[
  {
    "key": "barrage-right",
    "prompt": "Use the attached Zoro anchor sheet just shown as exact identity/style and fixed scale/root template. Create ONE stationary rapid sword barrage body animation, exactly 4 columns and 2 rows, 8 equal invisible cells, overall 1536x1024 (384x512 per cell). Preserve this same green spiky hair, white shirt, green waist sash, black trousers and boots, two hands holding two katanas, scabbards at waist. Same camera distance, head and limb sizes; standing-equivalent head-to-boot height 338 pixels, feet baseline local y420, body rooted near x192. Keep BOTH boots planted in same spots throughout, slight torso twist only. Eight visibly different poses in reading order: 1 blades drawn back to gather power; 2 crossed forearms tight near chest; 3 right-hand blade cuts down diagonally, left blade retracts; 4 right blade below chest follows through while left blade rises; 5 LEFT-hand blade cuts reverse diagonal while right retracts; 6 left blade follows through while right rises; 7 both hands cut inward into decisive crossed strike; 8 elbows relax into low guard. Frames3-6 form alternating repeatable slashes, MUST change which arm leads, not duplicate silhouettes. Exactly two arms, natural elbows, hands always attached and gripping hilts. Swords foreshortened and compact inside central 70% cell width; preserve body size rather than shrinking to fit swords. Full body/weapon safely inside each cell with large gutters. Body-only, NO detached energy arcs, NO glowing FX, NO dust, NO shadows; FX will be separate layers. Crisp detailed pixel clusters matching the provided reference, no blur/painted skin. Solid flat opaque #FF00FF background everywhere outside character. No grids, text, labels, numbers or borders. Face RIGHT in all eight frames, same three-quarter side view as template. Do not turn toward viewer.\nCORRECTION OVERRIDING THE LAST OUTPUT: last sheet's blades crossed cell borders. Preserve BODY scale and planted feet exactly, but use much shorter foreshortened blade projections and BENT elbows. EVERY weapon tip and hand must stay at LOCAL x=60..324 and y=70..420 inside each 384x512 cell. No long horizontal blades. For raised pose, angle sword diagonally INWARD above shoulder, never outward above adjacent cell. For extension pose, keep elbow bent, sword points diagonally DOWN toward boots. The viewer sees shortened blade projections due to foreshortening, same katana identity. Image remains precisely1536x1024. 8 DISTINCT poses, intact natural anatomy, no glowing FX.",
    "references": [
      "D:/dev/projects/jar-online/h5-arena/assets/zoro/references/right-anchor.png"
    ],
    "source": "C:\\Users\\dangh\\.codex\\generated_images\\01a07a1a-2538-7ee0-8338-0553cd976612\\exec-0dcd222a-63c9-4acd-a5de-ce515f65c4f6.png",
    "rejected_attempt": {
      "source": "C:\\Users\\dangh\\.codex\\generated_images\\01a07a1a-2538-7ee0-8338-0553cd976612\\exec-ba1ffd13-7009-40bf-a66b-93c4a88b69e6.png",
      "prompt": "Use the attached Zoro anchor sheet just shown as exact identity/style and fixed scale/root template. Create ONE stationary rapid sword barrage body animation, exactly 4 columns and 2 rows, 8 equal invisible cells, overall 1536x1024 (384x512 per cell). Preserve this same green spiky hair, white shirt, green waist sash, black trousers and boots, two hands holding two katanas, scabbards at waist. Same camera distance, head and limb sizes; standing-equivalent head-to-boot height 338 pixels, feet baseline local y420, body rooted near x192. Keep BOTH boots planted in same spots throughout, slight torso twist only. Eight visibly different poses in reading order: 1 blades drawn back to gather power; 2 crossed forearms tight near chest; 3 right-hand blade cuts down diagonally, left blade retracts; 4 right blade below chest follows through while left blade rises; 5 LEFT-hand blade cuts reverse diagonal while right retracts; 6 left blade follows through while right rises; 7 both hands cut inward into decisive crossed strike; 8 elbows relax into low guard. Frames3-6 form alternating repeatable slashes, MUST change which arm leads, not duplicate silhouettes. Exactly two arms, natural elbows, hands always attached and gripping hilts. Swords foreshortened and compact inside central 70% cell width; preserve body size rather than shrinking to fit swords. Full body/weapon safely inside each cell with large gutters. Body-only, NO detached energy arcs, NO glowing FX, NO dust, NO shadows; FX will be separate layers. Crisp detailed pixel clusters matching the provided reference, no blur/painted skin. Solid flat opaque #FF00FF background everywhere outside character. No grids, text, labels, numbers or borders. Face RIGHT in all eight frames, same three-quarter side view as template. Do not turn toward viewer.",
      "reason": "Sword touched a raw cell boundary"
    }
  },
  {
    "key": "barrage-down",
    "prompt": "Use the attached Zoro anchor sheet just shown as exact identity/style and fixed scale/root template. Create ONE stationary rapid sword barrage body animation, exactly 4 columns and 2 rows, 8 equal invisible cells, overall 1536x1024 (384x512 per cell). Preserve this same green spiky hair, white shirt, green waist sash, black trousers and boots, two hands holding two katanas, scabbards at waist. Same camera distance, head and limb sizes; standing-equivalent head-to-boot height 338 pixels, feet baseline local y420, body rooted near x192. Keep BOTH boots planted in same spots throughout, slight torso twist only. Eight visibly different poses in reading order: 1 blades drawn back to gather power; 2 crossed forearms tight near chest; 3 right-hand blade cuts down diagonally, left blade retracts; 4 right blade below chest follows through while left blade rises; 5 LEFT-hand blade cuts reverse diagonal while right retracts; 6 left blade follows through while right rises; 7 both hands cut inward into decisive crossed strike; 8 elbows relax into low guard. Frames3-6 form alternating repeatable slashes, MUST change which arm leads, not duplicate silhouettes. Exactly two arms, natural elbows, hands always attached and gripping hilts. Swords foreshortened and compact inside central 70% cell width; preserve body size rather than shrinking to fit swords. Full body/weapon safely inside each cell with large gutters. Body-only, NO detached energy arcs, NO glowing FX, NO dust, NO shadows; FX will be separate layers. Crisp detailed pixel clusters matching the provided reference, no blur/painted skin. Solid flat opaque #FF00FF background everywhere outside character. No grids, text, labels, numbers or borders. Face DOWN toward viewer in all eight frames. Blades move diagonally in front of torso, frontal view remains fixed.",
    "references": [
      "D:/dev/projects/jar-online/h5-arena/assets/zoro/references/down-anchor.png"
    ],
    "source": "C:\\Users\\dangh\\.codex\\generated_images\\01a07a1a-2538-7ee0-8338-0553cd976612\\exec-fdc7d87b-8076-42e3-9d32-1a30456712d9.png"
  },
  {
    "key": "barrage-up",
    "prompt": "Use the attached Zoro anchor sheet just shown as exact identity/style and fixed scale/root template. Create ONE stationary rapid sword barrage body animation, exactly 4 columns and 2 rows, 8 equal invisible cells, overall 1536x1024 (384x512 per cell). Preserve this same green spiky hair, white shirt, green waist sash, black trousers and boots, two hands holding two katanas, scabbards at waist. Same camera distance, head and limb sizes; standing-equivalent head-to-boot height 338 pixels, feet baseline local y420, body rooted near x192. Keep BOTH boots planted in same spots throughout, slight torso twist only. Eight visibly different poses in reading order: 1 blades drawn back to gather power; 2 crossed forearms tight near chest; 3 right-hand blade cuts down diagonally, left blade retracts; 4 right blade below chest follows through while left blade rises; 5 LEFT-hand blade cuts reverse diagonal while right retracts; 6 left blade follows through while right rises; 7 both hands cut inward into decisive crossed strike; 8 elbows relax into low guard. Frames3-6 form alternating repeatable slashes, MUST change which arm leads, not duplicate silhouettes. Exactly two arms, natural elbows, hands always attached and gripping hilts. Swords foreshortened and compact inside central 70% cell width; preserve body size rather than shrinking to fit swords. Full body/weapon safely inside each cell with large gutters. Body-only, NO detached energy arcs, NO glowing FX, NO dust, NO shadows; FX will be separate layers. Crisp detailed pixel clusters matching the provided reference, no blur/painted skin. Solid flat opaque #FF00FF background everywhere outside character. No grids, text, labels, numbers or borders. Face UP away from viewer in all eight frames. Back of head and white shirt back visible, never show face; arms and swords sweep beside shoulders.\nCORRECTION OVERRIDING THE LAST OUTPUT: last sheet's blades crossed cell borders. Preserve BODY scale and planted feet exactly, but use much shorter foreshortened blade projections and BENT elbows. EVERY weapon tip and hand must stay at LOCAL x=60..324 and y=70..420 inside each 384x512 cell. No long horizontal blades. For raised pose, angle sword diagonally INWARD above shoulder, never outward above adjacent cell. For extension pose, keep elbow bent, sword points diagonally DOWN toward boots. The viewer sees shortened blade projections due to foreshortening, same katana identity. Image remains precisely1536x1024. 8 DISTINCT poses, intact natural anatomy, no glowing FX.",
    "references": [
      "D:/dev/projects/jar-online/h5-arena/assets/zoro/references/up-anchor.png"
    ],
    "source": "C:\\Users\\dangh\\.codex\\generated_images\\01a07a1a-2538-7ee0-8338-0553cd976612\\exec-a25ead91-45b0-43fc-8696-291249bfd76f.png",
    "rejected_attempt": {
      "source": "C:\\Users\\dangh\\.codex\\generated_images\\01a07a1a-2538-7ee0-8338-0553cd976612\\exec-8cadcc1f-fa93-4812-86d3-662eb357a53d.png",
      "prompt": "Use the attached Zoro anchor sheet just shown as exact identity/style and fixed scale/root template. Create ONE stationary rapid sword barrage body animation, exactly 4 columns and 2 rows, 8 equal invisible cells, overall 1536x1024 (384x512 per cell). Preserve this same green spiky hair, white shirt, green waist sash, black trousers and boots, two hands holding two katanas, scabbards at waist. Same camera distance, head and limb sizes; standing-equivalent head-to-boot height 338 pixels, feet baseline local y420, body rooted near x192. Keep BOTH boots planted in same spots throughout, slight torso twist only. Eight visibly different poses in reading order: 1 blades drawn back to gather power; 2 crossed forearms tight near chest; 3 right-hand blade cuts down diagonally, left blade retracts; 4 right blade below chest follows through while left blade rises; 5 LEFT-hand blade cuts reverse diagonal while right retracts; 6 left blade follows through while right rises; 7 both hands cut inward into decisive crossed strike; 8 elbows relax into low guard. Frames3-6 form alternating repeatable slashes, MUST change which arm leads, not duplicate silhouettes. Exactly two arms, natural elbows, hands always attached and gripping hilts. Swords foreshortened and compact inside central 70% cell width; preserve body size rather than shrinking to fit swords. Full body/weapon safely inside each cell with large gutters. Body-only, NO detached energy arcs, NO glowing FX, NO dust, NO shadows; FX will be separate layers. Crisp detailed pixel clusters matching the provided reference, no blur/painted skin. Solid flat opaque #FF00FF background everywhere outside character. No grids, text, labels, numbers or borders. Face UP away from viewer in all eight frames. Back of head and white shirt back visible, never show face; arms and swords sweep beside shoulders.",
      "reason": "Sword touched a raw cell boundary"
    }
  },
  {
    "key": "slashStorm",
    "prompt": "Production 2D game VFX sprite animation sheet, ONE escalating forward sword-slash barrage. Exactly 4 columns x 2 rows = 8 frames, landscape 1536x1024, equal 384x512 invisible cells. No character, no weapons, only energy. Crisp vibrant pixel art / anime arcade combat matching detailed pixel fighters. Direction of attack is always RIGHT. Each effect centered in its cell, bright silver-white razor cores, vivid emerald green and electric cyan edges, tiny gold sparks, deep teal accents. Shapes form a FORWARD wedge of layered cutting crescents, not a full circular shield. Sequence: 1 narrow upper diagonal slash; 2 two diagonals crossing toward right; 3 three sweeping sharp crescents; 4 dense alternating slash lattice with open gaps; 5 reversed-diagonal lattice with distinctly different silhouette; 6 concentrated white-green X; 7 large fractured cross explosion; 8 separated fading jade shards. Visibly different frames, coherent arc silhouettes, dynamic sharp tapering, readable negative space. Effects occupy central70% width and65%height, nothing crosses cell borders. Entire effect including sparks inside its own cell, no cropping. Solid flat opaque MAGENTA #FF00FF background; no magenta in effect palette, no background gradients, no checkerboard, no text, no numbers, no cell borders. All 8 frames readable at small size.",
    "source": "C:\\Users\\dangh\\.codex\\generated_images\\01a07a1a-2538-7ee0-8338-0553cd976612\\exec-803fe390-fa1a-49b3-8409-d6ff9aca754e.png"
  },
  {
    "key": "hakiBlast",
    "prompt": "Production 2D pixel-game VFX sprite sheet, ONE spectacular Haki impact explosion sequence. Exactly 4 columns x 2 rows = 8 frames, overall1536x1024, equal invisible384x512cells. No character or fist, pure impact VFX centered per cell. Crisp pixel clusters and sharp anime energy, radiant gold-white cores, vivid orange-red fire, dark charcoal red-edged lightning forks, a few cyan-hot highlights. Frame1 compact fourpoint energy spark;2 star expands into burning circular shockfront;3 huge sharp starburst with red-black lightning curling outward;4 full radiant ring with fragmented flames and dark lightning;5 broken ring widens and central hole opens;6 separated arcing flames and sparks;7 scattered ember streaks;8 sparse dying embers. Real changing animation shapes, not eight identical explosions. Same center and scale system across frames, preserve growth and decay. Peak frame fits central70% width and65%height with generous clear gutters; all shards and lightning entirely contained. Solid opaque pure MAGENTA#FF00FF background, no purple/pink in effects, no gradient background, no shadow, no labels or grid lines. Suitable separate transparent overlays for explosive martial arts skills on top-down pixel arena.",
    "source": "C:\\Users\\dangh\\.codex\\generated_images\\01a07a1a-2538-7ee0-8338-0553cd976612\\exec-64156eaa-5078-4fcd-9296-56b8e5384bc7.png"
  }
]