..
_2048_background.56x56x24.bmp
Added 2048 game
2014-08-12 00:01:24 +02:00
_2048_background.88x88x24.bmp
Plugin 2048: Optimize for 128x96 screen
2016-04-07 11:52:09 +02:00
_2048_background.103x103x24.bmp
Added 2048 game
2014-08-12 00:01:24 +02:00
_2048_background.121x121x24.bmp
Added 2048 game
2014-08-12 00:01:24 +02:00
_2048_background.168x168x24.bmp
Added 2048 game
2014-08-12 00:01:24 +02:00
_2048_background.224x224x24.bmp
Added 2048 game
2014-08-12 00:01:24 +02:00
_2048_tiles.12x12x24.bmp
Plugin 2048: optimize small tiles
2016-01-11 20:13:25 +01:00
_2048_tiles.19x19x24.bmp
Plugin 2048: Optimize for 128x96 screen
2016-04-07 11:52:09 +02:00
_2048_tiles.22x22x24.bmp
Plugin 2048: optimize small tiles
2016-01-11 20:13:25 +01:00
_2048_tiles.26x26x24.bmp
Added 2048 game
2014-08-12 00:01:24 +02:00
_2048_tiles.36x36x24.bmp
Added 2048 game
2014-08-12 00:01:24 +02:00
_2048_tiles.48x48x24.bmp
Added 2048 game
2014-08-12 00:01:24 +02:00
brickmania_ball.3x3x1.bmp
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_ball.5x5x2.bmp
brickmania_ball.5x5x16.bmp
brickmania_ball.7x7x16.bmp
Fix red.
2010-01-02 04:00:03 +00:00
brickmania_ball.11x11x16.bmp
Brickmania, Chessbox, Blackjack, and Solitaire: Add support for 640x480 and 480x640 screens
2009-07-18 04:16:50 +00:00
brickmania_ball.15x15x16.bmp
Brickmania: Add new, finer detail images for the bricks and the ball for 640x480 screens.
2009-10-04 21:15:22 +00:00
brickmania_break.96x96x16.bmp
brickmania: adapt to 96x96 screen of sansa clip zip
2012-06-19 21:09:51 +02:00
brickmania_break.132x80x16.bmp
brickmania_break.160x128x2.bmp
brickmania_break.160x128x16.bmp
brickmania_break.176x132x16.bmp
brickmania_break.220x176x16.bmp
brickmania_break.240x320x16.bmp
Brickmania: Scale bitmaps with the high-res bricks to fit them to the LCD width for the Gigabeat F/X/S.
2010-01-02 03:49:11 +00:00
brickmania_break.320x240x16.bmp
brickmania_break.480x640x16.bmp
Brickmania, Chessbox, Blackjack, and Solitaire: Add support for 640x480 and 480x640 screens
2009-07-18 04:16:50 +00:00
brickmania_break.640x480x16.bmp
Brickmania, Chessbox, Blackjack, and Solitaire: Add support for 640x480 and 480x640 screens
2009-07-18 04:16:50 +00:00
brickmania_bricks.96x96x16.bmp
brickmania: adapt to 96x96 screen of sansa clip zip
2012-06-19 21:09:51 +02:00
brickmania_bricks.112x64x1.bmp
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_bricks.132x80x16.bmp
brickmania_bricks.138x110x2.bmp
brickmania_bricks.160x128x2.bmp
brickmania_bricks.160x128x16.bmp
brickmania_bricks.176x132x16.bmp
brickmania_bricks.220x176x16.bmp
brickmania_bricks.240x320x16.bmp
Brickmania: Scale bitmaps with the high-res bricks to fit them to the LCD width for the Gigabeat F/X/S.
2010-01-02 03:49:11 +00:00
brickmania_bricks.320x240x16.bmp
brickmania_bricks.480x640x16.bmp
Brickmania, Chessbox, Blackjack, and Solitaire: Add support for 640x480 and 480x640 screens
2009-07-18 04:16:50 +00:00
brickmania_bricks.640x480x16.bmp
Brickmania: Add new, finer detail images for the bricks and the ball for 640x480 screens.
2009-10-04 21:15:22 +00:00
brickmania_gameover.56x27x24.bmp
brickmania: adapt to 96x96 screen of sansa clip zip
2012-06-19 21:09:51 +02:00
brickmania_gameover.59x30x1.bmp
brickmania_gameover.86x43x2.bmp
brickmania_gameover.112x54x16.bmp
brickmania_long_pads.96x96x16.bmp
brickmania: adapt to 96x96 screen of sansa clip zip
2012-06-19 21:09:51 +02:00
brickmania_long_pads.112x64x1.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_long_pads.132x80x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_long_pads.160x128x2.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_long_pads.160x128x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_long_pads.176x132x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_long_pads.220x176x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_long_pads.240x320x16.bmp
Brickmania: Scale bitmaps with the high-res bricks to fit them to the LCD width for the Gigabeat F/X/S.
2010-01-02 03:49:11 +00:00
brickmania_long_pads.320x240x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_long_pads.480x640x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_long_pads.640x480x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_pads.96x96x16.bmp
brickmania: adapt to 96x96 screen of sansa clip zip
2012-06-19 21:09:51 +02:00
brickmania_pads.112x64x1.bmp
brickmania_pads.132x80x16.bmp
brickmania_pads.160x128x2.bmp
brickmania_pads.160x128x16.bmp
brickmania_pads.176x132x16.bmp
brickmania_pads.220x176x16.bmp
brickmania_pads.240x320x16.bmp
Brickmania: Scale bitmaps with the high-res bricks to fit them to the LCD width for the Gigabeat F/X/S.
2010-01-02 03:49:11 +00:00
brickmania_pads.320x240x16.bmp
brickmania_pads.480x640x16.bmp
Brickmania, Chessbox, Blackjack, and Solitaire: Add support for 640x480 and 480x640 screens
2009-07-18 04:16:50 +00:00
brickmania_pads.640x480x16.bmp
Brickmania, Chessbox, Blackjack, and Solitaire: Add support for 640x480 and 480x640 screens
2009-07-18 04:16:50 +00:00
brickmania_powerups.112x64x1.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_powerups.132x80x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_powerups.160x128x2.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_powerups.160x128x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_powerups.176x132x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_powerups.220x176x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_powerups.240x320x16.bmp
Brickmania: Scale bitmaps with the high-res bricks to fit them to the LCD width for the Gigabeat F/X/S.
2010-01-02 03:49:11 +00:00
brickmania_powerups.320x240x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_powerups.480x640x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_powerups.640x480x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_short_pads.96x96x16.bmp
brickmania: adapt to 96x96 screen of sansa clip zip
2012-06-19 21:09:51 +02:00
brickmania_short_pads.112x64x1.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_short_pads.132x80x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_short_pads.160x128x2.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_short_pads.160x128x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_short_pads.176x132x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_short_pads.220x176x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_short_pads.240x320x16.bmp
Brickmania: Scale bitmaps with the high-res bricks to fit them to the LCD width for the Gigabeat F/X/S.
2010-01-02 03:49:11 +00:00
brickmania_short_pads.320x240x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_short_pads.480x640x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
brickmania_short_pads.640x480x16.bmp
new powerup in brickmania
2009-07-26 19:51:44 +00:00
bubbles_background.96x96x16.bmp
Sansa Clip Zip: Bubble now shows a proper background image
2012-03-03 02:54:26 +01:00
bubbles_background.128x96x16.bmp
remove svn:executable
2009-11-23 15:16:29 +00:00
bubbles_background.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
bubbles_background.128x128x16.bmp
bubbles_background.128x160x16.bmp
Add backgrounds for 128x160 displays to bubbles and rockblox. Set the coordinates in the code.
2011-01-10 07:32:29 +00:00
bubbles_background.132x80x16.bmp
bubbles_background.160x128x16.bmp
bubbles_background.176x132x16.bmp
bubbles_background.176x220x16.bmp
New bubbles background for 176x220 (Sansa e200), heavily based off a mockup provided by Marianne Arnold.
2009-08-02 20:26:25 +00:00
bubbles_background.220x176x16.bmp
bubbles_background.240x320x16.bmp
bubbles_background.320x240x16.bmp
bubbles_background.640x480x16.bmp
M:Robe 500: Add missing files
2009-08-09 05:26:25 +00:00
bubbles_emblem.112x64x1.bmp
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.128x96x16.bmp
Bubbles: make it work on Samsung YH-820 and align it on the occasion on Cowon M3.
2014-09-08 14:09:58 +02:00
bubbles_emblem.132x80x16.bmp
bubbles_emblem.138x110x2.bmp
bubbles_emblem.160x128x2.bmp
bubbles_emblem.160x128x16.bmp
bubbles_emblem.220x176x16.bmp
bubbles_emblem.320x240x16.bmp
bubbles_emblem.640x480x16.bmp
M:Robe 500: Add missing files
2009-08-09 05:26:25 +00:00
card_back.11x15x16.bmp
Add graphics for solitaire/blackjack plugins for the sansa clip zip by Nathan Korth
2012-02-03 13:50:20 +01:00
card_back.13x13x1.bmp
card_back.15x20x2.bmp
card_back.15x20x16.bmp
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
card_back.18x23x16.bmp
card_back.26x33x16.bmp
card_back.37x49x16.bmp
card_back.55x73x16.bmp
Brickmania, Chessbox, Blackjack, and Solitaire: Add support for 640x480 and 480x640 screens
2009-07-18 04:16:50 +00:00
card_back.74x98x16.bmp
Add appropriate sized cards for 640x480 screens based on svg-cards-2.0. SOURCES is setup for 640x480 on a number of plugins as well, but graphics are not committed yet: will add as plugins are tested
2009-06-13 20:52:38 +00:00
card_deck.143x60x16.bmp
Add graphics for solitaire/blackjack plugins for the sansa clip zip by Nathan Korth
2012-02-03 13:50:20 +01:00
card_deck.169x52x1.bmp
card_deck.195x80x2.bmp
card_deck.195x80x16.bmp
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
card_deck.234x92x16.bmp
card_deck.338x132x16.bmp
card_deck.481x196x16.bmp
card_deck.715x291x16.bmp
Brickmania, Chessbox, Blackjack, and Solitaire: Add support for 640x480 and 480x640 screens
2009-07-18 04:16:50 +00:00
card_deck.962x392x16.bmp
Add appropriate sized cards for 640x480 screens based on svg-cards-2.0. SOURCES is setup for 640x480 on a number of plugins as well, but graphics are not committed yet: will add as plugins are tested
2009-06-13 20:52:38 +00:00
chessbox_pieces.64x64x1.bmp
chessbox_pieces.80x64x1.bmp
chessbox_pieces.80x80x16.bmp
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
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
chessbox_pieces.480x480x16.bmp
Brickmania, Chessbox, Blackjack, and Solitaire: Add support for 640x480 and 480x640 screens
2009-07-18 04:16:50 +00:00
clock_binary.96x96x16.bmp
Fixed clock bitmaps for Sansa Clip Zip (96x96x16)
2012-02-21 20:59:17 +01:00
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.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +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
clock_digits.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
clock_digits.128x128x16.bmp
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
clock_digits.160x128x2.bmp
clock_digits.160x128x16.bmp
clock_digits.220x176x16.bmp
clock_digits.320x240x16.bmp
clock_logo.96x96x16.bmp
Fixed clock bitmaps for Sansa Clip Zip (96x96x16)
2012-02-21 20:59:17 +01:00
clock_logo.112x64x1.bmp
clock_logo.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
clock_logo.128x128x16.bmp
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
clock_logo.160x128x2.bmp
clock_logo.160x128x16.bmp
clock_logo.176x132x16.bmp
clock_logo.220x176x16.bmp
clock_logo.320x240x16.bmp
clock_messages.96x96x16.bmp
Fixed clock bitmaps for Sansa Clip Zip (96x96x16)
2012-02-21 20:59:17 +01:00
clock_messages.112x64x1.bmp
clock_messages.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
clock_messages.128x128x16.bmp
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
clock_messages.160x128x2.bmp
clock_messages.160x128x16.bmp
clock_messages.176x132x16.bmp
clock_messages.220x176x16.bmp
clock_messages.320x240x16.bmp
clock_segments.112x64x1.bmp
clock_segments.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
clock_segments.128x128x16.bmp
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
clock_segments.160x128x2.bmp
clock_segments.160x128x16.bmp
clock_segments.220x176x16.bmp
clock_segments.320x240x16.bmp
clock_smalldigits.112x64x1.bmp
clock_smalldigits.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
clock_smalldigits.128x128x16.bmp
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
clock_smalldigits.160x128x16.bmp
clock_smalldigits.220x176x16.bmp
clock_smalldigits.320x240x16.bmp
clock_smallsegments.112x64x1.bmp
clock_smallsegments.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
clock_smallsegments.128x128x16.bmp
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
clock_smallsegments.160x128x16.bmp
clock_smallsegments.220x176x16.bmp
clock_smallsegments.320x240x16.bmp
fft_colors.16.bmp
New plugin: FFT, A frequency analyzer plugin
2010-02-10 19:44:11 +00:00
flipit_cursor.17x17x16.bmp
flipit_cursor.25x25x16.bmp
flipit_cursor.28x28x16.bmp
flipit_cursor.40x40x16.bmp
flipit_cursor.56x56x16.bmp
flipit_cursor.112x112x16.bmp
Star, Flipit, Rockblox, Sokoban, Wormlet: Add support for 640x480 screens
2009-07-21 03:52:59 +00:00
flipit_tokens.16x26x1.bmp
flipit_tokens.17x34x16.bmp
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
flipit_tokens.25x50x16.bmp
flipit_tokens.28x56x1.bmp
mrobe 100: fix graphics for flipit
2008-03-02 10:20:54 +00:00
flipit_tokens.28x56x2.bmp
flipit_tokens.28x56x16.bmp
flipit_tokens.40x80x16.bmp
flipit_tokens.56x112x16.bmp
flipit_tokens.112x224x16.bmp
Star, Flipit, Rockblox, Sokoban, Wormlet: Add support for 640x480 screens
2009-07-21 03:52:59 +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_alien_explode.37x20x16.bmp
Invadrox: Add support for 640x480 screens.
2009-08-04 05:22:10 +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_aliens.68x68x16.bmp
Invadrox: Add support for 640x480 screens.
2009-08-04 05:22:10 +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_background.480x640x16.bmp
Invadrox: Add support for 640x480 screens.
2009-08-04 05:22:10 +00:00
invadrox_background.640x480x16.bmp
Invadrox: Add support for 640x480 screens.
2009-08-04 05:22:10 +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_bombs.27x126x16.bmp
Invadrox: Add support for 640x480 screens.
2009-08-04 05:22:10 +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_numbers.140x19x16.bmp
Invadrox: Add support for 640x480 screens.
2009-08-04 05:22:10 +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_shield.64x47x16.bmp
Invadrox: Add support for 640x480 screens.
2009-08-04 05:22:10 +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_ships.46x69x16.bmp
Invadrox: Add support for 640x480 screens.
2009-08-04 05:22:10 +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.46x20x16.bmp
Invadrox: Add support for 640x480 screens.
2009-08-04 05:22:10 +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
invadrox_ufo_explode.61x23x16.bmp
Invadrox: Add support for 640x480 screens.
2009-08-04 05:22:10 +00:00
jackpot_slots.30x420x1.bmp
jewels.112x64x1.bmp
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.128x96x16.bmp
YH820: game fix and improvements
2014-05-27 20:14:23 +02:00
jewels.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
jewels.128x128x16.bmp
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.160x128x2.bmp
jewels.160x128x16.bmp
jewels.220x176x16.bmp
jewels.320x240x16.bmp
jewels.640x480x16.bmp
Jewels: Add graphics for 640x480 screens.
2009-07-19 14:58:50 +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
Add bitmaps for correct and wrong flags when showing the full board. (Feel free to change the graphics)
2009-12-30 19:00:33 +00:00
minesweeper_tiles.10x10x24.bmp
Add bitmaps for correct and wrong flags when showing the full board. (Feel free to change the graphics)
2009-12-30 19:00:33 +00:00
minesweeper_tiles.12x12x2.bmp
Add bitmaps for correct and wrong flags when showing the full board. (Feel free to change the graphics)
2009-12-30 19:00:33 +00:00
minesweeper_tiles.12x12x24.bmp
Add bitmaps for correct and wrong flags when showing the full board. (Feel free to change the graphics)
2009-12-30 19:00:33 +00:00
minesweeper_tiles.16x16x24.bmp
Add bitmaps for correct and wrong flags when showing the full board. (Feel free to change the graphics)
2009-12-30 19:00:33 +00:00
pegbox_header.20x64x1.bmp
remove svn:executable
2009-11-23 15:16:29 +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.96x32x16.bmp
Sansa clip zip: update plugins (jewels, pegbox, rockpaint, star)
2011-11-13 21:25:27 +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.128x16x16.bmp
YH820: game fix and improvements
2014-05-27 20:14:23 +02:00
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
bitmaps: Convert some bitmaps to 24bit BMP.
2014-06-21 00:13:58 +02:00
pegbox_header.176x28x16.bmp
bitmaps: Convert some bitmaps to 24bit BMP.
2014-06-21 00:13:58 +02:00
pegbox_header.220x40x16.bmp
bitmaps: Convert some bitmaps to 24bit BMP.
2014-06-21 00:13:58 +02:00
pegbox_header.240x40x16.bmp
bitmaps: Convert some bitmaps to 24bit BMP.
2014-06-21 00:13:58 +02:00
pegbox_header.320x40x16.bmp
bitmaps: Convert some bitmaps to 24bit BMP.
2014-06-21 00:13:58 +02:00
pegbox_header.640x80x16.bmp
Pegbox: Add support for 640x480 screens
2009-07-21 02:58:13 +00:00
pegbox_pieces.8x8x16.bmp
Sansa clip zip: update plugins (jewels, pegbox, rockpaint, star)
2011-11-13 21:25:27 +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
bitmaps: Convert some bitmaps to 24bit BMP.
2014-06-21 00:13:58 +02:00
pegbox_pieces.16x16x16.bmp
bitmaps: Convert some bitmaps to 24bit BMP.
2014-06-21 00:13:58 +02:00
pegbox_pieces.24x24x16.bmp
bitmaps: Convert some bitmaps to 24bit BMP.
2014-06-21 00:13:58 +02:00
pegbox_pieces.48x48x16.bmp
Pegbox: Add support for 640x480 screens
2009-07-21 02:58:13 +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_logo.193x34x16.bmp
pitch_notes.128x64x1.bmp
pitch_detector: fix builds on monochrome targets, remove an unused variable
2010-03-29 23:50:07 +00:00
pitch_notes.128x96x2.bmp
UI improvements for the pitch detector (ongoing work by David Johnston from FS#8768)
2009-09-12 21:19:17 +00:00
pitch_notes.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
pitch_notes.128x128x16.bmp
UI improvements for the pitch detector (ongoing work by David Johnston from FS#8768)
2009-09-12 21:19:17 +00:00
pitch_notes.132x80x16.bmp
UI improvements for the pitch detector (ongoing work by David Johnston from FS#8768)
2009-09-12 21:19:17 +00:00
pitch_notes.160x128x2.bmp
UI improvements for the pitch detector (ongoing work by David Johnston from FS#8768)
2009-09-12 21:19:17 +00:00
pitch_notes.160x128x16.bmp
UI improvements for the pitch detector (ongoing work by David Johnston from FS#8768)
2009-09-12 21:19:17 +00:00
pitch_notes.176x132x16.bmp
UI improvements for the pitch detector (ongoing work by David Johnston from FS#8768)
2009-09-12 21:19:17 +00:00
pitch_notes.176x220x16.bmp
UI improvements for the pitch detector (ongoing work by David Johnston from FS#8768)
2009-09-12 21:19:17 +00:00
pitch_notes.220x176x16.bmp
UI improvements for the pitch detector (ongoing work by David Johnston from FS#8768)
2009-09-12 21:19:17 +00:00
pitch_notes.320x240x16.bmp
UI improvements for the pitch detector (ongoing work by David Johnston from FS#8768)
2009-09-12 21:19:17 +00:00
puzzles_cursor.11x16x24.bmp
puzzles: add missing file
2017-11-21 19:54:14 -05:00
resistor.68x20x16.bmp
Resistor plugin:
2010-10-02 14:43:23 +00:00
resistor.128x128x16.bmp
New plugin: Resistor code calculator
2010-10-02 14:11:40 +00:00
resistor.160x128x16.bmp
New plugin: Resistor code calculator
2010-10-02 14:11:40 +00:00
resistor.176x220x16.bmp
New plugin: Resistor code calculator
2010-10-02 14:11:40 +00:00
resistor.220x176x16.bmp
New plugin: Resistor code calculator
2010-10-02 14:11:40 +00:00
resistor.240x400x16.bmp
New plugin: Resistor code calculator
2010-10-02 14:11:40 +00:00
resistor.320x240x16.bmp
New plugin: Resistor code calculator
2010-10-02 14:11:40 +00:00
rockblox_background.96x96x16.bmp
Fix Rockblox plugin display issues on Clip Zip
2012-04-22 12:33:12 +02:00
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.128x96x16.bmp
remove svn:executable
2009-11-23 15:16:29 +00:00
rockblox_background.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
rockblox_background.128x128x16.bmp
rockblox_background.128x160x16.bmp
Add backgrounds for 128x160 displays to bubbles and rockblox. Set the coordinates in the code.
2011-01-10 07:32:29 +00:00
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
rockblox_background.320x240x16.bmp
rockblox_background.640x480x16.bmp
Star, Flipit, Rockblox, Sokoban, Wormlet: Add support for 640x480 screens
2009-07-21 03:52:59 +00:00
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
bitmaps: Convert some bitmaps to 24bit BMP.
2014-06-21 00:13:58 +02:00
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
rockpaint_hsvrgb.8x10x24.bmp
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
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.96x96x16.bmp
Correction of the Sliding puzzle on Samsung YH-820.
2014-09-08 15:23:13 +02:00
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
sliding_puzzle.132x132x16.bmp
sliding_puzzle.176x176x16.bmp
sliding_puzzle.240x240x16.bmp
sliding_puzzle.480x480x16.bmp
M:Robe 500: Add missing files
2009-08-09 05:26:25 +00:00
sliding_puzzle.bmp
snake2_bottom.128x96x16.bmp
Snake2: add 128x96x16 bitmaps
2015-09-28 23:19:19 +02:00
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_bottom.640x480x16.bmp
Snake2: Add support for 640x480 screens
2009-07-21 04:22:19 +00:00
snake2_header1.128x96x16.bmp
Snake2: add 128x96x16 bitmaps
2015-09-28 23:19:19 +02:00
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_header1.640x480x16.bmp
Snake2: Add support for 640x480 screens
2009-07-21 04:22:19 +00:00
snake2_header2.128x96x16.bmp
Snake2: add 128x96x16 bitmaps
2015-09-28 23:19:19 +02:00
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_header2.640x480x16.bmp
Snake2: Add support for 640x480 screens
2009-07-21 04:22:19 +00:00
snake2_left.128x96x16.bmp
Snake2: add 128x96x16 bitmaps
2015-09-28 23:19:19 +02:00
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_left.640x480x16.bmp
Snake2: Add support for 640x480 screens
2009-07-21 04:22:19 +00:00
snake2_right.128x96x16.bmp
Snake2: add 128x96x16 bitmaps
2015-09-28 23:19:19 +02:00
snake2_right.160x128x2.bmp
snake2_right.160x128x16.bmp
snake2_right.176x132x16.bmp
snake2_right.220x176x16.bmp
snake2_right.240x320x16.bmp
snake2_right.320x240x16.bmp
snake2_right.640x480x16.bmp
Snake2: Add support for 640x480 screens
2009-07-21 04:22:19 +00:00
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
sokoban_tiles.28x28x16.bmp
Star, Flipit, Rockblox, Sokoban, Wormlet: Add support for 640x480 screens
2009-07-21 03:52:59 +00:00
solitaire_suitsi.11x60x16.bmp
Add graphics for solitaire/blackjack plugins for the sansa clip zip by Nathan Korth
2012-02-03 13:50:20 +01:00
solitaire_suitsi.13x52x1.bmp
solitaire_suitsi.15x80x2.bmp
solitaire_suitsi.15x80x16.bmp
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
solitaire_suitsi.18x92x16.bmp
solitaire_suitsi.26x132x16.bmp
solitaire_suitsi.37x196x16.bmp
solitaire_suitsi.55x291x16.bmp
Brickmania, Chessbox, Blackjack, and Solitaire: Add support for 640x480 and 480x640 screens
2009-07-18 04:16:50 +00:00
solitaire_suitsi.74x392x16.bmp
Add appropriate sized cards for 640x480 screens based on svg-cards-2.0. SOURCES is setup for 640x480 on a number of plugins as well, but graphics are not committed yet: will add as plugins are tested
2009-06-13 20:52:38 +00:00
SOURCES
[4/4] Remove HAVE_LCD_BITMAP, as it's now the only choice.
2020-07-24 21:20:13 +00:00
star_tiles.6x6.bmp
Sansa clip zip: update plugins (jewels, pegbox, rockpaint, star)
2011-11-13 21:25:27 +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
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
star_tiles.13x13.bmp
star_tiles.15x15.bmp
star_tiles.20x20.bmp
star_tiles.40x40.bmp
Star, Flipit, Rockblox, Sokoban, Wormlet: Add support for 640x480 screens
2009-07-21 03:52:59 +00:00
sudoku_inverse.96x70x14.bmp
Created graphics for the numbers in Sudoku and fixed layout for Sansa Clip Zip.
2013-01-27 13:57:27 +01:00
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.128x96x16.bmp
YH820: game fix and improvements
2014-05-27 20:14:23 +02:00
sudoku_inverse.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
sudoku_inverse.128x128x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_inverse.132x80x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_inverse.138x110x2.bmp
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 coloured number display
2010-07-22 08:48:32 +00:00
sudoku_inverse.220x176x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_inverse.320x240x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_inverse.640x480x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_normal.96x70x14.bmp
Created graphics for the numbers in Sudoku and fixed layout for Sansa Clip Zip.
2013-01-27 13:57:27 +01:00
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.128x96x16.bmp
YH820: game fix and improvements
2014-05-27 20:14:23 +02:00
sudoku_normal.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
sudoku_normal.128x128x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_normal.132x80x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_normal.138x110x2.bmp
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 coloured number display
2010-07-22 08:48:32 +00:00
sudoku_normal.220x176x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_normal.320x240x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_normal.640x480x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_start.96x70x14.bmp
Created graphics for the numbers in Sudoku and fixed layout for Sansa Clip Zip.
2013-01-27 13:57:27 +01:00
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.128x96x16.bmp
YH820: game fix and improvements
2014-05-27 20:14:23 +02:00
sudoku_start.128x128x2.bmp
Add MPIO HD200 port - binary files
2010-04-26 21:40:23 +00:00
sudoku_start.128x128x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_start.132x80x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_start.138x110x2.bmp
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 coloured number display
2010-07-22 08:48:32 +00:00
sudoku_start.220x176x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_start.320x240x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
sudoku_start.640x480x16.bmp
Sudoku coloured number display
2010-07-22 08:48:32 +00:00
superdom_boarditems.176x132x16.bmp
superdom_boarditems.220x176x16.bmp
superdom_boarditems.240x320x16.bmp
superdom_boarditems.320x240x16.bmp
superdom_boarditems.480x640x16.bmp
Superdom: Add support for 640x480 and 480x640 screens, simplify screen defines.
2009-07-23 04:33:10 +00:00
superdom_boarditems.640x480x16.bmp
Superdom: Add support for 640x480 and 480x640 screens, simplify screen defines.
2009-07-23 04:33:10 +00:00