# Third-party notices Quasarball is copyright (c) 2026 Quail Egg Games. This file lists the third-party material the game includes, who holds the copyright, the license each item is under, and what has been changed. The full license texts are in the `licenses/` folder (the Apache License 2.0) and beside the fonts in `assets/fonts/` (the SIL Open Font License). Inside the game they are under Home, then the info button, then Credits. That screen shows the copyright notices, and its View License and Godot Engine pages show the license texts. ## MegaBall Quasarball includes material from the MegaBall source release, which Ed Mackey published under the Apache License, Version 2.0 on 5 June 2012. ``` Copyright 1994, 2012 by Ed Mackey Licensed under the Apache License, Version 2.0 ``` The release's LICENSE.txt says the license covers the source code and binaries of MegaBall 3, MegaBall 4, the Board Editor, graphics, music, and related files authored by Ed Mackey and Al Mackey. The game engine and board editor are by Ed Mackey. The music and graphics are by Al Mackey. The full license text is in `licenses/APACHE-2.0.txt`. The upstream release is at . It has no NOTICE file. ### What is used | Material | Taken from the release | |---|---| | Sprite and background art (Retro theme) | `Graphics/` and `Source/MegaBall4/MB4_*.IFF.AGA` | | Sound effects | `SoundEffects/` | | Music | `MB_Music/` | | Bitmap font | `fonts/MegaBall.font` and `fonts/MegaBall/8` | | Classic gameplay constants | `Source/*/BALL.ASM` | | Board format and board sets | `Source/C_Board_Loader/` and `Boards/` | ### Changes made to MegaBall files As Apache License section 4(b) requires, this section states which files were changed. Each change is a format conversion. No content was altered. - **Music** (`assets/music/*.ogg`). All 20 music modules from `MB_Music/` were converted from OctaMED MMD0/MMD1 to OGG Vorbis with `tools/audio/convert_music.py`. The modules were rendered to 44.1 kHz stereo WAV with libopenmpt and encoded to OGG at quality 4 with oggenc. The music is unchanged. Only the encoding differs. `assets/music/MANIFEST.md` maps each file to its source module. - **Sound effects** (`assets/sfx/*.wav`). These 17 effects are not modified. The release already provides them as WAV in `SoundEffects/Windows_WAV/`. They were copied byte for byte and renamed to snake_case. `assets/sfx/MANIFEST.md` maps each file to its source. - **Sprite sheets** (`assets/retro/mb4_sheet*.png`). Al Mackey's two MegaBall 4 AGA sprite sheets, `MB4_1.IFF.AGA` and `MB4_2.IFF.AGA`, were converted from IFF ILBM to PNG with `tools/art/extract_sprites.py`. The pictures are unchanged and unscaled, and each PNG keeps the original 256-color palette. `assets/retro/palette.json` and `assets/retro/sprites.json` are data derived from those images and from `Source/MegaBall4/BALL.ASM`. `assets/retro/MANIFEST.md` describes them. - **Bitmap font** (`assets/retro/mb4_font8.png`, `assets/retro/mb4_font8.fnt` and `assets/retro/font.json`). MegaBall's own Amiga disk font `fonts/MegaBall/8` was converted from an AmigaDOS hunk file to a PNG page and an AngelCode BMFont descriptor with `tools/art/extract_font.py`. No glyph was redrawn, rescaled, or re-laid out. `font.json` is data derived from the same file. - **Boards** (`levels/*.tres`). The `.BDS` board sets were decoded into Godot resources with `tools/convert_boards.py`. The board data is unchanged. The gameplay rules of the MegaBall mode were reimplemented in GDScript from `BALL.ASM`. The constants in `assets/retro/` and `levels/` are derived from it. ### Limits on what is included - **Trademark.** The Apache License grants no trademark rights. The MegaBall name and logo are not used as branding for Quasarball, and the game does not imply endorsement by the MegaBall authors. - **Board sets.** The upstream license covers work authored by Ed Mackey and Al Mackey and does not replace the licenses of projects authored by others. Many community board sets in the release are by other authors, including Betty Mackey, Sue Rankin, Doris and Dena Ballard, Bill Grixti and his daughters, Jan Thomas, and David Putzier. Only board sets by Ed Mackey or Al Mackey are included in Quasarball: `MB40.BDS`, `MB30.BDS`, `old/MB21.BDS`, `old/TheOriginal.BDS`, `Eds.AGA.BDS`, `old/Eds.BDS` (all Ed Mackey) and `AlsAGA.BDS` (Al Mackey). The game can import a `.BDS` file that a player supplies. Such files are not part of Quasarball and stay under their own authors' terms. - **OctaMED player.** `MB_Music/OctaMED_Win32_Player/Player.exe` is third-party freeware under its own terms. It is not included in Quasarball. ## Fonts The game uses two font families under the SIL Open Font License, Version 1.1. Each family's license text is in `OFL.txt` beside its font files in `assets/fonts/`, and the game packs that file with the fonts. Neither font is sold by itself. | Family | Files | Copyright | |---|---|---| | Chakra Petch | `ChakraPetch-SemiBold.ttf`, `ChakraPetch-Bold.ttf` | Copyright 2018 The Chakra Petch Project Authors | | Chakra Petch Figures (modified) | `ChakraPetchFigures-SemiBold.ttf`, `ChakraPetchFigures-Bold.ttf` | Copyright 2018 The Chakra Petch Project Authors | | Nunito Sans | `NunitoSans-Regular.ttf`, `NunitoSans-SemiBold.ttf`, `NunitoSans-Bold.ttf`, `NunitoSans-ExtraBold.ttf` | Copyright 2016 The Nunito Sans Project Authors | Chakra Petch is from the `google/fonts` repository (`ofl/chakrapetch/`, commit `a4c8c2a0`). Nunito Sans is from the `googlefonts/NunitoSans` repository (`fonts/ttf/`, commit `ee553a65`). Both are included as their authors released them, apart from the derived font below. `ChakraPetchFigures` is a modified version of Chakra Petch. It was derived with `tools/fonts/make_figures.py` and has equal-width digits. Chakra Petch's `OFL.txt` declares no Reserved Font Name, so the license allows the modified copy under a different name. The derived font keeps the upstream copyright and license in its name table, and the Credits screen names it as Chakra Petch with equal-width digits. ## Godot Engine Quasarball is built with the Godot Engine, which is licensed under the MIT License. Copyright (c) 2014-present Godot Engine contributors, and (c) 2007-2014 Juan Linietsky and Ariel Manzur. The exported game also contains third-party components that Godot uses, each under its own license. The license text for Godot and for each of those components is shown in the game under Home, then the info button, then Credits, then Godot Engine. ## Quasarball's own material All other code, artwork (including the modern power-up icons), audio, level data, and documentation were made for Quasarball and are copyright (c) 2026 Quail Egg Games. See `LICENSE`.