Day 2 Progress

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I am digging the look of this, especially with this dim monochrome Game Boy master palette.

My video pattern database has 111 8x8 tiles by now. They are distributed like this:

0 - empty 1-6 - text box borders 7-32 - uppercase characters A-Z 33-58 - lowercase characters a-Z 59 - down arrow 60-64 - punctuation characters ',.!? 65-74 - number characters 0-9 75-... - 6x6 tiles of STROMATOLITE

I'm glad I came up with implementing a 48x48 edit mode in the video editor or it would be much harder to author the creature sprites.

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I also decided to redo my existing audio editor from scratch to be more like my video pattern editor. I think for this jam I'll only implement audio pattern database editing and do the arrangements manually in a JS object just like I have done for the video patterns.

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Hope I'll have time to finish the game proper.

Here is the list of features shipped so far:

- game - engine - integer scaling - copy 2D arrangements to screen - copy text to screen, a special case of copy 2D that also does the ASCII character mapping to the pattern database - content - graphics - text box patterns - font patterns with uppercase, lowercase, numbers and punctuation characters - STROMATOLITE front sprite - text box arrangement (arrangements of pattern tiles, ie "sprites") - "video" editor - open and save "video" project files - 2bpp pattern editor - increase number of 8x8 tiles in "video" project file database - select the 8x8 pattern to edit - switch between 8x8 and 48x48 edit mode - in 48x48 mode the pattern no. to edit is the first tile of the 6x6 contiguous tile data - so 36 tiles are read starting from that one - select one of 4 shades to draw - use a pencil on the canvas - "audio" editor - imported "getSystemaTeleionMeizonDiatonosStringLengths" function from another project - string roll (piano roll but for systema teleion meizon diatonos strings) - play/pause - set BPM