Front End and Menus

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Graphics broadly presented in the order they appear in the final game. I wish I had saved myself an intermediate sized header tag; oh well.


Opening

legolegal

legotitles

Lego

A narrower version of the same thing. All the used "screen width" graphics in this game actually have 2 extra columns on the right hand side, and I'm not entirely sure why. Both this and legolegal are in the ROM; this one is unused.

argonautscreen

Argonaut

This image, "Work in Progress" and all, made it into the final ROM, but is not displayed. It's commented out of menu.c right after the Lego legal info.

bioniclelogo

Also commented out of menu.c, directly after argonautscreen. A narrower version, bionicletitles, can be found on the page for source files not in the ROM.

fesprites

FEBohrok

FEMatoran

FETuraga

flashstrip

flashstrip1

flashstrip2

flashstrip3

LetterB

LetterC

LetterE

LetterI

LetterL

LetterN

LetterO

I loved BCEILNOs as a kid, I had the red one.

BackGroundScaleUp

There he is: the red one!

splashscreen

splashscreen2

An unused logo treatment. I like it; it looks a bit WordArt.

maintext1

maintext2

Cards on the table, idk why these are sprites instead of background graphics or why they're broken up this way.


Menus

newmenu*

Menu*

The ironically-named newmenu is the oldest surviving menu design. It's not in the source, but it is in the ROM. The related submenu designs aren't in the ROM, but are in the source; they're presented on a later page. Unused.

FEBack

FEBackPalette defines 256 colors, but FEBackChar only uses 16. The trick is that which 16 it uses changes depending on what submenu you're in. (See menu.c for details.)

mainmenu

MainMenu

levelicons

LeIcon

Defined as one big sprite with 6 color palettes.

The level/area order seems to have been up in the air during development, and here is as good a place as any to try and pin it down. For starters, the devs' terms seem to be that each map was a "level" and each region/wahi was an "area". The functions for loading various levels were unfortunately part of main.c, which we don't have, but I made enough progress on decompiling them a few years ago to get an idea of what level corresponds with what area, etc. menu.c also gives an alternate level order for the "cheat mode" I haven't managed to access. I've avoided html tables so far, but there's really no better way to present this, so here goes:

Level Area Icon Description Final Order "Cheat" Order
0 0 1 Le-Wahi 1 1
1 Muaka
2
3 1 4 Po-Wahi 2 4
4
5 2 3 Ta-Wahi 5 2
6
7
8 Kuma Nui
9 3 2 Ko-Wahi 4 5
10
11 4 5 Ga-Wahi 3 3
12
13
14
15 5 6 Onu-Wahi 6 6
16
17
18
19 2 Bahrag
20 0 Ending "congratulations" screen

If the level number is 1, it's set to 2. Either way, the Muaka level is loaded.

I believe the Bahrag area is set to 2 so that the Onu-Wahi torch effect isn't loaded in and particles use the Ta-Wahi palette, but I haven't thought very hard about that as an explanation.

masksprites

Same deal as the level icons, one sprite with 6 palettes. Note that the order here doesn't correspond with any of the level orders above or the order the masks are found in the game. I don't have any insight as to why.


Miscellaneous

flags

Flag

These ultimately were not used for the language select.

font

Font

font16

FontBig

The brick icons are used for the volume sliders in options.

button

Button

menubuttons

MenuBigButton

MenuSmallButton

References to these sprites are commented out of the similarly-named menubutton.c, which I haven't looked at closely enough to draw any conclusions.

menuoverlay

MenuOverlay

This file is from 5 Feb 2002 and seems to correspond with the Kini Nui-style menu design from before then.