* Updater: Migrating to new manifest path convention * RPC: Added update preparation status to RPC * RPC: bumped protobuf submodule * Bumped protobuf_version.h * FuriCore: add missing include. Lib: make mlib smaller * Explicitly tell where we have doubles and fix random in animations * makefile: added -DLFS_NO_DEBUG * Updater: path len constant dedup * Updater: checking for hardware version match before parsing manifest * LD: moved _DRIVER_CONTEXT sections to .bss, where they belong. * LD: avoiding PROBGITS warning, moved _CONTEXT to data * Updater: Added version check on update package - refusing to install outdated Co-authored-by: あく <alleteam@gmail.com>
Requirements
- Python3
- ImageMagic
- Make
Compiling
make all
Compiling with Docker-Compose
docker-compose exec dev make -C assets clean
docker-compose exec dev make -C assets 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.