laser shots
[gbajam22] / src / data.h
index 08dfa70..2e3b1da 100644 (file)
@@ -8,12 +8,50 @@
        (((r) >> 3) | (((uint16_t)(g) & 0xf8) << 2) | (((uint16_t)(b) & 0xf8) << 7))
 
 #define VOX_SZ 512
+#define CMAP_SPAWN0    240
 
+#define SPRID(x, y)            (SPRID_BASE + ((y) * 4) + (x) / 4)
+
+enum {
+       SPRID_BASE              = 512,
+       SPRID_UILEFT    = SPRID(0, 0),
+       SPRID_UIMID             = SPRID(16, 0),
+       SPRID_UIRIGHT   = SPRID(32, 0),
+       SPRID_UINUM             = SPRID(48, 0),
+       SPRID_UISLASH   = SPRID(120, 16),
+       SPRID_CROSS             = SPRID(0, 16),
+       SPRID_UITGT             = SPRID(16, 16),
+       SPRID_LEDOFF    = SPRID(32, 16),
+       SPRID_LEDRED    = SPRID(40, 16),
+       SPRID_LEDBLU    = SPRID(48, 16),
+       SPRID_LEDGRN    = SPRID(56, 16),
+       /*SPRID_ENEMY           = SPRID(0, 64)*/
+       SPRID_ENEMY0    = SPRID(0, 32),
+       SPRID_HUSK              = SPRID(112, 64),
+       SPRID_LAS0              = SPRID(0, 64),
+       SPRID_LAS1              = SPRID(32, 64),
+       SPRID_LAS2              = SPRID(64, 64),
+       SPRID_LAS3              = SPRID(0, 96)
+};
+
+/* main game data */
 extern unsigned char color_pixels[];
 extern unsigned char color_cmap[];
+extern unsigned char color_gba_cmap[];
 extern unsigned char height_pixels[];
 
 extern unsigned char spr_game_pixels[];
 extern unsigned char spr_game_cmap[];
 
+/* menu screen assets */
+extern unsigned char menuscr_pixels[];
+extern unsigned char menuscr_cmap[];
+extern unsigned char menuscr_gba_cmap[];
+extern unsigned char spr_menu_pixels[];
+extern unsigned char spr_menu_cmap[];
+
+/* logo splash assets */
+extern unsigned char spr_logo_pixels[];
+extern unsigned char spr_logo_cmap[];
+
 #endif /* DATA_H_ */