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;==========================================================================================
;
; "FURRY RPG" (WORKING TITLE)
; (c) 201X by Ramsis a.k.a. ManuLöwe (https://manuloewe.de/)
;
; *** GRAPHICS DATA ***
;
;==========================================================================================
; ****************************** Defines *******************************
.DEFINE FONT_8x8 "gfx/font_8x8.pic" ; 2048 bytes
.DEFINE FONT_HUD "gfx/font_hud_vwf.pic"
.DEFINE FONT_HUD_PAL "gfx/font_hud_vwf.pal"
.DEFINE FONT_MODE5 "gfx/font_mode5_vwf1a.pic" ; 4096 bytes
.DEFINE LOGO "gfx/logo-gr.pic"
.DEFINE LOGO_MAP "gfx/logo-gr.map"
.DEFINE LOGO_PAL "gfx/logo-gr.pal"
.DEFINE MENU_SPRITES "gfx/menu-sprites.pic"
.DEFINE MENU_SPRITES_PAL "gfx/menu-sprites.pal"
.DEFINE PORTRAIT_HERO1 "gfx/portrait_kimahri.pic"
.DEFINE PORTRAIT_HERO1_PAL "gfx/portrait_kimahri.pal"
.DEFINE PORTRAIT_HERO2 "gfx/portrait_zakari.pic"
.DEFINE PORTRAIT_HERO2_PAL "gfx/portrait_zakari.pal"
.DEFINE PORTRAIT_HERO3 "gfx/portrait_gengen.pic"
.DEFINE PORTRAIT_HERO3_PAL "gfx/portrait_gengen.pal"
.DEFINE PORTRAIT_HERO4 "gfx/portrait_linkwolf.pic"
.DEFINE PORTRAIT_HERO4_PAL "gfx/portrait_linkwolf.pal"
.DEFINE SPRITESHEET_HERO1 "gfx/Gengen2.pic"
.DEFINE SPRITESHEET_HERO1_PAL "gfx/Gengen2.pal"
; ****************************** Palettes ******************************
SRC_Palettes_Text:
.DW $0000 ; background (transparent)
.DW $0C63 ; font drop shadow (dark grey)
.DW $5EF7 ;3DEF ; font color #2 (light grey, only used by 8x8 font)
.DW $7FFF ; font (white)
.DW $0000 ; background (transparent)
.DW $0C63 ; font drop shadow (dark grey)
.DW $0000 ; unused color
.DW $2C1F ; font (red)
.DW $0000 ; background (transparent)
.DW $0C63 ; font drop shadow (dark grey)
.DW $0000 ; unused color
.DW $03E0 ; font (green)
.DW $0000 ; background (transparent)
.DW $0C63 ; font drop shadow (dark grey)
.DW $0000 ; unused color
.DW $03FF ; font (yellow)
SRC_Palettes_HUD: ; 16-color palette for HUD content
.INCBIN FONT_HUD_PAL READ 32
SRC_Palette_Portrait_Hero1:
.INCBIN PORTRAIT_HERO1_PAL ; 32 bytes
SRC_Palette_Portrait_Hero2:
.INCBIN PORTRAIT_HERO2_PAL ; 32 bytes
SRC_Palette_Portrait_Hero3:
.INCBIN PORTRAIT_HERO3_PAL ; 32 bytes
SRC_Palette_Portrait_Hero4:
.INCBIN PORTRAIT_HERO4_PAL ; 32 bytes
SRC_Palette_Spritesheet_Hero1:
.INCBIN SPRITESHEET_HERO1_PAL ; 32 bytes
SRC_Palette_Sprites_InGameMenu:
.INCBIN MENU_SPRITES_PAL ; 32 bytes
; ************************ Font character data *************************
GFX_FontMode5:
.INCBIN FONT_MODE5 ; 2bpp font for BG2 (4096 bytes)
GFX_Font8x8:
.INCBIN FONT_8x8 ; 2bpp font for BG3 (2048 bytes)
; ************************ Character portraits *************************
GFX_Portrait_Hero1:
.INCBIN PORTRAIT_HERO1 READ 1920
GFX_Portrait_Hero2:
.INCBIN PORTRAIT_HERO2 READ 1920
GFX_Portrait_Hero3:
.INCBIN PORTRAIT_HERO3 READ 1920
GFX_Portrait_Hero4:
.INCBIN PORTRAIT_HERO4 READ 1920
; *********************** Sprite character data ************************
GFX_Sprites_HUDfont:
.INCBIN FONT_HUD ; 4096 bytes
GFX_Spritesheet_Hero1:
.INCBIN SPRITESHEET_HERO1
GFX_Sprites_InGameMenu:
.INCBIN MENU_SPRITES
GFX_Sprites_Clouds:
.INCBIN "gfx/cloud1.pic"
SRC_Palette_Clouds:
.INCBIN "gfx/cloud1.pal"
;SRC_Tilemap_Clouds:
;.INCBIN "gfx/cloud.map"
GFX_Sprites_Gallery:
.INCBIN "gfx/tantalus/fennec2.pic" READ 128 ; only read first row of tiles for now
.INCBIN "gfx/tantalus/fox2.pic" READ 64
.INCBIN "gfx/tantalus/wolf1.pic" READ 64
.INCBIN "gfx/tantalus/wolf2.pic" READ 64
.INCBIN "gfx/tantalus/wolfclawblack.pic" READ 64
.REPEAT 128 ; fill empty space before reading the next tile row
.DB $00
.ENDR
.INCBIN "gfx/tantalus/fennec2.pic" SKIP 128 READ 128
.INCBIN "gfx/tantalus/fox2.pic" SKIP 64 READ 64
.INCBIN "gfx/tantalus/wolf1.pic" SKIP 64 READ 64
.INCBIN "gfx/tantalus/wolf2.pic" SKIP 64 READ 64
.INCBIN "gfx/tantalus/wolfclawblack.pic" SKIP 64 READ 64
.REPEAT 128
.DB $00
.ENDR
.INCBIN "gfx/tantalus/fennec2.pic" SKIP 256 READ 128
.INCBIN "gfx/tantalus/fox2.pic" SKIP 128 READ 64
.INCBIN "gfx/tantalus/wolf1.pic" SKIP 128 READ 64
.INCBIN "gfx/tantalus/wolf2.pic" SKIP 128 READ 64
.INCBIN "gfx/tantalus/wolfclawblack.pic" SKIP 128 READ 64
.REPEAT 128
.DB $00
.ENDR
.INCBIN "gfx/tantalus/fennec2.pic" SKIP 384 READ 128
.INCBIN "gfx/tantalus/fox2.pic" SKIP 192 READ 64
.INCBIN "gfx/tantalus/wolf1.pic" SKIP 192 READ 64
.INCBIN "gfx/tantalus/wolf2.pic" SKIP 192 READ 64
.INCBIN "gfx/tantalus/wolfclawblack.pic" SKIP 192 READ 64
.REPEAT 128
.DB $00
.ENDR
SRC_Palettes_Sprites_Gallery:
.INCBIN "gfx/tantalus/fennec2.pal"
.INCBIN "gfx/tantalus/fox2.pal"
.INCBIN "gfx/tantalus/wolf1.pal"
.INCBIN "gfx/tantalus/wolf2.pal"
.INCBIN "gfx/tantalus/wolfclawblack.pal"
; ***************************** Logo data ******************************
GFX_Logo:
.INCBIN LOGO ; XXX bytes
SRC_Palette_Logo:
.INCBIN LOGO_PAL ; 512 bytes
SRC_Tilemap_Logo:
;.INCBIN LOGO_MAP ; 2048 bytes
.DEFINE SkipTileNo -2 ; "deinterleave" tile maps output by gfx2snes
.REPEAT 1024
.REDEFINE SkipTileNo SkipTileNo+2 ; SkipTileNo += 2
.INCBIN LOGO_MAP SKIP SkipTileNo READ 1 ; read even (low) bytes of tilemap
.ENDR
;SRC_Tilemap_LogoHi:
;.REDEFINE SkipTileNo -1
;.REPEAT 1024
; .REDEFINE SkipTileNo SkipTileNo+2
; .INCBIN LOGO_MAP SKIP SkipTileNo READ 1 ; read odd (high) bytes of tilemap
;.ENDR
; ***************************** Area data ******************************
GFX_Area000:
.INCBIN "gfx/area-000-chessbd.pic"
SRC_Palette_Area000:
.INCBIN "gfx/area-000-chessbd.pal"
SRC_TileMapBG1_Area000:
.INCBIN "gfx/area-000-chessbd.map"
GFX_Area001:
.INCBIN "gfx/area-001-sandbox2.pic"
SRC_Palette_Area001:
.INCBIN "gfx/area-001-sandbox2.pal"
SRC_TileMapBG1_Area001:
.INCBIN "gfx/area-001-sandbox2.map"
GFX_Area003:
.INCBIN "gfx/area-003-green.pic"
SRC_Palette_Area003:
.INCBIN "gfx/area-003-green.pal" READ 32
SRC_TileMapBG1_Area003:
.INCBIN "gfx/area-003-green.map"
;.REDEFINE SkipTileNo -2 ; "deinterleave" tile maps output by gfx2snes
;.REPEAT 2048
; .REDEFINE SkipTileNo SkipTileNo+2 ; SkipTileNo += 2
; .INCBIN "gfx/area-003-green.map" SKIP SkipTileNo READ 1 ; read even bytes
;.ENDR
;SRC_TileMap_Area003Hi:
;.REDEFINE SkipTileNo -1
;.REPEAT 2048
; .REDEFINE SkipTileNo SkipTileNo+2
; .INCBIN "gfx/area-003-green.map" SKIP SkipTileNo READ 1 ; read odd bytes
;.ENDR
; ************************* GFX pointer tables *************************
PTR_CharPortraitGFX:
.DW 0 ; dummy pointer (needed for correct table index)
.DW GFX_Portrait_Hero1
.DW GFX_Portrait_Hero2
.DW GFX_Portrait_Hero3
.DW GFX_Portrait_Hero4
PTR_CharPortraitPalette:
.DW 0 ; ditto
.DW SRC_Palette_Portrait_Hero1
.DW SRC_Palette_Portrait_Hero2
.DW SRC_Palette_Portrait_Hero3
.DW SRC_Palette_Portrait_Hero4
; ******************************** EOF *********************************