scummvm/engines/icb/gfx/psx_clut.h
2021-12-26 21:19:38 +01:00

97 lines
2.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ICB_PSX_CLUT_H
#define ICB_PSX_CLUT_H
namespace ICB {
// Where the actor cluts go
#define CHARACTER_CLUT_X (0)
#define CHARACTER_CLUT_Y (240)
// Where the actor alternate cluts go
#define CHARACTER_ALTERNATE_CLUT_X (512)
#define CHARACTER_ALTERNATE_CLUT_Y (500)
// Where the background goes
#define BACKGROUND_CLUT_X (0)
#define BACKGROUND_CLUT_Y (496)
// Where the icons put their CLUT's
#define ICONS_CLUT_X (0)
#define ICONS_CLUT_Y (497)
// Where the text CLUT lives
#define TEXT_CLUT_X (0)
#define TEXT_CLUT_Y (498)
// Where the layer Z-map CLUT lives
#define LAYERS_ZMAP_CLUT_X (0)
#define LAYERS_ZMAP_CLUT_Y (499)
// Where the solid layers CLUT lives
#define LAYERS_SOLID_CLUT_X (0)
#define LAYERS_SOLID_CLUT_Y (500)
// Where the solid layers CLUT lives
#define LAYERS_SOLIDFG_CLUT_X (0)
#define LAYERS_SOLIDFG_CLUT_Y (501)
// Where the semi-trans additive CLUT lives
#define LAYERS_SEMIADD_CLUT_X (0)
#define LAYERS_SEMIADD_CLUT_Y (502)
// Where the semi-trans average CLUT lives
#define LAYERS_SEMIAVG_CLUT_X (0)
#define LAYERS_SEMIAVG_CLUT_Y (503)
// Where the remora sprites CLUT lives
#define REMORA_SPRITE_CLUT_X (0)
#define REMORA_SPRITE_CLUT_Y (504)
// Where the props put their CLUT's
#define PROPS_CLUT_X (256)
#define PROPS_CLUT_Y (240)
#define PROPS_CLUT_MAX_Y (255)
// Where the layer CLUT's live
#define LAYER_CLUT_X (512 + 128)
#define LAYER_CLUT_MAX_Y (511)
// Where the PSX debug font lives
#define FNTLOAD_X (768)
#define FNTLOAD_Y (256)
// Where the text characters get loaded into
#define TEXT_FONT_X (512)
#define TEXT_FONT_Y (240)
#define TEXT_FONT_MAX_X (1024)
#define TEXT_FONT_MAX_Y (256)
} // End of namespace ICB
#endif // #ifndef PSX_CLUT_H