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Aseprite File Compatibility

Resprite shares many fundamentals with other pixel-art tools, yet file formats differ slightly. This page details the current limitations when working with .aseprite (.ase) projects exported from Aseprite v1.3.4.

Importing .aseprite files

Resprite R17 introduced native import for .ase bundles. The following features are interpreted with caveats:

  • Overlapping tags are merged. Aseprite allows multiple tags to start on the same frame, but Resprite clips map one-to-one, so only the first tag survives.
  • Ping-pong reverse mode falls back to a standard ping-pong loop.
  • Tag loop counts are ignored because Resprite plays clips indefinitely.
  • Named colours are discarded on import.
  • Indexed Colour Mode differs between the two apps; Resprite converts index-mode images to RGB .
  • User Data, Slice, and Tileset blocks are not recognised and are skipped.
  • Discontinuous linked cels are flattened into standard inheritance chains.
  • Frame durations are rounded to the nearest multiple of the sprite’s base FPS.

Exporting .aseprite files

When exporting to .ase, Resprite omits attributes the format cannot store:

  • Layer-group blend modes and transparency.
  • Layer clipping masks.
  • Palette slot positions: colours are compacted sequentially.
  • ISO grid settings.
  • Grid attributes if the grid is disabled at export time.
  • The PinLight blend mode, which is substituted with Normal.

Reference: Aseprite file specs.