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feat: The "Made with PVSnesLib" logo screen for PVSnesLib games
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ifeq ($(strip $(PVSNESLIB_HOME)),) | ||
$(error "Please create an environment variable PVSNESLIB_HOME with path to its folder and restart application. (you can do it on windows with <setx PVSNESLIB_HOME "/c/snesdev">)") | ||
endif | ||
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# BEFORE including snes_rules : | ||
# list in AUDIOFILES all your .it files in the right order. It will build to generate soundbank file | ||
AUDIODIR := res | ||
export AUDIOFILES := $(foreach dir, $(AUDIODIR), \ | ||
$(dir)/*.it) | ||
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# then define the path to generate soundbank data. The name can be different but do not forget to update your include in .c file ! | ||
export SOUNDBANK := soundbank | ||
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include ${PVSNESLIB_HOME}/devkitsnes/snes_rules | ||
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.PHONY: bitmaps all | ||
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#--------------------------------------------------------------------------------- | ||
# ROMNAME is used in snes_rules file | ||
export ROMNAME := logo | ||
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# to build musics, define SMCONVFLAGS with parameters you want | ||
SMCONVFLAGS := -s -o $(SOUNDBANK) -V -b 5 | ||
musics: $(SOUNDBANK).obj | ||
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all: musics logo $(ROMNAME).sfc | ||
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cleanGfxLogo: | ||
@echo clean logo graphics data | ||
@rm -f res/*.pic res/*.pal | ||
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clean: cleanBuildRes cleanRom cleanGfx cleanGfxLogo cleanAudio | ||
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#--------------------------------------------------------------------------------- | ||
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logo.pic: res/logo.bmp | ||
@echo convert font with no tile reduction ... $(notdir $@) | ||
$(GFXCONV) -pc16 -n -gs8 -pe1 -fbmp $< | ||
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logo : logo.pic |
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# Made With PVSnesLib Logo on SNES | ||
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## Description | ||
This is a demo showing the "Made with PVSnesLib" logo on the Super Nintendo and Super Famicom. | ||
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## Credits | ||
Graphics and sound made by [Lunoka](https://github.com/lunoka). | ||
Code made by [Digifox](https://github.com/malayli). | ||
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## Preview | ||
![preview](preview.png) | ||
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## How to build | ||
### Visual Studio Code | ||
- Install Visual Studio Code | ||
- Open the root directory with Visual Studio Code | ||
- Build: Shit+Ctrl+B | ||
- Open logo.sfc with a SNES Emulator |
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.include "hdr.asm" | ||
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.section ".rodata1" superfree | ||
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logoPic: | ||
.incbin "res/logo.pic" | ||
logoPic_end: | ||
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logoPalette: | ||
.incbin "res/logo.pal" | ||
logoPalette_end: | ||
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.ends |
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;==LoRom== ; We'll get to HiRom some other time. | ||
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.MEMORYMAP ; Begin describing the system architecture. | ||
SLOTSIZE $8000 ; The slot is $8000 bytes in size. More details on slots later. | ||
DEFAULTSLOT 0 ; There's only 1 slot in SNES, there are more in other consoles. | ||
SLOT 0 $8000 ; Defines Slot 0's starting address. | ||
SLOT 1 $0 $2000 | ||
SLOT 2 $2000 $E000 | ||
SLOT 3 $0 $10000 | ||
.ENDME ; End MemoryMap definition | ||
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.ROMBANKSIZE $8000 ; Every ROM bank is 32 KBytes in size | ||
.ROMBANKS 8 ; 2 Mbits - Tell WLA we want to use 8 ROM Banks | ||
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.SNESHEADER | ||
ID "SNES" ; 1-4 letter string, just leave it as "SNES" | ||
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NAME "MADE WITH PVSNESLIB " ; Program Title - can't be over 21 bytes, | ||
; "123456789012345678901" ; use spaces for unused bytes of the name. | ||
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SLOWROM | ||
LOROM | ||
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CARTRIDGETYPE $00 ; $00 = ROM only $02 = ROM+SRAM, see WLA documentation for others | ||
ROMSIZE $08 ; $08 = 2 Mbits, see WLA doc for more.. | ||
SRAMSIZE $00 ; $00 = No Sram, $01 = 16 kbits, see WLA doc for more.. | ||
COUNTRY $01 ; $01 = U.S. $00 = Japan, that's all I know | ||
LICENSEECODE $00 ; Just use $00 | ||
VERSION $00 ; $00 = 1.00, $01 = 1.01, etc. | ||
.ENDSNES | ||
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.SNESNATIVEVECTOR ; Define Native Mode interrupt vector table | ||
COP EmptyHandler | ||
BRK EmptyHandler | ||
ABORT EmptyHandler | ||
NMI VBlank | ||
IRQ EmptyHandler | ||
.ENDNATIVEVECTOR | ||
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.SNESEMUVECTOR ; Define Emulation Mode interrupt vector table | ||
COP EmptyHandler | ||
ABORT EmptyHandler | ||
NMI EmptyHandler | ||
RESET tcc__start ; where execution starts | ||
IRQBRK EmptyHandler | ||
.ENDEMUVECTOR |
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void initPVSnesLibLogo(); | ||
u8 updatePVSnesLibLogo(); |
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/*--------------------------------------------------------------------------------- | ||
"Made with PVSnesLib" Logo for SNES Projects | ||
---------------------------------------------------------------------------------*/ | ||
#include <snes.h> | ||
#include "logo.h" | ||
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int main(void) { | ||
// Initialize sound engine (take some time) | ||
spcBoot(); | ||
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// Initialize SNES | ||
consoleInit(); | ||
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dmaClearVram(); | ||
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initPVSnesLibLogo(); | ||
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setFadeEffectEx(FADE_IN, 8); | ||
WaitForVBlank(); | ||
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while (1) { | ||
if (updatePVSnesLibLogo() == 1) { | ||
// The logo animation is complete | ||
// Paste your game code here | ||
// consoleNocashMessage("Start your game!"); | ||
} | ||
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// Wait for vblank | ||
WaitForVBlank(); | ||
} | ||
return 0; | ||
} |