sprite-forge

Automate SNES palette management, sprite sheet slicing, and 4bpp conversion workflows.

Updated Dec 30, 2025
One-click install
npx skills add https://github.com/scawful/afs_scawful --skill sprite-forge
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: sprite-forge
Source: https://github.com/scawful/afs_scawful/tree/main/skills/sprite-forge
Command: npx skills add https://github.com/scawful/afs_scawful --skill sprite-forge

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Pixel artists and game developers need a reliable, repeatable SNES-style asset pipeline to manage limited palettes, align sprites precisely on a grid, and convert assets to 4bpp formats for retro hardware.

Core Features & Use Cases

  • Palette management for SNES RGB555 with 15 colors plus one transparent color.
  • Sprite sheet slicing and 16x16 (or 8x8) grid layout with proper centering.
  • Placeholder asset generation via Nanobanana for rapid prototyping, and integration with 4bpp conversion workflows.
  • Use Case: When designing a new Ogre sprite sheet for Oracle of Secrets, run Sprite Forge to produce a palette-compliant sprites and a ready-to-assemble sprite strip.

Quick Start

Slice and align your first SNES sprite sheet with a 16x16 grid and export to 4bpp format.

Frequently Asked Questions about sprite-forge

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I convert pixel art sprite sheets to 4bpp format for SNES?

To convert pixel art sprite sheets to 4bpp format for SNES, you can automate the workflow by slicing sheets on a 16x16 grid and applying the 4bpp conversion process to ensure hardware compliance. This pipeline handles palette constraints and layout alignment directly for retro hardware.

What is the color limit for an SNES RGB555 palette?

An SNES RGB555 palette supports 15 colors plus one transparent color. This specific palette constraint ensures that generated pixel art sprites remain strictly compliant with retro hardware limitations during the asset generation pipeline.

How do I slice and align sprites on a 16x16 grid?

You can slice and align sprites on a 16x16 grid by automating sprite sheet slicing with proper centering. This process ensures layout alignment for 16x16 or 8x8 grid configurations, producing ready-to-assemble sprite strips for downstream tooling.

Can I generate placeholder pixel art assets for rapid prototyping?

Yes, you can generate placeholder pixel art assets for rapid prototyping via Nanobanana integration. This allows you to quickly produce palette-compliant sprites and ready-to-assemble sprite strips before finalizing detailed retro game artwork.

Does this SNES sprite pipeline support 8x8 grid layouts?

Yes, this SNES sprite pipeline supports both 16x16 and 8x8 grid layouts with proper centering. You can configure the sprite sheet slicing to match your specific pixel art dimensions and ensure accurate layout alignment for 4bpp conversion.