Image Assets
All images are stored in the image/ directory as .blp files
(Epsitec's proprietary palette-based bitmap format).
Gameplay Sprite Sheets
| File |
Channel |
Contents |
blupi.blp |
CHBLUPI (4) |
All Blupi animation frames: stop, walk, build, jump, boat, jeep, armour, teleport, plus all enemy sprites (spider, virus, tracks, robot, bomb, electro, disciple) |
floor000.blp |
CHFLOOR (1) |
Floor tiles — normal region (grass, earth, water, rock, ice, shore transitions) |
floor001.blp |
CHFLOOR (1) |
Floor tiles — tropical region |
floor002.blp |
CHFLOOR (1) |
Floor tiles — winter region (snow, ice) |
floor003.blp |
CHFLOOR (1) |
Floor tiles — pine forest region |
obj000.blp |
CHOBJECT (2) |
Objects layer — normal region: trees, rocks, buildings, items |
obj001.blp |
CHOBJECT (2) |
Objects layer — tropical |
obj002.blp |
CHOBJECT (2) |
Objects layer — winter |
obj003.blp |
CHOBJECT (2) |
Objects layer — pine |
obj-o000.blp |
CHOBJECTo (3) |
Objects overlay — normal (upper parts of tall objects) |
obj-o001.blp |
CHOBJECTo (3) |
Objects overlay — tropical |
obj-o002.blp |
CHOBJECTo (3) |
Objects overlay — winter |
obj-o003.blp |
CHOBJECTo (3) |
Objects overlay — pine |
hili.blp |
CHHILI (5) |
Highlight / selection overlay icons (hover, select, error, go, build, stat) |
fog.blp |
CHFOG (6) |
15 fog-of-war tile patterns |
mask1.blp |
CHMASK1 (7) |
Alpha mask for Blupi sprite blending |
little.blp |
CHLITTLE (8) |
Small pixel font (10 px characters) |
button.blp |
CHBUTTON (10) |
Toolbar action-button icons (all 35 BUTTON_* types) |
button00.blp |
CHBUTTON (10) |
Button 0 (Go) variant |
jauge.blp |
CHJAUGE (12) |
Energy / progress gauge sprites |
text.blp |
CHTEXT (13) |
Main text font (16×16 px), white, red and slim variants |
bignum.blp |
CHBIGNUM (14) |
Large digit sprites for score / timer display |
Screen Background Images
These are loaded into CHBACK (0) when the corresponding phase is active.
| File |
Phase |
play.blp |
WM_PHASE_PLAY — main HUD frame |
build.blp |
WM_PHASE_BUILD — level editor |
read.blp |
WM_PHASE_READ — load game |
write.blp |
WM_PHASE_WRITE — save game |
win.blp |
WM_PHASE_WIN |
lost.blp |
WM_PHASE_LOST |
stop000.blp |
WM_PHASE_STOP (variant 0) |
stop001.blp |
WM_PHASE_STOP (variant 1) |
stop002.blp |
WM_PHASE_STOP (variant 2) |
setup.blp |
WM_PHASE_SETUP |
music.blp |
WM_PHASE_MUSIC |
region.blp |
WM_PHASE_REGION |
term.blp |
WM_PHASE_TERM |
help.blp |
WM_PHASE_HELP |
bye.blp |
WM_PHASE_BYE |
init.blp |
Startup / loading screen |
insert.blp |
WM_PHASE_INSERT — CD-ROM prompt |
intro1.blp |
WM_PHASE_INTRO1 |
intro2.blp |
WM_PHASE_INTRO2 |
history0.blp |
WM_PHASE_HISTORY0 |
history1.blp |
WM_PHASE_HISTORY1 |
last000.blp |
WM_PHASE_LASTWIN (frame 0) |
last001.blp |
WM_PHASE_LASTWIN (frame 1) |
last002.blp |
WM_PHASE_LASTWIN (frame 2) |
movie.blp |
Fallback image for any movie phase when AVI is unavailable |
Mission Info Images
| File |
Description |
info000.blp |
Mission info / briefing panel style 0 |
info001.blp |
Mission info / briefing panel style 1 |
info002.blp |
Mission info / briefing panel style 2 |
Channel Loading
// CPixmap loads images via:
pPixmap->Cache(CHBLUPI, "image/blupi.blp");
pPixmap->Cache(CHFLOOR, "image/floor000.blp"); // changes per region
pPixmap->Cache(CHOBJECT, "image/obj000.blp"); // changes per region
// Drawing an icon from a channel:
pPixmap->DrawIcon(hdc, channel, icon, x, y);