Files
serverAppConfigs/serverAppConfigs-docs/Research/PICO-8 Asset Standards.md
Frank a5fe045b58 docs(vault): one fact, one owner — repair the doubled pages, single-source the facts
Structural repair:
- 13 pages were the same document twice (each exactly 2x its HEAD size),
  a second frontmatter block whose closing fence had been glued onto a body
  line by a frontmatter rewrite that re-read its own output. Un-doubled by
  cutting at the second frontmatter and keeping the copy whose body is a
  superset; the orphan census reports 0 lost tokens against HEAD.
- log.md: one entry per date, bare `## YYYY-MM-DD` headings, newest first —
  66 dated headings merged into 34, titles demoted to bold leads, every
  content line verified present. The file had been descending at the head
  and ascending at the tail.

Ownership moves:
- New `LLM/frank-medium.md` is the locator for the retired Dankserver
  endpoint: era windows quoted from each era page's own banner, no numbers
  restated, and the two unresolved date conflicts recorded instead of
  silently resolved. `frank-archon.md` links to it instead of restating the
  pre-rename window.
- The four Pipeline-Parallelism stubs (frontmatter only, no body) are gone;
  `Multi-Node Runtimes.md` owns runtime construction, launch, mixed-vendor
  verdicts and cross-split spec decode, and the four links that pointed at
  the stubs were repointed at it or at the drafter page.
- Authentik's three stub pages fold into `Authentik.md`, with the process
  detail and the outpost reference split out so the parent stays under the
  length hint.

Verified corrections (host census + live probe, 2026-10-19):
- The MXFP4 checkpoint two pages called the "on-disk rollback" is gone:
  /home/dank/models/ holds StillDeadcode, rad and tpl.jinja. Stated once, on
  the era page that owns that payload; the swap page now links to it.
- frank-medium-radiance-mxfp4: the 4.24/7 accept rate belongs to the DFlash2
  arm measured on the FP8 target, not to the MXFP4 era; the 3-family soak run
  census is kept once (155 requests) instead of twice (~120 and 155).
- Fleet shapes re-confirmed against the live endpoints before touching any
  page: 3x200000 fp8 KV, 2x200704, 2x262144.

Index rows are regenerated, not hand-carved. Net -1,849 vault lines.
2026-10-19 05:00:43 -07:00

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---
type: reference
title: PICO-8 Asset Standards
description: "Asset-sheet standards for PICO-8: palette discipline, one light direction, detail hierarchy, 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).