mirror of https://github.com/nmlgc/ReC98.git
54 lines
1.5 KiB
C
54 lines
1.5 KiB
C
#define FACESET_PLAYCHAR_COUNT 6
|
|
#if (GAME == 5)
|
|
#define FACESET_BOSS_COUNT 6
|
|
|
|
#define EYECATCH_W 288
|
|
// 130 in the file, and therefore shifted towards the top of the playfield.
|
|
#define EYECATCH_H 176
|
|
|
|
#define BOMB_BG_W_MAX ((PLAYFIELD_W / 6) * 5)
|
|
#define BOMB_BG_H_MAX PLAYFIELD_H
|
|
#else
|
|
#define FACESET_BOSS_COUNT 4
|
|
|
|
#define EYECATCH_W 384
|
|
#define EYECATCH_H 176
|
|
|
|
#define BOMB_BG_W_MAX PLAYFIELD_W
|
|
#define BOMB_BG_H_MAX (PLAYFIELD_H - 94)
|
|
#endif
|
|
|
|
#define FACE_W 128
|
|
#define FACE_H 128
|
|
|
|
// CDG slots for TH04's and TH05's MAIN.EXE.
|
|
typedef enum {
|
|
CDG_BG_PLAYCHAR_BOMB = 0,
|
|
|
|
CDG_PER_STAGE,
|
|
CDG_FACESET_PLAYCHAR,
|
|
#if (GAME == 5)
|
|
// TH05 only uses the CDG_FACESET_PLAYCHAR and CDG_FACESET_BOSS ranges
|
|
// as temporary storage for EMS area preloading. During in-game dialog,
|
|
// every single rendered face image is individually loaded to this one
|
|
// slot, either from the EMS area or from disk, and then immediately
|
|
// freed.
|
|
CDG_DIALOG_FACE = CDG_FACESET_PLAYCHAR,
|
|
#endif
|
|
CDG_FACESET_PLAYCHAR_last = (CDG_FACESET_PLAYCHAR + (FACESET_PLAYCHAR_COUNT - 1)),
|
|
CDG_FACESET_BOSS,
|
|
CDG_FACESET_BOSS_last = (CDG_FACESET_BOSS + (FACESET_BOSS_COUNT - 1)),
|
|
|
|
// The original TH05 implementation of ems_preload_boss_faceset() requires
|
|
// this slot to stay empty. Can be deleted after clamping the amount of
|
|
// face images written to the EMS cache area.
|
|
CDG_FACESET_BOSS_sentinel,
|
|
|
|
CDG_BG_BOSS = 16,
|
|
CDG_BG_2, // Second background slot
|
|
CDG_PER_STAGE_last = 30,
|
|
|
|
CDG_EYECATCH,
|
|
CDG_COUNT
|
|
} main_cdg_slot_t;
|