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HowToMakeResources.md

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How to make resources

Since we cannot release the resources due to rights issues,
we will provide information on how to make your own.
We do not accept questions about resources, please be patient.

Overview

Resources required in the game are loaded from the SD card (exclude font source file).
Please place each resource in the designated location.

Bitmap font entity source file

The df88_font entity must be prepared.
Source will comile and put to PROGMEM.

see also df88.hpp

extern const ::lgfx::GFXfont df88_gfx_font;

Filename

Source : df88.cpp
Put source to ./src

Font source image

ASCII CODE from 0x20 to 0x5F

 '"#$%&'()*+,-./0123456789:;<=>?©ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_

Remarks

You can use make_lgfxbmpfont.py to make source file from bitmap.

e.g.

#include <pgmspace.h>
#include <cstddef>
#include <cstdint>
#include "df88.hpp"

static const std::uint8_t df88_bitmaps[] PROGMEM =
{
    0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,	// ' '
    0x1c,......
	.
	.
	.
	
};
static const lgfx::GFXglyph df88_glyphs[] PROGMEM =
{
    { 0, 8, 8, 8, 0, -8 },	//' '
    { 8, 8, 8, 8, 0, -8 },	//'!'
	.
	.
	.
};

const lgfx::GFXfont df88_font PROGMEM =
{
    (std::uint8_t*)df88_bitmaps,
    (lgfx::GFXglyph*)df88_glyphs,
    0x20, // ' '
    0x5f, // '_'
    8,
};

Graphics resources

Format

Windows bitmap(v3) 4bit depth 16 colors.
Palette index 0 is transparent palette, so you can set 15 colors freely each bitmaps.

Location

/res/td/

Remarks

You can use reorder_palette.py to sort the bitmap palette colors.

Elements

Advertise

Logo

Filename: "logo.bmp"
Width: 224 Height: 64
logo.bmp

Character

My ship

Player ship and bullet.
Filename: "sh.bmp"
Width: 88 Height: 32
sh.bmp

Enemy

Mine, Yazuka, and Crash
Filename: "enemy.bmp"
Width: 96 Height: 48
enemy.bmp

Background

Wave and spot

Filename: "bg0.bmp"
Width: 64 Height: 160
Wave cloud patern that horizontal direction must be connected bg0 anf bg1.
No transparent.
Those palette colors must exists in bitmap for animate palette.
#306040 RGB(48,96,64) #48A068 RGB(72,160,104) #70E090 RGB(112,224,144)

bg0.bmp

Filename: "bg1.bmp"
Width: 96 Height: 160
Great spot patern that horizontal direction must be connected bg0 and bg1.
No transparent.
Those palette colors must exists in bitmap for animate palette.
#306040 RGB(48,96,64) #48A068 RGB(72,160,104) #70E090 RGB(112,224,144)

bg1.bmp

Rock surface

Upper/lower rock surfaces.
Filename: "rock.bmp"
Width: 320 Height: 16
Rock surface that that horizontal direction must be connected.
No transparent.
bg0.bmp

Branch rock

Using when choose next stage.
Filename: "branch.bmp"
Width: 160 Height: 16
Branch rock that that horizontal direction must be connected.
branch.bmp

Information

Frame for zone,remaining

For information. Filename: "zone.bmp"
Width: 80 Height: 40
No transparent.
zone.bmp

Effect

Explosion

Filename: "bomb.bmp"
Width: 256 Height: 64
bomb.bmp

Boss

Coelacanth

Body,parts and bullet.
Filename: "kf.bmp"
Width: 224 Height: 232
Those palette colors must exists in bitmap.
Palette of colors will be grayscaled when the boss appears, leaves, and escapes.
#00185a RGB(0,24,90) #005abd RGB(0,90,189) #00297b RGB(0,41,123)

kf.bmp

Sound resources

Format

Wave file format, linear PCM, 8bit mono

Location

/res/td/wav/

BGM

Title Filename
Insert coin IC.wav
Insert coin B ICB.wav
Stage A,etc CN.wav
Stage F,etc CMT.wav
Stage C, etc CAW.wav
Stage B, etc IB.wav
Stage E,etc TS.wav
Warning W!.wav
Boss1 B1.wav
Boss2 B2.wav
Boss3 B3.wav
Boss4 B4.wav
Boss5 B5.wav
Boss6 B6.wav
Boss7 B7.wav
Round clear RC.wav
Ending ED.wav
Name entry NAME.wav
Gameover OVER.wav