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Credits

The text below reproduces the game's own CREDITS.md (data v1.0.38). The wiki reuses the game's sprites and icons under the same licences (mostly CC-BY-SA 3.0; see below).

> CURRENT 1.0.38 AUDIO POLICY: original 1.0.37 music and non-ding SFX restored. Only 35 selected ding/spell replacement assets retained; the other 305 are dormant. See docs/audio/V1038_PRESERVE_ORIGINALS.md. Historical full-replacement descriptions below are superseded.

Credits - Aldmarrow

Aldmarrow's art comes from openly licensed packs (Liberated Pixel Cup / LPC, Dungeon Crawl Stone Soup and DawnLike). tools/art/build_art.py assembles the game's sheets from the original pack files listed in tools/art/art_manifest.json; every source file it reads is recorded in assets/art/CREDITS-generated.json. Each pack's own licence and credit files are copied to assets/art/licenses/<pack>/.

Licence of the game art. Several LPC packs are CC-BY-SA, so the built sheets in assets/art/ (tiles, props, characters, monsters) are distributed under CC-BY-SA 3.0 (CC-BY-SA 4.0 where a source is 4.0-only: the floor tiles). Modifications: cropped, recombined, recoloured (hue / saturation / value), scaled and re-laid out into 32 px tilesets and 4x4 walking sheets by tools/art/build_art.py.

Licences at a glance

| Licence | Used for | Link | Full text | |---|---|---|---| | CC-BY-SA 3.0 | Most LPC art packs and character layers; the SDS_8x8 font; everything built from them | https://creativecommons.org/licenses/by-sa/3.0/ | licenses/CC-BY-SA-3.0.txt | | CC-BY-SA 4.0 | [LPC] Floors (floor tiles) | https://creativecommons.org/licenses/by-sa/4.0/ | licenses/CC-BY-SA-4.0.txt | | CC-BY 3.0 | LPC Dungeon Elements, Wolf, Evert's LPC Castle, palm trees, Red Dragon, some layers | https://creativecommons.org/licenses/by/3.0/ | licenses/CC-BY-3.0.txt | | CC-BY 4.0 | DawnLike icons and decor, LPC Bears / Birds, some layers | https://creativecommons.org/licenses/by/4.0/ | licenses/CC-BY-4.0.txt | | OGA-BY 3.0 | Some character layers | https://opengameart.org/content/oga-by-30-faq | licenses/OGA-BY-3.0.txt | | CC0 1.0 | Dungeon Crawl Stone Soup tiles, some layers | https://creativecommons.org/publicdomain/zero/1.0/ | licenses/CC0-1.0.txt | | MIT | Godot Engine | https://godotengine.org/license | licenses/Godot-LICENSE.txt | | Godot third-party notices | Libraries bundled in the engine | https://github.com/godotengine/godot/blob/4.7.2-stable/COPYRIGHT.txt | licenses/Godot-Third-Party-Notices.txt | | Apache 2.0 | Android runtime libraries (Godot export template) | https://www.apache.org/licenses/LICENSE-2.0 | licenses/Apache-2.0.txt |

All of these texts ship with the game in the licenses/ folder (next to the Windows exe, inside the Android app package) and are readable in the game: Title screen -> Credits or Esc menu -> Credits. Each art pack's own licence and credit notes are in licenses/packs/ and licenses/Art-Pack-Notices.txt. Where an asset is offered under several licences (OpenGameArt multi-licence), this game uses the one named here.

Share-alike notice. The art in this game (the tile, prop, character, monster and title images made from the CC-BY-SA packs below) and the SDS_8x8 font are distributed under CC-BY-SA 3.0 (CC-BY-SA 4.0 for the floor tiles), with the modifications described below. The art is stored as ordinary files (the game's .pck is not encrypted) and may be extracted and reused under the same licence. The game's source code, data files, maps, and the separately licensed audio (CC0 replacements and retained original score) are separate works and are not covered by the art's CC-BY-SA.

Download the art. The adapted art (sprite sheets, tiles, props, characters, monsters, title image and the SDS_8x8 font) is published as a separate CC-BY-SA download, the *Aldmarrow Art Pack*: https://tylermurphygames.itch.io/aldmarrow-art-pack-cc-by-sa

Modifications. Art was cropped, recombined, recoloured (hue / saturation / value / gradient maps), scaled, tinted at run time and re-laid out into 32 px tilesets and 4x4 walking sheets (see the build tools named below). No endorsement by any author is implied.

Art packs

[LPC] Terrains

LPC Tile Atlas

LPC Tile Atlas2

Liberated Pixel Cup (LPC) Base Assets

[LPC] Walls

[LPC] Floors

[LPC] Beach / Desert v2

[LPC] Dungeon Elements

[LPC] Items and game effects

[LPC] Monsters

[LPC] Wolf Animation

Red Dragon

Dungeon Crawl 32x32 tiles (Dungeon Crawl Stone Soup)

Universal LPC Spritesheet Character Generator (layers)

Universal LPC character layers used (163 layers)

Universal LPC character layers used

Every character and humanoid monster is stacked from these layers (licences as listed by the generator's CREDITS.csv; where several are listed, any one may be chosen, and this game uses CC-BY-SA 3.0 or, for OGA-BY / CC-BY / CC0-only layers, that licence).

Art: DawnLike 16x16 Universal Rogue-like tileset v1.81 (icons, decor, crystals, Platino)

Art: Stage G world (towns, docks, boats, fields, deep sea)

Art: Stage I (taverns, castles, unique summons, companions)

Downloaded and licence-checked in the Stage I staging (art_sources.md; OGA pages kept as proof). Only the files below ship; they live in assets/art/stageI/ unless noted.

Mainland castles: Hoarfrost Keep and Pyrehold (v1.0.11)

The two mainland castles are built from two CC-BY 3.0 packs. Every piece is recoloured (blue/white for the frost castle, red/ember for the fire castle, luminance gradient maps) and cropped, recombined and re-packed at build time by tools/art/build_castles.py (colour ramps in tools/art/castle_tint.py). The recoloured results are derivatives of the originals and are distributed under the same licence (CC-BY 3.0), with the credit below.

User interface (Stage H)

Random dungeons (v1.0.6)

The random dungeons add no new art or sound: floors, walls, decorations, traps and monsters reuse tiles and sprites that are already credited above (LPC cave / mine / ruins / void / snow / lava tilesets, the decor sheet, the existing monster and boss sprites). The entrance cave and the floor trap plates are drawn in code. scripts/dungeon_gen.gd and scripts/dungeons.gd are original code.

Main road, off-shoot trails and progression gates (v1.0.15)

No new art was imported. The paved main road uses the existing cobblestone blob set assets/art/tiles/t_cobble.png (the LPC Terrains road / cobble tiles listed under "[LPC] Terrains", CC-BY-SA 3.0, with the project's own recolour) in the Road layer; the narrow off-shoot trails keep the dirt set t_dirt.png. The progression gates (thicket, dark thicket, rockfall; assets/art/props/gates.png) are the project's existing t_forest, t_darkforest and t_mountain blob sets stacked into one sheet by tools/art/build_gates_v115.py. The gold main-road markers and signposts are drawn by code. Licences and author credits: see "[LPC] Terrains" above and assets/art/licenses/lpc_terrains/.

Sound and music (v1.0.15 historical provenance)

Historical only: All active SFX/ambience, towns and jingles described below were superseded by the real-audio 1.0.38 follow-up at the end of this file. Retained non-town scored music still uses the GeneralUser GS provenance below.

All music and sound effects are original to Aldmarrow and ship as Ogg Vorbis in assets/audio/ (written to data/audio.json by tools/build_audio_v115.py). The earlier generated blips and the Kenney / BigSoundBank / TinyWorlds tradeskill clips (assets/sfx/) are no longer in the game.

Code, data and map

Android / touch UI

The on-screen touch controls (joystick, buttons, menu grid, inspect popup) are drawn procedurally in code and the Android launcher icon was generated from the game's own icon.svg shapes. No third-party art was added.

Art: v1.0.12 Earth spell icons

Art: v1.0.12 elemental golems, Pirate Isle storm monsters, set gems and tokens

No new art was drawn and nothing was added from outside the project: every sprite below is an already-credited sheet that the game recolours at runtime with the existing recolor / recolor_strength shader (data/mobs.json, applied in scripts/bestiary.gd and scripts/mob.gd; the sheet files on disk are unchanged).

Art: v1.0.13 Hallowed Reach, Gloamreach, castles, elemental lineup

No art from outside the project was added. Everything below is a recolour (luminance gradient map or runtime tint) of an already-credited source and keeps that source's licence.

Original art by the game's author (v1.0.30 work)

Icons and sprites drawn procedurally by the author's own scripts (no third-party art): assets/tiles32/aldmarrow/ (generator tools/art/make_item_icons_v130.py: Arcane Dust and Spider Legs item icons). Offered under the same CC-BY-SA 3.0 terms as the rest of the game art. Also original: the castle drawbridge deck (tools/drawbridge_v130.py, patched into assets/art/castle/castle_*.png) and the t_cliffcap tiles (tools/cliff_caps_v130.py).

v1.0.30 mob motion sheets (assets/art/mobs/<mob>.png per-direction walk rows and <mob>_attack.png attack rows): AI-generated (image generator) from each mob's own existing model sheet, then mechanically post-processed (colour key, scale, registration, mirror for the right-facing rows, palette quantise; tools/art/mobanim_v130.py). The back-facing attack row is derived mechanically (squash/stretch of the walk back frame). Same provenance as the v1.0.24 AI art pack: needs the Steam AI-content disclosure (see reports/artpack/aigen_u4/LICENSING.md).

Original soul-shard icon set (1.0.37 WIP)

assets/art/soul_shards/*.png (16 icons): original in-house pixel art, drafted procedurally and rasterized on Doughnut with Python/Pillow. Jagged ghost-core shards, native 32px; no third-party source pixels or gem art reused. Generated in-house for Aldmarrow; project-owned original artwork. Existing DawnLike gem art and its CC-BY credits remain unchanged.

Dragon and Runestone inventory icons (1.0.38 WIP)

104 inventory icons (seven dragon sets and Runestone): AI-generated for this project using Grok Bot image generation; sliced, palette-reduced and outlined for Aldmarrow. On-character sprites are unchanged.

Historical procedural v1.0.38 audio pass: superseded by the real-audio follow-up below.

Real recorded/produced audio — 1.0.38 WIP follow-up

Supersedes the procedural 1.0.38 sound pass and all active legacy SFX/ambience. No in-house oscillators, MIDI beeps or generated noise are used by these replacements. Spell design is edited from external finished productions/recordings; it is not a claim that impossible magic was field-recorded. Lentikula Basic/Druid are made from the author's own recordings and CC0 sounds; Healing combines recordings, sample-library material and synth layers (professionally produced, not a pure-tone notification ding). Medieval music is authored instrumental production, not an assertion of a live orchestra.

All used replacements are CC0 (full text licenses/CC0-1.0.txt); no NC/ND content, no paid-asset dependency. CC0 does not require attribution, but every author is credited anyway. The 150 Combat Sound Effects compilation by untamedpixels was only a delivery source for identified lentikula recordings; no retro/bleep/laser material from its other authors is used. Its source-index license file is included in licenses/audio-real/.

Per-file source/download URLs, author, source member path/SHA-256, installed SHA-256, duration, channel count and processing: licenses/Audio-v1038-manifest.json. Level matching: active RMS -22 dBFS for effects, -28 dBFS for UI/steps/ticks, -34 dBFS for ambience, -23 dBFS for instrumental music; transient-safe pre-Vorbis peak ceiling -2.15 dBFS. Existing per-key trims, SFX/Music buses, sliders, anti-stack gaps, pitch jitter and crossfades are unchanged. Loops use short wrap crossfades. Non-town zone/boss/dungeon music retains its existing GeneralUser GS license/provenance.

Dormant legacy assets remain on disk as historical material but no runtime data/code references them. New regression blocks their paths and original hashes, including renamed copies. Existing 28 batch-2 files were replaced in place, not left playing underneath.

1.0.38 correction — preserve original music and non-ding effects

All 68 shipped 1.0.37 score tracks (including seven towns, title and six jingles) and their routing/mix trims are retained byte-for-byte. The seven external town tracks and external fanfares remain dormant, not selected. Physical/uncertain legacy effects and ambience are restored; only confirmed buff/stat/loot/notification dings and the batch-2 school/boss spell replacements retain external sound routes. licenses/Audio-v1038-preserved.json locks originals, and each row of Audio-v1038-manifest.json now identifies retained versus dormant replacements. Historical replacement credits remain applicable to bundled dormant files, not a claim they are all played. See docs/audio/V1038_PRESERVE_ORIGINALS.md.

Source files recorded by the art builder

tools/art/build_art.py lists every source file the sheet builder read (assets/art/CREDITS-generated.json):

PackFiles
dcss89
lpc_atlas2
lpc_atlas21
lpc_base1
lpc_beach1
lpc_dungeon2
lpc_floors1
lpc_items1
lpc_monsters4
lpc_terrains1
lpc_walls1
lpc_wolf2
red_dragon1
ulpc_layers163