2D_Engine_C/assets/asset_builder/README.md

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# Asset file structure
| Description | Length |
| :---------------- | :---------------------------------- |
| Assets number | unsigned int (32 bits) |
| ... | |
| Asset name | const char * (variable length) |
| Asset start index | unsigned int (32 bits) |
| ... | |
| Asset data | depend on assets content and number |
## Image (.png)
Convert RGBA to RGB with #FF00FF as the transparent color.
If alpha null then the color of the pixel will be replaced with this.
Image data is in RGB 565.
### Image asset data structure
| Description | Length |
| :---------------- | :------------------------------------------ |
| Image width | unsigned int (32 bits) |
| Image height | unsigned int (32 bits) |
| Image data | depend on image size, pixel short (16 bits) |
## Maps (.map)
### Maps asset data structure
| Description | Length |
| :-------------------------- | :-------------------------------------- |
| Map width | int (32 bits) |
| Map height | int (32 bits) |
| Map background layer 1 data | depend on map size, tile short (16 bit) |
| Map background layer 2 data | depend on map size, tile short (16 bit) |
| Map background layer 3 data | depend on map size, tile short (16 bit) |
| Map foreground layer data | depend on map size, tile short (16 bit) |
| Entities number | int (32 bits) |
| ... | |
| Entity ID | int (32 bits) |
| Entity component number | int (32 bits) |
| ... | |
| Component type | int (32 bits) |
| ... | |
| Component attributes | depend on attribute type |
| ... | |
| ... | |