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Spritecook Use Dual Grid Tilesets

Organization
SpriteCook
spritecook-use-dual-grid-tilesets

Implementation guide for using SpriteCook top-down 15-piece tilesets with a dual-grid autotile renderer. Use when explaining or coding how to map a 4x4 15-piece tileset image into terrain using SpriteCook's dual-grid mask system.

Overview

PublisherSpriteCook
Repositoryskills
Skill namespritecook-use-dual-grid-tilesets
Stars
51
Forks
4
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by SpriteCook on GitHub. Read the source before you install it.

Installation

Install the Spritecook Use Dual Grid Tilesets AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/SpriteCook/skills/tree/main/skills/spritecook-use-dual-grid-tilesets
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/SpriteCook/skills.git /tmp/skills
mkdir -p .claude/skills
cp -r /tmp/skills/skills/spritecook-use-dual-grid-tilesets .claude/skills/spritecook-use-dual-grid-tilesets
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Spritecook Use Dual Grid Tilesets in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Spritecook Use Dual Grid Tilesets on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Spritecook Use Dual Grid Tilesets is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

SpriteCook Dual-Grid 15-Piece Tilesets

Use this skill when implementing a top-down 15-piece SpriteCook tileset in a game engine or custom renderer.

This skill is about using a generated tileset. For generation, use spritecook-generate-tilesets.

Concept

A dual-grid tileset stores terrain as logical painted cells, then renders visible tiles between those cells. Each rendered tile is chosen from the four logical cells around it.

For each rendered tile, sample:

  • top-left logical cell
  • top-right logical cell
  • bottom-left logical cell
  • bottom-right logical cell

That four-cell pattern becomes a 4-bit mask. The mask chooses one frame from the 4x4 15-piece atlas.

Mask Order

Use SpriteCook's current mask bit order:

ts
let mask = 0
if (filled(x - 1, y - 1)) mask |= 1 // top-left
if (filled(x,     y - 1)) mask |= 2 // top-right
if (filled(x - 1, y    )) mask |= 4 // bottom-left
if (filled(x,     y    )) mask |= 8 // bottom-right

Mask 0 renders nothing. Other masks map into the 4x4 atlas through this lookup:

ts
const frameByMask = [
  -1,
  15,
  8,
  9,
  0,
  11,
  14,
  7,
  13,
  4,
  1,
  10,
  3,
  2,
  5,
  6,
]

The atlas cell is:

ts
const frame = frameByMask[mask]
if (frame < 0) return null
const atlasColumn = frame % 4
const atlasRow = Math.floor(frame / 4)

Renderer Pseudocode

ts
type CellMap = boolean[] // width * height logical terrain cells

function cellIndex(x: number, y: number, columns: number) {
  return y * columns + x
}

function isFilled(cells: CellMap, x: number, y: number, columns: number, rows: number) {
  return x >= 0 && y >= 0 && x < columns && y < rows && cells[cellIndex(x, y, columns)] === true
}

function dualGridMask(cells: CellMap, x: number, y: number, columns: number, rows: number) {
  let mask = 0
  if (isFilled(cells, x - 1, y - 1, columns, rows)) mask |= 1
  if (isFilled(cells, x,     y - 1, columns, rows)) mask |= 2
  if (isFilled(cells, x - 1, y,     columns, rows)) mask |= 4
  if (isFilled(cells, x,     y,     columns, rows)) mask |= 8
  return mask
}

function atlasCellForMask(mask: number) {
  const frameByMask = [-1, 15, 8, 9, 0, 11, 14, 7, 13, 4, 1, 10, 3, 2, 5, 6]
  const frame = frameByMask[Math.max(0, Math.min(15, Math.floor(mask)))]
  if (frame < 0) return null
  return { column: frame % 4, row: Math.floor(frame / 4) }
}

function renderDualGrid(ctx, atlasImage, cells: CellMap, columns: number, rows: number, tileSize: number) {
  for (let y = 0; y <= rows; y += 1) {
    for (let x = 0; x <= columns; x += 1) {
      const mask = dualGridMask(cells, x, y, columns, rows)
      const atlasCell = atlasCellForMask(mask)
      if (!atlasCell) continue

      ctx.drawImage(
        atlasImage,
        atlasCell.column * tileSize,
        atlasCell.row * tileSize,
        tileSize,
        tileSize,
        x * tileSize,
        y * tileSize,
        tileSize,
        tileSize,
      )
    }
  }
}

Two-Surface Tilesets

Tilesets generated with edges="two_surfaces" (for example grass and water) have a second terrain. The frame lookup never uses atlas frame 12 (column 0, row 3, the bottom-left cell). In a two-surface set that cell holds the full counter-surface tile, such as open water.

Draw the counter surface first, then the masked pieces on top:

ts
const counterSurfaceCell = { column: 0, row: 3 }

function renderTwoSurfaceDualGrid(ctx, atlasImage, cells: CellMap, columns: number, rows: number, tileSize: number) {
  for (let y = 0; y <= rows; y += 1) {
    for (let x = 0; x <= columns; x += 1) {
      ctx.drawImage(
        atlasImage,
        counterSurfaceCell.column * tileSize,
        counterSurfaceCell.row * tileSize,
        tileSize,
        tileSize,
        x * tileSize,
        y * tileSize,
        tileSize,
        tileSize,
      )
    }
  }
  renderDualGrid(ctx, atlasImage, cells, columns, rows, tileSize)
}

Without this base layer, mask 0 areas render transparent and the second terrain disappears. For a single-surface (transparent edges) set, that cell is empty; skip the base layer.

Practical Notes

  • Render one more tile column and row than the logical map size because rendered tiles sit around painted logical cells.
  • For pixel art, disable smoothing and use nearest-neighbor scaling.
  • Treat mask 15 as the filled interior tile and mask 0 as transparent/no draw. In a two-surface set, mask 0 shows the counter-surface base layer.
  • Paint a test map before shipping a set. If the full tile (mask 15) doesn't wrap, large filled areas show a visible checkerboard.
  • Use the generated atlas exactly as a 4x4 grid of equal tile-sized cells.
  • Do not reinterpret the sheet as a normal 8-neighbor blob tileset; this mapping is specifically SpriteCook's dual-grid 15-piece layout.

Frequently asked questions

What does the Spritecook Use Dual Grid Tilesets AI skill do?

Implementation guide for using SpriteCook top-down 15-piece tilesets with a dual-grid autotile renderer. Use when explaining or coding how to map a 4x4 15-piece tileset image into terrain using SpriteCook's dual-grid mask system.

Why use Spritecook Use Dual Grid Tilesets on TypingMind?

Because you install it once and use it with any model. Spritecook Use Dual Grid Tilesets is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Spritecook Use Dual Grid Tilesets in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SpriteCook/skills/tree/main/skills/spritecook-use-dual-grid-tilesets. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Spritecook Use Dual Grid Tilesets?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Spritecook Use Dual Grid Tilesets?

As many as you like. As long as a model supports skills, you can use Spritecook Use Dual Grid Tilesets with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Spritecook Use Dual Grid Tilesets AI skill free?

Yes. It is published on GitHub by SpriteCook under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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