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status](https://github.com/alpine-alpaca/asefile/actions/workflows/rust.yml/badge.svg)](https://github.com/alpine-alpaca/asefile/actions/)\n[![crates.io](https://img.shields.io/crates/v/asefile.svg)](https://crates.io/crates/asefile)\n[![Documentation](https://docs.rs/asefile/badge.svg)](https://docs.rs/asefile)\n\u003c!-- [![Build Status](https://github.com/alpine-alpaca/asefile/workflows/Rust%20CI/badge.svg)](https://github.com/alpine-alpaca/asefile/actions) --\u003e\n\nUtilities for loading [Aseprite](https://www.aseprite.org/) files. This library\ndirectly reads the binary Aseprite files ([specification][spec]) and does not\nrequire you to export files to JSON. This should make it fast enough to load\nyour assets when the game boots up (during development). You can also use it to\nbuild your own asset pipelines.\n\n[Documentation](https://docs.rs/asefile/) | [Changelog](CHANGELOG.md)\n\n[spec]: https://github.com/aseprite/aseprite/blob/master/docs/ase-file-specs.md\n\n# Example\n\n```rust\nuse std::path::Path;\n\nuse asefile::AsepriteFile;\nuse image::{self, ImageFormat};\n\nfn main() {\n    let file = Path::new(\"input.aseprite\");\n    // Read file into memory\n    let ase = AsepriteFile::read_file(\u0026file).unwrap();\n    // Write one output image for each frame in the Aseprite file.\n    for frame in 0..ase.num_frames() {\n        let output = format!(\"output_{}.png\", frame);\n        // Create image in memory, then write it to disk as PNG.\n        let img = ase.frame(frame).image();\n        img.save_with_format(output, ImageFormat::Png).unwrap();\n    }\n}\n```\n\n# Unsupported Features\n\nThe following features of Aseprite 1.2.25 are currently not supported:\n\n- color profiles\n\n# Bug compatibility\n\n- For indexed color files Aseprite supports blend modes, but ignores them when\n  exporting the image. 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