Commit Graph

7 Commits

Author SHA1 Message Date
nmlgc a7235304ed Make the VRAM plane constants available to C 2015-02-24 22:16:31 +01:00
nmlgc 22332a71fa Make all sound functions and variables available to C 2015-02-23 18:28:38 +01:00
nmlgc 46eb3792cf Move frame_delay into the hardware/ subdirectory 2015-02-23 10:29:12 +01:00
nmlgc 2d5d38426f Finally use standard segment names everywhere
And I guess we just have to ignore and disable that segment alignment warning
for TH01. It's not like this changes anything in the binary.
2015-02-18 14:04:43 +01:00
nmlgc cc1a2987c4 Forgot the TH05 VRAM planes data file -.- 2015-02-12 21:33:22 +01:00
nmlgc 46b2d67143 [Reverse-engineering] Music and sound effect loader 2014-11-30 00:18:40 +01:00
nmlgc de25d6de3e [Reverse-engineering] PMD and MMD function call wrapper
Well, the naming.

Even though only TH02 actually uses MIDI (and thus, the MMD driver), every
game since then contains interrupt instructions for both functions. We could
just name it "pmd", since it seems like that's what came first - the AH
numbers of the 6 functions that make up MMD's interrupt API are identical to
those of the equivalent functions in PMD, even including gaps in the numbering
for PMD functions that don't have an equivalent in MIDI. However, except for
the FM sound effect handling and the key display in TH05's Music Room, these 6
functions are all the games actually use. Also, we already distinguish between
PMD and MMD in the driver check functions, and it might be confusing to only
imply PMD from now on?

So, "kaja" it is, collectively referring to the shared aspects of both
drivers.
2014-11-26 21:21:57 +01:00