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@8bitscript/studio

v0.23.0

Published

8BitScript Studio: the asset editor that ships with the toolchain and runs on the machines themselves — characters, sprites, and music, with the full editor on the Commander X16, a smaller one on an expanded VIC-20, and a read-only viewer on the PET and t

Readme

@8bitscript/studio

8BitScript Studio: the asset editor that ships with the toolchain and runs on the machines themselves — characters, sprites, and music, with the full editor on the Commander X16 and a smaller one down to the PET, and a viewer on the NES. It is an ordinary 8BitScript program: 8bs run <target> here starts it, and the VS Code extension's Launch Studio does the same from the editor.

Today it is the desk and nothing behind it: a menu bar whose menus drop down — the mark, FILE, and CHARACTERS, SPRITES and MUSIC (one EDIT menu where the row is 22 cells) — driven by keys, a stick, a pad or a mouse, and a screen per editor that shows what this machine has for it: the characters screen draws the portable character set on the machine's own font, the others their hardware's own numbers. It has a dark mode (blue border, black screen, white ink) and a light one (white screen, black ink), switched from the mark's menu on every machine with more than two colors. Nothing edits, plays or loads yet — there is still no glyph, sound or storage capability to build an editor on, and each screen says so on its last line; AGENTS.md has the tiers, the design, and what each editor is waiting for. It is designed on the Commander X16 and builds for all nine machines; 8bs build --release says what each is short of.

pnpm start                 # the Commander X16
pnpm run start:pet         # the 32K PET, as a viewer
pnpm run start:nes         # the NES, as a viewer
8bs run c64 --screenshot studio.png

Studio's version is the toolchain's version; test/studio.test.mjs holds it to that, builds it for every target, and drives the desk's menus on the web build headlessly.