// ReC98 // ----- // Gaiji available to TH02 #include "th02/gaiji/from_2.h" // In TH02, the consecutive cels for the fade-in and fade-out animation // respectively include the final fully empty or filled cel that remains on the // playfield after the animation. #define OVERLAY_FADE_CELS 9 typedef enum { gs_NULL = 0x00, // '\0' gs_YINYANG = 0x02, // ☯ gs_BOMB, // ◉? ⦿? 🎯? 🖸? Or simply 💣? gaiji_bar(0x30), // A completely filled, 80-pixel bar with MAX drawn on top, stored in 5 // consecutive gaiji characters. g_BAR_MAX_0, g_BAR_MAX_1, g_BAR_MAX_2, g_BAR_MAX_3, g_BAR_MAX_4, gaiji_boldfont(0xA0), gs_Sc, gs_cor, gs_e, gs_REIRYOKU_REI, gs_REIRYOKU_RYOKU, gs_REIMU_REI, gs_REIMU_MU, gs_BLANK, gs_REIGEKI_REI, gs_REIGEKI_GEKI, gs_Hi, gb_SP, // ZUN bloat: Defining any other empty cell to be the "space" would have // been better than repurposing a cel of an animation that just *happens* // to be empty. g_OVERLAY_FADE_OUT = gb_SP, g_OVERLAY_FADE_OUT_last = (g_OVERLAY_FADE_OUT + OVERLAY_FADE_CELS - 1), gs_NOTES = 0xD8, // ♫ gs_BULLET = 0xDA, // • gs_PERIOD, // . gs_EXCLAMATION, // ! gs_QUESTION, // ? gs_ELLIPSIS, // … gs_COPYRIGHT, // © gaiji_symbols_th02(0xE0), gs_END, // "End" // Unused 32x16 rank sprites gs_EA, gs_SY, // "Ea", "sy" gs_NOR, gs_MAL, // "Nor, "mal" gs_HA, gs_RD, // "Ha, "rd" gs_LUN, gs_ATIC, // "Lun", "atic" gs_ALL, // "All" g_OVERLAY_FADE_IN, g_OVERLAY_FADE_IN_last = (g_OVERLAY_FADE_IN + OVERLAY_FADE_CELS - 1), } gaiji_th02_t;