Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add curiositech/some_claude_skills --skill pixel-art-scalergit clone --depth 1 https://github.com/curiositech/some_claude_skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/curiositech/some_claude_skills/pixel-art-scaler)<a href="https://agentmods.dev/skills/curiositech/some_claude_skills/pixel-art-scaler"><img src="https://agentmods.dev/badge/skills/curiositech/some_claude_skills/pixel-art-scaler/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/curiositech/some_claude_skills/pixel-art-scaler"><img src="https://agentmods.dev/badge/skills/curiositech/some_claude_skills/pixel-art-scaler.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00099 | $0.02566 |
| Opus 5 | $0.00049 | $0.01283 |
| Sonnet 5 | $0.00020 | $0.00513 |
| Haiku 4.5 | $0.00010 | $0.00257 |
Grade A, and why
pixel-art-scaler scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 280 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Pixel Art Scaler
Deterministic algorithms for upscaling pixel art that preserve aesthetics by adding valid sub-pixels through edge detection and pattern matching.
When to Use
✅ Use for:
- Upscaling retro game sprites, icons, and pixel art
- 2x, 3x, 4x scaling with edge-aware interpolation
- Preserving sharp pixel art aesthetic at higher resolutions
- Converting 8x8, 16x16, 32x32, 48x48 pixel art for retina displays
- Comparing deterministic vs AI/ML approaches
❌ NOT for:
- Photographs or realistic images (use AI super-resolution)
- Simple geometric scaling (use nearest-neighbor)
- Vector art (use SVG)
- Text rendering (use font hinting)
- Arbitrary non-integer scaling (algorithms work best at 2x, 3x, 4x)
Core Algorithms
1. EPX/Scale2x (Fastest, Good Quality)
Best for: Quick iteration, 2x/3x scaling, transparent sprites
How it works:
- Examines each pixel and its 4 cardinal neighbors (N, S, E, W)
- Expands 1 pixel → 4 pixels (2x) or 9 pixels (3x) using edge detection
- Only uses colors from original palette (no new colors)
- Handles transparency correctly
When to use:
- Need fast processing (100+ icons)
- Want crisp edges with no anti-aliasing
- Source has clean pixel boundaries
- Transparency preservation is critical
Timeline: Invented by Eric Johnston at LucasArts (~1992), rediscovered by Andrea Mazzoleni (2001)
2. hq2x/hq3x/hq4x (High Quality, Slower)
Best for: Final renders, complex sprites, smooth gradients
How it works:
- Pattern matching on 3x3 neighborhoods (256 possible patterns)
- YUV color space thresholds for edge detection
- Sophisticated interpolation rules per pattern
- Produces smooth, anti-aliased edges
When to use:
- Final production assets
- Source has gradients or dithering
- Want smooth, anti-aliased results
- Processing time is acceptable (~5-10x slower than EPX)
Timeline: Developed by Maxim Stepin for emulators (2003)
3. xBR/Super-xBR (Highest Quality, Slowest)
Best for: Hero assets, promotional materials, detailed sprites
What ships with it
3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 8d ago First seen · 280 lines · 99 tokens per session scan A 488aea792154
pixel-art-scaler is a skill published in the GitHub repository curiositech/some_claude_skills (219 stars, last pushed 5d ago), licensed MIT. It adds 99 tokens to every session and 2,566 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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