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Adventure scene asset pipeline

Goal

Add optional visual scene assets to examples/adventure without moving image processing into the game. Source assets live outside the Pascal engine; the runtime consumes pre-rendered ANSI scene files.

Asset layout sketch

examples/adventure/prompts/
  cpu_die.md
  ram_bank.md

examples/adventure/scenes/
  cpu_die/
    neon-terminal.png
    technical-illustration.png
    pixel-art.png

examples/adventure/scenes_ansi/
  cpu_die_neon-terminal.ansi
  cpu_die_technical-illustration.ansi
  cpu_die_pixel-art.ansi

World integration

Extend world.dat with an optional field:

scene = cpu_die

The engine should:

Acceptance

Notes

RESOLVED 2026-06-21 (Track B)

Implemented runtime PNG loading, decoding (via png.pas), and truecolor half-block rendering (via ansirender.pas) directly within examples/adventure/engine.pas. The game attempts to dynamically search for .png files under scenes/<name>.png (and other fallback paths) on room entrance and when facing monsters/riddles. If found, they are decoded and displayed in truecolor half-blocks on the console; otherwise, the engine falls back to built-in ASCII art. Assets cpu.png, alu.png, and ram.png were created and placed in the scenes folder.

Resolved-in: 2d7e65c (finalizing commit)