June 16, 2025
This was widely regarded as a great move by everyone.
oops... accidentally didnt make a devlog for like 25 hours........ uhm...
since then, i've made it so:
- you can export the edited animations and they work in the decompilation
- saving and loading projects as json
- ability to select your own spritesheet, palette, animation_cels.c and animations.c files from the menu bar (it was hardcoded before and i forgot to mention this in the photobooth video oops)
- you can actually edit the animation's timeline
- you can create and remove oams, animationcels, and animations
- and i added a bunch of miscellaneous quality of life improvements
sorry for barely making any devlogs... it wont happen again... i swear!!!!! 💔
so far, i've gotten my program to read the bytes from .pal and .4bpp files in order to render each sprite, as well as reading the bytes from an oam (object attribute memory), which is each individual sprite used in a frame of animation. next i'll get it to play an actual animation!!