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Basement Suite v0.1.0

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@github-actions github-actions released this 07 Jun 13:19
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Install

Pick one — both install the same app, just different installer formats:

  • Basement.Suite_0.1.0_x64-setup.exe — NSIS installer (smaller, easier to uninstall)
  • Basement.Suite_0.1.0_x64_en-US.msi — MSI installer (good for managed Windows / enterprise)

Double-click whichever you downloaded. The installer is unsigned — Windows SmartScreen will show "Windows protected your PC" on first run. Click More info → Run anyway to proceed. (Code-signing certificates aren't on
for a first hobby release.)

After install you'll find Basement Suite in your Start menu.


First launch

The first time you open the app, a 5-step setup wizard walks you through pointing at your Isaac install:

  1. Welcome — quick explanation of what's about to happen.
  2. Isaac install folder — pick the folder that contains isaac-ng.exe. Find it via Steam → right-click The Binding of Isaac: RebirthManage → Browse local files.
  3. Mods folder — auto-filled with <Isaac>/mods. Almost always correct.
  4. Extracted resources folder — auto-filled with <Isaac>/extracted_resources/resources. The wizard tells you here how to run the game's resource extractor if you haven't yet.
  5. Review — confirm and save. Your choices live in %APPDATA%\dev.kyle.basement-suite\bs.config.json so you only do this once.

After that the Home tab populates (~5 seconds on first launch).

Important — you have to run the resource extractor once

Repentance keeps its art packed inside .a archives that no normal program can read. The game ships an extractor that unpacks everything to a real folder. Steps:

  1. Open Steam → right-click Isaac: RebirthManage → Browse local files.
  2. Open tools\ResourceExtractor\.
  3. Right-click ResourceExtractor.exe → Run as administrator (important — it writes back into the game directory and will silently do nothing otherwise).
  4. Click Extract resources. Takes a couple of minutes the first time.
  5. When it finishes you'll have a new folder: <Isaac>\extracted_resources\resources\. Point step 4 of the wizard at that.

What's in v0.1.0

Home — semantic catalog

Browse the game by name instead of by file path. The catalog reads entities2.xml, items.xml, players.xml, and costumes2.xml and groups 8,000+ extracted PNGs and 2,000+ .anm2 files into:

  • Characters (with skin / head / costume composited the way the game does it)
  • Enemies (split into normal / bosses)
  • Items, trinkets, pickups
  • Familiars
  • Effects, UI, cutscenes

Rendered thumbnails so you can see what something looks like before opening it.

Editor — Photoshop-style

  • Multi-layer documents (visible / opacity / lock / rename / drag-to-reorder); composite is what the game sees
  • Tools: Move (V), Brush (B), Eraser (E), Eyedropper (I), Fill bucket (G), Rectangle marquee (M), Lasso (L), Magic wand (W), Pan (H)
  • Selections clip paint, support Photoshop's inside-drag (move the dashed outline only), Free Transform (Ctrl+T) with corner and edge handles, Cut (Ctrl+X), Delete, Alt+drag to duplicate, Ctrl+D to deselect
  • Mirror brush (horizontal / vertical / both) for symmetric sprites
  • Color Picker — full HSV square + hue strip + RGB / Hex / HSV / Alpha fields + preset row. FG / BG swatches on the tool rail (X swap, D reset, Photoshop-style)
  • Frame strip under the preview — click any frame to jump the editor's pan to that crop rect
  • Layers + History panels docked beside the canvas; every operation lands in the History panel, click any row to jump to that state
  • Merge down (Ctrl+E), per-layer opacity slider

Live preview

The right pane plays the actual animation — body + head + costume composited exactly like the game. Strokes appear in the preview during the gesture, not on save.

Mod Manager

  • Lists every mod under your mods path with parsed metadata.xml, version, file count, and a Steam Workshop badge
  • Active mod — one mod at a time receives Save-to-mod and overlays into the preview so modded sprites appear live
  • Diff viewer — side-by-side or overlay-slider comparison of any modded file against vanilla
  • New mod creation, hard-delete with confirm, BBCode-rendered Workshop descriptions
  • Dirty-state modal blocks closing tabs / switching mods with unsaved edits

Save to mod (Ctrl+S)

Writes the flattened sprite into <modsPath>\<your mod>\resources\gfx\<mirrored path>\... and generates metadata.xml on first save. Your game files are never touched — every write is gated to be inside your mods folder.


Keyboard shortcuts

Action Shortcut
Move / Brush / Eraser / Eyedropper / Fill / Marquee / Lasso / Wand / Pan V / B / E / I / G / M / L / W / H
Color picker FG/BG: swap / reset X / D
Brush size [ and ]
Free Transform Ctrl+T
Cut selection Ctrl+X
Deselect Ctrl+D
Merge layer down Ctrl+E
Undo / Redo Ctrl+Z / Ctrl+Y (or Ctrl+Shift+Z)
Save to mod Ctrl+S
Paste image as floating Ctrl+V
Commit floating Enter
Cancel floating Esc
Toggle frame grid /
Pan view (any tool) hold Space + drag, or middle-mouse drag

Known issues / not yet shipped

  • Windows only — macOS and Linux builds aren't published this release
  • Unsigned installer triggers SmartScreen (see Install section)
  • No vector layers, no blend modes, no layer groups, no masks
  • No animation editor (game has its own); this app is for editing the sprite art, not the animation timeline
  • No keyboard-customizable shortcuts

Reporting bugs

Open an issue at https://github.com/laughable-9/basement-suite/issues. Useful info to include:

  • What you were doing (open which character, which tool, what action)
  • The contents of your bs.config.json (paths)
  • Any error toast text the app showed
  • Your Windows version

Asset policy

Basement Suite contains no game assets. Spritesheets and .anm2 files are copyrighted by Nicalis; the app reads them from your local game installation at runtime. The game directory is treated as strictly read-only
saves are accepted only inside your mods folder.