Logo file

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Revision as of 16:28, 23 October 2011 by Furrtek (talk | contribs)
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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.

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

  • Word, unknown meaning (known values: $0000, $0003)
Address Size Description
2+0 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

Like the regular fix graphics format, but with rows inverted by pairs (1,0,3,2,5,4,7,6).

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

Fixed size ? Mapped left to right, top to down.

Animation map data

?