ReC98/th02/sprites
nmlgc ed4d7282a0 [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far
A future sprite converter (documented in #8) could then convert these
to C or ASM arrays.

(Except for the piano sprites for TH05's Music Room, which are stored
and used in such a compressed way that it defeats the purpose of
storing them as bitmaps.
2020-06-21 23:03:45 +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.asm [Reverse-engineering] [th02/th04/th05] Point numeral sprites 2020-04-15 21:34:21 +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.asm [Maintenance] Decide how to handle pre-shifted sprites in C land 2020-04-03 17:32:50 +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