2021-06-18 10:30:29 +00:00
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#define FACESET_PLAYCHAR_COUNT 6
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#if (GAME == 5)
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#define FACESET_BOSS_COUNT 6
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2021-11-12 17:52:24 +00:00
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#define EYECATCH_W 288
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2021-11-17 21:29:48 +00:00
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// 130 in the file, and therefore shifted towards the top of the playfield.
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#define EYECATCH_H 176
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2021-11-12 17:52:24 +00:00
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#define BOMB_BG_W_MAX ((PLAYFIELD_W / 6) * 5)
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#define BOMB_BG_H_MAX PLAYFIELD_H
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2021-06-18 10:30:29 +00:00
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#else
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#define FACESET_BOSS_COUNT 4
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2021-11-12 17:52:24 +00:00
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#define EYECATCH_W 384
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#define EYECATCH_H 176
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#define BOMB_BG_W_MAX PLAYFIELD_W
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#define BOMB_BG_H_MAX (PLAYFIELD_H - 94)
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2021-06-18 10:30:29 +00:00
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#endif
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2021-11-12 17:52:24 +00:00
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#define FACE_W 128
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#define FACE_H 128
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2021-06-18 10:30:29 +00:00
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// CDG slots for TH04's and TH05's MAIN.EXE.
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typedef enum {
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CDG_BG_PLAYCHAR_BOMB = 0,
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CDG_PER_STAGE,
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CDG_FACESET_PLAYCHAR,
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2021-11-25 14:58:22 +00:00
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#if (GAME == 5)
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// TH05 only uses the CDG_FACESET_PLAYCHAR and CDG_FACESET_BOSS ranges
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// as temporary storage for EMS area preloading. During in-game dialog,
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// every single rendered face image is individually loaded to this one
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// slot, either from the EMS area or from disk, and then immediately
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// freed.
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CDG_DIALOG_FACE = CDG_FACESET_PLAYCHAR,
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#endif
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2021-06-18 10:30:29 +00:00
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CDG_FACESET_PLAYCHAR_last = (CDG_FACESET_PLAYCHAR + (FACESET_PLAYCHAR_COUNT - 1)),
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CDG_FACESET_BOSS,
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CDG_FACESET_BOSS_last = (CDG_FACESET_BOSS + (FACESET_BOSS_COUNT - 1)),
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2021-11-16 10:11:26 +00:00
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// The original TH05 implementation of ems_preload_boss_faceset() requires
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// this slot to stay empty. Can be deleted after clamping the amount of
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// face images written to the EMS cache area.
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CDG_FACESET_BOSS_sentinel,
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2021-06-18 10:30:29 +00:00
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CDG_BG_BOSS = 16,
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CDG_BG_2, // Second background slot
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CDG_PER_STAGE_last = 30,
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2021-11-14 21:45:34 +00:00
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CDG_EYECATCH,
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2021-06-18 10:30:29 +00:00
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CDG_COUNT
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} main_cdg_slot_t;
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