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0.6
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 the PoP_WW and Sonic examples
(--smoke-test); 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 0.5
A mapping per timeline object (Timeline inspector ▸ Mapping)
A guard drawn from the hero's animations can now fight the hero in one scene.
- Each object inherits its parent's mapping (top level: the preview mapping) or uses one of its own, or the original
modules. The stage, the budget overlay and the SGDK export draw every object with its mapping. - New example scene in
examples/sgdk/PoP_WW.json: Swordfight, the Prince against a guard with the "Normal" mapping
(it replaces the old test scene).
Timeline choreography
- An animation swapped in at a key now plays from that key (it used to count from the scene start).
- Root motion follows the object: a mirrored fighter steps forward to the left instead of backwards.
- The screen guide shows the screen the way the SGDK demo draws scenes (origin centred, three quarters down).
- Swap labels in the timeline no longer run into each other.
SGDK runtime (examples/sgdk/sgdk_demo in the repo)
ms_draw_anim_player_mapped(player, mapping, x, y): draw characters with different mappings from one set of
animations, the way AuroraGT games do. The demo's START+B shows two mappings side by side.
Animations: the preview shows the current step's events and lights them up when they fire.
Faster, smoother canvases: the checkerboard backdrop is drawn in one call instead of one per tile (about 35×
faster per repaint), and playback no longer floods the Windows event queue when a frame takes long to draw.
Fix: projects given by a relative path on the command line open again.
File format 4. Older files are upgraded when opened. Version 0.5 opens format 4 files with a warning and drops
the objects' mappings when it saves.