Logo file

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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

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

Like the regular fix graphics format, but byteswapped and a different column order: 5,4,7,6,1,0,3,2 (bits reversed by pairs).

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...