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0.7.0 — vocabulary 14: palette roles, sprite v2, two-tone patterns, dither
Palette roles and retro looks: sprite format v2 with the hero character (spec 020, #103), a
second pattern tone (spec 019, #97), and ordered-dither scenes (spec 021, #107), with Game Boy,
SNES and DOS adventure showcase loops. No existing reference frame moved.
- A spec may carry a
rolesmap of named colours (up to 16), used only in creative mode.
Outside creative mode every role falls back to a grey, so output stays monochrome. spritegainshero, a 16 × 20 character whose ten parts (hair, skin, eyes, gold trim,
cloak, boots and more) take their colours fromroles. Built-in characters may now
declare a per-letter palette (format v2, up to 32 × 48);mascot,botandghostare
unchanged.sanitizeRolesis exported.npm run verifynow checks that built-in characters are
well-formed, and the palette gate accepts mixes of the background with a declared role.gridandcheckerpatterns: the letterbdraws a second tone, coloured byroles.fg2in
creative mode and mid grey otherwise (spec 019, #97). Patterns withoutbare unchanged.dither: an ordered (Bayer) dither gradient through up to six palette roles in a region,
for DOS/VGA-style skies, ground, props and UI bars (spec 021, #107).captiongains
margin, and a spec may declarepixelAspect(recorded in the command-line manifest, never
changing a pixel). Ados-adventureshowcase loop shows the look.- Constitution 4.0.0: Principle III now reads "palette roles" instead of only background,
foreground and accent. Constitution 4.1.0: the palette
gate accepts a role mixed with both background and foreground, as it does the accent.
Constitution 4.2.0:pixelAspectjoins the format.