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A — RICH ISO. The old iso-dungeon was a 7-tile sliver of Kenney Isometric Dungeon; wire the full set so town/dungeon are RICH and interchangeable: - Real architecture: full stoneWall, stoneWallWindow (actual window), stoneWallDoorOpen (real door), archway, wood column, stairs. - Distinct furniture per kind: table -> tableShortChairs (table+chairs), keg/barrel -> real barrel, crate -> woodenCrate, shelf -> woodenCrates, chest -> chestClosed (added to the floor+prop compositor). No more everything-is-a-chest. Facing (was 90 deg off, twice): verified against live movement the sprites are angled CLOCKWISE from NE (0=NE,2=SE,4=SW,6=NW), so up->Male_0, right->Male_2, down->Male_4, left->Male_6. Now the run anim points the way you actually move. ASCII picker no-op: ASCII draws glyphs and consumes no tile pack, so projForMode(ascii)=null and the packbar hides for it (it only ever made sense for Tiled/Iso). Suite 58/419 green.