/* 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 . * */ #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