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* Documentation: fixed outdated naming: changed outdated naming in assets/dolphin/ReadMe. `essential -> blocking` * Updated naming convencion in assets/ReadMe file and assets/dolphin/ReadMe file Co-authored-by: あく <alleteam@gmail.com> |
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ReadMe.md |
Dolphin assets
Dolphin assets are split into 3 parts:
- blocking - Essential animations that are used for blocking system notifications. They are packed to
assets_dolphin_blocking.[h,c]
. - internal - Internal animations that are used for idle dolphin animation. Converted to
assets_dolphin_internal.[h,c]
. - external - External animations that are used for idle dolphin animation. Packed to resource folder and placed on SD card.
Files
manifest.txt
- contains animations enumeration that is used for random animation selection. Starting point for Dolphin.meta.txt
- contains data that describes how animation is drawn.frame_X.png
- animation frame.
File manifest.txt
Flipper Format File with ordered keys.
Header:
Filetype: Flipper Animation Manifest
Version: 1
Name
- name of animation. Must be exact animation directory name.Min butthurt
,Max butthurt
- range of dolphin's butthurt for this animation.Min level
,Max level
- range of dolphin's level for this animation. If 0, this animation doesn't participate in random idle animation selection and can only be selected by exact name.Weight
- chance of this animation to be choosen at random animation selection.
Some animations can be excluded from participation in random animation selection, such as L1_NoSd_128x49
.
File meta.txt
Flipper Format File with ordered keys.
Header:
Filetype: Flipper Animation
Version: 1
-
Width
- animation width in px (<= 128) -
Height
- animation height in px (<= 64) -
Passive frames
- number of bitmap frames for passive animation state -
Active frames
- number of bitmap frames for active animation state (can be 0) -
Frames order
- order of bitmap frames where first N frames are passive and following M are active. Each X number in order refers to bitmap frame, with name frame_X.bm. This file must exist. Any X number can be repeated to refer same frame in animation. -
Active cycles
- cycles to repeat of N active frames for full active period. E.g. if frames for active cycles are 6 and 7, and active cycles is 3, so full active period plays 6 7 6 7 6 7. Full period of passive + active period are called total period. -
Frame rate
- number of frames to play for 1 second. -
Duration
- total amount of seconds to play 1 animation. -
Active cooldown
- amount of seconds (after passive mode) to pass before entering next active mode. -
Bubble slots
- amount of bubble sequences. -
Any bubble sequence plays whole sequence during active mode. There can be many bubble sequences and bubbles inside it. Bubbles in 1 bubble sequence have to reside in 1 slot. Bubbles order in 1 bubble sequence is determined by occurance in file. As soon as frame index goes out of EndFrame index of bubble - next animation bubble is choosen. There can also be free of bubbles frames between 2 bubbles.
-
Slot
- number to unite bubbles for same sequence. -
X
,Y
- are coordinates of left top corner of bubble. -
Text
- text in bubble. New line is\n
-
AlignH
- horizontal place of bubble corner (Left, Center, Right) -
AlignV
- vertical place of bubble corner (Top, Center, Bottom) -
StartFrame
,EndFrame
- frame index range inside whole period to show bubble.
Understanding of frame indexes
For example we have
Passive frames: 6
Active frames: 2
Frames order: 0 1 2 3 4 5 6 7
Active cycles: 4
Then we have indexes
passive(6) active (2 * 4)
Real frames order: 0 1 2 3 4 5 6 7 6 7 6 7 6 7
Frames indexes: 0 1 2 3 4 5 6 7 8 9 10 11 12 13