KAZIK/docs/HELL_ASSET_PIPELINE.md
Игорь Федосеев ce5121debd feat: add native hell expedition
Add a painting entrance, Freedoom combat and Doom-style HUD.

Persist the one-time clear reward in signed saves without changing file sizes. Include native regression checks and synchronized game/launcher builds.
2026-11-01 22:29:09 +03:00

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Hell presentation asset contract

Imported offline from the pinned Freedoom 0.13.0 archive using tools/generators/import_freedoom.py. Runtime remains MASM32.

All packs: 20-byte ANM1 header (five little-endian DWORDs: magic, width, height, frame count, payload bytes), then row-major BGRA frames. Nearest-neighbour only.

Pack Frame size Layout / alpha / origin
hud.bin 320×32 One STBAR frame, rendered 2× at (0,416)
digits.bin 16×16 Ten digits and percent, right-aligned; transparent
faces.bin 24×32 Five health bands × four expressions, then dead; bottom-centred
impacts.bin 32×32 Four PUFF frames, shared sprite origin; transparent
painting.bin 512×256 One opaque, power-of-two wall texture; full-frame UVs

Painting composes Freedoom sky, lava, masonry and monsters with an authored gilt border. Its preview uses intended landscape aspect. Engine maps the texture onto a 6×2-world-unit wall panel; it is not a camera-facing sprite. Power-of-two dimensions are required by DrawCityVertical3D's masked texture coordinates. No generated AI image or proprietary Doom artwork is used.

HUD glyphs and portrait retain original pixel-art palette. Frame padding avoids per-expression scaling jitter. See assets/hell/manifest.json for source lumps and assets/hell/COPYING.txt / CREDITS.txt for licence and attribution.