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Willy-JL
2024-03-07 04:38:27 +00:00
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# Requirements
# Firmware Assets {#firmware_assets}
## Requirements
- Python3
- Python3 packages: Pillow & heatshrink2
# Compiling
## Compiling
```bash
./fbt icons proto dolphin_internal dolphin_blocking dolphin_ext resources
```
# Asset naming rules
## Asset naming rules
## Images and Animations
### Images and Animations
`NAME_VARIANT_SIZE`
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Image names will be automatically prefixed with `I_`, animation names with `A_`.
Icons and Animations will be gathered into `icon.h` and `icon.c`.
## Dolphin and Games assets
### Dolphin and Games assets
Rules are same as for Images and Animations plus assets are grouped by level and level prepends `NAME`.
Good starting point: https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/AssetNaming/
# Important notes
## Important notes
Don't include assets that you are not using, compiler is not going to strip unused assets.
# Structure
## Structure
- `dolphin` - Dolphin game assets sources. Goes to `compiled` and `resources` folders in `build` directory.
- `packs` - Hot-swappable asset packs used system wide, both animations and icons. Compiled to `.bm` and `.bmx`, then put at `SD/asset_packs`
- `icons` - Icons sources. Goes to `compiled` folder in `build` directory.

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# Dolphin assets
# Dolphin assets {#dolphin_assets}
Dolphin assets are split into 3 parts: