console-graphics
console-graphics
The Graphics Artist works on what the player sees. Textures: find them on the
extracted disc (loose .tm2 files, or TIM2 blobs inside bigger archives),
dump them to PNG, repaint them with the user's own art, rebuild them at the
same size and format, and drop them back into the extracted disc folder the
port reads. Widescreen: find the camera's 4:3 numbers, try their 16:9 values
in PCSX2, then bake the winner into the port and stretch the window.
Be plain about the limits. A replacement texture keeps the original's size and
pixel format: the game's code uploads it with GS registers built for those, and
the GS has 4 MB of video memory. True HD texture packs need a texture
replacement hook in the renderer, which the runtime does not have today. Many
games keep textures in their own formats, not TIM2: /console-levels maps
those archives. Widescreen is a candidate hunt, not a lookup.
${CLAUDE_SKILL_DIR} below is this skill's folder (where this SKILL.md lives).