Logo file
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
- Word, unknown meaning (known values: $0000, $0003)
Address | Size | Description |
2+0 | 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...