Assets

Reused mobile-eggbert assets, and what GalaxyEggbertCNA actually uses today.

The Reuse Rule

mobile-eggbert is read-only. Its assets (sprite sheets, sounds, world files) are freely reused by direct file path or build-time copy. Its code (Decor.cpp, Tables.cpp, GameData.cpp) is reference-only — copying or linking requires explicit user approval, even for "just data" like animation tables.

What GalaxyEggbertCNA Actually Loads Today

AssetSourceUsed for
Content/icons/object-m.png1301×1431 px, 64×64 px tiles, 20 columns, 65 px pitch (1 px gap)Terrain block textures, mapped via GETileAtlas
worlds3d/world001.vwrHand-authored 3D world (this repo)Default loaded world

Nothing else is currently loaded — no Blupi sprite, no object/element sprites, no sounds, no backgrounds.

mobile-eggbert Asset Inventory (available for future use)

DirectoryContents
Content/icons/object-m.png (terrain), blupi.png/blupi1.png (player), element.png (objects), explo.png (explosions), button.png, jauge.png (HUD gauge), pad.png (touch pad), text.png (font)
Content/sounds/93 WAV files, sound000.wavsound092.wav, matching SoundChannel 1:1
Content/backgrounds/~34 sky/menu PNGs (decor000.png… non-contiguous, plus title/menu screens)
worlds/78 mobile-eggbert .txt levels upstream (5 sample files, world001.txtworld005.txt, committed locally)

All of the above is copied at build time from ../mobile-eggbert/Content and ../mobile-eggbert/worlds next to the GalaxyEggbertCNA binary (skipped under Emscripten/Android) — it is present on disk even though CNA doesn't load most of it yet.

Reference Catalog: mobile-eggbert-reference/

A factual catalog of mobile-eggbert's 2D content lives at mobile-eggbert-reference/ in the source repo — it exists specifically to ground future 3D-mapping decisions in verified fact rather than assumption:

FileCovers
01-world-file-format.mdThe mobile-eggbert .txt level format
02-tiles.mdAll 441 tile/block icon IDs in object-m.png
03-objects.mdAll 204 ObjectType IDs, classified by behavior
04-enemy-behavior.mdTable-driven vs. hand-coded enemy movement
05-backgrounds.mdSky/background images (partial — only 3 of 38 characterized)
06-doors.mdDoor tiles: key-bitmask logic, opening animation
07-sounds.md93 sound channels (pointer-only, not yet expanded)
08-animations.mdAll 155 animated sequences (tiles, Blupi, objects, explosions, doors) — complete
09-open-questions.mdUnresolved 3D-mapping design questions