ReC98/th02/sprites
nmlgc 1799d67782 [Build] Convert all known hardcoded sprites during the 32-bit build part
You can now mod them by simply editing .BMP files!
2020-07-09 22:28:15 +02:00
..
cels.h [Reverse-engineering] [th04/th05] Stage enemy structure 2020-05-03 23:21:30 +02:00
cels.inc [Reverse-engineering] [th04/th05] Stage enemy structure 2020-05-03 23:21:30 +02:00
main_pat.h [Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs 2020-02-16 21:43:08 +01:00
main_pat.inc [Maintenance] Use a single per-game, per-binary file for super_*() patnum IDs 2020-02-16 21:43:08 +01:00
pellet.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
pointnum.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
pointnum.h [Reverse-engineering] [th02/th04/th05] Point numeral sprites 2020-04-15 21:34:21 +02:00
sparks.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
sparks.h [Maintenance] Decide how to handle pre-shifted sprites in C land 2020-04-03 17:32:50 +02:00