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authorFranklin Wei <frankhwei536@gmail.com>2014-10-13 21:00:47 -0400
committerMichael Giacomelli <giac2000@hotmail.com>2014-12-23 23:48:12 +0100
commit33cb13dee5a527ac445ea1b13d42723e4eb3e3b0 (patch)
tree3ce36ea21b53377b900049143e77e74b77ca1b0d /apps/plugins/xworld/parts.c
parentb681e932a9da797249ddc0e4ccab7ed7cf50fd41 (diff)
downloadrockbox-33cb13dee5a527ac445ea1b13d42723e4eb3e3b0.tar.gz
rockbox-33cb13dee5a527ac445ea1b13d42723e4eb3e3b0.zip
Xworld - Another World interpreter for Rockbox
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>
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1/***************************************************************************
2 * __________ __ ___.
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
7 * \/ \/ \/ \/ \/
8 * $Id$
9 *
10 * Copyright (C) 2014 Franklin Wei, Benjamin Brown
11 * Copyright (C) 2004 Gregory Montoir
12 *
13 * This program is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU General Public License
15 * as published by the Free Software Foundation; either version 2
16 * of the License, or (at your option) any later version.
17 *
18 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
19 * KIND, either express or implied.
20 *
21 ***************************************************************************/
22
23#include "parts.h"
24
25
26/*
27 #define MEMLIST_PART_PALETTE 0
28 #define MEMLIST_PART_CODE 1
29 #define MEMLIST_PART_VIDEO1 2
30 #define MEMLIST_PART_VIDEO2 3
31*/
32
33/*
34 MEMLIST_PART_VIDEO1 and MEMLIST_PART_VIDEO2 are used to store polygons.
35
36 It seems that:
37 - MEMLIST_PART_VIDEO1 contains the cinematic polygons.
38 - MEMLIST_PART_VIDEO2 contains the polygons for player and enemies animations.
39
40 That would make sense since protection screen and cinematic game parts do not load MEMLIST_PART_VIDEO2.
41
42*/
43const uint16_t memListParts[GAME_NUM_PARTS][4] = {
44
45/* MEMLIST_PART_PALETTE MEMLIST_PART_CODE MEMLIST_PART_VIDEO1 MEMLIST_PART_VIDEO2 */
46 { 0x14, 0x15, 0x16, 0x00 }, /* protection screens */
47 { 0x17, 0x18, 0x19, 0x00 }, /* introduction cinematic */
48 { 0x1A, 0x1B, 0x1C, 0x11 },
49 { 0x1D, 0x1E, 0x1F, 0x11 },
50 { 0x20, 0x21, 0x22, 0x11 },
51 { 0x23, 0x24, 0x25, 0x00 }, /* battlechar cinematic */
52 { 0x26, 0x27, 0x28, 0x11 },
53 { 0x29, 0x2A, 0x2B, 0x11 },
54 { 0x7D, 0x7E, 0x7F, 0x00 },
55 { 0x7D, 0x7E, 0x7F, 0x00 } /* password screen */
56};