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YH820: game fix and improvements
* sudoku: make colour icons (without screen was squeezed) * jewels: add colour bitmaps * pegbox: make game fit on screen (add small header bitmap), improve keymap I left the original pegbox keymaps for samsung's YH-92x, because they seem to make some sense there (YH92x has a REC switch instead of pushbutton). Someone with a YH9xx target has to check what is better... Change-Id: Id388c9d69e4a5a1d8ad4c3d7a05cdfc1dff0d06c Reviewed-on: http://gerrit.rockbox.org/816 Reviewed-by: Szymon Dziok <b0hoon@o2.pl> Tested: Szymon Dziok <b0hoon@o2.pl>
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eb7e70950e
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8 changed files with 35 additions and 7 deletions
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@ -411,8 +411,10 @@ jewels.128x128x16.bmp
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#elif ((LCD_WIDTH == 132) && (LCD_HEIGHT == 80)) || \
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((LCD_WIDTH == 96) && (LCD_HEIGHT == 96))
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jewels.132x80x16.bmp
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#elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 96)
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#elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 96) && !defined(HAVE_LCD_COLOR)
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jewels.128x96x2.bmp
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#elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 96) && defined(HAVE_LCD_COLOR)
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jewels.128x96x16.bmp
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#elif (LCD_WIDTH == 138) && (LCD_HEIGHT == 110)
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jewels.138x110x2.bmp
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#elif (LCD_WIDTH == 160) && (LCD_HEIGHT == 128) && !defined(HAVE_LCD_COLOR)
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@ -451,7 +453,7 @@ minesweeper_tiles.8x8x1.bmp
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/* PegBox */
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#ifdef HAVE_LCD_COLOR
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/* currently only LCD_WIDTH is important, e.g. Nano and e200 use the same set */
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/* for most targets only LCD_WIDTH is important, e.g. Nano and e200 use the same set */
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#if LCD_WIDTH >= 640
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pegbox_pieces.48x48x16.bmp
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pegbox_header.640x80x16.bmp
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@ -475,7 +477,11 @@ pegbox_pieces.9x9x16.bmp
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pegbox_header.22x80x16.bmp
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#elif LCD_WIDTH >= 128
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pegbox_pieces.10x10x16.bmp
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# if LCD_HEIGHT > 96
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pegbox_header.128x42x16.bmp
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# else
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pegbox_header.128x16x16.bmp
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# endif
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#elif LCD_WIDTH >= 96
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pegbox_pieces.8x8x16.bmp
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pegbox_header.96x32x16.bmp
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@ -745,10 +751,14 @@ star_tiles.6x7x1.bmp
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sudoku_start.112x64x1.bmp
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sudoku_normal.112x64x1.bmp
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sudoku_inverse.112x64x1.bmp
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#elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 96) && (LCD_DEPTH >= 2)
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#elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 96) && (LCD_DEPTH == 2)
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sudoku_start.128x96x2.bmp
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sudoku_normal.128x96x2.bmp
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sudoku_inverse.128x96x2.bmp
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#elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 96) && (LCD_DEPTH == 16)
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sudoku_start.128x96x16.bmp
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sudoku_normal.128x96x16.bmp
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sudoku_inverse.128x96x16.bmp
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#elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 128) && (LCD_DEPTH == 2)
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sudoku_start.128x128x2.bmp
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sudoku_normal.128x128x2.bmp
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