Technical articles
Inside the conversion model
Read project-specific explanations of sprite structure, browser-local conversion, and evidence-based output verification in Sprite Converter.
The converter is small enough to use without understanding its internals, but its decisions make more sense once pixels, cels, timelines, validation, and browser-local processing are separated. These articles document the implementation rather than paraphrasing a generic conversion service.
Why these topics belong together
Privacy, compatibility, and verification share one architectural boundary: every importer must turn its source into the same SpriteProject without sending artwork away. Once that model is valid, the Aseprite writer no longer needs to know whether pixels came from PNG, GIF, a ZIP-based project, or PSD channels. A useful acceptance test then checks the same normalized facts regardless of source format.
The model also explains why flat images cannot yield layers. A rendered PNG supplies one pixel result; it does not supply the missing relationships between logical layers and cels. Read the data-model article first when a preservation claim is unclear, and the browser article when a network or memory question is unclear.
Apply the model to a real conversion
Open the compatibility lab to download the exact synthetic PNG, atlas, project, GIF, and APNG inputs used by the test suite. Each experiment records observed canvas, frame, timing, and layer values and links back to its public generator and assertions.
Return to the guide hub to choose an input format, or open troubleshooting when validation has already stopped a conversion.