docs: RD sprite-ideation FINDINGS + memory — exploration wrapped, canon ratified, art direction set
Base-only M03 recipe, 64/48/32 sprite budget, style-LoRA reservation for tiles/icons. Art direction = watercolor scenery (waterland-dev) + pixel sprites; ratified to advisor CONCEPT.md 3eeeaf4.
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@@ -63,17 +63,24 @@ _As of 2026-08-07 (post-falsifier):_
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model's floor** (validated A/B on booth rd-validation).
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- `[2026-08-15]` **Style LoRAs recovered — operator decrypted all 24
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himself (with permission); now live in ComfyUI.** Genuine SD1.5
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LoRAs (kohya, 792 tensors each), symlinked `models/loras/rd/`,
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enumerated by LoraLoader. Validation step 2 passes (rd/topdown @1.0,
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delta 41.7 vs baseline; booth rd-loras). **Licensing (operator
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directive): weights are copyrighted, licensed-for-use,
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NOT-for-export — fleet-internal only, no redistribution/publish/
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serve.** Ideation output stays `_ph` per asset policy regardless.
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**Trigger words are per-LoRA and non-guessable** (gameboy64, gba64,
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pixelflat64, …) — 20 of 24 carry one; full map catalogued on
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comfy-dev, requested for local record. First ideation batch (M03
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sprite-grid 32/48px @512-downscaled, grunt/burster) gated on
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operator go.
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LoRAs (kohya, 792 tensors each). **Licensing (operator directive):
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copyrighted, licensed-for-use, NOT-for-export — fleet-internal
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only.** Full trigger map at `tools/retro-diffusion/lora-triggers.md`.
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- `[2026-08-15]` **M03 sprite-ideation exploration COMPLETE (2 batches)
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— pipeline proven, findings ratified to canon, exploration wrapped
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(operator).** Key results (full record: `tools/retro-diffusion/
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FINDINGS.md`): base `rd_pixel_v14` alone renders M03 + mismatched
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eyes; style LoRAs kill the hero (object priors) → reserved for
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tiles/icons/env props; **sprite budget 64px full-body / 48px bust /
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32px blob**. Booths m03-batch01 / m03-batch02 (ephemeral).
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- `[2026-08-14]` **Art direction resolved (operator): watercolor
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backgrounds/scenery + pixel-art sprites.** Watercolor scenery
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pipeline owned by **waterland-dev** (fleet peer). Pixel sprites =
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local RD base ideation. Ratified to advisor CONCEPT.md (§ Tech & art
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direction + decisions log + open-Q #2 sprite-grid struck) at
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`3eeeaf4`. Ideation-grade — shipped art still human-authored, M03 ref
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stays locked syn02/syn04b. Loop-in waterland-dev when scenery work
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actually starts (no ask ripe yet).
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## Recent decisions
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@@ -0,0 +1,67 @@
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# Retro Diffusion — M03 sprite-ideation findings
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Durable record of what the batch-01/02 ideation runs established about
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driving the local RD stack for U R M03 sprites. Design canon for the
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art direction lives in the advisor repo (CONCEPT.md § Technology & art
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direction); this is the implementation-side how-to.
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**Status: IDEATION / pipeline proof.** Shipped sprites are human-authored
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(asset policy). M03's canonical visual reference is locked (syn02/syn04b,
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advisor repo). These findings say how to make RD *propose* sprites, not
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what ships.
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## Art direction (operator, 2026-08-14)
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**Watercolor backgrounds + scenery, pixel-art sprites.** Scenery pipeline
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is owned by **waterland-dev** (watercolor generation stack). Sprite
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ideation is the local RD base checkpoint, below. Per-asset direction dials
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in later.
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## The M03 sprite recipe
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- **Base `rd_pixel_v14` + repaired `rd_vae_v14`, NO style LoRA.** On this
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checkpoint the un-LoRA'd base is the only config that holds M03 as a
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character; every style LoRA imposes an object/subject prior that
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displaces the subject (character LoRAs → fantasy battle units / cyclops;
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flatshading → lanterns; frontfacing+trigger → pots; 1bit → abstraction).
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- **Render 512×512, downscale nearest-neighbor** to the target budget
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(512 is above the model's floor; 128 direct is mush).
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- **Foreground wanted features positively; do not rely on negatives** — a
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strong prior beats a negative on this checkpoint (cfg 7.0). The base's
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own weak negative let `pedestal`/`busy background` through repeatedly.
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- Signature detail first in the prompt (objects, never abstractions/animal
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similes — "column legs on flat pads", not "elephant feet").
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## Sprite budget (resolves the sprite-grid open question)
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Readable-detail floor tracks feature-size-relative-to-frame, not a fixed
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number:
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- **64px** — full-body sprite; silhouette + mismatched-eye read both hold.
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- **48px** — bust/head-dominant crop only; a full-body sprite loses small
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features (recessed lens dissolves).
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- **32px** — blob-squint silhouette only.
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## Mismatched eyes
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Diffusion CAN render them — the base drew a large pale lens beside a small
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dark recessed lens unaided at 64px (batch 02, `I_s1004`/`I_s1001`). So the
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eyes are NOT forced to be hand-authored by a pipeline limitation (though
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MOE.md's "authored, not procedural" may still hold them by choice).
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## Style-LoRA reservation
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The 24 style LoRAs are counterproductive for the hero character but are
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the right tool for **tiles / icons / environment props** — `tiling*`,
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`gameicons`, `uipanel`, console-palette LoRAs — where an object/style
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prior is a feature. Reserved for whenever environment-prop work starts
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(scenery itself is watercolor via waterland-dev, not RD).
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## Trigger words
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See `lora-triggers.md` (this dir) for the full per-LoRA trigger map.
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## Batch briefs
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`batch-01-brief.md`, `batch-02-brief.md` (this dir) — the run specs and
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their booth results (booths ephemeral, ~24h).
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