diff --git a/projects/mazegame/emul/rom/mazegame.rom b/projects/mazegame/emul/rom/mazegame.rom index e2ee18a..1d0fedf 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 8be93ff..848d2b8 100644 --- a/projects/mazegame/mazegame.c +++ b/projects/mazegame/mazegame.c @@ -738,20 +738,22 @@ static void LogoFadeSet(const u8* idx, u8 n, u8 delay_halts) } } -// The logo is an "F" and "H" combined, sharing the left vertical stroke and the -// middle crossbar. Each stroke shimmers in and out on its own before the whole -// logo lights up. Because the stem and crossbars overlap, the two crossing -// points get their OWN palette entries (6, 7) that are lit during BOTH the -// crossbar's turn and the stem's turn — so neither the horizontals nor the -// verticals ever show a gap. Strokes are partitioned (no shared pixels): -// 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. -// 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) +// The logo is a Japanese-letter-like glyph (from the original firehawk.sc5): a +// vertical spine with two crossing bars that overhang it on BOTH sides, plus a +// short hanging stroke on the lower right. Each stroke shimmers in and out on +// its own before the whole logo lights up. Because the spine and bars overlap, +// the two crossing points get their OWN palette entries (6, 7) that are lit +// during BOTH the bar's turn and the spine's turn — so neither the horizontals +// nor the verticals ever show a gap. Strokes are partitioned (no shared pixels): +// pal2 = top bar (overhangs) pal3 = spine (excl. crossings) pal6 = top crossing +// pal4 = mid bar (overhangs) pal5 = lower-right stroke pal7 = mid crossing +// The spine is a touch thicker than the (evened) bars/leg, keeping the original +// glyph's weight. Origin X and all widths are even so the byte-aligned HMMV +// fills land on pixel boundaries. +#define LOGO_OX 108 // logo origin X (even: keeps HMMV fills pixel-aligned) #define LOGO_OY 73 // logo origin Y -#define LOGO_T 6 // stroke thickness (px) +#define LOGO_SW 8 // spine width +#define LOGO_BT 6 // bar height / leg width (evened) static void ShowLogoAnimation(void) { @@ -768,21 +770,22 @@ static void ShowLogoAnimation(void) VDP_SetPaletteEntry(i, 0); // 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. - // 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 + // spine/bar crossings are separate fills (pal6, pal7). The spine sits at local + // x12 (width LOGO_SW); each bar overhangs it on the left (x8) and right. + // Spine: three segments not covered by a bar, so the crossings light separately. + VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 0, LOGO_SW, 2, 0x33); VDP_CommandWait(); // spine: above top bar + VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 8, LOGO_SW, 8, 0x33); VDP_CommandWait(); // spine: between bars + VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 22, LOGO_SW, 12, 0x33); VDP_CommandWait(); // spine: below mid bar + // Top bar (height LOGO_BT): left overhang + spine crossing + right arm. + VDP_CommandHMMV(LOGO_OX + 8, LOGO_OY + 2, 4, LOGO_BT, 0x22); VDP_CommandWait(); // top bar: left overhang + VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 2, LOGO_SW, LOGO_BT, 0x66); VDP_CommandWait(); // top crossing + VDP_CommandHMMV(LOGO_OX + 20, LOGO_OY + 2, 14, LOGO_BT, 0x22); VDP_CommandWait(); // top bar: right arm + // Middle bar (height LOGO_BT): left overhang + spine crossing + right arm (to leg). + VDP_CommandHMMV(LOGO_OX + 8, LOGO_OY + 16, 4, LOGO_BT, 0x44); VDP_CommandWait(); // mid bar: left overhang + VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 16, LOGO_SW, LOGO_BT, 0x77); VDP_CommandWait(); // mid crossing + VDP_CommandHMMV(LOGO_OX + 20, LOGO_OY + 16, 8, LOGO_BT, 0x44); VDP_CommandWait(); // mid bar: right arm + // Lower-right stroke (vertical, width LOGO_BT), butts against the middle bar. + VDP_CommandHMMV(LOGO_OX + 28, LOGO_OY + 15, LOGO_BT, 19, 0x55); VDP_CommandWait(); // leg VDP_EnableDisplay(TRUE);