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Screens, sprites, and asset sheets

The ZX Spectrum's screen format is exact and unforgiving — 6912 bytes, a fixed layout, a fixed 15-colour palette. zx scr handles the whole loop: getting artwork onto a real Spectrum screen, and getting pieces back out again.

Getting artwork in

zx scr encode turns an ordinary image into a real .scr file, reducing it to the Spectrum's palette and its per-character-cell colour-attribute rule along the way — each 8×8 block gets one ink and one paper colour, exactly as the real hardware requires, chosen to best match the source image rather than just picking the nearest single colour per pixel. zx scr decode goes the other way, turning a .scr back into a normal image to view or edit.

Working with what's there

Why it matters

Getting Spectrum-format graphics right by hand — the palette, the attribute-cell rule, the exact byte layout — is fiddly and easy to get subtly wrong. zx scr handles the format's real constraints for you, whether you're pulling art out of an old program or building new graphics from scratch.