Editing PNG

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The PNG format encourages the use of custom, non-standard chunks for specialized roles. The following custom chunks have special relevance for various [[source port]]s.
 
The PNG format encourages the use of custom, non-standard chunks for specialized roles. The following custom chunks have special relevance for various [[source port]]s.
  
* grAb - indicates the center position of the image. This is used to indicate sprite offsets in [[ZDoom]], [[Doom64 EX]], [[Eternity Engine|Eternity]], and [[EDGE]]. This should not be confused with the standard oFFs chunk, which is meant for printing offsets. This chunk must be between the IHDR chunk and the first IDAT chunk. [[SLumpEd]] and [[SLADE 3]] are both able to edit this chunk. The data for the chunk contain the X-offset, then the Y-offset, both represented by a 32-bit signed integer value each.
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* grAb - indicates the center position of the image. This is used to indicate sprite offsets in [[ZDoom]], [[Doom64 EX]], [[Eternity Engine|Eternity]], and [[3DGE]]. This should not be confused with the standard oFFs chunk, which is meant for printing offsets. This chunk must be between the IHDR chunk and the first IDAT chunk. [[SLumpEd]] and [[SLADE 3]] are both able to edit this chunk. The data for the chunk contain the X-offset, then the Y-offset, both represented by a 32-bit signed integer value each.
 
* alPh - indicates that a grayscale image should be treated as a standalone alpha channel. This data-less lump is used by ZDoom for some [[decal]]s and [[crosshair]]s. This chunk must be between the IHDR chunk and the first IDAT chunk.
 
* alPh - indicates that a grayscale image should be treated as a standalone alpha channel. This data-less lump is used by ZDoom for some [[decal]]s and [[crosshair]]s. This chunk must be between the IHDR chunk and the first IDAT chunk.
 
* huBs, ptIc, snAp, viSt, pcLs and raNd - various chunks used by ZDoom and derivatives to store save game information. These chunks must be between the last IDAT chunk and the IEND chunk.
 
* huBs, ptIc, snAp, viSt, pcLs and raNd - various chunks used by ZDoom and derivatives to store save game information. These chunks must be between the last IDAT chunk and the IEND chunk.

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