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Really lazy implementation for now, just draws all sprites every frame. In the future should implement proper compositing with damage tracking. All CG types other than QNT are removed. From what I've seen, System 4 games use QNT, PNG, AJP (encrypted JPEG) and DCF (seems to be a format for partial CG updates). QNT is by far the most common format.
49 lines
1.7 KiB
C
49 lines
1.7 KiB
C
/*
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* qnt.h extract QNT cg
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*
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* Copyright (C) 1997-1998 Masaki Chikama (Wren) <chikama@kasumi.ipl.mech.nagoya-u.ac.jp>
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* 1998- <masaki-c@is.aist-nara.ac.jp>
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* 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* @version 1.0 01/07/30 initial version
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* @version 1.1 01/11/28 add header size information
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*/
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#ifndef SYSTEM4_QNT_H
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#define SYSTEM4_QNT_H
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#include <stdbool.h>
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#include <stdint.h>
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#include "cg.h"
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struct qnt_header {
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int hdr_size; // header size
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int x0; // display location x
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int y0; // display location y
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int width; // image width
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int height; // image height
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int bpp; // image data depth
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int rsv; // reserved data
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int pixel_size; // compressed pixel size
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int alpha_size; // compressed alpha pixel size
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};
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bool qnt_checkfmt(uint8_t *data);
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void qnt_extract(struct cg *cg, uint8_t *data);
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#endif /* __QNT_H__ */
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