Realign pack sheets into the entities layout and fill the sheet
tools/realign_sheet.py strips the blank spacer rows from a documented Animals/Monsters sheet, drops the dark-box preview copies and moves the light frames into the manifest's slot columns, so a sheet pastes into the template as one block. Both sheets are pasted; the manifest gains the fifth foal/horse pair the Animals sheet actually has. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -23,8 +23,13 @@ many frames a row has, the loader (`game/src/sprites.rs`) reads off the pixels
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(leading non-empty cells; empty slot → falls back to idle). `tools/mktemplate.py`
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renders the paste-in template `entities-template.png` (labels, header, slot guides at
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alpha 48 — invisible to the loader) and carries existing sprites over, so adding rows
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is: edit the manifest, rerun the tool, paste, save as `entities.png`. Game code refers
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to sprites by name (`sprites.id("hen")`); the id doubles as the entity's `type_id`.
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is: edit the manifest, rerun the tool, paste, save as `entities.png`.
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`tools/realign_sheet.py <pack sheet>` turns a documented Animals/Monsters sheet into
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`assets/work/<Name>-aligned.png`: blank spacer rows removed, only the light frames,
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already in the slot columns — one block paste per sheet (Monsters → rows 1–9, Animals
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→ rows 10–83; the manifest order follows the sheets, including five foal/horse
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pairs). Game code refers to sprites by name (`sprites.id("hen")`); the id doubles as
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the entity's `type_id`.
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History: this fork started from a client/server multiplayer architecture (authoritative UDP
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server, thin client with prediction). The scope was cut to single player in September 2026;
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