mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
synced 2024-11-23 10:01:58 +03:00
2f9ca172e3
* RPC: Add TarExtract command * Tar: Fix unpack when not at FS root * RPC: Add missing storage state resets * Fix dupe state reset * Bump pb submodule * Switch to latest protobuf release * RPC: cleanup excessive furi_record calls in rpc_storage Co-authored-by: Georgii Surkov <37121527+gsurkov@users.noreply.github.com> Co-authored-by: あく <alleteam@gmail.com> |
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.. | ||
dolphin | ||
icons | ||
protobuf@816de200a4 | ||
slideshow | ||
.gitignore | ||
ReadMe.md | ||
SConscript |
Firmware Assets
Requirements
- Python3
- Python3 packages: Pillow & heatshrink2
Compiling
./fbt icons proto dolphin_internal dolphin_blocking dolphin_ext resources
Asset naming rules
Images and Animations
NAME_VARIANT_SIZE
NAME
- mandatory - Asset name in CamelCase. [A-Za-z0-9], special symbols not allowedVARIANT
- optional - icon variant: can relate to state or rendering conditions. Examples: active, inactive, inverted.SIZE
- mandatory - size in px. Example square 10, 20, 24, etc. Example rectangular: 10x8, 19x5, etc.
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
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
Don't include assets that you are not using, compiler is not going to strip unused assets.
Structure
dolphin
- Dolphin game assets sources. Goes tocompiled
andresources
folders inbuild
directory.icons
- Icons sources. Goes tocompiled
folder inbuild
directory.protobuf
- Protobuf sources. Goes tocompiled
folder inbuild
directory.slideshow
- One-time slideshows for desktop