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
| Asset | Source | Used for |
|---|---|---|
Content/icons/object-m.png | 1301×1431 px, 64×64 px tiles, 20 columns, 65 px pitch (1 px gap) | Terrain block textures, mapped via GETileAtlas |
worlds3d/world001.vwr | Hand-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)
| Directory | Contents |
|---|---|
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.wav–sound092.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.txt–world005.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:
| File | Covers |
|---|---|
01-world-file-format.md | The mobile-eggbert .txt level format |
02-tiles.md | All 441 tile/block icon IDs in object-m.png |
03-objects.md | All 204 ObjectType IDs, classified by behavior |
04-enemy-behavior.md | Table-driven vs. hand-coded enemy movement |
05-backgrounds.md | Sky/background images (partial — only 3 of 38 characterized) |
06-doors.md | Door tiles: key-bitmask logic, opening animation |
07-sounds.md | 93 sound channels (pointer-only, not yet expanded) |
08-animations.md | All 155 animated sequences (tiles, Blupi, objects, explosions, doors) — complete |
09-open-questions.md | Unresolved 3D-mapping design questions |