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0.7.0 — vocabulary 14: palette roles, sprite v2, two-tone patterns, dither

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@tosin2013 tosin2013 released this 24 Oct 15:44
· 62 commits to main since this release
a5b21d9

Palette roles and retro looks: sprite format v2 with the hero character (spec 020, #103), a
second pattern tone (spec 019, #97), and ordered-dither scenes (spec 021, #107), with Game Boy,
SNES and DOS adventure showcase loops. No existing reference frame moved.

  • A spec may carry a roles map of named colours (up to 16), used only in creative mode.
    Outside creative mode every role falls back to a grey, so output stays monochrome.
  • sprite gains hero, a 16 × 20 character whose ten parts (hair, skin, eyes, gold trim,
    cloak, boots and more) take their colours from roles. Built-in characters may now
    declare a per-letter palette (format v2, up to 32 × 48); mascot, bot and ghost are
    unchanged.
  • sanitizeRoles is exported. npm run verify now checks that built-in characters are
    well-formed, and the palette gate accepts mixes of the background with a declared role.
  • grid and checker patterns: the letter b draws a second tone, coloured by roles.fg2 in
    creative mode and mid grey otherwise (spec 019, #97). Patterns without b are unchanged.
  • dither: an ordered (Bayer) dither gradient through up to six palette roles in a region,
    for DOS/VGA-style skies, ground, props and UI bars (spec 021, #107). caption gains
    margin, and a spec may declare pixelAspect (recorded in the command-line manifest, never
    changing a pixel). A dos-adventure showcase loop shows the look.
  • Constitution 4.0.0: Principle III now reads "palette roles" instead of only background,
    foreground and accent. Constitution 4.1.0: the palette
    gate accepts a role mixed with both background and foreground, as it does the accent.
    Constitution 4.2.0: pixelAspect joins the format.