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## File Screen
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After selecting a game format, individual assets can be saved and loaded. Art based assetts can specify an offset to load from (for example, for loading HUD graphics from a VRAM dump).
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After selecting a game format, individual assets can be saved and loaded. Art based assetts can specify an offset to load from (for example, for loading HUD graphics from a VRAM dump). To load every asset as once, use the load/save in the 'Object' line.
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The 'label' specified in the mapping and DPLC definitions will be used as the main label in ASM file output.
// provide a custom definition, but have a default
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time travel for undo/redo
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import palette from spritesheet https://yarnpkg.com/en/package/node-vibrant
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21:08 <+dIRCord> <RandomName> Not this. For example look at ArtScaled_EggRoboFly, which is art that's used by s3k art scaler. It's uncompressed art,tho it looks transformed in some way, but not like random mess of pixels.
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uses a grayscale copy of another frame that you selected separately from the current one as a "background" frame.
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