Releases: smnjameson/S65
v0.2.3
Fixed an issue regarding loading the prg on Xemu due to the way it handles memory <$2001
v0.2.2
Fixes an issue with the last frame of animation sequences being skipped
v0.2.1
Fixed a build issue with missing splash stub files
v0.2.0
Animations, animations, animations!
- You can now define Animations and assign them to Sprites!!
- Optimised the sprite clipping to discard sprites that are out of view horizontally
v0.1.2
Providing a better example of how the SDcard preloading works, the helloworld.s program in the project root now has an updated make.bat to demonstrate this functionality
v0.1.1
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SDCard preloading and auto deployment. Import Assets at or above $f000 to create an SDCard folder in the ./bin folder containing the preloader files. Use shift+f8 in conjunction with M65Debugger to deploy those files directly to the mega65 SDcard
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Shift+F8 will now deploy any sdcard files to the mega65 SDcard before building the program and running
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Shift+F7 with a test file open will build and run that test directly
v0.1.0
Introducing the S65 Asset pipeline!
- Easily import all the required files from png65.js and combine palettes from various png inputs as required
- Provides methods to get spriteset and charset information
Fixes:
- Fixed the palette export when using NCM sprite mode in png65.js
- Fixed an issue with loading palettes from SD card not working correctly, now buffers through the S65 SD buffer at $1400-16ff
- Fixed an issue in png65.js where the last sprite in a spritesheet would not have the final 64 byts of padding causing corruption
- Updated System random functions to provide increased entropy
- Fixed an issue with palette assignment for NCM sprites in Sprite_SetSpriteMeta
v0.0.4
- Sprite imports working with both NCM and FCM
- Added a png65examples.bat file in the root for reference
- FlipH flag now working on sprites
- NCM flag now working on sprites
- Fixed several clipping issues and auto resolution problems
v0.0.2
Updated README
v0.0.1
new tests