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Minor change to specs: put Notes in the table of content
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@ -5,7 +5,8 @@
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3. [Header](#header)
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3. [Header](#header)
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4. [Frames](#frames)
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4. [Frames](#frames)
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5. [Chunk Types](#chunk-types)
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5. [Chunk Types](#chunk-types)
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6. [File Format Changes](#file-format-changes)
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6. [Notes](#notes)
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7. [File Format Changes](#file-format-changes)
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## References
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## References
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@ -501,9 +502,9 @@ The data of this chunk is as follows:
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PIXEL[] Compressed Tileset image (see NOTE.3):
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PIXEL[] Compressed Tileset image (see NOTE.3):
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(Tile Width) x (Tile Height x Number of Tiles)
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(Tile Width) x (Tile Height x Number of Tiles)
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### Notes
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## Notes
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#### NOTE.1
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### NOTE.1
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The child level is used to show the relationship of this layer with
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The child level is used to show the relationship of this layer with
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the last one read, for example:
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the last one read, for example:
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@ -517,7 +518,7 @@ the last one read, for example:
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| `- Layer2 2
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| `- Layer2 2
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`- Layer3 1
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`- Layer3 1
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#### NOTE.2
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### NOTE.2
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The layer index is a number to identify a layer in the sprite. Layers
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The layer index is a number to identify a layer in the sprite. Layers
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are numbered in the same order as Layer Chunks (0x2004) appear in the
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are numbered in the same order as Layer Chunks (0x2004) appear in the
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@ -535,7 +536,7 @@ file, for example:
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It means that in the file you will find the `Background` layer chunk
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It means that in the file you will find the `Background` layer chunk
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first, then the `Layer1` layer chunk, etc.
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first, then the `Layer1` layer chunk, etc.
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#### NOTE.3
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### NOTE.3
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Details about the ZLIB and DEFLATE compression methods:
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Details about the ZLIB and DEFLATE compression methods:
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@ -544,7 +545,7 @@ Details about the ZLIB and DEFLATE compression methods:
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* Some extra notes that might help you to decode the data:
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* Some extra notes that might help you to decode the data:
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http://george.chiramattel.com/blog/2007/09/deflatestream-block-length-does-not-match.html
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http://george.chiramattel.com/blog/2007/09/deflatestream-block-length-does-not-match.html
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#### NOTE.4
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### NOTE.4
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The extension ID must be a string like `publisher/ExtensionName`, for
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The extension ID must be a string like `publisher/ExtensionName`, for
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example, the [Aseprite Attachment System](https://github.com/aseprite/Attachment-System)
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example, the [Aseprite Attachment System](https://github.com/aseprite/Attachment-System)
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@ -553,7 +554,7 @@ uses `aseprite/Attachment-System`.
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This string will be used in a future to automatically link to the
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This string will be used in a future to automatically link to the
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extension URL in the [Aseprite Store](https://github.com/aseprite/aseprite/issues/1928).
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extension URL in the [Aseprite Store](https://github.com/aseprite/aseprite/issues/1928).
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#### NOTE.5
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### NOTE.5
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In case that you read and render an `.aseprite` file in your game
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In case that you read and render an `.aseprite` file in your game
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engine/software, you are going to need to process the z-index field
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engine/software, you are going to need to process the z-index field
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