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# Game Asset Slots
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This file records project-wide asset slots that are consumed by engine-backed
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systems. Keep final assets in these folders so Windows and Switch builds can
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copy them into `assets/` and RomFS without code changes.
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## Global Slots
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| Slot | Path | Engine path | Notes |
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| --- | --- | --- | --- |
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| Debug UI font | `fonts/debug.ttf` | `FontManager` + `TextSprite` | Optional. UI falls back to colored bars if missing. |
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| UI font | `fonts/ui.ttf` | `FontManager` + `TextSprite` | Optional fallback font name for UI. |
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| Stage music | `music/stage_01.ogg` | `Music::loadFromFile` | Optional BGM cue id: `stage_01`. |
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| Player jump SFX | `sounds/player_jump.wav` | `Sound::loadFromFile` | Optional cue id: `player_jump`. |
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| Player attack SFX | `sounds/player_attack.wav` | `Sound::loadFromFile` | Optional cue id: `player_attack`. |
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| Battle zone enter SFX | `sounds/battle_zone_enter.wav` | `Sound::loadFromFile` | Optional cue id: `battle_zone_enter`. |
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| Audio database | `audio/audio.xml` | `AudioDatabase` | Optional cue database; can override direct file lookup. |
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| PVF scripts | `Script.pvf` | `PvfArchive` / `ScriptParser` | Optional `.map` and `.ani` source. |
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| Image packs | `ImagePacks2/*.npk` | `NpkArchive` / `Sprite::createFromNpk` | Optional packed sprite source. |
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| Sound packs | `SoundPacks/*.npk` | `SoundPackArchive` | Optional packed sound source. |
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## Character Animation Slots
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Current temporary PNG spritesheets stay in `character/male/`. If PVF/NPK assets
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are provided later, the game will try these engine paths first:
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| State | ANI path | NPK IMG path | PNG fallback |
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| --- | --- | --- | --- |
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| Idle | `character/male/idle.ani` | `sprite/character/male/idle.img` | `character/male/Male_spritesheet_idle.png` |
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| Run | `character/male/run.ani` | `sprite/character/male/run.img` | `character/male/Male_spritesheet_run.png` |
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| Punch | `character/male/punch_1.ani` | `sprite/character/male/punch_1.img` | `character/male/Male_spritesheet_punch_1.png` |
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