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