I had been hoping to use a custom spriteset format in the project I'm working on but it looks like I probably can't as it will involve way too much disk input/output to load it - shouldn't there be a facility to convert a byte array to an image or other equivalent functions without having to write it to disc?
And got another issue for you; this time an error in miniSphere.... Sorry I have a tendency to use obscure functions.
Background: I used an online sprite generator which creates an image output containing the various frames of the sprite; as I'm intending to use it quite a bit AND it also includes some stuff at the bottom which prevents sphere's image to spriteset tool working I wanted to write a script that could read lots of outputs form this sprite generator and make them into sphere spritesets (or some other custom spriteset format though probably the former due to the point in my previous post).However miniSphere can't do it quite right - Sphere 1.5 running under Wine can.Method:1. Load the image as a surface2. use nested loops to slice the image up surface_object.cloneSection(x,y,w,h).createImage();3. do stuff with the resultant imagesProblems (in each case no problem in 1.5 but a problem in miniSphere):1. whilst the image loads with its background being transparent initially after it's sliced up the background becomes opaque in miniSphere - Sphere 1.5 keeps it transparent2. the createImage() function in minisphere somehow fails to clean its buffer - if I remove the createImage step and blit a few of my outputs in miniSphere they look ok apart from the transparency issue BUT if I put the createImage step back each frame becomes the result of bliitng all previous frames on top of each other seemingly with transparent backgrounds except a non-transparent background is added to the whole thing at the end.
edit: and another point miniSphere doesn't have the CreateSpriteset function.