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Added comment for understanding memory segment usage.
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fabiensanglard committed Mar 3, 2012
1 parent 40e64fb commit 42641ea
Showing 1 changed file with 14 additions and 11 deletions.
25 changes: 14 additions & 11 deletions parts.cpp
Expand Up @@ -9,23 +9,26 @@
*/

/*
It seems that:
MEMLIST_PART_VIDEO1 and MEMLIST_PART_VIDEO2 are used to store polygons.
It seems that:
- MEMLIST_PART_VIDEO1 contains the cinematic polygons.
- MEMLIST_PART_VIDEO2 contains the polygons for player and enemies animations.
That would make sense since protection screen and cinematic game parts do not load MEMLIST_PART_VIDEO2.
*/
const uint16_t memListParts[GAME_NUM_PARTS][4] = {
{ 0x14, 0x15, 0x16, 0x00 }, // protection screens
{ 0x17, 0x18, 0x19, 0x00 }, // introduction cinematic
{ 0x1A, 0x1B, 0x1C, 0x11 },
{ 0x1D, 0x1E, 0x1F, 0x11 },
{ 0x20, 0x21, 0x22, 0x11 },
{ 0x23, 0x24, 0x25, 0x00 }, // battlechar cinematic
{ 0x26, 0x27, 0x28, 0x11 },
{ 0x29, 0x2A, 0x2B, 0x11 },
{ 0x7D, 0x7E, 0x7F, 0x00 },
{ 0x7D, 0x7E, 0x7F, 0x00 } // password screen

//MEMLIST_PART_PALETTE MEMLIST_PART_CODE MEMLIST_PART_VIDEO1 MEMLIST_PART_VIDEO2
{ 0x14, 0x15, 0x16, 0x00 }, // protection screens
{ 0x17, 0x18, 0x19, 0x00 }, // introduction cinematic
{ 0x1A, 0x1B, 0x1C, 0x11 },
{ 0x1D, 0x1E, 0x1F, 0x11 },
{ 0x20, 0x21, 0x22, 0x11 },
{ 0x23, 0x24, 0x25, 0x00 }, // battlechar cinematic
{ 0x26, 0x27, 0x28, 0x11 },
{ 0x29, 0x2A, 0x2B, 0x11 },
{ 0x7D, 0x7E, 0x7F, 0x00 },
{ 0x7D, 0x7E, 0x7F, 0x00 } // password screen
};

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