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);