* C2OTA: wip * Update Cube to 1.13.3 * Fixed prio * Functional Core2 updater * Removed hardware CRC usage; code cleanup & linter fixes * Moved hardcoded stack params to copro.mk * Fixing CI bundling of core2 fw * Removed last traces of hardcoded radio stack * OB processing draft * Python scripts cleanup * Support for comments in ob data * Sacrificed SD card icon in favor of faster update. Waiting for Storage fix * Additional handling for OB mismatched values * Description for new furi_hal apis; spelling fixes * Rework of OB write, WIP * Properly restarting OB verification loop * Split update_task_workers.c * Checking OBs after enabling post-update mode * Moved OB verification before flashing * Removed ob.data for custom stacks * Fixed progress calculation for OB * Removed unnecessary OB mask cast Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
Requirements
- Python3
- ImageMagic
- Make
Compiling
make all
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
compiled- Output folder for compiled assets.dolphin- Dolphin game assets sources. Goes tocompiledandresourcesfolders.icons- Icons sources. Goes tocompiledfolder.protobuf- Protobuf sources. Goes tocompiledfolder.resources- Assets that is going to be provisioned to SD card.