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White cat sitting beneath a brown shelter on the ground
Nano Banana Pro

A white cat sits beneath a brown shelter on the ground, rendered as NES pixel art with a limited palette

Prompt

【Final NES Specification・Fully Complete Version: BG-Only Algorithm-Execution Pixel Art Conversion Prompt】

Convert this image into BG pixel art that conforms to the specifications of actual Family Computer (NES) hardware by strictly executing the following mathematical and logical steps, without limiting the conversion to any particular subject.

This prompt is intended to satisfy the “constraints required for BG to work on actual NES hardware.”
NES-style rendering that only looks the part is prohibited.
Use only the BG layer; do not use sprites of any kind.

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【Prerequisites (NES BG implementation rules)】
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- Output resolution: 256 × 240 pixels
- Layer used: NES BG only
- Sprite use prohibited
- Do not apply transparency
- Treat Index 0 of each palette as the NES universal background color
- Index 0 must be shared by all palettes
- Assign the color covering the largest area of the entire screen as the universal background color
- Color number 0 may also be used as a regular drawing color

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【Step 1: Geometric image processing (subject first・crop without distortion)】
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1. Set the target size to 256 × 240 pixels
2. Always preserve the source image's aspect ratio
- Scale the image up or down until its shorter side fits the target
- Stretching the image is strictly prohibited
3. Automatically detect the main subject in the image (such as a person, animal, or building) and adjust the crop position so that as much of the subject as possible fits in the frame
4. If no main subject can be detected, crop with the center of the image as the reference point

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【Step 2: Tile decomposition and attribute block definition (NES-compliant)】
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1. Divide the image into 8×8-pixel tiles
2. Treat 2×2 tiles (16×16 pixels) as one attribute block
3. Apply all subsequent palette and color constraints strictly at the attribute block level

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【Step 3: Palette clustering by attribute block (maximum of 4 palettes)】
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1. Analyze the color distribution within each 16×16 attribute block
2. Cluster all attribute blocks by similarity of their color distributions and classify them into a maximum of 4 groups
3. If a hue (such as blue or green) clearly differs from that of other areas, treat it as a separate group wherever possible
4. However, NES BG supports a maximum of 4 subpalettes; prioritize the main subject, and lower-priority areas may be merged into approximate colors

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【Step 4: NES BG palette generation (4 colors × 4 palettes)】
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1. Index 0 (universal background color)
- Determine the color covering the largest area of the entire screen and assign it as Index 0, shared by all palettes
2. Index 1–3 (unique colors)
- For each subpalette, select 3 colors representing the “light, midtone, and dark” areas of its attribute group
- Colors whose hue or brightness is extremely close to Index 0 are prohibited

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【NES color palette constraints (actual hardware-compliant・NTSC)】
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- Only the 54 colors in the actual NES-compliant NTSC palette listed below may be used
- Palette generation, color selection, and quantization must all use only this set of 54 colors
- Creating new colors, RGB interpolation, and using continuous values are prohibited
- The color set below contains exactly 54 colors

NES NTSC usable palette (54 colors, hex RGB)
000000,1D2B53,7E2553,#008751,AB5236,5F574F,
C2C3C7,FFF1E8,FF004D,FFA300,FFEC27,00E436,
29ADFF,83769C,FF77A8,FFCCAA,291814,111D35,
422136,125359,742F29,49333B,A28879,F3EF7D,
BE2633,E06F8B,E0A872,B2DCEF,4F6781,8E478C,
A3CE27,44891A,2A4F3E,6D758D,9D9D9D,FFFFFF,
4B692F,6A6A6A,8F563B,C2C3C7,DF7126,D95763,
D77BBA,FBF236,99E550,6ABE30,37946E,5FCDE4,
CBDBFC,ADB5BD,EEC39A,696A6A

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【Step 5: CHR pattern compression (BG limit: 256 tiles)】
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1. Calculate the number of unique 8×8 tile patterns used in the entire image
2. Limit the number of unique tiles to no more than 256
3. For large areas such as backgrounds, sky, and walls, repeatedly use exactly identical dot patterns to reduce the number of tile types as much as possible
4. Tiles with minor differences may be merged using the following methods
- Adjusting the dither pattern
- Replacing intermediate colors
- Re-quantizing within the attribute block

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【Step 6: Dithering (compatible with the NES 4-color constraint)】
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1. Use only the 4 colors assigned to each attribute block within that block
2. To create simulated gradations, apply the following dithering
  • The prompt is in Japanese: paste it as is — the model understands it.
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Model
Nano Banana Pro
Format
1/1
Author
@Memme20000610
Original
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