diff --git a/projects/mazegame/emul/rom/mazegame.rom b/projects/mazegame/emul/rom/mazegame.rom index c94b34b..e2ee18a 100644 Binary files a/projects/mazegame/emul/rom/mazegame.rom and b/projects/mazegame/emul/rom/mazegame.rom differ diff --git a/projects/mazegame/mazegame.c b/projects/mazegame/mazegame.c index 6870226..8be93ff 100644 --- a/projects/mazegame/mazegame.c +++ b/projects/mazegame/mazegame.c @@ -747,8 +747,11 @@ static void LogoFadeSet(const u8* idx, u8 n, u8 delay_halts) // pal2 = top crossbar arms pal3 = stem (excl. crossings) pal6 = top crossing // pal4 = middle crossbar arms pal5 = right leg pal7 = middle crossing // Origin X is even so the byte-aligned HMMV fills land on pixel boundaries. -#define LOGO_OX 110 // logo origin X (even: keeps HMMV fills pixel-aligned) +// All strokes share a uniform 6-pixel thickness (vertical width == horizontal +// height) so the F+H reads evenly. +#define LOGO_OX 106 // logo origin X (even: keeps HMMV fills pixel-aligned) #define LOGO_OY 73 // logo origin Y +#define LOGO_T 6 // stroke thickness (px) static void ShowLogoAnimation(void) { @@ -767,16 +770,19 @@ static void ShowLogoAnimation(void) // Draw the strokes. They are partitioned so no two share a pixel; the two // stem/crossbar crossings are separate fills (pal6, pal7). Local x12..21 is // the stem column; crossbars are split into left/right arms around it. - VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 0, 10, 2, 0x33); VDP_CommandWait(); // stem: above top bar - VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 7, 10, 10, 0x33); VDP_CommandWait(); // stem: between bars - VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 21, 10, 13, 0x33); VDP_CommandWait(); // stem: below mid bar - VDP_CommandHMMV(LOGO_OX + 8, LOGO_OY + 2, 4, 5, 0x22); VDP_CommandWait(); // top bar: left arm - VDP_CommandHMMV(LOGO_OX + 22, LOGO_OY + 2, 12, 5, 0x22); VDP_CommandWait(); // top bar: right arm - VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 2, 10, 5, 0x66); VDP_CommandWait(); // top crossing - VDP_CommandHMMV(LOGO_OX + 8, LOGO_OY + 17, 4, 4, 0x44); VDP_CommandWait(); // mid bar: left arm - VDP_CommandHMMV(LOGO_OX + 22, LOGO_OY + 17, 8, 4, 0x44); VDP_CommandWait(); // mid bar: right arm - VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 17, 10, 4, 0x77); VDP_CommandWait(); // middle crossing - VDP_CommandHMMV(LOGO_OX + 30, LOGO_OY + 15, 4, 19, 0x55); VDP_CommandWait(); // right leg + // Stem (vertical, width LOGO_T) at local x12, full height. Drawn as the three + // segments not covered by a crossbar, so the crossings (pal6/7) light separately. + VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 0, LOGO_T, 2, 0x33); VDP_CommandWait(); // stem: above top bar + VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 8, LOGO_T, 7, 0x33); VDP_CommandWait(); // stem: between bars + VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 21, LOGO_T, 13, 0x33); VDP_CommandWait(); // stem: below mid bar + // Top crossbar (horizontal, height LOGO_T): right arm + stem crossing. + VDP_CommandHMMV(LOGO_OX + 18, LOGO_OY + 2, 16, LOGO_T, 0x22); VDP_CommandWait(); // top bar: arm + VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 2, LOGO_T, LOGO_T, 0x66); VDP_CommandWait(); // top crossing + // Middle crossbar (horizontal, height LOGO_T): arm to the leg + stem crossing. + VDP_CommandHMMV(LOGO_OX + 18, LOGO_OY + 15, 10, LOGO_T, 0x44); VDP_CommandWait(); // mid bar: arm + VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 15, LOGO_T, LOGO_T, 0x77); VDP_CommandWait(); // middle crossing + // Right leg (vertical, width LOGO_T), butts against the middle crossbar. + VDP_CommandHMMV(LOGO_OX + 28, LOGO_OY + 15, LOGO_T, 19, 0x55); VDP_CommandWait(); // right leg VDP_EnableDisplay(TRUE);