/*************************************************************************** * __________ __ ___. * 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 */ };