Skip to content
AI Primer
workflow

AIandDesign shares a Codex-made Deadfall SNES sprite overhaul

AIandDesign reports remaking Deadfall's SNES sprites through Scenario's MCP in Codex, which also generated artwork-review documents. The creator shared an upgraded ROM for download, with footage running in BSNES.

3 min read
AIandDesign shares a Codex-made Deadfall SNES sprite overhaul
AIandDesign shares a Codex-made Deadfall SNES sprite overhaul

TL;DR

  • Deadfall's SNES sprites were overhauled entirely inside Codex using Scenario's MCP, according to AIandDesign.
  • Codex generated artwork-review documents that the creator reused to render a comparison video, as described in the release post.
  • A downloadable deadfall-2.0.sfc ROM accompanies AIandDesign's BSNES playthrough.

The proposal-review screen has grayscale and falling-movement checkboxes. The creator also published public-domain conversion scripts extracted from building Deadfall.

Deadfall sprite overhaul

AIandDesign described the revised sprites as more expressive, with some changes subtle and others striking. The reported overhaul covered every sprite in the SNES version.

Artwork review documents

Codex's neatest addition was the approval paperwork: AIandDesign says in the release post that the generated artwork-review documents also became material for rendering the comparison video.

Scenario MCP in Codex

Scenario publishes the Codex connection command in its setup documentation:

Its knowledge base describes the account mechanics:

  • Authentication: OAuth opens a browser authorization flow on first use; API-key authentication is also supported.
  • Permissions: API keys need write/generation scope, with a Contributor or Owner role. Read-only keys can connect but cannot generate.
  • Billing: Generations use the team's Compute Units, also called Credits, at the same cost as the web app.
  • Storage: Generated assets appear in the existing Scenario asset library, inside the selected project.

Deadfall ROM in BSNES

The release includes deadfall-2.0.sfc, hosted on Google Drive. AIandDesign subsequently shared footage of the revamped ROM running in BSNES.

Crushing a rock requires pointing at it and pressing SNES A, according to the creator's reply. Keyboard controls use whichever key the emulator maps to that button, as clarified in a follow-up.

SNES asset converters

AIandDesign also shared the pvsneslib-toolkit, a collection extracted from the tooling used to build Deadfall. Its README describes Deadfall as a complete, from-scratch SNES game.

The standalone conversion tools cover:

  • mid2it.py: MIDI to Impulse Tracker .it, including a mode that combines two songs into independently looping sections.
  • mml2it.py: AddmusicK MML scores to .it modules.
  • mod2it.py: ProTracker MOD to .it, with optional sample-size budgeting to fit audio RAM.
  • make_it.py: An Impulse Tracker writer library that can also build sound-effects banks.
  • png2bg8.py: Indexed PNG to Mode 3, 8bpp background tiles, tilemap and palette, with repeated and mirrored tiles deduplicated.
  • ttf2font.py: TrueType/OpenType fonts to 8×8, 2bpp glyph tiles.

The audio converters also produce preview WAVs for auditioning before ROM integration.

Steam AI disclosure

For a separate Steam submission, It Wants You To Stay, AIandDesign wrote an AI disclosure acknowledging AI-assisted production alongside credited, free-to-use human-made 3D models. The creator explicitly invited negative reviews and took responsibility for the game's quality.

Further reading

Discussion across the web

Where this story is being discussed, in original context.

On X· 4 threads
TL;DR1 post
Artwork review documents1 post
Deadfall ROM in BSNES2 posts
Steam AI disclosure1 post
Share on X