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246 lines
7.9 KiB
Plaintext
246 lines
7.9 KiB
Plaintext
ASE Files (.ASE) Format description
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Copyright (C) 2001-2013 by David Capello
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----------------------------------------------------------------------
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1. References
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2. Introduction
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3. Header
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4. Frames
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5. New chunk types
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6. File Format Changes
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========================================
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1. References
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========================================
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ASE files use Intel (little-endian) byte order.
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BYTE An 8-bit unsigned integer value
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WORD A 16-bit unsigned integer value
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DWORD A 32-bit unsigned integer value
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LONG A 32-bit signed integer value
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BYTE[n] "n" bytes.
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RECT Four LONGs (in the order: x-pos, y-pos, width, heigth)
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STRING length=WORD (how many characters to read next)
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string=BYTE[length]
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The \0 character isn't included.
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PIXEL Pixel format:
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- In RGB images, each pixel have 4 bytes in
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this order Red, Green, Blue, Alpha.
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- In Grayscale images, each pixel have 2 bytes
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in the order Value, Alpha.
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- In Indexed images, each pixel uses 1 byte (the index).
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========================================
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2. Introduction
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========================================
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The format is much like FLI/FLC files, but with different magic number
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and differents chunks. Also, the color depth can be 8, 16 or 32 for
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Indexed, Grayscale and RGB respectively, and the images are more easy
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to read (there aren't differences with old frames). The palette isn't
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included for color depths more than 8, but when the sprite is 8 bpp,
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the palette is in a FLI color chunk (it could be type=11 or type=4).
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See fli.txt for details.
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To read the sprite, just do this:
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* Read the ASE header (section 3)
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* For each frame do (how many frames? the ASE header has that
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information):
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+ Read the frame header (section 4)
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+ For each chunk in this frame (how many chunks? the frame header
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has that information)
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- Read the chunk (it should be layer information, a cel or a
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palette)
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========================================
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3. Header
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========================================
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A 128-byte header (same as FLC/FLI header, but with other magic
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number):
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DWORD File size
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WORD Magic number (0xA5E0)
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WORD Frames
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WORD Width in pixels
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WORD Height in pixels
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WORD Color depth (bits per pixel)
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32 bpp = RGBA
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16 bpp = Grayscale
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8 bpp = Indexed
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DWORD Flags (must be 0)
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WORD Speed (milliseconds between frame, like in FLC files)
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DEPRECATED: You should use the frame duration
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field from each frame header
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DWORD Set be 0
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DWORD Set be 0
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BYTE Palette entry (index) which represent transparent
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color in all non-background layers (only for Indexed
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sprites).
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BYTE[3] Ignore these bytes
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WORD Number of colors (0 means 256 for old sprites)
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BYTE[94] For future (set to zero)
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========================================
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4. Frames
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========================================
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After the header come the "frames" data. Each frame has this little
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header of 16 bytes:
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DWORD Bytes in this frame
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WORD Magic number (always 0xF1FA)
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WORD Number of "chunks" in this frame
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WORD Frame duration (in milliseconds)
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BYTE[6] For future (set to zero)
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Then each chunk format is:
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DWORD Chunk size
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WORD Chunk type
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BYTE[] Chunk data
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========================================
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5. New chunk types
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========================================
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Layer Chunk (0x2004)
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----------------------------------------
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In the first frame should be a set of layer chunks to determine the
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entire layers layout:
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WORD Flags:
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LAYER_IS_READABLE = 0x0001
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LAYER_IS_WRITABLE = 0x0002
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LAYER_IS_LOCKMOVE = 0x0004
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LAYER_IS_BACKGROUND = 0x0008
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WORD Layer type (0=normal (image) layer, 1=layer set)
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WORD Layer child level (see NOTE.1)
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WORD Default layer width in pixels (ignored)
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WORD Default layer height in pixels (ignored)
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WORD DEPRECATED This field is not used anymore.
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Blend mode (always 0 for layer set)
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BLEND_MODE_NORMAL = 0
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BLEND_MODE_DISSOLVE = 1
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BLEND_MODE_MULTIPLY = 2
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BLEND_MODE_SCREEN = 3
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BLEND_MODE_OVERLAY = 4
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BLEND_MODE_HARD_LIGHT = 5
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BLEND_MODE_DODGE = 6
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BLEND_MODE_BURN = 7
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BLEND_MODE_DARKEN = 8
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BLEND_MODE_LIGHTEN = 9
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BLEND_MODE_ADDITION = 10
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BLEND_MODE_SUBTRACT = 11
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BLEND_MODE_DIFFERENCE = 12
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BLEND_MODE_HUE = 13
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BLEND_MODE_SATURATION = 14
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BLEND_MODE_COLOR = 15
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BLEND_MODE_LUMINOSITY = 16
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BLEND_MODE_COPY = 17
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BYTE[4] For future (set to zero)
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STRING Layer name
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Cel Chunk (0x2005)
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----------------------------------------
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This chunk determine where to put a cel in the specified
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layer/frame.
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WORD Layer index (see NOTE.2)
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WORD X position
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WORD Y position
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BYTE Opacity level
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WORD Cel type
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BYTE[7] For future (set to zero)
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+ For cel type = 0 (Raw Cel):
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WORD Width in pixels
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WORD Height in pixels
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PIXEL[] Raw pixel data: row by row from top to bottom,
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for each scanline read pixels from left to right.
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+ For cel type = 1 (Linked Cel):
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WORD Frame position to link with
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+ For cel type = 2 (compressed image):
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WORD Width in pixels
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WORD Height in pixels
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BYTE[] Compressed "Raw Cel" data. Details about the
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compression method:
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http://www.ietf.org/rfc/rfc1951.txt
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Mask Chunk (0x2016) DEPRECATED
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----------------------------------------
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WORD X position
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WORD Y position
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WORD Width
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WORD Height
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BYTE[8] For future (set to zero)
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STRING Mask name
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BYTE[] Bit map data (size = height*((width+7)/8))
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Each byte contains 8 pixels (the leftmost pixels are
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packed into the high order bits)
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Path Chunk (0x2017)
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----------------------------------------
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Never used.
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Notes
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----------------------------------------
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NOTE.1: The child level is used to show the relationship of this
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layer with the last one read, for example:
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Layer name and hierarchy Child Level
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-----------------------------------------------
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- Background 0
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`- Layer1 1
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- Foreground 0
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|- My set1 1
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| `- Layer2 2
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`- Layer3 1
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NOTE.2: The layer index is a number to identify any layer in the
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sprite, for example:
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Layer name and hierarchy Layer index
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-----------------------------------------------
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- Background 0
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`- Layer1 1
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- Foreground 2
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|- My set1 3
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| `- Layer2 4
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`- Layer3 5
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========================================
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File Format Changes
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========================================
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1) The first change from the first release of the new .ase format,
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is the new frame duration field. This is because now each frame
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can have different duration.
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How to read both formats (old and new one)? You should set all
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frames durations to the "speed" field read from the main ASE
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header. Then, if you found a frame with the frame-duration
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field > 0, you should update the duration of the frame with
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that value.
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