Asset Files
All game assets live in Content/ (PNG sprites + WAV sounds) and worlds/ (level text files). The directory structure is consistent across platforms β only the access method differs.
Content/backgrounds/ β Background Images
37 PNG files. 32 are level terrain backgrounds; the rest are UI screens.
Level Backgrounds (32 themes)
| File | Description |
|---|---|
decor000.png | Ice / cavern theme |
decor001.png | Forest / jungle theme |
decor002.png | Desert theme |
decor003.png | City / urban theme |
decor004.png | Space theme |
decor006.png β decor031.png | Additional themes (some IDs skipped) |
The level background to load for each level is specified by the region field in the world file metadata.
UI Screen Backgrounds
| File | PixmapChannel | Description |
|---|---|---|
speedyblupi.png | SpeedyBlupiBackground (15) | Speedy Blupi title/splash screen |
blupiyoupie.png | BlupiYoupieBackground (16) | Blupi Youpie title screen variant |
init.png | β | Main menu / gamer select background |
gear.png | GearBackground (17) | Settings screen background |
pause.png | β | Pause screen overlay |
lost.png | β | Level failure screen |
win.png | β | Level completion screen |
trial.png | β | Trial / paywall screen |
wait.png | β | Loading screen |
setup.png | β | Settings background |
Content/icons/ β Sprite Sheets
8 PNG sprite sheets. Each is accessed through its corresponding PixmapChannel.
| File | Channel | Approx. size | Description |
|---|---|---|---|
blupi.png | Blupi (2) | ~853 KB | Main player character β sprites for all 88 BlupiAction states |
blupi1.png | Blupi1_11 (11) | ~814 KB | Alternate player character variant 1 |
object.png | Object (1) | varies | Moving foreground objects (enemies, crates, vehicles, projectiles) |
element.png | Element (10) | ~536 KB | Collectibles (treasure, eggs, keys), particle effects |
explo.png | Explosion (9) | ~910 KB | Explosions and visual effect animations |
button.png | Button (4) | ~127 KB | On-screen UI buttons (40Γ40 px cells) |
jauge.png | Jauge (5) | small | HUD gauge bar (124Γ22 px) |
text.png | Text (6) | small | Bitmap font (32Γ32 px cells, ASCII-mapped) |
Content/sounds/ β Sound Effects
92 WAV files: sound000.wav through sound091.wav. Individual file sizes range from ~3 KB to ~15 KB.
SoundChannel::SoundN maps to file sound(N-1).wav (1-based enum, 0-based filenames).
For the complete sound-to-filename mapping, see API Reference: SoundChannel.
Sound Categories Summary
| Files | Category |
|---|---|
| sound000β003 | Jump variants (low/medium/high, stone landing) |
| sound004β008 | Turn, vertigo, look-down, fall, respawn |
| sound009β013 | Explosion, treasure, egg, level lost, level won |
| sound014β017 | Helicopter sounds (start/high/stop/low) |
| sound022β025 | Water splashes, bubble, drown |
| sound027β030 | Jeep engine sounds |
| sound054β058 | Cloud, drink, charge, electro |
| sound067β070 | Hovercraft, lightning, squish, teleport |
| sound071β076 | Bridge, angel, saw, switches |
| sound077β090 | Surface footstep pairs (7 surface types Γ 2 feet) |
| sound091 | Homing bomb beep |
worlds/ β Level Files
78 text files: world001.txt through world199.txt (with gaps in numbering). See Data Formats: Level Numbering for the full scheme.
| Count | Range | Content |
|---|---|---|
| 1 | world001 | Tutorial |
| 10 each | world010βworld099 | Chapters 1β9 |
| varies | world100βworld199 | Extended chapters |
| 1 | world199 | Final bonus level |
For the text file format details, see Data Formats: World File Format.
High-DPI Assets (4Γ)
Two additional directories contain 4Γ upscaled versions of the core assets, used when Zoom::ScaleResolution4 is active:
| Directory | Files | Resolution scale |
|---|---|---|
Content/backgrounds4x/ | 35 PNG files | 4Γ (2560Γ1920 viewport) |
Content/icons4x/ | 8 PNG files | 4Γ sprite sheets |
Asset selection between normal and 4Γ is handled automatically by Config::ScaleAsset(path).
backgrounds4x/.
Content Manifest
Content/Content.mgcb is a MonoGame Content Builder manifest file. It was used when the project ran on MonoGame and is kept for historical reference / metadata. It is not processed during the C++ CMake build.