Logo file: Difference between revisions

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=File format=
=File format=
*Word, unknown meaning (known values: $0000, $0003)


{|class="regdef"
{|class="regdef"
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|'''Description'''
|'''Description'''
|-
|-
|2+0
|0
|Word
|Data type
(known values: $0000, $0001, $0003)
 
The 8 low bits are stored to 0x11C817 by the bios.
 
*Bit 0 - If set draw the internal 'NOW LOADING please wait' graphic (see picture top right).
 
*Bit 1 - If set no progress indicator is drawn.
 
*Bit 2 - If set no animation is drawn.
 
No other bits seem to be checked by the bios.
 
The above is true on the first IPL load only. Some games have different in-game loading graphics that do not follow the above. More information is needed on how these work (SAMSHO4 for example).
|-
|0+2
|Longword
|Longword
|Data type
|Data type

Revision as of 15:39, 6 January 2014

CDZ default loading screen.
KOF 96 custom loading screen (LOGO_E.PRG).

Optional structured files consisting of an index, fix and palette data for CD loading animations.

Can't be bigger than 2kB ? (see BIOS loader routine CDM3-2 @ EDAA)

The BIOS loads these files after checking the IPL file if they are present at the CD's root, at address $120000 according to the console's nationality: LOGO_E.PRG, LOGO_U.PRG, or LOGO_J.PRG.

Other file names can be used for in-game loading screen (LOGO_BDM.PRG in KOF96 for example). How are these specified by the game ?

See install_progress_fix() and check_screen_data in neocd.c of Raine.

File format

Address Size Description
0 Word Data type

(known values: $0000, $0001, $0003)

The 8 low bits are stored to 0x11C817 by the bios.

  • Bit 0 - If set draw the internal 'NOW LOADING please wait' graphic (see picture top right).
  • Bit 1 - If set no progress indicator is drawn.
  • Bit 2 - If set no animation is drawn.

No other bits seem to be checked by the bios.

The above is true on the first IPL load only. Some games have different in-game loading graphics that do not follow the above. More information is needed on how these work (SAMSHO4 for example).

0+2 Longword Data type
  • 1:Fix tiles
  • 2:Palette
  • 3:Map
  • 4:Map for animation ?
2+4 Longword Absolute data start address (Starting from $120000)
...
2+* Longword $FFFFFFFF terminator

Fix tiles data

  • Offset (longword) $4000 = tile $200
  • Size (longword) $4000 = $200 tiles
  • Tile data...

Like the regular fix graphics format, but byteswapped.

Palette data

  • Palette number (word), the loading bar seems to use palette 0, so don't use it. Remember that fix tiles can only use the 16 first palettes.
  • 16 words of color data.

Map data

  • Fix address where to start mapping ($7102 is good)
  • Width in tiles (word) $18
  • Height in tiles (word) $0B
  • Tile numbers/palettes...

Mapped left to right, top to down.

Animation map data

  • Fix address where to start mapping ($7102 is good)
  • Width in tiles (word)
  • Height in tiles (word)
  • Number of frames in animation
  • Animation speed (in frames)
  • Tile numbers/palettes...