Logo file: Difference between revisions
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The 8 low bits are stored to 0x11C817 by the bios. | 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 0 - If set do not draw the internal 'NOW LOADING please wait' graphic (see picture top right). | ||
*Bit 1 - If set no progress indicator is drawn. | *Bit 1 - If set no progress indicator is drawn. |
Revision as of 15:43, 6 January 2014
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.
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
|
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...