Eyecatcher: Difference between revisions

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The eye-catcher animation coded in the BIOS comprises both sprites and FIX layer tiles. The graphics data for both must be provided in the cartridge sprite and FIX ROM images.
[[File:Eyecatcher.gif|frame|Original eye-catcher animation.]]


==NEO-GEO LOGO==
[[File:Eyecatcher_giga.gif|frame|"Giga shock" animation.]]
The revolving NEO.GEO graphic consists of sprites (TBD).


The palette is updated on-the-fly (from data stored in the BIOS (SP-S2) ROM @$C1F03E) to implement the fade effect.
[[File:Gigapowervliner.gif|frame|Imitated, wonky animation in[[V-Liner]].]]
"Eye-catcher" is the name officially given by SNK to the bootup animation.
 
=Original animation=
 
The [[system ROM]] takes care of the animation, but the graphics data for both [[sprites]] and [[fix layer]] must be provided by the game in its {{Chipname|C ROM}}s and {{Chipname|S ROM}}.
 
==NEO-GEO logo==
The revolving NEO.GEO graphic consists of sprites (the bank of tiles is specified by the byte in the [[68k program header]] at address $115).
 
58 tiles make up the main logo image. They are laid out row by row. The logo starts out mirrored horizontally, but once the animation completes the final layout is
 
[[File:EyecatcherLogoTilesLayout.png|eyecatcher logo tile layout]]
 
Tile 256 (the 0xff index in the CROM) is also used as a blank tile. It pads out the sides of the logo as well as files in the blank areas when the logo is scaling down and then back up. Using a CROM where each tile is a number, one can see the full layout of the main logo once it has completed animating
 
[[File:DebugEyecatcherTiles.png|eyecatcher logo tile layout]]
 
The palette is updated on the fly from data stored in the system ROM ($01F03E in {{Chipname|SP-S2}}) to implement the fading effect.


==MAX 330 MEGA==
==MAX 330 MEGA==
The "MAX 330 MEGA" & "PRO-GEAR SPEC" text as seen on smaller/early-release cartridges (eg. Puzzle De Pon) comprises FIX-layer tiles. The tiles used are defined in the BIOS (SP-S2) ROM @$C1F34A. Each line of text is itself two (2) FIX-layer tiles high, and is animated using a 'wipe in' effect from left-to-right to render each line in turn. These are the tiles used to display each line of text:
The "MAX 330 MEGA" & "PRO-GEAR SPEC" text as seen on small or early cartridges (eg. [[Puzzle De Pon!]]) is drawn on the fix layer with tiles from banks 0 and 1. The tilemap is stored in the system ROM ($01F34A in SP-S2). Each line of text is 2 fix tiles in height, and is animated using a 'wipe in' effect from left-to-right.
 
The tiles used to display each line of text are:


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==SNK LOGO==
This can be useful to customize the text in a S ROM.
The SNK Logo consists of FIX-layer text which is actually rendered (invisible) at the start of the eye-catcher routine.
 
==SNK logo==
The SNK logo is also drawn on the fix layer, with tiles of bank 2. It is always drawn but actually made visible at the end of the animation by switching its palette.


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The copyright "(C)" symbol is a single tile (0x7B) written to VRAM adress 0x7469.
The copyright "©" symbol is a single tile ($7B) written to [[VRAM]] adress $7469.


The logo tiles are palette #15, colour #5 which is initially BLACK (0x0000) and then faded-in through a cycle of progressively brighter blues to a final value of 0x306E.
The tiles are set to [[palettes|palette]] 15. The colour 5 is initially black ($0000) and then faded-in through a cycle of progressively brighter blues to a final value of $306E.


==PALETTE==
==Palettes==
Both the revolving logo and the FIX-layer text utilise palette #15.
Both the revolving logo and the fix layer text use palette 15.


Here is the *final* data written to palette #15:
Here is the *final* data written to palette 15:


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==CUSTOMISATION==
==Customization==
It is possible, then, by replacing the FIX-layer tile data for the above tiles with alternate text/graphics to create a somewhat customised eye catcher without requiring a custom eye-catcher routine in the game cartridge itself.
By replacing the tile data for the above tile numbers with alternate text or graphics, it is possible to somewhat customize the eye-catcher screen without requiring a custom eye-catcher routine in the game cartridge itself.
 
When replacing the graphics, the tiles for the logo and wording should use colors 1-4 in the palette, the SNK logo replacement should use color 5, and like all palettes, color 0 will be treated as transparent.
 
Also, the tiles at $FF in both CROM and SROM must be blank. Tile $FF in SROM is used in the "PRO-GEAR SPEC" display (see array data above) and is also used as the blank/space character for the entire screen. Thus this tile cannot be changed without replicating it over the entire fix layer.


The only caveat is that tile #0xFF is used in the "PRO-GEAR SPEC" display (see array data above) and is also used as the blank/space character for the entire screen. Thus this tile cannot be changed without replicating it over the entire FIX-layer background.
Tile $FF in CROM is used during the main logo animation, both when it is scaling the logo down and back up again during the animation, as well as on the left and right sides of the logo. So it too should be blank.


[[Category:Code]]
[[Category:Code]]
[[Category:Video system]]

Latest revision as of 20:41, 26 November 2023

Original eye-catcher animation.
"Giga shock" animation.
File:Gigapowervliner.gif
Imitated, wonky animation inV-Liner.

"Eye-catcher" is the name officially given by SNK to the bootup animation.

Original animation

The system ROM takes care of the animation, but the graphics data for both sprites and fix layer must be provided by the game in its C ROMs and S ROM.

The revolving NEO.GEO graphic consists of sprites (the bank of tiles is specified by the byte in the 68k program header at address $115).

58 tiles make up the main logo image. They are laid out row by row. The logo starts out mirrored horizontally, but once the animation completes the final layout is

eyecatcher logo tile layout

Tile 256 (the 0xff index in the CROM) is also used as a blank tile. It pads out the sides of the logo as well as files in the blank areas when the logo is scaling down and then back up. Using a CROM where each tile is a number, one can see the full layout of the main logo once it has completed animating

eyecatcher logo tile layout

The palette is updated on the fly from data stored in the system ROM ($01F03E in SP-S2) to implement the fading effect.

MAX 330 MEGA

The "MAX 330 MEGA" & "PRO-GEAR SPEC" text as seen on small or early cartridges (eg. Puzzle De Pon!) is drawn on the fix layer with tiles from banks 0 and 1. The tilemap is stored in the system ROM ($01F34A in SP-S2). Each line of text is 2 fix tiles in height, and is animated using a 'wipe in' effect from left-to-right.

The tiles used to display each line of text are:

static const uint16_t max_330_mega[2][15] =
{
  { 0x05, 0x07, 0x09, 0x0B, 0x0D, 0x0F, 0x15, 0x17, 0x19, 0x1B, 0x1D, 0x1F, 0x5E, 0x60, 0x7D },
  { 0x06, 0x08, 0x0A, 0x0C, 0x0E, 0x14, 0x16, 0x18, 0x1A, 0x1C, 0x1E, 0x40, 0x5F, 0x7C, 0x7E }
};
			
static const uint16_t pro_gear_spec[2][17] =
{
  { 0x7F, 0x9A, 0x9C, 0x9E, 0xFF, 0xBB, 0xBD, 0xBF, 0xDA, 0xDC, 0xDE, 0xFA, 0xFC, 0x100, 0x102, 0x104, 0x106 },
  { 0x99, 0x9B, 0x9D, 0x9F, 0xBA, 0xBC, 0xBE, 0xD9, 0xDB, 0xDD, 0xDF, 0xFB, 0xFD, 0x101, 0x103, 0x105, 0x107 }
};

This can be useful to customize the text in a S ROM.

The SNK logo is also drawn on the fix layer, with tiles of bank 2. It is always drawn but actually made visible at the end of the animation by switching its palette.

static const uint16_t SNK[3][10] = 
{
  { 0x200, 0x201, 0x202, 0x203, 0x204, 0x205, 0x206, 0x207, 0x208, 0x209 },
  { 0x20A, 0x20B, 0x20C, 0x20D, 0x20E, 0x20F, 0x214, 0x215, 0x216, 0x217 },
  { 0x218, 0x219, 0x21A, 0x21B, 0x21C, 0x21D, 0x21E, 0x21F, 0x240, 0x25E }
};

The copyright "©" symbol is a single tile ($7B) written to VRAM adress $7469.

The tiles are set to palette 15. The colour 5 is initially black ($0000) and then faded-in through a cycle of progressively brighter blues to a final value of $306E.

Palettes

Both the revolving logo and the fix layer text use palette 15.

Here is the *final* data written to palette 15:

static const uint16_t eye_catcher_pal[] = 
{
  0x0000, 0x0fff, 0x0ddd, 0x0aaa, 0x7555, 0x306E, 0x0000, 0x0000,
  0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000
};

Customization

By replacing the tile data for the above tile numbers with alternate text or graphics, it is possible to somewhat customize the eye-catcher screen without requiring a custom eye-catcher routine in the game cartridge itself.

When replacing the graphics, the tiles for the logo and wording should use colors 1-4 in the palette, the SNK logo replacement should use color 5, and like all palettes, color 0 will be treated as transparent.

Also, the tiles at $FF in both CROM and SROM must be blank. Tile $FF in SROM is used in the "PRO-GEAR SPEC" display (see array data above) and is also used as the blank/space character for the entire screen. Thus this tile cannot be changed without replicating it over the entire fix layer.

Tile $FF in CROM is used during the main logo animation, both when it is scaling the logo down and back up again during the animation, as well as on the left and right sides of the logo. So it too should be blank.