rockbox/apps/plugins/xworld/parts.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2014 Franklin Wei, Benjamin Brown
* Copyright (C) 2004 Gregory Montoir
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
***************************************************************************/
#include "parts.h"
/*
#define MEMLIST_PART_PALETTE 0
#define MEMLIST_PART_CODE 1
#define MEMLIST_PART_VIDEO1 2
#define MEMLIST_PART_VIDEO2 3
*/
/*
MEMLIST_PART_VIDEO1 and MEMLIST_PART_VIDEO2 are used to store polygons.
It seems that:
- MEMLIST_PART_VIDEO1 contains the cinematic polygons.
- MEMLIST_PART_VIDEO2 contains the polygons for player and enemies animations.
That would make sense since protection screen and cinematic game parts do not load MEMLIST_PART_VIDEO2.
*/
const uint16_t memListParts[GAME_NUM_PARTS][4] = {
/* MEMLIST_PART_PALETTE MEMLIST_PART_CODE MEMLIST_PART_VIDEO1 MEMLIST_PART_VIDEO2 */
{ 0x14, 0x15, 0x16, 0x00 }, /* protection screens */
{ 0x17, 0x18, 0x19, 0x00 }, /* introduction cinematic */
{ 0x1A, 0x1B, 0x1C, 0x11 },
{ 0x1D, 0x1E, 0x1F, 0x11 },
{ 0x20, 0x21, 0x22, 0x11 },
{ 0x23, 0x24, 0x25, 0x00 }, /* battlechar cinematic */
{ 0x26, 0x27, 0x28, 0x11 },
{ 0x29, 0x2A, 0x2B, 0x11 },
{ 0x7D, 0x7E, 0x7F, 0x00 },
{ 0x7D, 0x7E, 0x7F, 0x00 } /* password screen */
};