diff --git a/docs/ase-file-specs.md b/docs/ase-file-specs.md index d9e27aa68..f97c0942e 100644 --- a/docs/ase-file-specs.md +++ b/docs/ase-file-specs.md @@ -5,7 +5,8 @@ 3. [Header](#header) 4. [Frames](#frames) 5. [Chunk Types](#chunk-types) -6. [File Format Changes](#file-format-changes) +6. [Notes](#notes) +7. [File Format Changes](#file-format-changes) ## References @@ -501,9 +502,9 @@ The data of this chunk is as follows: PIXEL[] Compressed Tileset image (see NOTE.3): (Tile Width) x (Tile Height x Number of Tiles) -### Notes +## Notes -#### NOTE.1 +### NOTE.1 The child level is used to show the relationship of this layer with the last one read, for example: @@ -517,7 +518,7 @@ the last one read, for example: | `- Layer2 2 `- Layer3 1 -#### NOTE.2 +### NOTE.2 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 @@ -535,7 +536,7 @@ file, for example: It means that in the file you will find the `Background` layer chunk first, then the `Layer1` layer chunk, etc. -#### NOTE.3 +### NOTE.3 Details about the ZLIB and DEFLATE compression methods: @@ -544,7 +545,7 @@ Details about the ZLIB and DEFLATE compression methods: * 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 +### NOTE.4 The extension ID must be a string like `publisher/ExtensionName`, for example, the [Aseprite Attachment System](https://github.com/aseprite/Attachment-System) @@ -553,7 +554,7 @@ 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 +### 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