In DSB, there are actually two ways to replace most graphics:
- Have a bitmap of the same name as an existing graphic
- Load something different to its entry in the gfx table.
Code: Select all
gfx.alcove_vi_front = dsb_get_bitmap("VI_FRONT")
Code: Select all
gfx.alcove_vi_front = dsb_get_bitmap("NEW_VI_FRONT")
CONTROL_BACKGROUND = the background for the brown GUI boxes (for saving and loading etc.)
CONTROL_LONG = a long GUI button
CONTROL_SHORT = a short GUI button
PTRARROW = the yellow arrow mouse pointer
PTRHAND = the mouse "hand" pointer
OPTION_RES = a 232x146 image offering resurrection (only)
OPTION_REI = a 232x146 image offering reincarnation (only)
OPTION_RES_REI = a 232x146 image offering resurrection and reincarnation
REI_NAMEENTRY = a 240x146 image where you enter the name of your reincarnated champion
EDIT: Formerly hardcoded images that can now be changed by the normal Lua means
BAR_DAMAGE = an 86x42 image, consisting of three 86x14 sections (gfx.damage_bar)
FULL_DAMAGE = an 64x174 image, consisting of three 64x58 sections (gfx.damage_full)
BOX_BOOST = a 36x36 green outline box (gfx.box_boost)
BOX_HURT = a 36x36 red outline box (gfx.box_hurt)
BOX_SEL = a 36x36 cyan outline box (gfx.box_sel)
DAMAGE = a 176x90 jagged cyan explosion showing weapon damage (gfx.monster_damage)
INVENTORY = the inventory background image (gfx.inventory_background)
TOP_HANDS = the 134x58 image for the top of the screen showing the champion's hands (gfx.top_hands)
TOP_PORT = the 134x58 background image where a champion's portrait goes (gfx.top_port)
TOP_DEAD = the 134x58 skull and crossbones image when a champion is dead (gfx.top_dead)
So, for example, to replace the yellow mouse pointer with the Atari ST's cyan pointer, simply place an image of the cyan pointer (with a power pink background) in the dungeon's folder as ptrarrow.bmp (or .png, .pcx, etc.) and DSB will automatically load the image.
All of these images can be extracted by opening graphics.dat in the Allegro grabber, in case anyone is interested.