33cb13dee5
Co-conspirators: Franklin Wei, Benjamin Brown -------------------------------------------------------------------- This work is based on: - Fabien Sanglard's "Fabother World" based on - Piotr Padkowski's newRaw interpreter which was based on - Gregory Montoir's reverse engineering of - Eric Chahi's assembly code -------------------------------------------------------------------- Progress: * The plugin runs pretty nicely (with sound!) on most color targets * Keymaps for color LCD targets are complete * The manual entry is finished * Grayscale/monochrome support is NOT PLANNED - the game looks horrible in grayscale! :p -------------------------------------------------------------------- Notes: * The original game strings were built-in to the executable, and were copyrighted and could not be used. * This port ships with an alternate set of strings by default, but can load the "official" strings from a file at runtime. -------------------------------------------------------------------- To be done (in descending order of importance): * vertical stride compatibility <30% done> * optimization <10% done> Change-Id: I3155b0d97c2ac470cb8a2040f40d4139ddcebfa5 Reviewed-on: http://gerrit.rockbox.org/1077 Reviewed-by: Michael Giacomelli <giac2000@hotmail.com>
107 lines
3.3 KiB
C
107 lines
3.3 KiB
C
/***************************************************************************
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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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#ifndef __RESOURCE_H__
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#define __RESOURCE_H__
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#include "intern.h"
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#define MEMENTRY_STATE_END_OF_MEMLIST 0xFF
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#define MEMENTRY_STATE_NOT_NEEDED 0
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#define MEMENTRY_STATE_LOADED 1
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#define MEMENTRY_STATE_LOAD_ME 2
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/*
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This is a directory entry. When the game starts, it loads memlist.bin and
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populate and array of MemEntry
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*/
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typedef struct MemEntry {
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uint8_t state; /* 0x0 */
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uint8_t type; /* 0x1, Resource::ResType */
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uint8_t *bufPtr; /* 0x2 */
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uint16_t unk4; /* 0x4, unused */
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uint8_t rankNum; /* 0x6 */
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uint8_t bankId; /* 0x7 */
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uint32_t bankOffset; /* 0x8 0xA */
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uint16_t unkC; /* 0xC, unused */
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uint16_t packedSize; /* 0xE */
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/* All ressources are packed (for a gain of 28% according to Chahi) */
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uint16_t unk10; /* 0x10, unused */
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uint16_t size; /* 0x12 */
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} __attribute__((packed)) MemEntry;
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/*
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Note: state is not a boolean, it can have value 0, 1, 2 or 255, respectively meaning:
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0:NOT_NEEDED
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1:LOADED
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2:LOAD_ME
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255:END_OF_MEMLIST
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See MEMENTRY_STATE_* #defines above.
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*/
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struct Serializer;
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struct Video;
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#define MEM_BLOCK_SIZE (600 * 1024)
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#define RT_SOUND 0
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#define RT_MUSIC 1
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#define RT_POLY_ANIM 2
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#define RT_PALETTE 3
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#define RT_BYTECODE 4
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#define RT_POLY_CINEMATIC 5
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struct Resource {
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struct Video *video;
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struct System *sys;
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const char *_dataDir;
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struct MemEntry _memList[150];
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uint16_t _numMemList;
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uint16_t currentPartId, requestedNextPart;
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uint8_t *_memPtrStart, *_scriptBakPtr, *_scriptCurPtr, *_vidBakPtr, *_vidCurPtr;
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bool _useSegVideo2;
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uint8_t *segPalettes;
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uint8_t *segBytecode;
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uint8_t *segCinematic;
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uint8_t *_segVideo2;
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};
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void res_create(struct Resource*, struct Video*, struct System*, const char* dataDir);
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void res_readBank(struct Resource*, const MemEntry *me, uint8_t *dstBuf);
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void res_readEntries(struct Resource*);
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void res_loadMarkedAsNeeded(struct Resource*);
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void res_invalidateAll(struct Resource*);
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void res_invalidateRes(struct Resource*);
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void res_loadPartsOrMemoryEntry(struct Resource*, uint16_t num);
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void res_setupPart(struct Resource*, uint16_t ptrId);
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void res_allocMemBlock(struct Resource*);
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void res_freeMemBlock(struct Resource*);
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void res_saveOrLoad(struct Resource*, struct Serializer *ser);
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const char* res_getDataDir(struct Resource*);
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#endif
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