aseprite/docs/ase-file-specs.md

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# Aseprite File Format (.ase/.aseprite) Specifications
1. [References](#references)
2. [Introduction](#introduction)
3. [Header](#header)
4. [Frames](#frames)
5. [Chunk Types](#chunk-types)
6. [Notes](#notes)
7. [File Format Changes](#file-format-changes)
## References
ASE files use Intel (little-endian) byte order.
* `BYTE`: An 8-bit unsigned integer value
* `WORD`: A 16-bit unsigned integer value
* `SHORT`: A 16-bit signed integer value
* `DWORD`: A 32-bit unsigned integer value
* `LONG`: A 32-bit signed integer value
* `FIXED`: A 32-bit fixed point (16.16) value
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* `FLOAT`: A 32-bit single-precision value
* `DOUBLE`: A 64-bit double-precision value
* `QWORD`: A 64-bit unsigned integer value
* `LONG64`: A 64-bit signed integer value
* `BYTE[n]`: "n" bytes.
* `STRING`:
- `WORD`: string length (number of bytes)
- `BYTE[length]`: characters (in UTF-8)
The `'\0'` character is not included.
* `POINT`:
- `LONG`: X coordinate value
- `LONG`: Y coordinate value
* `SIZE`:
- `LONG`: Width value
- `LONG`: Height value
* `RECT`:
- `POINT`: Origin coordinates
- `SIZE`: Rectangle size
* `PIXEL`: One pixel, depending on the image pixel format:
- **RGBA**: `BYTE[4]`, each pixel have 4 bytes in this order Red, Green, Blue, Alpha.
- **Grayscale**: `BYTE[2]`, each pixel have 2 bytes in the order Value, Alpha.
- **Indexed**: `BYTE`, each pixel uses 1 byte (the index).
* `TILE`: **Tilemaps**: Each tile can be a 8-bit (`BYTE`), 16-bit
(`WORD`), or 32-bit (`DWORD`) value and there are masks related to
the meaning of each bit.
* `UUID`: A Universally Unique Identifier stored as `BYTE[16]`.
## Introduction
The format is much like FLI/FLC files, but with different magic number
and differents chunks. Also, the color depth can be 8, 16 or 32 for
Indexed, Grayscale and RGB respectively, and images are compressed
images with zlib. Color palettes are in FLI color chunks (it could be
type=11 or type=4). For color depths more than 8bpp, palettes are
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optional.
To read the sprite:
* Read the [ASE header](#header)
* For each frame do (how many frames? the ASE header has that information):
+ Read the [frame header](#frames)
+ For each chunk in this frame (how many chunks? the frame header has that information)
- Read the chunk (it should be layer information, a cel or a palette)
## Header
A 128-byte header (same as FLC/FLI header, but with other magic number):
DWORD File size
WORD Magic number (0xA5E0)
WORD Frames
WORD Width in pixels
WORD Height in pixels
WORD Color depth (bits per pixel)
32 bpp = RGBA
16 bpp = Grayscale
8 bpp = Indexed
DWORD Flags:
1 = Layer opacity has valid value
WORD Speed (milliseconds between frame, like in FLC files)
DEPRECATED: You should use the frame duration field
from each frame header
DWORD Set be 0
DWORD Set be 0
BYTE Palette entry (index) which represent transparent color
in all non-background layers (only for Indexed sprites).
BYTE[3] Ignore these bytes
WORD Number of colors (0 means 256 for old sprites)
BYTE Pixel width (pixel ratio is "pixel width/pixel height").
If this or pixel height field is zero, pixel ratio is 1:1
BYTE Pixel height
SHORT X position of the grid
SHORT Y position of the grid
WORD Grid width (zero if there is no grid, grid size
is 16x16 on Aseprite by default)
WORD Grid height (zero if there is no grid)
BYTE[84] For future (set to zero)
## Frames
After the header come the "frames" data. Each frame has this little
header of 16 bytes:
DWORD Bytes in this frame
WORD Magic number (always 0xF1FA)
WORD Old field which specifies the number of "chunks"
in this frame. If this value is 0xFFFF, we might
have more chunks to read in this frame
(so we have to use the new field)
WORD Frame duration (in milliseconds)
BYTE[2] For future (set to zero)
DWORD New field which specifies the number of "chunks"
in this frame (if this is 0, use the old field)
Then each chunk format is:
DWORD Chunk size
WORD Chunk type
BYTE[] Chunk data
The chunk size includes the DWORD of the size itself, and the WORD of
the chunk type, so a chunk size must be equal or greater than 6 bytes
at least.
## Chunk Types
### Old palette chunk (0x0004)
Ignore this chunk if you find the new palette chunk (0x2019). Aseprite
v1.1 saves both chunks (0x0004 and 0x2019) just for backward
compatibility. Aseprite v1.3.5 writes this chunk if the palette
doesn't have alpha channel and contains 256 colors or less (because
this chunk is smaller), in other case the new palette chunk (0x2019)
will be used (and the old one is not saved anymore).
WORD Number of packets
+ For each packet
BYTE Number of palette entries to skip from the last packet (start from 0)
BYTE Number of colors in the packet (0 means 256)
+ For each color in the packet
BYTE Red (0-255)
BYTE Green (0-255)
BYTE Blue (0-255)
### Old palette chunk (0x0011)
Ignore this chunk if you find the new palette chunk (0x2019)
WORD Number of packets
+ For each packet
BYTE Number of palette entries to skip from the last packet (start from 0)
BYTE Number of colors in the packet (0 means 256)
+ For each color in the packet
BYTE Red (0-63)
BYTE Green (0-63)
BYTE Blue (0-63)
### Layer Chunk (0x2004)
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In the first frame should be a set of layer chunks to determine the
entire layers layout:
WORD Flags:
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1 = Visible
2 = Editable
4 = Lock movement
8 = Background
16 = Prefer linked cels
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32 = The layer group should be displayed collapsed
64 = The layer is a reference layer
WORD Layer type
0 = Normal (image) layer
1 = Group
2 = Tilemap
WORD Layer child level (see NOTE.1)
WORD Default layer width in pixels (ignored)
WORD Default layer height in pixels (ignored)
WORD Blend mode (always 0 for layer set)
Normal = 0
Multiply = 1
Screen = 2
Overlay = 3
Darken = 4
Lighten = 5
Color Dodge = 6
Color Burn = 7
Hard Light = 8
Soft Light = 9
Difference = 10
Exclusion = 11
Hue = 12
Saturation = 13
Color = 14
Luminosity = 15
Addition = 16
Subtract = 17
Divide = 18
BYTE Opacity
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Note: valid only if file header flags field has bit 1 set
BYTE[3] For future (set to zero)
STRING Layer name
+ If layer type = 2
DWORD Tileset index
### Cel Chunk (0x2005)
This chunk determine where to put a cel in the specified layer/frame.
WORD Layer index (see NOTE.2)
SHORT X position
SHORT Y position
BYTE Opacity level
WORD Cel Type
0 - Raw Image Data (unused, compressed image is preferred)
1 - Linked Cel
2 - Compressed Image
3 - Compressed Tilemap
SHORT Z-Index (see NOTE.5)
0 = default layer ordering
+N = show this cel N layers later
-N = show this cel N layers back
BYTE[5] For future (set to zero)
+ For cel type = 0 (Raw Image Data)
WORD Width in pixels
WORD Height in pixels
PIXEL[] Raw pixel data: row by row from top to bottom,
for each scanline read pixels from left to right.
+ For cel type = 1 (Linked Cel)
WORD Frame position to link with
+ For cel type = 2 (Compressed Image)
WORD Width in pixels
WORD Height in pixels
PIXEL[] "Raw Cel" data compressed with ZLIB method (see NOTE.3)
+ For cel type = 3 (Compressed Tilemap)
WORD Width in number of tiles
WORD Height in number of tiles
WORD Bits per tile (at the moment it's always 32-bit per tile)
DWORD Bitmask for tile ID (e.g. 0x1fffffff for 32-bit tiles)
DWORD Bitmask for X flip
DWORD Bitmask for Y flip
DWORD Bitmask for diagonal flip (swap X/Y axis)
BYTE[10] Reserved
TILE[] Row by row, from top to bottom tile by tile
compressed with ZLIB method (see NOTE.3)
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### Cel Extra Chunk (0x2006)
Adds extra information to the latest read cel.
DWORD Flags (set to zero)
1 = Precise bounds are set
FIXED Precise X position
FIXED Precise Y position
FIXED Width of the cel in the sprite (scaled in real-time)
FIXED Height of the cel in the sprite
BYTE[16] For future use (set to zero)
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### Color Profile Chunk (0x2007)
Color profile for RGB or grayscale values.
WORD Type
0 - no color profile (as in old .aseprite files)
1 - use sRGB
2 - use the embedded ICC profile
WORD Flags
1 - use special fixed gamma
FIXED Fixed gamma (1.0 = linear)
Note: The gamma in sRGB is 2.2 in overall but it doesn't use
this fixed gamma, because sRGB uses different gamma sections
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(linear and non-linear). If sRGB is specified with a fixed
gamma = 1.0, it means that this is Linear sRGB.
BYTE[8] Reserved (set to zero)
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+ If type = ICC:
DWORD ICC profile data length
BYTE[] ICC profile data. More info: http://www.color.org/ICC1V42.pdf
### External Files Chunk (0x2008)
A list of external files linked with this file can be found in the first frame. It might be used to
reference external palettes, tilesets, or extensions that make use of extended properties.
DWORD Number of entries
BYTE[8] Reserved (set to zero)
+ For each entry
DWORD Entry ID (this ID is referenced by tilesets, palettes, or extended properties)
BYTE Type
0 - External palette
1 - External tileset
2 - Extension name for properties
3 - Extension name for tile management (can exist one per sprite)
BYTE[7] Reserved (set to zero)
STRING External file name or extension ID (see NOTE.4)
### Mask Chunk (0x2016) DEPRECATED
SHORT X position
SHORT Y position
WORD Width
WORD Height
BYTE[8] For future (set to zero)
STRING Mask name
BYTE[] Bit map data (size = height*((width+7)/8))
Each byte contains 8 pixels (the leftmost pixels are
packed into the high order bits)
### Path Chunk (0x2017)
Never used.
### Tags Chunk (0x2018)
After the tags chunk, you can write one user data chunk for each tag.
E.g. if there are 10 tags, you can then write 10 user data chunks one
for each tag.
WORD Number of tags
BYTE[8] For future (set to zero)
+ For each tag
WORD From frame
WORD To frame
BYTE Loop animation direction
0 = Forward
1 = Reverse
2 = Ping-pong
3 = Ping-pong Reverse
WORD Repeat N times. Play this animation section N times:
0 = Doesn't specify (plays infinite in UI, once on export,
for ping-pong it plays once in each direction)
1 = Plays once (for ping-pong, it plays just in one direction)
2 = Plays twice (for ping-pong, it plays once in one direction,
and once in reverse)
n = Plays N times
BYTE[6] For future (set to zero)
BYTE[3] RGB values of the tag color
Deprecated, used only for backward compatibility with Aseprite v1.2.x
The color of the tag is the one in the user data field following
the tags chunk
BYTE Extra byte (zero)
STRING Tag name
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### Palette Chunk (0x2019)
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DWORD New palette size (total number of entries)
DWORD First color index to change
DWORD Last color index to change
BYTE[8] For future (set to zero)
+ For each palette entry in [from,to] range (to-from+1 entries)
WORD Entry flags:
1 = Has name
BYTE Red (0-255)
BYTE Green (0-255)
BYTE Blue (0-255)
BYTE Alpha (0-255)
+ If has name bit in entry flags
STRING Color name
### User Data Chunk (0x2020)
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Specifies the user data (color/text/properties) to be associated with
the last read chunk/object. E.g. If the last chunk we've read is a
layer and then this chunk appears, this user data belongs to that
layer, if we've read a cel, it belongs to that cel, etc. There are
some special cases:
1. After a Tags chunk, there will be several user data chunks, one for
each tag, you should associate the user data in the same order as
the tags are in the Tags chunk.
2. After the Tileset chunk, it could be followed by a user data chunk
(empty or not) and then all the user data chunks of the tiles
ordered by tile index, or it could be followed by none user data
chunk (if the file was created in an older Aseprite version of if
no tile has user data).
3. In Aseprite v1.3 a sprite has associated user data, to consider
this case there is an User Data Chunk at the first frame after the
Palette Chunk.
The data of this chunk is as follows:
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DWORD Flags
1 = Has text
2 = Has color
4 = Has properties
+ If flags have bit 1
STRING Text
+ If flags have bit 2
BYTE Color Red (0-255)
BYTE Color Green (0-255)
BYTE Color Blue (0-255)
BYTE Color Alpha (0-255)
+ If flags have bit 4
DWORD Size in bytes of all properties maps stored in this chunk
The size includes the this field and the number of property maps
(so it will be a value greater or equal to 8 bytes).
DWORD Number of properties maps
+ For each properties map:
DWORD Properties maps key
== 0 means user properties
!= 0 means an extension Entry ID (see External Files Chunk))
DWORD Number of properties
+ For each property:
STRING Name
WORD Type
+ If type==0x0001 (bool)
BYTE == 0 means FALSE
!= 0 means TRUE
+ If type==0x0002 (int8)
BYTE
+ If type==0x0003 (uint8)
BYTE
+ If type==0x0004 (int16)
SHORT
+ If type==0x0005 (uint16)
WORD
+ If type==0x0006 (int32)
LONG
+ If type==0x0007 (uint32)
DWORD
+ If type==0x0008 (int64)
LONG64
+ If type==0x0009 (uint64)
QWORD
+ If type==0x000A
FIXED
+ If type==0x000B
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FLOAT
+ If type==0x000C
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DOUBLE
+ If type==0x000D
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STRING
+ If type==0x000E
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POINT
+ If type==0x000F
SIZE
+ If type==0x0010
RECT
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+ If type==0x0011 (vector)
DWORD Number of elements
WORD Element's type.
+ If Element's type == 0 (all elements are not of the same type)
For each element:
WORD Element's type
BYTE[] Element's value. Structure depends on the
element's type
+ Else (all elements are of the same type)
For each element:
BYTE[] Element's value. Structure depends on the
element's type
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+ If type==0x0012 (nested properties map)
DWORD Number of properties
BYTE[] Nested properties data
Structure is the same as indicated in this loop
+ If type==0x0013
UUID
### Slice Chunk (0x2022)
DWORD Number of "slice keys"
DWORD Flags
1 = It's a 9-patches slice
2 = Has pivot information
DWORD Reserved
STRING Name
+ For each slice key
DWORD Frame number (this slice is valid from
this frame to the end of the animation)
LONG Slice X origin coordinate in the sprite
LONG Slice Y origin coordinate in the sprite
DWORD Slice width (can be 0 if this slice hidden in the
animation from the given frame)
DWORD Slice height
+ If flags have bit 1
LONG Center X position (relative to slice bounds)
LONG Center Y position
DWORD Center width
DWORD Center height
+ If flags have bit 2
LONG Pivot X position (relative to the slice origin)
LONG Pivot Y position (relative to the slice origin)
### Tileset Chunk (0x2023)
DWORD Tileset ID
DWORD Tileset flags
1 - Include link to external file
2 - Include tiles inside this file
4 - Tilemaps using this tileset use tile ID=0 as empty tile
(this is the new format). In rare cases this bit is off,
and the empty tile will be equal to 0xffffffff (used in
internal versions of Aseprite)
8 - Aseprite will try to match modified tiles with their X
flipped version automatically in Auto mode when using
this tileset.
16 - Same for Y flips
32 - Same for D(iagonal) flips
DWORD Number of tiles
WORD Tile Width
WORD Tile Height
SHORT Base Index: Number to show in the screen from the tile with
index 1 and so on (by default this is field is 1, so the data
that is displayed is equivalent to the data in memory). But it
can be 0 to display zero-based indexing (this field isn't used
for the representation of the data in the file, it's just for
UI purposes).
BYTE[14] Reserved
STRING Name of the tileset
+ If flag 1 is set
DWORD ID of the external file. This ID is one entry
of the the External Files Chunk.
DWORD Tileset ID in the external file
+ If flag 2 is set
DWORD Compressed data length
PIXEL[] Compressed Tileset image (see NOTE.3):
(Tile Width) x (Tile Height x Number of Tiles)
## Notes
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### NOTE.1
The child level is used to show the relationship of this layer with
the last one read, for example:
Layer name and hierarchy Child Level
-----------------------------------------------
- Background 0
`- Layer1 1
- Foreground 0
|- My set1 1
| `- Layer2 2
`- Layer3 1
### NOTE.2
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The layer index is a number to identify a layer in the sprite. Layers
are numbered in the same order as Layer Chunks (0x2004) appear in the
file, for example:
Layer name and hierarchy Layer index
-----------------------------------------------
- Background 0
`- Layer1 1
- Foreground 2
|- My set1 3
| `- Layer2 4
`- Layer3 5
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It means that in the file you will find the `Background` layer chunk
first, then the `Layer1` layer chunk, etc.
### NOTE.3
**Uncompressed Image**: Uncompressed ("raw") images inside `.aseprite`
files are saved row by row from top to bottom, and for each
row/scanline, pixels are from left to right. Each pixel is a `PIXEL`
(or a `TILE` in the case of tilemaps) as defined in the
[References](#references) section (so the number and order of bytes
depends on the color mode of the image/sprite, or the tile
format). Generally you'll not find uncompressed images in `.aseprite`
files (only in very old `.aseprite` files).
**Compressed Image**: When an image is compressed (the regular case
that you will find in `.aseprite` files), the data is a stream of
bytes in exactly the same *"Uncompressed Image"* format as described
above, but compressed using the ZLIB method. Details about the ZLIB
and DEFLATE compression methods can be found here:
* https://www.ietf.org/rfc/rfc1950
* https://www.ietf.org/rfc/rfc1951
* Some extra notes that might help you to decode the data:
http://george.chiramattel.com/blog/2007/09/deflatestream-block-length-does-not-match.html
### NOTE.4
The extension ID must be a string like `publisher/ExtensionName`, for
example, the [Aseprite Attachment System](https://github.com/aseprite/Attachment-System)
uses `aseprite/Attachment-System`.
This string will be used in a future to automatically link to the
extension URL in the [Aseprite Store](https://github.com/aseprite/aseprite/issues/1928).
### NOTE.5
In case that you read and render an `.aseprite` file in your game
engine/software, you are going to need to process the z-index field
for each cel with a specific algorithm. This is a possible C++ code
about how to order layers for a specific frame (the `zIndex` must be
set depending on the active frame/cel):
```c++
struct Layer {
int layerIndex; // See the "layer index" in NOTE.2
int zIndex; // The z-index value for a specific cel in this layer/frame
int order() const {
return layerIndex + zIndex;
}
// Function to order with std::sort() by operator<(),
// which establish the render order from back to front.
bool operator<(const Layer& b) const {
return (order() < b.order()) ||
(order() == b.order() && (zIndex < b.zIndex));
}
};
```
Basically we first compare `layerIndex + zIndex` of each cel, and then
if this value is the same, we compare the specific `zIndex` value to
disambiguate some scenarios. An example of this implementation can be
found in the [RenderPlan code](https://github.com/aseprite/aseprite/blob/8e91d22b704d6d1e95e1482544318cee9f166c4d/src/doc/render_plan.cpp#L77).
## File Format Changes
1. The first change from the first release of the new .ase format,
is the new frame duration field. This is because now each frame
can have different duration.
How to read both formats (old and new one)? You should set all
frames durations to the "speed" field read from the main ASE
header. Then, if you found a frame with the frame-duration
field > 0, you should update the duration of the frame with
that value.