2.0 KiB
2.0 KiB
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 |