Minor change to specs: put Notes in the table of content

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David Capello 2023-05-08 12:37:10 -03:00
parent 943f0df625
commit dbfc7d745f

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