Regenerate the board art in a Candy-Crush palette via real image
generation (codex imagegen tool), keeping each PNG's exact dims and
source format so no code/layout changes are needed:
- background.png: 863x1822 opaque RGB — bright bubblegum-pink ->
lavender -> sky-blue candy gradient with soft bokeh sparkles
(was the dark purple/indigo/teal gradient).
- cell.png: 128x128 RGBA — light glossy frosted candy tile with a
warm pink/lavender tint, keeping it light so the 6 gems stay legible.
Generated at imagegen-native sizes, then center-cropped (background, to
preserve aspect) and resized with sips to the exact target dims/format.
Refresh the resting-board goldens (p9_polish, p4_board) captured at
M3TE_ANIM_TIME=0 to show the new palette with all 6 gems legible.
- assets/board/background.png: full-screen 863x1822 RGB gradient (opaque,
exact 9:19), re-encoded from the provided source.
- assets/board/cell.png: 128x128 RGBA rounded glass tile. The painted
gray/white transparency checkerboard is keyed to real alpha via an
8-connected flood fill from the border, using a low-saturation predicate
(checker spread<=12, panel is bluish spread>=20) so the rounded panel is
preserved; the clean RGBA is then downscaled 1254->128 with LANCZOS.
- assets/fonts/default.ttf: Lato Regular, SIL Open Font License 1.1
(tyPoland Lukasz Dziedzic, Reserved Font Name "Lato"); OFL.txt shipped
alongside per the license.
All three bundle into the ios-sim M3te.app build and decode cleanly.