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0.4
Downloads
| Editor | SGDK exporter | |
|---|---|---|
| Windows (x64) | ModularSpriteEditor-windows.zip |
export_sgdk-windows.zip |
| macOS (Apple Silicon) | ModularSpriteEditor-macos.zip |
export_sgdk-macos.zip |
| Linux (x64, glibc 2.35+, e.g. Ubuntu 22.04) | ModularSpriteEditor-linux.tar.gz |
export_sgdk-linux.tar.gz |
export_sgdk bakes a project into the SGDK demo (examples/sgdk/sgdk_demo in the repo):
export_sgdk --project-json my.json --output-demo-dir path/to/sgdk_demo, then build the demo with SGDK.
See examples/sgdk/README.md.
The builds are not signed. Windows: "More info" › "Run anyway". macOS: right-click › Open the first time
(or xattr -dr com.apple.quarantine ModularSpriteEditor.app export_sgdk).
Every build was tested in CI: unit tests, the built editor drives every tab against both example projects
(--smoke-test), and the built exporter writes exactly what the Python exporter writes. On Windows the SGDK demo
ROMs were built from the packaged files with the bundled SGDK.
What's new since 0.3
- Editors redesigned from scratch: Modules, Frames, Animations, Timeline (scenes) and Mappings, with one
layout (browser · canvas with view bar · inspector), project-wide undo/redo, drag and drop between them. - Animations: playback exactly like the Mega Drive runtime (loop, ping-pong, backwards, repeat count),
step events, loop-from step, follow-up animation, onion skin, GIF export. - Timeline: dopesheet with layer tree, Auto-Key, easing, spline paths, source switches per key.
- Mega Drive hardware budget overlay: hardware sprites, per-line limits and tiles as the exporter makes them.
- SGDK runtime about 5× faster: tiles stay in VRAM and drawing only writes the sprite table (about 7 % of a
frame per character, measured in BlastEm; was 39 % with dropped frames). Hitboxes and points with types and
roles are exported, with a C API for game logic. - Project format v3 (older files upgrade on load), importer fixes for AuroraGT / RetroAnimator, Sonic example.