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bitmaps: Use *x16.bmp also for upcoming 24bit targets (they are actually 24bit BMPs).
Change-Id: I5c7d16ad41e43c26a9ac3e01c52c3ca34a6b7495
This commit is contained in:
parent
0267fafc5f
commit
e49dcbf190
2 changed files with 23 additions and 23 deletions
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@ -512,7 +512,7 @@ pegbox_pieces.9x7x1.bmp
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/* Rockblox */
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#if LCD_DEPTH == 16 /* colour versions*/
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#if LCD_DEPTH >= 16 /* colour versions*/
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#if (LCD_WIDTH == 640) && (LCD_HEIGHT == 480)
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rockblox_background.640x480x16.bmp
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#elif (LCD_WIDTH >= 320) && (LCD_HEIGHT >= 240)
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@ -755,7 +755,7 @@ sudoku_inverse.112x64x1.bmp
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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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#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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@ -775,12 +775,12 @@ sudoku_inverse.132x80x16.bmp
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sudoku_start.96x70x14.bmp
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sudoku_normal.96x70x14.bmp
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sudoku_inverse.96x70x14.bmp
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#elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 128) && (LCD_DEPTH == 16)
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#elif (LCD_WIDTH == 128) && (LCD_HEIGHT == 128) && (LCD_DEPTH >= 16)
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sudoku_start.128x128x16.bmp
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sudoku_normal.128x128x16.bmp
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sudoku_inverse.128x128x16.bmp
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#elif ((LCD_WIDTH == 160) && (LCD_HEIGHT == 128) && (LCD_DEPTH == 16)) || \
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((LCD_WIDTH == 176) && (LCD_HEIGHT == 132) && (LCD_DEPTH == 16))
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#elif ((LCD_WIDTH == 160) && (LCD_HEIGHT == 128) && (LCD_DEPTH >= 16)) || \
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((LCD_WIDTH == 176) && (LCD_HEIGHT == 132) && (LCD_DEPTH >= 16))
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sudoku_start.160x128x16.bmp
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sudoku_normal.160x128x16.bmp
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sudoku_inverse.160x128x16.bmp
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@ -792,7 +792,7 @@ sudoku_inverse.160x128x2.bmp
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sudoku_start.160x128x1.bmp
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sudoku_normal.160x128x1.bmp
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sudoku_inverse.160x128x1.bmp
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#elif (LCD_WIDTH == 220) && (LCD_HEIGHT == 176) && (LCD_DEPTH == 16)
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#elif (LCD_WIDTH == 220) && (LCD_HEIGHT == 176) && (LCD_DEPTH >= 16)
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sudoku_start.220x176x16.bmp
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sudoku_normal.220x176x16.bmp
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sudoku_inverse.220x176x16.bmp
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@ -801,25 +801,25 @@ sudoku_inverse.220x176x16.bmp
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sudoku_start.320x240x16.bmp
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sudoku_normal.320x240x16.bmp
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sudoku_inverse.320x240x16.bmp
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#elif (LCD_WIDTH == 320) && (LCD_HEIGHT == 240) && (LCD_DEPTH == 16)
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#elif (LCD_WIDTH == 320) && (LCD_HEIGHT == 240) && (LCD_DEPTH >= 16)
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sudoku_start.320x240x16.bmp
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sudoku_normal.320x240x16.bmp
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sudoku_inverse.320x240x16.bmp
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#elif (LCD_WIDTH == 640) && (LCD_HEIGHT == 480) && (LCD_DEPTH == 16)
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#elif (LCD_WIDTH == 640) && (LCD_HEIGHT == 480) && (LCD_DEPTH >= 16)
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sudoku_start.640x480x16.bmp
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sudoku_normal.640x480x16.bmp
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sudoku_inverse.640x480x16.bmp
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#endif
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#else /* LCD_WIDTH < LCD_HEIGHT */
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#if ((LCD_WIDTH == 128) && (LCD_HEIGHT == 160) && (LCD_DEPTH == 16))
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#if ((LCD_WIDTH == 128) && (LCD_HEIGHT == 160) && (LCD_DEPTH >= 16))
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sudoku_start.128x128x16.bmp
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sudoku_normal.128x128x16.bmp
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sudoku_inverse.128x128x16.bmp
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#elif ((LCD_WIDTH == 176) && (LCD_HEIGHT == 220) && (LCD_DEPTH == 16))
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#elif ((LCD_WIDTH == 176) && (LCD_HEIGHT == 220) && (LCD_DEPTH >= 16))
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sudoku_start.220x176x16.bmp
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sudoku_normal.220x176x16.bmp
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sudoku_inverse.220x176x16.bmp
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#elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 320) && (LCD_DEPTH == 16)
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#elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 320) && (LCD_DEPTH >= 16)
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sudoku_start.320x240x16.bmp
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sudoku_normal.320x240x16.bmp
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sudoku_inverse.320x240x16.bmp
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@ -827,7 +827,7 @@ sudoku_inverse.320x240x16.bmp
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#endif
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/* Superdom */
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#if LCD_DEPTH == 16
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#if LCD_DEPTH >= 16
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#if ((LCD_WIDTH == 220) && (LCD_HEIGHT == 176))
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superdom_boarditems.220x176x16.bmp
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#elif ((LCD_WIDTH == 176) && (LCD_HEIGHT == 132)) || \
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@ -888,7 +888,7 @@ sliding_puzzle.80x64x1.bmp
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#endif
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/* Logo */
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#if LCD_DEPTH == 16
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#if LCD_DEPTH >= 16
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#if (LCD_WIDTH >= 320)
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rockboxlogo.220x68x16.bmp
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#elif (LCD_WIDTH > 160)
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