Files

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Game Asset Slots

This file records project-wide asset slots that are consumed by engine-backed systems. Keep final assets in these folders so Windows and Switch builds can copy them into assets/ and RomFS without code changes.

Global Slots

Slot Path Engine path Notes
Debug UI font fonts/debug.ttf FontManager + TextSprite Optional. UI falls back to colored bars if missing.
UI font fonts/ui.ttf FontManager + TextSprite Optional fallback font name for UI.
Stage music music/stage_01.ogg Music::loadFromFile Optional BGM cue id: stage_01.
Player jump SFX sounds/player_jump.wav Sound::loadFromFile Optional cue id: player_jump.
Player attack SFX sounds/player_attack.wav Sound::loadFromFile Optional cue id: player_attack.
Battle zone enter SFX sounds/battle_zone_enter.wav Sound::loadFromFile Optional cue id: battle_zone_enter.
Audio database audio/audio.xml AudioDatabase Optional cue database; can override direct file lookup.
PVF scripts Script.pvf PvfArchive / ScriptParser Optional .map and .ani source.
Image packs ImagePacks2/*.npk NpkArchive / Sprite::createFromNpk Optional packed sprite source.
Sound packs SoundPacks/*.npk SoundPackArchive Optional packed sound source.

Character Animation Slots

Current temporary PNG spritesheets stay in character/male/. If PVF/NPK assets are provided later, the game will try these engine paths first:

State ANI path NPK IMG path PNG fallback
Idle character/male/idle.ani sprite/character/male/idle.img character/male/Male_spritesheet_idle.png
Run character/male/run.ani sprite/character/male/run.img character/male/Male_spritesheet_run.png
Punch character/male/punch_1.ani sprite/character/male/punch_1.img character/male/Male_spritesheet_punch_1.png