HaRepacker Spine Frame Converter
Budget: $30 – $250 USD
I need HaRepacker-resurrected extended so that every Spine animation node found in Map.wz is flattened into a sequence of static frame images. While exporting, the code must calculate X/Y origin coordinates automatically so the resulting frames plug straight into older MapleStory clients that lack native Spine support.
Key points you’ll be touching:
• The project is written in C# (.NET Framework); please work directly on the public repo I linked (https://github.com/lastbattle/Harepacker-resurrected) and keep your commits tidy.
• You’ll parse each skeleton.json / atlas pair, step through the timeline, render every visible keyframe, then store the bitmap to disk (or back into the WZ) as PNG – that format is mandatory.
• Origin generation should mimic current HaRepacker logic for legacy frames: the goal is that, when the frame is re-imported, positions match the live game exactly.
• No changes are required to backgrounds or props unless they, too, use Spine; the routine should simply act on anything tagged as a Spine node.
Deliverables
1. Updated source code and a compile-ready Visual Studio solution.
2. A release build (.exe) that I can drop over my existing HaRepacker folder.
3. Short markdown note describing the algorithm you used for origin calculation and any new settings added to the UI.
4. A tiny demo WZ showing before/after so I can confirm legacy client playback.
I’ll test by loading the produced PNG frames into a v62 client; if every frame lines up, the task is done.
If you already know the WZ layout, Spine runtimes, and the quirks of MapleStory asset pipelines, this should feel straightforward. Let me know your approach and approximate timeline so we can get started.
Key points you’ll be touching:
• The project is written in C# (.NET Framework); please work directly on the public repo I linked (https://github.com/lastbattle/Harepacker-resurrected) and keep your commits tidy.
• You’ll parse each skeleton.json / atlas pair, step through the timeline, render every visible keyframe, then store the bitmap to disk (or back into the WZ) as PNG – that format is mandatory.
• Origin generation should mimic current HaRepacker logic for legacy frames: the goal is that, when the frame is re-imported, positions match the live game exactly.
• No changes are required to backgrounds or props unless they, too, use Spine; the routine should simply act on anything tagged as a Spine node.
Deliverables
1. Updated source code and a compile-ready Visual Studio solution.
2. A release build (.exe) that I can drop over my existing HaRepacker folder.
3. Short markdown note describing the algorithm you used for origin calculation and any new settings added to the UI.
4. A tiny demo WZ showing before/after so I can confirm legacy client playback.
I’ll test by loading the produced PNG frames into a v62 client; if every frame lines up, the task is done.
If you already know the WZ layout, Spine runtimes, and the quirks of MapleStory asset pipelines, this should feel straightforward. Let me know your approach and approximate timeline so we can get started.
Related categories:
.NET
C# Programming
C++ Programming
Unity 3D
OpenGL
Software Development
Game Development
Image Processing