Dolphin assets
Dolphin assets are split into 3 parts:
- essential - Essential animations that are used for blocking system notifications. They are packed to assets_dolphin_essential.[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.bm- Flipper Compressed Bitmap.
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