Since we cannot release the resources due to rights issues,
we will provide information on how to make your own.
We do not accept questions about resources, please be patient.
Resources required in the game are loaded from the SD card (exclude font source file).
Please place each resource in the designated location.
The df88_font entity must be prepared.
Source will comile and put to PROGMEM.
see also df88.hpp
extern const ::lgfx::GFXfont df88_gfx_font;
Source : df88.cpp
Put source to ./src
ASCII CODE from 0x20 to 0x5F
'"#$%&'()*+,-./0123456789:;<=>?©ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_
You can use make_lgfxbmpfont.py to make source file from bitmap.
#include <pgmspace.h>
#include <cstddef>
#include <cstdint>
#include "df88.hpp"
static const std::uint8_t df88_bitmaps[] PROGMEM =
{
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, // ' '
0x1c,......
.
.
.
};
static const lgfx::GFXglyph df88_glyphs[] PROGMEM =
{
{ 0, 8, 8, 8, 0, -8 }, //' '
{ 8, 8, 8, 8, 0, -8 }, //'!'
.
.
.
};
const lgfx::GFXfont df88_font PROGMEM =
{
(std::uint8_t*)df88_bitmaps,
(lgfx::GFXglyph*)df88_glyphs,
0x20, // ' '
0x5f, // '_'
8,
};
Windows bitmap(v3) 4bit depth 16 colors.
Palette index 0 is transparent palette, so you can set 15 colors freely each bitmaps.
/res/td/
You can use reorder_palette.py to sort the bitmap palette colors.
Filename: "logo.bmp"
Width: 224 Height: 64
Player ship and bullet.
Filename: "sh.bmp"
Width: 88 Height: 32
Mine, Yazuka, and Crash
Filename: "enemy.bmp"
Width: 96 Height: 48
Filename: "bg0.bmp"
Width: 64 Height: 160
Wave cloud patern that horizontal direction must be connected bg0 anf bg1.
No transparent.
Those palette colors must exists in bitmap for animate palette.
RGB(48,96,64)
RGB(72,160,104)
RGB(112,224,144)
Filename: "bg1.bmp"
Width: 96 Height: 160
Great spot patern that horizontal direction must be connected bg0 and bg1.
No transparent.
Those palette colors must exists in bitmap for animate palette.
RGB(48,96,64)
RGB(72,160,104)
RGB(112,224,144)
Upper/lower rock surfaces.
Filename: "rock.bmp"
Width: 320 Height: 16
Rock surface that that horizontal direction must be connected.
No transparent.
Using when choose next stage.
Filename: "branch.bmp"
Width: 160 Height: 16
Branch rock that that horizontal direction must be connected.
For information.
Filename: "zone.bmp"
Width: 80 Height: 40
No transparent.
Filename: "bomb.bmp"
Width: 256 Height: 64
Body,parts and bullet.
Filename: "kf.bmp"
Width: 224 Height: 232
Those palette colors must exists in bitmap.
Palette of colors will be grayscaled when the boss appears, leaves, and escapes.
RGB(0,24,90)
RGB(0,90,189)
RGB(0,41,123)
Wave file format, linear PCM, 8bit mono
/res/td/wav/
Title | Filename |
---|---|
Insert coin | IC.wav |
Insert coin B | ICB.wav |
Stage A,etc | CN.wav |
Stage F,etc | CMT.wav |
Stage C, etc | CAW.wav |
Stage B, etc | IB.wav |
Stage E,etc | TS.wav |
Warning | W!.wav |
Boss1 | B1.wav |
Boss2 | B2.wav |
Boss3 | B3.wav |
Boss4 | B4.wav |
Boss5 | B5.wav |
Boss6 | B6.wav |
Boss7 | B7.wav |
Round clear | RC.wav |
Ending | ED.wav |
Name entry | NAME.wav |
Gameover | OVER.wav |