rockbox/apps/plugins/bitmaps/native
Andrew Mahone 802ea462d0 Load PictureFlow logo from disk, discarding it after splash screen is done and freeing the used space for the slide cache.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@21051 a1c6a512-1295-4272-9138-f99709370657
2009-05-23 07:55:14 +00:00
..
brickmania_ball.3x3x1.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_ball.4x4x2.bmp Adapt most single-file plugins to the M3 keypad and screen. It's still preliminary, as many plugins now can't be left without the remote. The plugins need to be converted to use the action API (but not pluginlib actions). Plugins are not enabled yet. * Simplify the bitmap handling in the source of some plugins. 2008-03-22 10:24:28 +00:00
brickmania_ball.4x4x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_ball.5x5x2.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_ball.5x5x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_break.132x80x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_break.160x128x2.bmp
brickmania_break.160x128x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
brickmania_break.176x132x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
brickmania_break.220x176x16.bmp
brickmania_break.320x240x16.bmp Forgot to add the bitmaps. 2007-01-26 08:57:28 +00:00
brickmania_bricks.112x64x1.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_bricks.128x96x2.bmp Adapt most single-file plugins to the M3 keypad and screen. It's still preliminary, as many plugins now can't be left without the remote. The plugins need to be converted to use the action API (but not pluginlib actions). Plugins are not enabled yet. * Simplify the bitmap handling in the source of some plugins. 2008-03-22 10:24:28 +00:00
brickmania_bricks.128x128x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_bricks.132x80x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_bricks.138x110x2.bmp
brickmania_bricks.160x128x2.bmp
brickmania_bricks.160x128x16.bmp Brickmania: new Brick bitmaps for all color targets, and introducing full-screen support for iPod 5G (320x240). 2007-01-26 06:14:29 +00:00
brickmania_bricks.176x132x16.bmp Brickmania: new Brick bitmaps for all color targets, and introducing full-screen support for iPod 5G (320x240). 2007-01-26 06:14:29 +00:00
brickmania_bricks.220x176x16.bmp Brickmania: new Brick bitmaps for all color targets, and introducing full-screen support for iPod 5G (320x240). 2007-01-26 06:14:29 +00:00
brickmania_bricks.320x240x16.bmp Brickmania: new Brick bitmaps for all color targets, and introducing full-screen support for iPod 5G (320x240). 2007-01-26 06:14:29 +00:00
brickmania_gameover.59x30x1.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_gameover.86x43x2.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_gameover.112x54x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_menu_bg.128x128x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_menu_bg.132x80x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_menu_bg.160x128x2.bmp Adapt most single-file plugins to the M3 keypad and screen. It's still preliminary, as many plugins now can't be left without the remote. The plugins need to be converted to use the action API (but not pluginlib actions). Plugins are not enabled yet. * Simplify the bitmap handling in the source of some plugins. 2008-03-22 10:24:28 +00:00
brickmania_menu_bg.160x128x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_menu_bg.176x132x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
brickmania_menu_bg.220x176x16.bmp
brickmania_menu_bg.240x320x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_menu_bg.320x240x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_menu_items.112x64x1.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_menu_items.132x80x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_menu_items.160x128x2.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_menu_items.160x128x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_menu_items.176x132x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_menu_items.220x176x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_pads.112x64x1.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_pads.132x80x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_pads.160x128x2.bmp
brickmania_pads.160x128x16.bmp Forgot to add the bitmaps. 2007-01-26 08:57:28 +00:00
brickmania_pads.176x132x16.bmp Forgot to add the bitmaps. 2007-01-26 08:57:28 +00:00
brickmania_pads.220x176x16.bmp Forgot to add the bitmaps. 2007-01-26 08:57:28 +00:00
brickmania_pads.320x240x16.bmp Forgot to add the bitmaps. 2007-01-26 08:57:28 +00:00
brickmania_powerups.112x64x1.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_powerups.132x80x16.bmp Brickmania for Sansa c200 and the small H10 with new graphics. While at it reduce the number of necessary per screen definition by letting the plugin retrieve the bitmap heights and widths from the file, therefore 'clean up' some graphics e.g. the menu items one, also make some backgrounds a bit nicer. Rearrange bitmaps/native/SOURCES and rename some graphics to reduce the number of duplicated bitmaps which only had a different name e.g. the ball - and tweak the gameover bitmap (on colour displays it uses transparency, and adapt the already existing mono bitmap to be usable). There might be minor differences in the 'looks' for existing ports but almost not noticeable with the exception that the gameover graphic is now centered. Introduce an alternative left and right key for c200 (volume up/down) for easier control. Manual update will follow. 2007-12-30 14:56:51 +00:00
brickmania_powerups.160x128x2.bmp
brickmania_powerups.160x128x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
brickmania_powerups.176x132x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
brickmania_powerups.220x176x16.bmp
brickmania_powerups.320x240x16.bmp Forgot to add the bitmaps. 2007-01-26 08:57:28 +00:00
bubbles_background.128x128x16.bmp Make bubbles use one background picture that is the size of the display instead of combining a 'left' and sometimes a 'right' bmp. This way it's clearer how the background is generated and adapting to new display sizes should be easier. 2007-09-28 21:16:35 +00:00
bubbles_background.132x80x16.bmp Bubbles for Sansa c200. 2007-09-28 22:05:22 +00:00
bubbles_background.160x128x16.bmp Make bubbles use one background picture that is the size of the display instead of combining a 'left' and sometimes a 'right' bmp. This way it's clearer how the background is generated and adapting to new display sizes should be easier. 2007-09-28 21:16:35 +00:00
bubbles_background.176x132x16.bmp Make bubbles use one background picture that is the size of the display instead of combining a 'left' and sometimes a 'right' bmp. This way it's clearer how the background is generated and adapting to new display sizes should be easier. 2007-09-28 21:16:35 +00:00
bubbles_background.176x220x16.bmp Make bubbles use one background picture that is the size of the display instead of combining a 'left' and sometimes a 'right' bmp. This way it's clearer how the background is generated and adapting to new display sizes should be easier. 2007-09-28 21:16:35 +00:00
bubbles_background.220x176x16.bmp Make bubbles use one background picture that is the size of the display instead of combining a 'left' and sometimes a 'right' bmp. This way it's clearer how the background is generated and adapting to new display sizes should be easier. 2007-09-28 21:16:35 +00:00
bubbles_background.240x320x16.bmp Make bubbles use one background picture that is the size of the display instead of combining a 'left' and sometimes a 'right' bmp. This way it's clearer how the background is generated and adapting to new display sizes should be easier. 2007-09-28 21:16:35 +00:00
bubbles_background.320x240x16.bmp Make bubbles use one background picture that is the size of the display instead of combining a 'left' and sometimes a 'right' bmp. This way it's clearer how the background is generated and adapting to new display sizes should be easier. 2007-09-28 21:16:35 +00:00
bubbles_emblem.112x64x1.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
bubbles_emblem.128x96x2.bmp Sliding puzzle: Fix graphics size and help text for M3. * Bubbles: Better (larger) emblems for M3. 2008-03-23 09:21:49 +00:00
bubbles_emblem.132x80x16.bmp Bubbles for Sansa c200. 2007-09-28 22:05:22 +00:00
bubbles_emblem.138x110x2.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
bubbles_emblem.160x128x2.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
bubbles_emblem.160x128x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
bubbles_emblem.220x176x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
bubbles_emblem.320x240x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
card_back.13x13x1.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_back.15x20x2.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_back.15x20x16.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_back.18x23x1.bmp New card bitmaps for the m:robe100 (used in solitaire and blackjack). They graphics are now bigger, same size as on other 160x128 displays, and take the 'inverted' red on black of the m:robe100's display into account. 2008-05-04 22:26:48 +00:00
card_back.18x23x2.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_back.18x23x16.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_back.26x33x16.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_back.37x49x16.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_deck.169x52x1.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_deck.195x80x2.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_deck.195x80x16.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_deck.234x92x1.bmp New card bitmaps for the m:robe100 (used in solitaire and blackjack). They graphics are now bigger, same size as on other 160x128 displays, and take the 'inverted' red on black of the m:robe100's display into account. 2008-05-04 22:26:48 +00:00
card_deck.234x92x2.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_deck.234x92x16.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_deck.338x132x16.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
card_deck.481x196x16.bmp Rename solitaire_ bitmaps to card_ since they are used in solitaire and blackjack. Ideally all future card games will use these graphics. 2007-02-12 04:21:49 +00:00
chessbox_pieces.64x64x1.bmp
chessbox_pieces.80x64x1.bmp
chessbox_pieces.80x80x16.bmp Chessbox: ported to c200, also simplify the tile size calculation (thanks to Jens). Just retrieve it from the assigned bmp (same as e.g. Sudoku does), so that there's no need to check for lcd resolution in two different places. Update the manual. 2007-10-19 09:05:18 +00:00
chessbox_pieces.96x96x2.bmp New chessbox graphics for the M3 - a new size to utilise the available display height there. 2008-05-24 07:21:01 +00:00
chessbox_pieces.104x104x2.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
chessbox_pieces.128x128x1.bmp m:robe 100: chessbox - make black pieces black and white pieces red 2008-03-07 19:58:17 +00:00
chessbox_pieces.128x128x2.bmp
chessbox_pieces.176x176x16.bmp
chessbox_pieces.240x240x16.bmp
clock_binary.112x64x1.bmp Correct displaying of the clock in binary (FS#9941). This looks good for 'negative' LCDs as well (e.g. mrobe:100) 2009-03-20 17:56:39 +00:00
clock_binary.128x128x16.bmp Correct displaying of the clock in binary (FS#9941). This looks good for 'negative' LCDs as well (e.g. mrobe:100) 2009-03-20 17:56:39 +00:00
clock_binary.132x80x16.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
clock_binary.138x110x2.bmp Correct displaying of the clock in binary (FS#9941). This looks good for 'negative' LCDs as well (e.g. mrobe:100) 2009-03-20 17:56:39 +00:00
clock_binary.160x128x2.bmp Correct displaying of the clock in binary (FS#9941). This looks good for 'negative' LCDs as well (e.g. mrobe:100) 2009-03-20 17:56:39 +00:00
clock_binary.160x128x16.bmp Correct displaying of the clock in binary (FS#9941). This looks good for 'negative' LCDs as well (e.g. mrobe:100) 2009-03-20 17:56:39 +00:00
clock_binary.220x176x16.bmp Correct displaying of the clock in binary (FS#9941). This looks good for 'negative' LCDs as well (e.g. mrobe:100) 2009-03-20 17:56:39 +00:00
clock_binary.320x240x16.bmp Correct displaying of the clock in binary (FS#9941). This looks good for 'negative' LCDs as well (e.g. mrobe:100) 2009-03-20 17:56:39 +00:00
clock_digits.112x64x1.bmp Rewrote the clock plugin in a cleaner and more modular way so that it can scale on remote screens. Use left-right keys to change the type of clock displayed (analogic, digital, binary) and up/downto change the look of the clock 2007-08-04 03:01:46 +00:00
clock_digits.128x128x16.bmp Rewrote the clock plugin in a cleaner and more modular way so that it can scale on remote screens. Use left-right keys to change the type of clock displayed (analogic, digital, binary) and up/downto change the look of the clock 2007-08-04 03:01:46 +00:00
clock_digits.132x80x16.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
clock_digits.138x110x2.bmp Rewrote the clock plugin in a cleaner and more modular way so that it can scale on remote screens. Use left-right keys to change the type of clock displayed (analogic, digital, binary) and up/downto change the look of the clock 2007-08-04 03:01:46 +00:00
clock_digits.160x128x2.bmp Rewrote the clock plugin in a cleaner and more modular way so that it can scale on remote screens. Use left-right keys to change the type of clock displayed (analogic, digital, binary) and up/downto change the look of the clock 2007-08-04 03:01:46 +00:00
clock_digits.160x128x16.bmp Rewrote the clock plugin in a cleaner and more modular way so that it can scale on remote screens. Use left-right keys to change the type of clock displayed (analogic, digital, binary) and up/downto change the look of the clock 2007-08-04 03:01:46 +00:00
clock_digits.220x176x16.bmp Rewrote the clock plugin in a cleaner and more modular way so that it can scale on remote screens. Use left-right keys to change the type of clock displayed (analogic, digital, binary) and up/downto change the look of the clock 2007-08-04 03:01:46 +00:00
clock_digits.320x240x16.bmp Rewrote the clock plugin in a cleaner and more modular way so that it can scale on remote screens. Use left-right keys to change the type of clock displayed (analogic, digital, binary) and up/downto change the look of the clock 2007-08-04 03:01:46 +00:00
clock_logo.112x64x1.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_logo.128x128x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_logo.132x80x16.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
clock_logo.138x110x2.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_logo.160x128x2.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_logo.160x128x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_logo.176x132x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_logo.220x176x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_logo.320x240x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_messages.112x64x1.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_messages.128x128x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_messages.132x80x16.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
clock_messages.138x110x2.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_messages.160x128x2.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_messages.160x128x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_messages.176x132x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_messages.220x176x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_messages.320x240x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_segments.112x64x1.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_segments.128x128x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_segments.132x80x16.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
clock_segments.138x110x2.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_segments.160x128x2.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_segments.160x128x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_segments.220x176x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_segments.320x240x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_smalldigits.112x64x1.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_smalldigits.128x128x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_smalldigits.132x80x16.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
clock_smalldigits.160x128x2.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_smalldigits.160x128x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_smalldigits.220x176x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_smalldigits.320x240x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_smallsegments.112x64x1.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_smallsegments.128x128x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_smallsegments.132x80x16.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
clock_smallsegments.160x128x2.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_smallsegments.160x128x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_smallsegments.220x176x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
clock_smallsegments.320x240x16.bmp git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12407 a1c6a512-1295-4272-9138-f99709370657 2007-02-20 01:27:19 +00:00
flipit_cursor.17x17x16.bmp Oops, forgot to add the two needed bitmaps... 2007-10-22 14:09:44 +00:00
flipit_cursor.25x25x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
flipit_cursor.28x28x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
flipit_cursor.40x40x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
flipit_cursor.56x56x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
flipit_tokens.16x26x1.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
flipit_tokens.17x34x16.bmp Oops, forgot to add the two needed bitmaps... 2007-10-22 14:09:44 +00:00
flipit_tokens.21x42x2.bmp Adapt most single-file plugins to the M3 keypad and screen. It's still preliminary, as many plugins now can't be left without the remote. The plugins need to be converted to use the action API (but not pluginlib actions). Plugins are not enabled yet. * Simplify the bitmap handling in the source of some plugins. 2008-03-22 10:24:28 +00:00
flipit_tokens.25x50x2.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
flipit_tokens.25x50x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
flipit_tokens.28x56x1.bmp mrobe 100: fix graphics for flipit 2008-03-02 10:20:54 +00:00
flipit_tokens.28x56x2.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
flipit_tokens.28x56x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
flipit_tokens.40x80x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
flipit_tokens.56x112x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
invadrox_alien_explode.10x5x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_alien_explode.13x7x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_aliens.16x15x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_aliens.24x24x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_background.160x128x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_background.176x132x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_background.176x220x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_background.220x176x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_background.240x320x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_background.320x240x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_bombs.9x30x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_bombs.9x42x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_numbers.40x5x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_numbers.50x7x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_shield.15x10x2.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_shield.15x10x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_shield.22x16x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_ships.10x15x2.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_ships.10x15x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_ships.16x24x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_ufo.11x5x2.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_ufo.11x5x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_ufo.16x7x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_ufo_explode.14x5x2.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_ufo_explode.14x5x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
invadrox_ufo_explode.21x8x16.bmp Invadrox - some bitmap related changes in preparation of porting it to more screen resolutions, should not be visible to the user: (1) Use single bitmaps (or strips where possible) instead of one big bitmap each, so instructions and defines how to take the bitmap apart aren't needed. It's more flexible and makes it possible to (2) get some width/height variables directly from the bitmaps. (3) Use background images for static items. Both reduces the number of hardcoded values noticeably. (4) Make the 'fire_sprite' an external bitmap too - with help of Jens -. (5) Rename 'TINY_GRAPHICS' to 'SMALL_GRAPHICS' to have this name available for even smaller images (which is planned). 2009-04-07 17:56:16 +00:00
jackpot_slots.30x420x1.bmp Ported the archos player's jackpot plugin to bitmaps LCD (still need some neat bitmaps), multi screen support for jackpot plugin and iriverify 2007-07-25 09:38:55 +00:00
jewels.112x64x1.bmp Jewels puzzle tiles - better adaptation to the different screen sizes and a bit of polishing. 2007-07-10 15:50:37 +00:00
jewels.128x96x2.bmp Adapt most single-file plugins to the M3 keypad and screen. It's still preliminary, as many plugins now can't be left without the remote. The plugins need to be converted to use the action API (but not pluginlib actions). Plugins are not enabled yet. * Simplify the bitmap handling in the source of some plugins. 2008-03-22 10:24:28 +00:00
jewels.128x128x16.bmp 'Fix' the 2 pixels that weren't in the right magic magenta transparent colour and showed as pink dot... 2007-07-19 23:50:33 +00:00
jewels.132x80x16.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
jewels.138x110x2.bmp Jewels puzzle tiles - better adaptation to the different screen sizes and a bit of polishing. 2007-07-10 15:50:37 +00:00
jewels.160x128x2.bmp Jewels puzzle tiles - better adaptation to the different screen sizes and a bit of polishing. 2007-07-10 15:50:37 +00:00
jewels.160x128x16.bmp Jewels puzzle tiles - better adaptation to the different screen sizes and a bit of polishing. 2007-07-10 15:50:37 +00:00
jewels.220x176x16.bmp Jewels puzzle tiles - better adaptation to the different screen sizes and a bit of polishing. 2007-07-10 15:50:37 +00:00
jewels.320x240x16.bmp Jewels puzzle tiles - better adaptation to the different screen sizes and a bit of polishing. 2007-07-10 15:50:37 +00:00
matrix_bold.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
matrix_normal.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
minesweeper_tiles.8x8x1.bmp
minesweeper_tiles.10x10x24.bmp Minesweeper for the c200. The slightly smaller tiles made for this will also be used by the small H10 now, thought that was fair and it also complies with the comment about the number of tiles above. 2007-10-03 17:09:06 +00:00
minesweeper_tiles.12x12x2.bmp Give the greyscale minesweeper tiles a bit more shadow 2007-03-17 00:10:19 +00:00
minesweeper_tiles.12x12x24.bmp Shiny new Minesweeper color bitmaps. 2007-01-27 08:40:47 +00:00
minesweeper_tiles.16x16x24.bmp Shiny new Minesweeper color bitmaps. 2007-01-27 08:40:47 +00:00
pegbox_header.20x64x1.bmp Pegbox fixes by Rafaël Carré. 2009-04-17 15:17:08 +00:00
pegbox_header.22x80x16.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_header.112x8x1.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_header.128x16x2.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_header.128x42x16.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_header.138x26x2.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_header.160x24x1.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_header.160x24x2.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_header.160x24x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_header.176x28x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_header.220x40x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_header.240x40x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_header.320x40x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_menu_items.60x13x16.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_menu_items.60x15x2.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_menu_items.60x17x1.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_menu_items.60x17x2.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_menu_items.60x17x16.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_menu_items.70x20x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_menu_items.120x32x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_menu_top.128x27x2.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_menu_top.128x42x16.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_menu_top.132x17x16.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_menu_top.138x31x2.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_menu_top.160x42x1.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_menu_top.160x42x2.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_menu_top.160x42x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_menu_top.176x46x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_menu_top.220x60x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_menu_top.240x80x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_menu_top.320x68x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_pieces.9x7x1.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_pieces.9x9x16.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_pieces.10x10x2.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_pieces.10x10x16.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_pieces.12x12x1.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_pieces.12x12x2.bmp Pegbox - new graphics for Archos, c200, small H10, Mini, M3 - also cleaning and small tweaks to the rest of the greyscale and monochrome bitmaps. Aspect ratio correct the pieces for the Archos screen (now uses 9x7 tiles) which made it possible to also add the header with statistics). Necessary changes to pegbox.c: don't assume piece height = piece width, prepare a new 'wide' layout for the c200 with the statics at the side. Additional cleanup - make the code more readable by replacing repeatedly used bmpheight_XYZ with defines, splitting some too long lines. Let the 'Start on level' line in the menu actually appear on the Mini's screen. Also rename the greyscale graphics according convention to '...x2.bmp' and set the mime-type more accurately for all pegbox bitmaps. Finally, add Joel Puik, the creator of the original colour graphics to CREDITS. 2008-10-13 23:13:12 +00:00
pegbox_pieces.12x12x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_pieces.16x16x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pegbox_pieces.24x24x16.bmp FS#5725 - New Puzzle Game "PegBox"; with changes by myself: 2008-04-03 22:43:39 +00:00
pictureflow_emptyslide.50x50x16.bmp Reduce the pictureflow empty slide bitmaps to 8-bit palette images, 2008-12-29 17:09:49 +00:00
pictureflow_emptyslide.100x100x16.bmp Reduce the pictureflow empty slide bitmaps to 8-bit palette images, 2008-12-29 17:09:49 +00:00
pictureflow_logo.100x18x16.bmp PictureFlow improvements by Jonas Hurrelmann: 2007-12-10 21:07:06 +00:00
pictureflow_logo.193x34x16.bmp PictureFlow improvements by Jonas Hurrelmann: 2007-12-10 21:07:06 +00:00
rockblox_background.112x64x1.bmp Fix rockblox on all 160x128x2 and 160x128x16 targets. They used the mono bitmap intended for m:robe100 as a native one, making the background looking odd and crashing the sim. Bitmaps for monochrome targets used like native bitmaps shouldn't reside in bitmaps/mono, as that's asking for confusion. 2008-05-25 21:12:18 +00:00
rockblox_background.128x64x1.bmp Fix rockblox on all 160x128x2 and 160x128x16 targets. They used the mono bitmap intended for m:robe100 as a native one, making the background looking odd and crashing the sim. Bitmaps for monochrome targets used like native bitmaps shouldn't reside in bitmaps/mono, as that's asking for confusion. 2008-05-25 21:12:18 +00:00
rockblox_background.128x96x2.bmp Adapt most single-file plugins to the M3 keypad and screen. It's still preliminary, as many plugins now can't be left without the remote. The plugins need to be converted to use the action API (but not pluginlib actions). Plugins are not enabled yet. * Simplify the bitmap handling in the source of some plugins. 2008-03-22 10:24:28 +00:00
rockblox_background.128x128x16.bmp
rockblox_background.132x80x16.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
rockblox_background.138x110x2.bmp
rockblox_background.160x128x1.bmp Fix rockblox on all 160x128x2 and 160x128x16 targets. They used the mono bitmap intended for m:robe100 as a native one, making the background looking odd and crashing the sim. Bitmaps for monochrome targets used like native bitmaps shouldn't reside in bitmaps/mono, as that's asking for confusion. 2008-05-25 21:12:18 +00:00
rockblox_background.160x128x2.bmp
rockblox_background.160x128x16.bmp
rockblox_background.176x132x16.bmp
rockblox_background.176x220x16.bmp Rockblox: Show Highscore list on 176x220 (e200). The space between the score and level is ommitted, since there's no room (the L is sufficient as seperator). 2009-05-13 17:45:07 +00:00
rockblox_background.220x176x16.bmp
rockblox_background.240x320x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
rockblox_background.320x240x16.bmp
rockboxlogo.90x28x16.bmp Use nicer logos in the logo plugin, plus use the bitmap build system magic. 2008-01-31 19:28:51 +00:00
rockboxlogo.91x32x1.bmp Use nicer logos in the logo plugin, plus use the bitmap build system magic. 2008-01-31 19:28:51 +00:00
rockboxlogo.91x32x2.bmp Use nicer logos in the logo plugin, plus use the bitmap build system magic. 2008-01-31 19:28:51 +00:00
rockboxlogo.112x30x1.bmp Use nicer logos in the logo plugin, plus use the bitmap build system magic. 2008-01-31 19:28:51 +00:00
rockboxlogo.128x40x16.bmp Use nicer logos in the logo plugin, plus use the bitmap build system magic. 2008-01-31 19:28:51 +00:00
rockboxlogo.138x46x2.bmp Use nicer logos in the logo plugin, plus use the bitmap build system magic. 2008-01-31 19:28:51 +00:00
rockboxlogo.220x68x16.bmp Use nicer logos in the logo plugin, plus use the bitmap build system magic. 2008-01-31 19:28:51 +00:00
rockpaint.8x8x24.bmp Rename rockpaint external .bmp files so they use the same convention as all other external bitmaps 2006-10-23 19:09:53 +00:00
rockpaint_hsvrgb.8x10x24.bmp Rename rockpaint external .bmp files so they use the same convention as all other external bitmaps 2006-10-23 19:09:53 +00:00
sliding_puzzle.80x64x1.bmp Small improvements to sliding puzzle. (1) Don't draw the 'Moves' box at fixed size, and display 'Moves:' and number of moves on one line for square and portrait screens. (2) Use 4x4 spots on Archos too, to make the spots look square on the Archos display - change the default 80x64 image accordingly. (3) Replace the 110x110 images with 108x108 so that the width is evenly divisible by 4 (number of spots) as mentioned in the comment. (4) Make the greyscale images look a little less broken, could be even better though. -- The code could be made simpler and more flexible but one step at a time. 2008-02-02 12:10:42 +00:00
sliding_puzzle.80x80x16.bmp Accept FS#7218 by Dave Hooper: Bitmap version of the sliding puzzle game. 2008-01-26 00:16:06 +00:00
sliding_puzzle.96x96x2.bmp Sliding puzzle: Fix graphics size and help text for M3. * Bubbles: Better (larger) emblems for M3. 2008-03-23 09:21:49 +00:00
sliding_puzzle.108x108x2.bmp Small improvements to sliding puzzle. (1) Don't draw the 'Moves' box at fixed size, and display 'Moves:' and number of moves on one line for square and portrait screens. (2) Use 4x4 spots on Archos too, to make the spots look square on the Archos display - change the default 80x64 image accordingly. (3) Replace the 110x110 images with 108x108 so that the width is evenly divisible by 4 (number of spots) as mentioned in the comment. (4) Make the greyscale images look a little less broken, could be even better though. -- The code could be made simpler and more flexible but one step at a time. 2008-02-02 12:10:42 +00:00
sliding_puzzle.108x108x16.bmp Small improvements to sliding puzzle. (1) Don't draw the 'Moves' box at fixed size, and display 'Moves:' and number of moves on one line for square and portrait screens. (2) Use 4x4 spots on Archos too, to make the spots look square on the Archos display - change the default 80x64 image accordingly. (3) Replace the 110x110 images with 108x108 so that the width is evenly divisible by 4 (number of spots) as mentioned in the comment. (4) Make the greyscale images look a little less broken, could be even better though. -- The code could be made simpler and more flexible but one step at a time. 2008-02-02 12:10:42 +00:00
sliding_puzzle.128x128x2.bmp Small improvements to sliding puzzle. (1) Don't draw the 'Moves' box at fixed size, and display 'Moves:' and number of moves on one line for square and portrait screens. (2) Use 4x4 spots on Archos too, to make the spots look square on the Archos display - change the default 80x64 image accordingly. (3) Replace the 110x110 images with 108x108 so that the width is evenly divisible by 4 (number of spots) as mentioned in the comment. (4) Make the greyscale images look a little less broken, could be even better though. -- The code could be made simpler and more flexible but one step at a time. 2008-02-02 12:10:42 +00:00
sliding_puzzle.128x128x16.bmp Accept FS#7218 by Dave Hooper: Bitmap version of the sliding puzzle game. 2008-01-26 00:16:06 +00:00
sliding_puzzle.132x132x16.bmp Sliding_puzzle: rearrange the default bitmap definitions and add two more sizes of the bitmap (fixes issues on Nano and small H10). The 'Moves' box is still not fully visible on the latter, I plan to work on it but thought the fix was worth an own commit already. Also let the plugin retrieve the image width and height from the bitmap. 2008-01-31 18:08:22 +00:00
sliding_puzzle.176x176x16.bmp Accept FS#7218 by Dave Hooper: Bitmap version of the sliding puzzle game. 2008-01-26 00:16:06 +00:00
sliding_puzzle.240x240x16.bmp Accept FS#7218 by Dave Hooper: Bitmap version of the sliding puzzle game. 2008-01-26 00:16:06 +00:00
sliding_puzzle.bmp Accept FS#7218 by Dave Hooper: Bitmap version of the sliding puzzle game. 2008-01-26 00:16:06 +00:00
snake2_bottom.160x128x2.bmp
snake2_bottom.160x128x16.bmp
snake2_bottom.176x132x16.bmp
snake2_bottom.220x176x16.bmp
snake2_bottom.240x320x16.bmp
snake2_bottom.320x240x16.bmp
snake2_header1.160x128x2.bmp
snake2_header1.160x128x16.bmp
snake2_header1.176x132x16.bmp
snake2_header1.220x176x16.bmp
snake2_header1.240x320x16.bmp
snake2_header1.320x240x16.bmp
snake2_header2.160x128x2.bmp
snake2_header2.160x128x16.bmp
snake2_header2.176x132x16.bmp
snake2_header2.220x176x16.bmp
snake2_header2.240x320x16.bmp
snake2_header2.320x240x16.bmp
snake2_left.160x128x2.bmp
snake2_left.160x128x16.bmp
snake2_left.176x132x16.bmp
snake2_left.220x176x16.bmp
snake2_left.240x320x16.bmp
snake2_left.320x240x16.bmp
snake2_right.160x128x2.bmp
snake2_right.160x128x16.bmp
snake2_right.176x132x16.bmp
snake2_right.220x176x16.bmp
snake2_right.240x320x16.bmp
snake2_right.320x240x16.bmp
sokoban_tiles.4x4x1.bmp Sokoban: enable the plugin for the c200. Invent a new, a bit more rockboxish colour scheme since the old one didn't work in the small size that was needed for the c200's screen. Also use these colours in existing bmps and add some in-between sizes (e.g. for the Nano and Gigabeat) to use the screen size as best as possible. Rename the existing colour bmps consistently. Remove the drawing code for monochrome screens and let them use the bitmap build system too. This also allows further simplifying the code and let the plugin retrieve the tilesize from the bitmap. 2008-05-18 13:05:45 +00:00
sokoban_tiles.5x5x2.bmp Sokoban: enable the plugin for the c200. Invent a new, a bit more rockboxish colour scheme since the old one didn't work in the small size that was needed for the c200's screen. Also use these colours in existing bmps and add some in-between sizes (e.g. for the Nano and Gigabeat) to use the screen size as best as possible. Rename the existing colour bmps consistently. Remove the drawing code for monochrome screens and let them use the bitmap build system too. This also allows further simplifying the code and let the plugin retrieve the tilesize from the bitmap. 2008-05-18 13:05:45 +00:00
sokoban_tiles.5x5x16.bmp Sokoban: enable the plugin for the c200. Invent a new, a bit more rockboxish colour scheme since the old one didn't work in the small size that was needed for the c200's screen. Also use these colours in existing bmps and add some in-between sizes (e.g. for the Nano and Gigabeat) to use the screen size as best as possible. Rename the existing colour bmps consistently. Remove the drawing code for monochrome screens and let them use the bitmap build system too. This also allows further simplifying the code and let the plugin retrieve the tilesize from the bitmap. 2008-05-18 13:05:45 +00:00
sokoban_tiles.6x6x1.bmp Sokoban: enable the plugin for the c200. Invent a new, a bit more rockboxish colour scheme since the old one didn't work in the small size that was needed for the c200's screen. Also use these colours in existing bmps and add some in-between sizes (e.g. for the Nano and Gigabeat) to use the screen size as best as possible. Rename the existing colour bmps consistently. Remove the drawing code for monochrome screens and let them use the bitmap build system too. This also allows further simplifying the code and let the plugin retrieve the tilesize from the bitmap. 2008-05-18 13:05:45 +00:00
sokoban_tiles.6x6x2.bmp Sokoban: enable the plugin for the c200. Invent a new, a bit more rockboxish colour scheme since the old one didn't work in the small size that was needed for the c200's screen. Also use these colours in existing bmps and add some in-between sizes (e.g. for the Nano and Gigabeat) to use the screen size as best as possible. Rename the existing colour bmps consistently. Remove the drawing code for monochrome screens and let them use the bitmap build system too. This also allows further simplifying the code and let the plugin retrieve the tilesize from the bitmap. 2008-05-18 13:05:45 +00:00
sokoban_tiles.6x6x16.bmp Sokoban: enable the plugin for the c200. Invent a new, a bit more rockboxish colour scheme since the old one didn't work in the small size that was needed for the c200's screen. Also use these colours in existing bmps and add some in-between sizes (e.g. for the Nano and Gigabeat) to use the screen size as best as possible. Rename the existing colour bmps consistently. Remove the drawing code for monochrome screens and let them use the bitmap build system too. This also allows further simplifying the code and let the plugin retrieve the tilesize from the bitmap. 2008-05-18 13:05:45 +00:00
sokoban_tiles.7x7x16.bmp Sokoban: enable the plugin for the c200. Invent a new, a bit more rockboxish colour scheme since the old one didn't work in the small size that was needed for the c200's screen. Also use these colours in existing bmps and add some in-between sizes (e.g. for the Nano and Gigabeat) to use the screen size as best as possible. Rename the existing colour bmps consistently. Remove the drawing code for monochrome screens and let them use the bitmap build system too. This also allows further simplifying the code and let the plugin retrieve the tilesize from the bitmap. 2008-05-18 13:05:45 +00:00
sokoban_tiles.9x9x16.bmp Sokoban: enable the plugin for the c200. Invent a new, a bit more rockboxish colour scheme since the old one didn't work in the small size that was needed for the c200's screen. Also use these colours in existing bmps and add some in-between sizes (e.g. for the Nano and Gigabeat) to use the screen size as best as possible. Rename the existing colour bmps consistently. Remove the drawing code for monochrome screens and let them use the bitmap build system too. This also allows further simplifying the code and let the plugin retrieve the tilesize from the bitmap. 2008-05-18 13:05:45 +00:00
sokoban_tiles.12x12x16.bmp Sokoban: enable the plugin for the c200. Invent a new, a bit more rockboxish colour scheme since the old one didn't work in the small size that was needed for the c200's screen. Also use these colours in existing bmps and add some in-between sizes (e.g. for the Nano and Gigabeat) to use the screen size as best as possible. Rename the existing colour bmps consistently. Remove the drawing code for monochrome screens and let them use the bitmap build system too. This also allows further simplifying the code and let the plugin retrieve the tilesize from the bitmap. 2008-05-18 13:05:45 +00:00
sokoban_tiles.14x14x16.bmp Sokoban: enable the plugin for the c200. Invent a new, a bit more rockboxish colour scheme since the old one didn't work in the small size that was needed for the c200's screen. Also use these colours in existing bmps and add some in-between sizes (e.g. for the Nano and Gigabeat) to use the screen size as best as possible. Rename the existing colour bmps consistently. Remove the drawing code for monochrome screens and let them use the bitmap build system too. This also allows further simplifying the code and let the plugin retrieve the tilesize from the bitmap. 2008-05-18 13:05:45 +00:00
solitaire_suitsi.13x52x1.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
solitaire_suitsi.15x80x2.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
solitaire_suitsi.15x80x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
solitaire_suitsi.18x92x1.bmp New card bitmaps for the m:robe100 (used in solitaire and blackjack). They graphics are now bigger, same size as on other 160x128 displays, and take the 'inverted' red on black of the m:robe100's display into account. 2008-05-04 22:26:48 +00:00
solitaire_suitsi.18x92x2.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
solitaire_suitsi.18x92x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
solitaire_suitsi.26x132x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
solitaire_suitsi.37x196x16.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
SOURCES Load PictureFlow logo from disk, discarding it after splash screen is done and freeing the used space for the slide cache. 2009-05-23 07:55:14 +00:00
star_tiles.6x7x1.bmp New makefile solution: A single invocation of 'make' to build the entire tree. Fully controlled dependencies give faster and more correct recompiles. 2008-11-20 11:27:31 +00:00
star_tiles.8x8.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
star_tiles.8x8x2.bmp New makefile solution: A single invocation of 'make' to build the entire tree. Fully controlled dependencies give faster and more correct recompiles. 2008-11-20 11:27:31 +00:00
star_tiles.10x10.bmp
star_tiles.10x10x2.bmp New makefile solution: A single invocation of 'make' to build the entire tree. Fully controlled dependencies give faster and more correct recompiles. 2008-11-20 11:27:31 +00:00
star_tiles.11x11.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
star_tiles.13x13.bmp
star_tiles.15x15.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
star_tiles.20x20.bmp
sudoku_inverse.112x64x1.bmp
sudoku_inverse.128x96x2.bmp Adapted most multi-source plugins to the iAudio M3 keypad and screen. Doom and mpegplayer are disabled because of the not yet implemented greyscale library, and zxbox used 2-bit greyscale for now. * Slight optimisation for the (currently unused except on M3) 2-bit greyscale code in zxbox. * Simplified button definitions in chessbox. 2008-03-22 14:20:04 +00:00
sudoku_inverse.128x128x16.bmp Sudoku: Optionally display coloured numbers on colour targets. 2007-09-16 18:46:39 +00:00
sudoku_inverse.132x80x16.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
sudoku_inverse.138x110x2.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
sudoku_inverse.160x128x1.bmp M:Robe 100: add button definition/bitmaps to plugins and enable compilation 2008-03-01 22:55:09 +00:00
sudoku_inverse.160x128x2.bmp
sudoku_inverse.160x128x16.bmp Sudoku: Optionally display coloured numbers on colour targets. 2007-09-16 18:46:39 +00:00
sudoku_inverse.220x176x16.bmp Sudoku: Optionally display coloured numbers on colour targets. 2007-09-16 18:46:39 +00:00
sudoku_inverse.320x240x16.bmp Sudoku: Optionally display coloured numbers on colour targets. 2007-09-16 18:46:39 +00:00
sudoku_normal.112x64x1.bmp
sudoku_normal.128x96x2.bmp Adapted most multi-source plugins to the iAudio M3 keypad and screen. Doom and mpegplayer are disabled because of the not yet implemented greyscale library, and zxbox used 2-bit greyscale for now. * Slight optimisation for the (currently unused except on M3) 2-bit greyscale code in zxbox. * Simplified button definitions in chessbox. 2008-03-22 14:20:04 +00:00
sudoku_normal.128x128x16.bmp Sudoku: Optionally display coloured numbers on colour targets. 2007-09-16 18:46:39 +00:00
sudoku_normal.132x80x16.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
sudoku_normal.138x110x2.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
sudoku_normal.160x128x1.bmp M:Robe 100: add button definition/bitmaps to plugins and enable compilation 2008-03-01 22:55:09 +00:00
sudoku_normal.160x128x2.bmp
sudoku_normal.160x128x16.bmp Sudoku: Optionally display coloured numbers on colour targets. 2007-09-16 18:46:39 +00:00
sudoku_normal.220x176x16.bmp Sudoku: Optionally display coloured numbers on colour targets. 2007-09-16 18:46:39 +00:00
sudoku_normal.320x240x16.bmp Sudoku: Optionally display coloured numbers on colour targets. 2007-09-16 18:46:39 +00:00
sudoku_start.112x64x1.bmp
sudoku_start.128x96x2.bmp Adapted most multi-source plugins to the iAudio M3 keypad and screen. Doom and mpegplayer are disabled because of the not yet implemented greyscale library, and zxbox used 2-bit greyscale for now. * Slight optimisation for the (currently unused except on M3) 2-bit greyscale code in zxbox. * Simplified button definitions in chessbox. 2008-03-22 14:20:04 +00:00
sudoku_start.128x128x16.bmp Sudoku: Optionally display coloured numbers on colour targets. 2007-09-16 18:46:39 +00:00
sudoku_start.132x80x16.bmp Tidy up and remove executable flag from a few plugin bitmap files. 2009-04-07 14:03:38 +00:00
sudoku_start.138x110x2.bmp Removed executable flag 2007-01-09 23:22:14 +00:00
sudoku_start.160x128x1.bmp M:Robe 100: add button definition/bitmaps to plugins and enable compilation 2008-03-01 22:55:09 +00:00
sudoku_start.160x128x2.bmp
sudoku_start.160x128x16.bmp Sudoku: Optionally display coloured numbers on colour targets. 2007-09-16 18:46:39 +00:00
sudoku_start.220x176x16.bmp Sudoku: Optionally display coloured numbers on colour targets. 2007-09-16 18:46:39 +00:00
sudoku_start.320x240x16.bmp Sudoku: Optionally display coloured numbers on colour targets. 2007-09-16 18:46:39 +00:00
superdom_boarditems.176x132x16.bmp Accept FS#7136: Turn based strategy game - "Superdom" clone 2007-08-02 12:55:14 +00:00
superdom_boarditems.220x176x16.bmp Accept FS#7136: Turn based strategy game - "Superdom" clone 2007-08-02 12:55:14 +00:00
superdom_boarditems.240x320x16.bmp Accept FS#7136: Turn based strategy game - "Superdom" clone 2007-08-02 12:55:14 +00:00
superdom_boarditems.320x240x16.bmp Accept FS#7136: Turn based strategy game - "Superdom" clone 2007-08-02 12:55:14 +00:00