Source block (with quarter grid)
Each tile is split into four 24px quarter-tiles. MZ rebuilds every shape by
pulling quarters from this block — the grid shows those boundaries.
If seams look wrong in the previews, nudge the matching quarter in CSP and re-drop.
If seams look wrong in the previews, nudge the matching quarter in CSP and re-drop.
Context preview — does it tile?
3×3 island (all edges + convex corners)
Run + isolated
These scenes are assembled from hand-identified shapes so you can judge real-world
seams without launching the game. If the edges flow smoothly here,
they'll flow in MZ.