Day 2 Progress

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.

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.

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