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"anchor": 0,
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"state": true
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},
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"player_stance": {
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"sprites": [
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"p_idle1",
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"p_idle2",
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"p_bounce",
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"p_bounce2"
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],
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"subject": "Four frames of the same tennis player seen from BEHIND in a white shirt, blue shorts and a white headband, holding a racket, drawn as coarse low-resolution pixel art: two waiting stances and two frames of him bouncing a ball before serving.",
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"anchor": 0
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},
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"player_run": {
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"sprites": [
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"p_run1",
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"p_run2",
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"p_run3",
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"p_run4"
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],
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"ref": "p_idle1",
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"anchor": 0,
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"subject": "Five frames of the same tennis player in a white shirt and blue shorts, drawn as coarse low-resolution pixel art. Every figure is seen strictly FROM BEHIND \u2014 the back of his head and the back of his shirt face the viewer, no face, no eyes, no nose, he is running or standing AWAY from the camera. First a standing frame for scale, then a four-frame run cycle, running away from the camera with no racket.",
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"check": "same"
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},
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"player_death": {
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"sprites": [
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"p_die1",
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"p_die2",
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"p_die3",
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"p_die4",
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"p_die5"
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],
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"subject": "Five frames of the same tennis player in a white shirt and blue shorts collapsing, each one lower than the last, drawn as coarse low-resolution pixel art: arched backwards with both arms flung up; dropped to his knees; pitching forward onto one hand; face down and flat with both arms out in a dark pool; and a low flattened heap of torn cloth and dark red with the stained headband on top. Each figure must stay clearly shorter than the one before it.",
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"anchor": 0
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},
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"opponent_stance": {
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"sprites": [
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"o_idle1",
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"o_idle2",
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"o_bounce",
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"o_bounce2"
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],
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"subject": "Four frames of the same tennis opponent in a RED shirt and dark shorts, seen from the front across the net, holding a racket, drawn as coarse low-resolution pixel art: two waiting stances and two frames of him bouncing a ball before serving.",
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"anchor": 0
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},
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"opponent_play": {
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"sprites": [
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"o_toss",
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"o_smash",
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"o_swing1",
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"o_swing2"
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],
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"subject": "Four frames of the same tennis opponent in a RED shirt and dark shorts, drawn as coarse low-resolution pixel art: tossing the ball up for a serve; the smash at full stretch with the racket overhead; and two frames of a forehand swing.",
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"anchor": 0
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},
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"opponent_run": {
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"sprites": [
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"o_run1",
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"o_run2",
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"o_run3",
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"o_run4"
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],
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"ref_only": [
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"o_idle1"
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],
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"anchor": 0,
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"check": "same",
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"subject": "The reference is ONE tennis opponent in a RED polo shirt, dark grey shorts and a RED HEADBAND, seen from the front, gripping a tennis racket in his right hand. Draw FOUR frames of that same man RUNNING towards the camera. THE FOUR FRAMES MUST BE FOUR DIFFERENT BODY POSITIONS \u2014 no two frames alike, do not repeat a pose: (1) his RIGHT knee lifted high in front of him, left leg stretched out straight behind, left arm forward; (2) his right foot planted flat on the ground under him taking his weight, left knee just beginning to swing forward, both arms low; (3) his LEFT knee lifted high in front of him, right leg stretched out straight behind, right arm forward; (4) his left foot planted flat on the ground under him taking his weight, right knee just beginning to swing forward, both arms low. Every figure is the SAME man as the reference and the SAME size: red polo shirt, dark grey shorts, RED HEADBAND, blond hair, seen from the FRONT. Same face, same colours, same proportions, standing the same height. IN EVERY ONE OF THE FOUR FRAMES he is HOLDING THE TENNIS RACKET in his right hand \u2014 the full racket, with its oval head, its strings, its throat and its grip all drawn, exactly like the reference's racket, carried close in front of his chest. NO FRAME MAY HAVE AN EMPTY RIGHT HAND and no frame may show a racket with the head missing. The whole figure and the whole racket sit fully inside the canvas with clear space around them. The canvas must contain EXACTLY FOUR figures and no others. Do NOT redraw the standing reference pose as an extra figure.",
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"palette_ref": "o_idle1"
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},
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"ump_boy": {
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"sprites": [
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"x_ump",
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"x_boyrun1",
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"x_boyrun2"
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],
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"subject": "Three frames drawn as coarse low-resolution pixel art: a tennis UMPIRE in a white sun hat, blazer and tie, seated upright with a clipboard; and two frames of a young BALL BOY in a white polo shirt and shorts sprinting, two stages of one stride. Keep the umpire seated and the ball boy running.",
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"anchor": 0
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},
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"boy_carry": {
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"sprites": [
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"x_boycarry1",
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"x_boycarry2",
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"x_boycarry3",
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"x_boycarry4"
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],
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"subject": "Four frames of the same young ball boy in a white polo shirt and shorts walking with a mop shouldered, a four-frame walk cycle, drawn as coarse low-resolution pixel art.",
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"anchor": 0
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},
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"boy_mop": {
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"sprites": [
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"x_boymop1",
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"x_boymop2",
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"x_boymop3",
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"x_boymop4"
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],
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"subject": "Four frames of the same young ball boy in a white polo shirt and shorts pushing a mop across the ground, a four-frame mopping cycle, bent over the mop handle, drawn as coarse low-resolution pixel art.",
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"anchor": 0
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},
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"brute_wounds_a": {
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"sprites": [
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"z_gw",
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"z_gw2"
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],
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"anchor": 0,
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"subject": "Two damage stages of the same enormous fat zombie brute in a stained shirt, drawn as coarse low-resolution pixel art: the first has one arm torn off at the shoulder leaving a ragged stump and still drags a rusty pole; the second has BOTH arms gone. Keep the injuries exactly as they are."
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},
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"brute_wounds_c": {
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"sprites": [
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"z_gw3",
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"z_gw4"
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],
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"anchor": 0,
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"subject": "Two damage stages of the same enormous fat zombie brute in a stained shirt, drawn as coarse low-resolution pixel art: the first has his chest and belly torn wide open with ribs showing; the second is HEADLESS with the ribs out, still standing. Keep the injuries exactly as they are."
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},
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"shield_walk": {
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"sprites": [
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"z_s1",
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"z_s2"
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],
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"anchor": 0,
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"subject": "Two frames of the same zombie spectator in a grey-brown coat holding a wooden folding chair up in front of himself like a shield, shuffling forward, two stages of one stride, drawn as coarse low-resolution pixel art."
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},
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"shield_walk2": {
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"sprites": [
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"z_s3",
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"z_s4"
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],
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"anchor": 0,
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"subject": "Two more frames of the same zombie spectator in a grey-brown coat holding a wooden folding chair up in front of himself like a shield, shuffling forward, two further stages of the same stride, drawn as coarse low-resolution pixel art."
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},
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"shield_down": {
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"sprites": [
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"z_sdown"
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],
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"anchor": 0,
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"subject": "One frame of a zombie spectator in a grey-brown coat who has just had his wooden folding chair knocked DOWN out of his hands \u2014 the chair is falling beside him and he is staggering with his arms up \u2014 drawn as coarse low-resolution pixel art."
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},
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"boy_run_2": {
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"sprites": [
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"x_boyrun3",
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"x_boyrun4"
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],
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"anchor": 0,
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"subject": "Two frames of the same young ball boy in a white polo shirt and shorts sprinting across a tennis court, two further stages of the same run cycle, drawn as coarse low-resolution pixel art."
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},
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"player_back": {
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"sprites": [
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"p_idle1",
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"p_idle2",
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"p_bounce",
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"p_bounce2"
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],
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"ref_only": [
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"p_run1"
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],
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"anchor": 0,
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"check": "same",
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"subject": "The reference is one tennis player in a white shirt, blue shorts and a white headband, seen FROM BEHIND. Draw FOUR frames of that same player, same size, same style. Every figure is drawn strictly FROM BEHIND like the reference: the back of his head and the back of his shirt face you, NO face, NO eyes, NO nose, NO mouth anywhere in the image. The four frames: (1) standing waiting, feet apart, racket held down at his right side; (2) the same stance with his weight shifted to the other foot; (3) bouncing a ball on the ground beside his right foot, leaning slightly down; (4) the same bounce a moment later, the ball higher. Output exactly four figures in one row."
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},
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"runner_front": {
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"sprites": [
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"z_f1",
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"z_f2",
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"z_f3",
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"z_f4"
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],
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"ref_only": [
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"z_c1"
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],
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"anchor": 0,
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"check": "same",
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"subject": "The reference is one zombie drawn FACING THE VIEWER. Draw FOUR frames of a DIFFERENT zombie in that same front-facing style, same size: a lean SPRINTING zombie in a torn grey-green tracksuit, charging straight down the court AT THE VIEWER. In every frame his chest and face point at you and he is coming towards you, foreshortened \u2014 one knee driven up high towards the camera, the other leg trailing far behind, arms pumping across his chest, body leaning into the run. The four frames are four stages of that charge: left knee up, mid-air stretch, right knee up, mid-air stretch the other way. He must NEVER be running sideways across the frame. Torn tracksuit, exposed ribs, green skin, sunken eyes and teeth. Output exactly four figures in one row."
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},
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"brute_all_wounds": {
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"sprites": [
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"z_gw",
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"z_gwb",
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"z_gw2",
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"z_gw2b"
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],
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"anchor": 0,
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"subject": "Four frames of the same enormous fat zombie brute, drawn as coarse low-resolution pixel art. The FIRST TWO are the same damage stage \u2014 his LEFT arm torn off at the shoulder leaving a ragged bloody stump, the right arm dragging a rusty pole \u2014 shown as two stages of one stride. The LAST TWO are the next damage stage, BOTH arms gone at the shoulders, again two stages of one stride. Within each pair the injuries must be IDENTICAL and on the same side of the body: only the legs change.",
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"check": "same",
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"state": true
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},
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"brute_all_wounds2": {
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"sprites": [
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"z_gw3",
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"z_gw3b",
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"z_gw4",
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"z_gw4b"
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],
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"anchor": 0,
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"subject": "Four frames of the same enormous fat zombie brute, drawn as coarse low-resolution pixel art. The FIRST TWO are the same damage stage \u2014 chest and belly torn wide open with the ribs showing \u2014 as two stages of one stride. The LAST TWO are the final stage, HEADLESS with the ribs out, still standing, again two stages of one stride. Within each pair the injuries must be IDENTICAL and in the same place: only the legs change.",
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"check": "same"
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},
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"player_swing": {
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"sprites": [
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"p_swing1",
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"p_swing2"
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],
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"ref": "p_idle1",
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"anchor": 0,
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"check": "same",
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"subject": "Three frames of the same tennis player in a white shirt, blue shorts and a white headband, seen from BEHIND, drawn as coarse low-resolution pixel art. First a plain standing frame for scale, then two frames of a forehand swing \u2014 racket drawn back across the body, then followed through. In both he faces AWAY from the camera, up the court \u2014 the back of his head towards you, no face."
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},
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"brute_w1": {
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"sprites": [
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"z_gw",
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"z_gwb"
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],
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"ref_only": [
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"z_gw"
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],
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"anchor": 0,
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"check": "loose",
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"scale": 1.5,
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"subject": "The reference is one enormous fat zombie brute whose arm on the RIGHT-HAND SIDE OF THE IMAGE is torn off at the shoulder, leaving a ragged bloody stump, while the arm on the LEFT-HAND SIDE of the image is whole and drags a rusty pole. Draw TWO frames of that exact body as two stages of one stride. In BOTH frames the bloody stump must stay on the RIGHT-HAND SIDE OF THE IMAGE and the pole-dragging arm on the LEFT \u2014 do not mirror the body. Only the legs and the lean change: first left leg forward, then legs swapped with the weight sunk lower. Output exactly two figures in one row."
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},
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"brute_w2": {
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"sprites": [
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"z_gw2",
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"z_gw2b"
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],
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"ref_only": [
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"z_gw2"
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],
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"anchor": 0,
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"check": "same",
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"subject": "The reference is one enormous fat zombie brute with BOTH arms torn off at the shoulders, two ragged bloody stumps. Draw TWO frames of that EXACT same body \u2014 same injury, on the SAME side, same clothes, same size, same facing \u2014 as two stages of one stride: the first with his left leg forward and right leg back, the second with the legs swapped and his weight sunk lower. The injury must be pixel-identical in both frames; ONLY the legs and the lean change. Output exactly two figures in one row."
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},
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"brute_w3": {
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"sprites": [
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"z_gw3",
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"z_gw3b"
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],
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"ref_only": [
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"z_gw3"
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],
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"anchor": 0,
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"check": "same",
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"subject": "The reference is one enormous fat zombie brute with his chest and belly torn wide open with the ribs showing through. Draw TWO frames of that EXACT same body \u2014 same injury, on the SAME side, same clothes, same size, same facing \u2014 as two stages of one stride: the first with his left leg forward and right leg back, the second with the legs swapped and his weight sunk lower. The injury must be pixel-identical in both frames; ONLY the legs and the lean change. Output exactly two figures in one row."
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},
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"brute_w4": {
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"sprites": [
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"z_gw4",
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"z_gw4b"
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],
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"ref_only": [
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"z_gw4"
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],
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"anchor": 0,
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"check": "loose",
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"subject": "Draw TWO frames of an enormous fat zombie brute that has NO HEAD AT ALL \u2014 the neck ends in a ragged red stump at shoulder height, there is no skull, no face, no jaw, nothing above the shoulders \u2014 and whose chest is torn open with the ribs showing. Same body, same clothes and same size as the reference, as two stages of one stride: first left leg forward, then legs swapped with the weight lower. The missing head and the chest wound must be identical in both frames; only the legs change. Output exactly two figures in one row."
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},
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"brute_stages": {
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"sprites": [
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"z_gw",
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"z_gw2",
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"z_gw3",
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"z_gw4"
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],
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"ref_only": [
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"z_g1"
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],
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"anchor": 0,
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"check": "loose",
|
|
"scale": 1.5,
|
|
"subject": "The reference is an enormous fat zombie brute \u2014 huge belly, stained shirt, brown trousers, dragging a rusty pole. Draw FOUR frames of that SAME body at that SAME size and bulk, standing, as four stages of damage: (1) the arm on the right-hand side of the image torn off at the shoulder leaving a ragged bloody stump, the other arm still dragging the pole; (2) BOTH arms torn off at the shoulders, two bloody stumps, no pole; (3) both arms gone and the chest and belly torn wide open with ribs showing through; (4) all of that AND no head at all \u2014 the neck ends in a ragged red stump at shoulder height, no skull, no face. He must stay the same enormous size and shape in all four \u2014 do not slim him down as the damage grows. Output exactly four figures in one row, evenly spaced."
|
|
},
|
|
"brute_s12": {
|
|
"sprites": [
|
|
"z_gw",
|
|
"z_gw2"
|
|
],
|
|
"ref_only": [
|
|
"z_g1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "loose",
|
|
"scale": 1.4,
|
|
"subject": "The reference is an enormous fat zombie brute \u2014 huge belly, stained shirt, brown trousers. Draw TWO frames of that SAME body at that SAME enormous size and bulk, standing, as two stages of damage: (1) the arm on the right-hand side of the image torn off at the shoulder leaving a ragged bloody stump, the other arm still dragging a rusty pole; (2) BOTH arms torn off at the shoulders, two bloody stumps, no pole. Do not slim him down. Output exactly two figures in one row, far apart."
|
|
},
|
|
"brute_s34": {
|
|
"sprites": [
|
|
"z_gw3",
|
|
"z_gw4"
|
|
],
|
|
"ref_only": [
|
|
"z_g1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "loose",
|
|
"scale": 1.4,
|
|
"subject": "The reference is an enormous fat zombie brute \u2014 huge belly, stained shirt, brown trousers. Draw TWO frames of that SAME body at that SAME enormous size and bulk, standing, as two stages of damage: (1) both arms gone and the chest and belly torn wide open with the ribs showing through; (2) all of that AND no head at all \u2014 the neck ends in a ragged red stump at shoulder height, no skull, no face, nothing above the shoulders. Do not slim him down. Output exactly two figures in one row, far apart."
|
|
},
|
|
"player_stance_r": {
|
|
"sprites": [
|
|
"p_idle1",
|
|
"p_bounce",
|
|
"p_bounce2",
|
|
"p_toss"
|
|
],
|
|
"ref_only": [
|
|
"p_smash"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"subject": "The reference is ONE tennis player in a white shirt, blue shorts and a white headband, seen from behind, serving with the racket high in his right hand. Draw FOUR frames of that same man. Every figure is seen strictly FROM BEHIND \u2014 the back of his head and the back of his shirt towards you, NO face, NO eyes, NO nose, NO mouth. Every figure is drawn from exactly the same viewpoint: same camera height, same distance, straight on, standing on the same level ground line, with no perspective distortion, no foreshortening, no worm's-eye or bird's-eye angle and no three-quarter turn. Same size, same body, same style, same BRIGHT WHITE shirt and BRIGHT BLUE shorts as the reference \u2014 do not wash the colours out. He is RIGHT-HANDED and the racket NEVER changes hands: in every single frame the racket is in his RIGHT hand, which \u2014 because he is drawn from behind \u2014 is on the RIGHT-HAND SIDE OF THE IMAGE, exactly as in the reference. His empty left arm is on the LEFT-HAND SIDE OF THE IMAGE. Draw NO ball anywhere in any frame \u2014 the game draws the ball. Frame 1: he STANDS upright and relaxed at the baseline, arms down, the racket hanging at his right side. Frame 2: he leans forward a little and his empty LEFT hand reaches down and out to the LEFT-HAND SIDE OF THE IMAGE, palm down, as if patting a ball on the ground beside his left foot; the racket stays in his right hand at his right side. Frame 3 IS THE SAME DRAWING AS FRAME 2 \u2014 identical stance, identical legs, identical head, identical racket, identical everything \u2014 and the ONLY difference is that his left elbow is bent a little more so that left hand has risen about one hand's width higher, as if the ball had bounced back up into it. Frame 4: the ball toss \u2014 he leans back and throws that same empty LEFT arm up high above him on the LEFT-HAND SIDE OF THE IMAGE, having just released the ball, while the racket stays in his right hand down at his right side. Output exactly four figures in one row, evenly spaced and far apart."
|
|
},
|
|
"opponent_swing": {
|
|
"sprites": [
|
|
"o_swing1",
|
|
"o_swing2"
|
|
],
|
|
"ref": "o_idle1",
|
|
"anchor": 0,
|
|
"check": "loose",
|
|
"subject": "Three frames of the same tennis opponent, drawn as coarse low-resolution pixel art, side by side. FRAME 1: a plain standing frame for scale, exactly like the reference. FRAME 2 \u2014 THE BACKSWING: he has turned his shoulders and taken the racket BACK BEHIND HIS RIGHT HIP, low and well behind his body, arm coiled, racket head pointing backwards away from the net, weight on his back foot. He has NOT hit the ball yet. FRAME 3 \u2014 THE FOLLOW-THROUGH: the swing is FINISHED. His arm has swept all the way ACROSS HIS CHEST to the OTHER SIDE of his body and the racket head is now UP AND OVER HIS LEFT SHOULDER, near his left ear, his chest turned to face the net, weight on his front foot. FRAMES 2 AND 3 MUST LOOK COMPLETELY DIFFERENT FROM EACH OTHER \u2014 in frame 2 the racket is BEHIND him on his RIGHT, in frame 3 it is HIGH on his LEFT. This contrast is the whole point of the pair. Every figure is the SAME man as the reference and the SAME size: RED polo shirt, DARK CHARCOAL GREY shorts, RED cloth headband, blond hair, white shoes, seen from the FRONT. Same face, same colours, same proportions. His headband is RED, never white or cream. In both swing frames he stays UPRIGHT at his full standing height \u2014 head at the same level as the standing frame, back straight, knees only slightly bent, never crouching or lunging low. The whole racket is drawn and fully inside the canvas. His shoes are WHITE with RED socks and his shirt is a BRIGHT PURE RED, exactly like the reference \u2014 not brick, not brown, not orange.",
|
|
"palette_ref": "o_idle1"
|
|
},
|
|
"opponent_idle": {
|
|
"sprites": [
|
|
"o_idle1",
|
|
"o_idle2"
|
|
],
|
|
"ref_only": [
|
|
"o_idle1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"subject": "The reference is ONE tennis opponent standing and waiting, gripping a tennis racket in his right hand. Draw TWO frames of that same man waiting to receive, standing at the SAME FULL HEIGHT as the reference: the two frames are one relaxed weight shift, first with his weight on his left foot, then on his right, racket held ready in front of him in both. Every figure is the SAME man as the reference and the SAME size: RED polo shirt, dark grey shorts, RED headband, blond hair, seen from the FRONT across the net. Same face, same colours, same proportions. CRITICAL: the ENTIRE racket \u2014 head, strings, throat and grip \u2014 is fully inside the canvas in both frames, with clear empty space between the racket and every edge. Nothing is cut off at an edge. He stands upright and does not crouch. His headband is RED, the same red as his shirt \u2014 it is NEVER white, cream or grey."
|
|
},
|
|
"opponent_toss": {
|
|
"sprites": [
|
|
"o_toss",
|
|
"o_smash"
|
|
],
|
|
"ref": "o_idle1",
|
|
"anchor": 0,
|
|
"check": "loose",
|
|
"subject": "Three frames of the same tennis opponent, drawn as coarse low-resolution pixel art. FIRST a plain standing frame for scale, exactly like the reference. THEN the ball TOSS \u2014 standing tall, his free hand stretched straight up above his head having just released the ball, racket back and low. THEN the SMASH \u2014 at full stretch, the racket swung up overhead to hit. Every figure is the SAME man as the reference and the SAME size: RED polo shirt, dark grey shorts, RED cloth headband, blond hair, seen from the FRONT. Same face, same colours, same proportions. His headband is RED, the same red as his shirt \u2014 never white, cream or grey. In the toss and smash frames his FEET STAY ON THE GROUND LINE and his body stays the same size as the standing frame; only his arms reach above his head. The whole racket is drawn and fully inside the canvas. His shorts are DARK CHARCOAL GREY, almost black \u2014 the same dark grey as the reference figure standing beside them, definitely NOT pale grey, light grey or blue. His shoes are white. Match the reference palette exactly in every frame.",
|
|
"palette_ref": "o_idle1"
|
|
},
|
|
"opponent_bounce": {
|
|
"sprites": [
|
|
"o_bounce",
|
|
"o_bounce2"
|
|
],
|
|
"ref": "o_idle1",
|
|
"anchor": 0,
|
|
"check": "loose",
|
|
"subject": "Three frames of the same tennis opponent, drawn as coarse low-resolution pixel art. FIRST a plain standing frame for scale, exactly like the reference. THEN TWO frames of him standing at the baseline BOUNCING A BALL on the ground before serving, with NO ball drawn. Every figure is the SAME man as the reference and the SAME size: RED polo shirt, dark grey shorts, RED cloth headband, blond hair, seen from the FRONT. Same face, same colours, same proportions. His headband is RED, the same red as his shirt \u2014 never white, cream or grey. In both bouncing frames his racket is held out to the side in his RIGHT hand \u2014 which is on the LEFT-HAND SIDE OF THE IMAGE \u2014 and his other arm is stretched DOWN AND OUT to the RIGHT-HAND SIDE OF THE IMAGE, well clear of his body, with the palm open and facing the ground as if patting a ball. CRITICAL: the two bouncing frames are otherwise the IDENTICAL drawing \u2014 same stance, same legs, same head, same racket, same size \u2014 and the ONLY difference between them is the height of that patting hand: in the first it is low, near knee height; in the second it is higher, near his waist. Draw NO ball in any frame.",
|
|
"palette_ref": "o_idle1"
|
|
},
|
|
"marvin": {
|
|
"sprites": [
|
|
"marvin1",
|
|
"marvin2",
|
|
"marvin3",
|
|
"marvin4"
|
|
],
|
|
"ref_only": [
|
|
"x_boymop1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "loose",
|
|
"subject": "The reference is ONE young ball boy in a WHITE polo shirt and WHITE shorts with brown hair, seen from the FRONT, holding a floor mop. Draw FOUR frames of that SAME boy \u2014 same face, same brown hair, same white kit, same white shoes, same size, same front-facing view \u2014 with a gormless, dim-witted, slightly cross-eyed expression in every frame. THE FOUR FRAMES ARE FOUR DIFFERENT POSES: (1) WAVING hello with his free hand raised beside his head, big goofy open-mouthed grin, the mop standing upright in his other hand; (2) POINTING away to the side with one arm stuck straight out and his mouth open explaining something, mop upright in the other hand; (3) SHRUGGING with both palms turned up and his shoulders hunched, utterly baffled, eyebrows up, the mop tucked under one arm; (4) TERRIFIED \u2014 eyes wide as saucers, mouth open in a yell, both hands clutching the mop up across his chest like a weapon. Each figure stands upright at the same height with both feet on the ground. The whole boy and the whole mop are fully inside the canvas with clear space around them. The canvas contains EXACTLY FOUR figures and no others."
|
|
},
|
|
"ballboy_walk": {
|
|
"sprites": [
|
|
"z_e1",
|
|
"z_e2",
|
|
"z_e3",
|
|
"z_e4"
|
|
],
|
|
"ref_only": [
|
|
"z_a1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"subject": "The reference is one walking zombie seen from the SIDE and facing LEFT. Draw FOUR frames of a walk cycle, seen from the SIDE and facing LEFT, of a dead teenage TOURNAMENT BALL BOY: short-sleeved white and navy polo shirt with a small sponsor patch, navy shorts, white knee socks and white trainers, a tennis ball still clutched in one hand. Green-grey dead skin, sunken eyes, slack jaw, hair matted flat. An ordinary-sized body, the same height as the reference. The four frames are the four stages of ONE shambling stride: front leg reaching forward with the GAP BETWEEN THE FEET WIDE; then the feet together and passing; then the other leg reaching forward with the gap wide the other way; then the feet together again. The gap between his feet must visibly open and close, and the arms swing opposite the legs. Output exactly four figures in one row, evenly spaced.",
|
|
"state": true
|
|
},
|
|
"ballboy_w1": {
|
|
"sprites": [
|
|
"z_ew",
|
|
"z_ewb"
|
|
],
|
|
"ref_only": [
|
|
"z_e1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"subject": "The reference is the dead tournament ball boy in his white and navy polo, seen from the SIDE and facing LEFT. Draw TWO frames of that SAME boy, same size, same clothes, still walking, now WOUNDED: his right arm is torn off at the elbow leaving a ragged bloody stump, the polo shredded and soaked dark down that side, the tennis ball gone. The two frames are the two halves of ONE stride: in the first the front foot is far forward and the GAP BETWEEN THE FEET IS WIDE, in the second the feet are together and passing. Output exactly two figures in one row.",
|
|
"state": true
|
|
},
|
|
"ballboy_w2": {
|
|
"sprites": [
|
|
"z_ew2",
|
|
"z_ew2b"
|
|
],
|
|
"ref_only": [
|
|
"z_e1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"subject": "The reference is the dead tournament ball boy in his white and navy polo, seen from the SIDE and facing LEFT. Draw TWO frames of that SAME boy, same size, same clothes, still walking, now HORRIFICALLY WOUNDED: BOTH arms torn off at the shoulders leaving two bloody stumps, and his lower jaw ripped away so the throat is open, the polo soaked black-red to the hem. The two frames are the two halves of ONE stride: in the first the front foot is far forward and the GAP BETWEEN THE FEET IS WIDE, in the second the feet are together and passing. Output exactly two figures in one row.",
|
|
"state": true
|
|
},
|
|
"bouncer_walk": {
|
|
"sprites": [
|
|
"z_h1",
|
|
"z_h2",
|
|
"z_h3",
|
|
"z_h4"
|
|
],
|
|
"ref_only": [
|
|
"z_d1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"subject": "The reference is one big walking zombie seen from the SIDE and facing LEFT. Draw FOUR frames of a walk cycle, seen from the SIDE and facing LEFT, of a dead SECURITY STEWARD working the tournament gate: a big heavy-set man with a shaven head and a thick neck, wearing an open BLACK bomber jacket over a bright YELLOW high-visibility vest with SECURITY in black block letters, a white shirt collar showing at the throat, a red accreditation lanyard, grey-green cargo trousers with deep pockets and visible seams, a chunky leather belt with a silver buckle, tan boots, tattoos down one bare forearm, and a coiled clear earpiece wire running up to one ear. Green-grey dead skin, jaw hanging, teeth bared. He is broad and slab-shouldered \u2014 noticeably heavier than the reference, but still a normal human silhouette \u2014 and he walks with his arms held out from his body, shoving forward. Draw him at the same overall height as the reference. The four frames are the four stages of ONE shambling stride: front leg reaching forward with the GAP BETWEEN THE FEET WIDE; then the feet together and passing; then the other leg reaching forward with the gap wide the other way; then the feet together again. The gap between his feet must visibly open and close, and the arms swing opposite the legs. Output exactly four figures in one row, evenly spaced.",
|
|
"state": true
|
|
},
|
|
"bouncer_w1": {
|
|
"sprites": [
|
|
"z_hw",
|
|
"z_hwb"
|
|
],
|
|
"ref_only": [
|
|
"z_h1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "any",
|
|
"subject": "The reference is the dead SECURITY steward in his black bomber jacket over a bright yellow hi-vis vest, seen from the SIDE and facing LEFT. Draw TWO frames of that SAME man, the same size and bulk and the same clothes, still walking, now WOUNDED: his left arm is mangled and hanging by a thread of muscle, and the hi-vis vest is torn open across the chest with a deep bloody gash beneath it. Do not slim him down. The two frames are the two halves of ONE stride: in the first the front foot is far forward and the GAP BETWEEN THE FEET IS WIDE, in the second the feet are together and passing. Output exactly two figures in one row.",
|
|
"state": true
|
|
},
|
|
"bouncer_w2": {
|
|
"sprites": [
|
|
"z_hw2",
|
|
"z_hw2b"
|
|
],
|
|
"ref_only": [
|
|
"z_h1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"subject": "The reference is the dead SECURITY steward in his black bomber jacket over a bright yellow hi-vis vest, seen from the SIDE and facing LEFT. Draw TWO frames of that SAME man, the same size and bulk and the same clothes, still walking, now WOUNDED: BOTH arms are torn off at the shoulders leaving two bloody stumps, and the hi-vis vest hangs in shredded ribbons over an opened chest. Do not slim him down. The two frames are the two halves of ONE stride: in the first the front foot is far forward and the GAP BETWEEN THE FEET IS WIDE, in the second the feet are together and passing. Output exactly two figures in one row.",
|
|
"state": true
|
|
},
|
|
"bouncer_w3": {
|
|
"sprites": [
|
|
"z_hw3",
|
|
"z_hw3b"
|
|
],
|
|
"ref_only": [
|
|
"z_h1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"subject": "The reference is the dead SECURITY steward in his black bomber jacket over a bright yellow hi-vis vest, seen from the SIDE and facing LEFT. Draw TWO frames of that SAME man, the same size and bulk and the same clothes, still walking, now WOUNDED: both arms are gone at the shoulders AND he has no head at all \u2014 the neck ends in a ragged red stump at shoulder height, no skull, no face \u2014 the earpiece wire dangling loose into the wound. Do not slim him down. The two frames are the two halves of ONE stride: in the first the front foot is far forward and the GAP BETWEEN THE FEET IS WIDE, in the second the feet are together and passing. Output exactly two figures in one row.",
|
|
"state": true
|
|
},
|
|
"roller_walk": {
|
|
"sprites": [
|
|
"z_k1",
|
|
"z_k2",
|
|
"z_k3",
|
|
"z_k4"
|
|
],
|
|
"ref_only": [
|
|
"z_g1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"subject": "The reference is one enormous walking zombie brute seen from the SIDE and facing LEFT. Draw FOUR frames of a heavy walk cycle, seen from the SIDE and facing LEFT, of a dead GROUNDSMAN hauling a heavy court roller: a colossal man in filthy green overalls with the sleeves cut off, a leather tool belt, mud-caked rubber boots, leaning hard into a two-handed steel T-handle. The roller itself is a squat heavy cylinder on a short frame close behind his heels \u2014 it must stay small and entirely INSIDE his own frame, never reaching toward the next figure. Green-grey dead skin, one eye gone, teeth bared with effort. He is even bigger and heavier than the reference, hunched forward under the load. The four frames are the four stages of ONE shambling stride: front leg reaching forward with the GAP BETWEEN THE FEET WIDE; then the feet together and passing; then the other leg reaching forward with the gap wide the other way; then the feet together again. The gap between his feet must visibly open and close, and the arms swing opposite the legs. Output exactly four figures in one row, evenly spaced.",
|
|
"state": true
|
|
},
|
|
"roller_w1": {
|
|
"sprites": [
|
|
"z_kw",
|
|
"z_kwb"
|
|
],
|
|
"ref_only": [
|
|
"z_k1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "any",
|
|
"subject": "The reference is the dead groundsman in filthy green overalls, seen from the SIDE and facing LEFT. Draw TWO frames of that SAME man, the same colossal size and bulk and the same overalls, still walking, now WOUNDED: the arm on the right-hand side of the image is COMPLETELY GONE \u2014 severed at the shoulder joint, no upper arm, no forearm, no hand, nothing below it but a ragged red stump of bone and muscle at the shoulder \u2014 while his other arm still grips the roller handle. He must stay exactly as enormous \u2014 do not slim him down as the damage grows. The two frames are the two halves of ONE stride: in the first the front foot is far forward and the GAP BETWEEN THE FEET IS WIDE, in the second the feet are together and passing. Output exactly two figures in one row.",
|
|
"state": true
|
|
},
|
|
"roller_w2": {
|
|
"sprites": [
|
|
"z_kw2",
|
|
"z_kw2b"
|
|
],
|
|
"ref_only": [
|
|
"z_k1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "any",
|
|
"subject": "The reference is the dead groundsman in filthy green overalls, seen from the SIDE and facing LEFT. Draw TWO frames of that SAME man, the same colossal size and bulk and the same overalls, still walking, now WOUNDED: BOTH arms are torn off at the shoulders leaving two bloody stumps and the roller is gone entirely. He must stay exactly as enormous \u2014 do not slim him down as the damage grows. The two frames are the two halves of ONE stride: in the first the front foot is far forward and the GAP BETWEEN THE FEET IS WIDE, in the second the feet are together and passing. Output exactly two figures in one row.",
|
|
"state": true
|
|
},
|
|
"roller_w3": {
|
|
"sprites": [
|
|
"z_kw3",
|
|
"z_kw3b"
|
|
],
|
|
"ref_only": [
|
|
"z_k1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"subject": "The reference is the dead groundsman in filthy green overalls, seen from the SIDE and facing LEFT. Draw TWO frames of that SAME man, the same colossal size and bulk and the same overalls, still walking, now WOUNDED: both arms are gone AND his chest and belly are torn wide open with the ribs showing through, the overalls hanging in bloody strips. He must stay exactly as enormous \u2014 do not slim him down as the damage grows. The two frames are the two halves of ONE stride: in the first the front foot is far forward and the GAP BETWEEN THE FEET IS WIDE, in the second the feet are together and passing. Output exactly two figures in one row.",
|
|
"state": true
|
|
},
|
|
"roller_w4": {
|
|
"sprites": [
|
|
"z_kw4",
|
|
"z_kw4b"
|
|
],
|
|
"ref_only": [
|
|
"z_k1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"subject": "The reference is the dead groundsman in filthy green overalls, seen from the SIDE and facing LEFT. Draw TWO frames of that SAME man, the same colossal size and bulk and the same overalls, still walking, now WOUNDED: both arms are gone, the chest is torn open with ribs showing, AND he has no head at all \u2014 the neck ends in a ragged red stump at shoulder height. He must stay exactly as enormous \u2014 do not slim him down as the damage grows. The two frames are the two halves of ONE stride: in the first the front foot is far forward and the GAP BETWEEN THE FEET IS WIDE, in the second the feet are together and passing. Output exactly two figures in one row.",
|
|
"state": true
|
|
},
|
|
"boss_coach_walk": {
|
|
"sprites": [
|
|
"z_coach1",
|
|
"z_coach2"
|
|
],
|
|
"ref_only": [
|
|
"z_boss1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"newart": true,
|
|
"subject": "The reference is a huge chapter-boss zombie drawn FACING THE VIEWER. Draw TWO frames of a DIFFERENT boss in that same front-facing style and at that same enormous size: THE HEAD COACH \u2014 a towering dead tennis coach facing the viewer, in a zipped navy and white tracksuit with a national-team crest on the chest and white piping down the sleeves, a steel whistle on a cord round his neck, wraparound sunglasses pushed up on his forehead, and a wire ball-hopper basket full of tennis balls gripped in one huge fist. Green-grey dead skin, hollow cheeks, teeth bared in a shout. In both frames his chest and face point straight at the viewer. The two frames are two stages of one heavy stride straight toward the viewer, one knee lifted in each. Output exactly two figures in one row."
|
|
},
|
|
"boss_coach_wounds": {
|
|
"sprites": [
|
|
"z_coachw1",
|
|
"z_coachw2",
|
|
"z_coachw3"
|
|
],
|
|
"ref_only": [
|
|
"z_coach1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "loose",
|
|
"subject": "The reference is THE HEAD COACH \u2014 a towering dead tennis coach facing the viewer, in a zipped navy and white tracksuit with a national-team crest on the chest and white piping down the sleeves, a steel whistle on a cord round his neck, wraparound sunglasses pushed up on his forehead, and a wire ball-hopper basket full of tennis balls gripped in one huge fist. Green-grey dead skin, hollow cheeks, teeth bared in a shout, facing the viewer. Draw THREE frames of that SAME boss, the same enormous size and the same costume, standing and facing the viewer, as three worsening stages of damage: (1) the arm on the left-hand side of the image is torn off at the shoulder leaving a ragged bloody stump \u2014 the OTHER arm is untouched and still holding what it held; (2) his chest and belly are torn wide open with the ribs showing through and the clothing hanging in bloody strips \u2014 one arm is still whole and still holding what it held; (3) his chest is torn open with ribs showing AND he has no head at all, the neck ending in a ragged red stump at shoulder height \u2014 one arm is still whole and still holding what it held. He must stay the same enormous size in all three \u2014 do not slim him down as the damage grows. Output exactly three figures in one row.",
|
|
"state": true
|
|
},
|
|
"boss_coach_throw": {
|
|
"sprites": [
|
|
"z_coacht0",
|
|
"z_coacht1",
|
|
"z_coacht2",
|
|
"z_coacht3"
|
|
],
|
|
"ref_only": [
|
|
"z_coach1",
|
|
"z_coachw1",
|
|
"z_coachw2",
|
|
"z_coachw3"
|
|
],
|
|
"anchor": 0,
|
|
"check": "loose",
|
|
"subject": "The reference shows the SAME boss in four states: undamaged, then three worsening stages of damage. Draw all FOUR of those exact states again, in the same order, same size, same costume, same wounds \u2014 but each one caught MID-THROW: the whole body wound up and twisted, the surviving arm drawn back high over the shoulder about to hurl a tennis ball straight at the viewer, weight on the back foot. The wounds must stay clearly visible in every frame. Output exactly four figures in one row.",
|
|
"state": true
|
|
},
|
|
"boss_physio_walk": {
|
|
"sprites": [
|
|
"z_physio1",
|
|
"z_physio2"
|
|
],
|
|
"ref_only": [
|
|
"z_boss1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"newart": true,
|
|
"subject": "The reference is a huge chapter-boss zombie drawn FACING THE VIEWER. Draw TWO frames of a DIFFERENT boss in that same front-facing style and at that same enormous size: THE PHYSIO \u2014 a towering dead sports physiotherapist facing the viewer, in a white medical polo with a red cross on the breast and blood to the elbows, torn blue latex gloves, a bandolier of rolled strapping tape across the chest, a folding massage table strapped flat to his back, an ice pack gripped in one huge fist. Green-grey dead skin, wire-framed glasses cracked across one lens, jaw slack. In both frames his chest and face point straight at the viewer. The two frames are two stages of one heavy stride straight toward the viewer, one knee lifted in each. Output exactly two figures in one row."
|
|
},
|
|
"boss_physio_wounds": {
|
|
"sprites": [
|
|
"z_physiow1",
|
|
"z_physiow2",
|
|
"z_physiow3"
|
|
],
|
|
"ref_only": [
|
|
"z_physio1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "loose",
|
|
"subject": "The reference is THE PHYSIO \u2014 a towering dead sports physiotherapist facing the viewer, in a white medical polo with a red cross on the breast and blood to the elbows, torn blue latex gloves, a bandolier of rolled strapping tape across the chest, a folding massage table strapped flat to his back, an ice pack gripped in one huge fist. Green-grey dead skin, wire-framed glasses cracked across one lens, jaw slack, facing the viewer. Draw THREE frames of that SAME boss, the same enormous size and the same costume, standing and facing the viewer, as three worsening stages of damage: (1) the arm on the left-hand side of the image is torn off at the shoulder leaving a ragged bloody stump \u2014 the OTHER arm is untouched and still holding what it held; (2) his chest and belly are torn wide open with the ribs showing through and the clothing hanging in bloody strips \u2014 one arm is still whole and still holding what it held; (3) his chest is torn open with ribs showing AND he has no head at all, the neck ending in a ragged red stump at shoulder height \u2014 one arm is still whole and still holding what it held. He must stay the same enormous size in all three \u2014 do not slim him down as the damage grows. Output exactly three figures in one row.",
|
|
"state": true
|
|
},
|
|
"boss_physio_throw": {
|
|
"sprites": [
|
|
"z_physiot0",
|
|
"z_physiot1",
|
|
"z_physiot2",
|
|
"z_physiot3"
|
|
],
|
|
"ref_only": [
|
|
"z_physio1",
|
|
"z_physiow1",
|
|
"z_physiow2",
|
|
"z_physiow3"
|
|
],
|
|
"anchor": 0,
|
|
"check": "loose",
|
|
"subject": "The reference shows the SAME boss in four states: undamaged, then three worsening stages of damage. Draw all FOUR of those exact states again, in the same order, same size, same costume, same wounds \u2014 but each one caught MID-THROW: the whole body wound up and twisted, the surviving arm drawn back high over the shoulder about to hurl a tennis ball straight at the viewer, weight on the back foot. The wounds must stay clearly visible in every frame. Output exactly four figures in one row.",
|
|
"state": true
|
|
},
|
|
"boss_mascot_walk": {
|
|
"sprites": [
|
|
"z_mascot1",
|
|
"z_mascot2"
|
|
],
|
|
"ref_only": [
|
|
"z_boss1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "same",
|
|
"newart": true,
|
|
"subject": "The reference is a huge chapter-boss zombie drawn FACING THE VIEWER. Draw TWO frames of a DIFFERENT boss in that same front-facing style and at that same enormous size: THE SPONSOR MASCOT \u2014 a towering dead tournament mascot facing the viewer, wearing a giant fuzzy tennis-ball costume: an enormous yellow-green foam sphere for a head and body with the white curved seam painted across it, stubby green sleeves and leggings, oversized cartoon shoes, white gloves. Through a dark mesh mouth-hole in the ball a rotting green face is just visible. He grips a tennis ball in one glove. In both frames his chest and face point straight at the viewer. The two frames are two stages of one heavy stride straight toward the viewer, one knee lifted in each. Output exactly two figures in one row."
|
|
},
|
|
"boss_mascot_wounds": {
|
|
"sprites": [
|
|
"z_mascotw1",
|
|
"z_mascotw2",
|
|
"z_mascotw3"
|
|
],
|
|
"ref_only": [
|
|
"z_mascot1"
|
|
],
|
|
"anchor": 0,
|
|
"check": "loose",
|
|
"subject": "The reference is THE SPONSOR MASCOT \u2014 a towering dead tournament mascot facing the viewer, wearing a giant fuzzy tennis-ball costume: an enormous yellow-green foam sphere for a head and body with the white curved seam painted across it, stubby green sleeves and leggings, oversized cartoon shoes, white gloves. Through a dark mesh mouth-hole in the ball a rotting green face is just visible. He grips a tennis ball in one glove, facing the viewer. Draw THREE frames of that SAME boss, the same enormous size and the same costume, standing and facing the viewer, as three worsening stages of damage: (1) the arm on the left-hand side of the image is torn off at the shoulder leaving a ragged bloody stump \u2014 the OTHER arm is untouched and still holding what it held; (2) his chest and belly are torn wide open with the ribs showing through and the clothing hanging in bloody strips \u2014 one arm is still whole and still holding what it held; (3) his chest is torn open with ribs showing AND he has no head at all, the neck ending in a ragged red stump at shoulder height \u2014 one arm is still whole and still holding what it held. He must stay the same enormous size in all three \u2014 do not slim him down as the damage grows. Output exactly three figures in one row.",
|
|
"state": true
|
|
},
|
|
"boss_mascot_throw": {
|
|
"sprites": [
|
|
"z_mascott0",
|
|
"z_mascott1",
|
|
"z_mascott2",
|
|
"z_mascott3"
|
|
],
|
|
"ref_only": [
|
|
"z_mascot1",
|
|
"z_mascotw1",
|
|
"z_mascotw2",
|
|
"z_mascotw3"
|
|
],
|
|
"anchor": 0,
|
|
"check": "loose",
|
|
"subject": "The reference shows the SAME boss in four states: undamaged, then three worsening stages of damage. Draw all FOUR of those exact states again, in the same order, same size, same costume, same wounds \u2014 but each one caught MID-THROW: the whole body wound up and twisted, the surviving arm drawn back high over the shoulder about to hurl a tennis ball straight at the viewer, weight on the back foot. The wounds must stay clearly visible in every frame. Output exactly four figures in one row.",
|
|
"state": true
|
|
}
|
|
} |