ReC98/th02/gaiji/gaiji.h

70 lines
1.5 KiB
C

// 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;