docs: distill the managed skill library into the vault (waves 1-7)

All ~173 managed skills read in full and merged, one polished reference
page per skill-cluster:

- LLM cross-cutting (17 pages): GGUF Compatibility, Llama Cpp Serving
  Sizing, Llama Cpp Multi-Device Splits, PCIe Link and Atomics, RDNA4
  Container Serving, RDNA4 MoE Expert Offload VRAM Budget, vLLM Boot
  Forensics, vLLM Porting and Compile Triage, LLM Bench Windows, LLM
  Performance Diagnosis, Model Swap and Rollback, Tcclaviger Fork Ops,
  Heterogeneous Split Triage, FreeToken Builds + deltas folded into the
  retired runbooks (GLM DFlash2 port laws, Lucebox dual-R9700, R9V
  qualification pipeline, FLM pack registration, ik hybrid envelope,
  frank-medium split rebalance, llama.cpp GGUF preflight, batch-ubatch
  split section, bench-window D-state/stale-read notes, second-endpoint
  bring-up).
- Architecture (3): Stale Signal Audit, Quadlet Lifecycle, Deploy State
  Triage.
- Operations (6 + index): Remote Job Runner, Payload and Disk Reclaim,
  Container Host Reachability, Fleet Ops Playbook, Fleet Audit and
  Posture, SSH and Remote Access.
- Infrastructure: Observability Provisioning + Homepage Status Probes;
  updates to Authentik, Anubis, LAN-DNS (per-client DoH bypass, Porkbun
  zone ops), Swap Configuration, OpenWebUI, Hermes (pre-existing page
  preserved and extended).
- FrankBook-Pro: ARR-Stack filled (API split, schema-first probing,
  auth-posture, auth-config trap); qBittorrent E2E verification.
- Desktop/Agent/Research: Noctalia and Niri, OMP Harness, Agent Docs and
  Edits, Command Center Dotfiles, PICO-8 Asset Standards.
- Indexes: LLM Cross-Cutting References section, Operations/ and Agent/
  index pages, root-index Skill Distillation section, AGENTS.md pointer.
- log.md carries the wave plan.

check-vault-links.py 0 unresolved (185 pages); ./tests/run.sh 366/366.
This commit is contained in:
Frank
2026-10-05 21:19:15 -07:00
parent 8618ec6dbe
commit 33eae71d33
43 changed files with 5436 additions and 2 deletions
@@ -0,0 +1,62 @@
---
type: reference
title: PICO-8 Asset Standards
description: Production-grade standards for PICO-8 asset sheets — palette discipline, single perspective and light direction, detail flow and hierarchy, sheet organization, and the cohesion checklist.
tags: [pico8, game-dev, pixel-art, standards]
timestamp: 2026-10-05T00:00:00-07:00
---
# PICO-8 Asset Standards
Ensure every PICO-8 asset (tileset, spritesheet, character sheet, or asset
sheet) is cohesive, production-grade, and ready to drop into a game without
rework.
## Palette discipline
- Use the PICO-8 16-color palette exclusively.
- Establish a dominant color family (2–3 related hues) for the main subject.
- Reserve accent colors for highlights, danger zones, and focal points only.
- Maintain consistent color roles across all assets in a sheet (if shadow is
dark blue on one tile, it is dark blue everywhere).
## Perspective & lighting
- Choose ONE perspective per sheet (top-down, side-view, or isometric) and
never mix.
- Apply light from a single consistent direction across all tiles and
sprites.
- Shadows follow the same shape logic on every asset (e.g. all cast shadows
point bottom-right).
## Detail flow & hierarchy
- Start tiles/props from the palette's dominant colors, then add edge
highlights and shading.
- Keep tile density uniform — avoid one hyper-detailed tile next to empty
flat tiles.
- Props and decorations should read clearly at 8×8 or 16×16 without zooming.
## Sheet organization
- Group related assets together (terrain together, props together,
characters together).
- Leave consistent spacing between assets for clean cropping.
- Label sections visually through grouping, not text.
## Cohesion checks (before finishing a sheet)
- All colors appear in the PICO-8 palette.
- Perspective does not flip mid-sheet.
- Lighting direction is consistent.
- Edge treatment (dither, outline, anti-aliasing style) matches across
assets.
- No orphan tiles that don't connect to any neighbor.
## Common pitfalls
- Mixing 8-bit and 16-bit detail levels.
- Using outline style on some tiles but not others.
- Forgetting the palette constraint — colors outside the 16 PICO-8 colors.
- Inconsistent tile edge connections (a grass tile that only connects to one
dirt variant).