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