Restore Japanese-glyph logo shape with evened bars

The uniform-thickness pass had dropped the bars' left overhangs, turning
the logo into a pinwheel (swastika-like). Restore the original
firehawk.sc5 layout — a vertical spine crossed by two bars that overhang
it on both sides, plus a hanging lower-right stroke — but even out the
weights: both bars and the leg are a uniform 6px, with the spine slightly
thicker (8px) to keep the original glyph's character.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-29 23:56:22 +02:00
co-authored by Claude Opus 4.8
parent 961aa89196
commit 9b554187af
2 changed files with 31 additions and 28 deletions
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+31 -28
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@@ -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 // The logo is a Japanese-letter-like glyph (from the original firehawk.sc5): a
// middle crossbar. Each stroke shimmers in and out on its own before the whole // vertical spine with two crossing bars that overhang it on BOTH sides, plus a
// logo lights up. Because the stem and crossbars overlap, the two crossing // short hanging stroke on the lower right. Each stroke shimmers in and out on
// points get their OWN palette entries (6, 7) that are lit during BOTH the // its own before the whole logo lights up. Because the spine and bars overlap,
// crossbar's turn and the stem's turn — so neither the horizontals nor the // the two crossing points get their OWN palette entries (6, 7) that are lit
// verticals ever show a gap. Strokes are partitioned (no shared pixels): // during BOTH the bar's turn and the spine's turn — so neither the horizontals
// pal2 = top crossbar arms pal3 = stem (excl. crossings) pal6 = top crossing // nor the verticals ever show a gap. Strokes are partitioned (no shared pixels):
// pal4 = middle crossbar arms pal5 = right leg pal7 = middle crossing // pal2 = top bar (overhangs) pal3 = spine (excl. crossings) pal6 = top crossing
// Origin X is even so the byte-aligned HMMV fills land on pixel boundaries. // pal4 = mid bar (overhangs) pal5 = lower-right stroke pal7 = mid crossing
// All strokes share a uniform 6-pixel thickness (vertical width == horizontal // The spine is a touch thicker than the (evened) bars/leg, keeping the original
// height) so the F+H reads evenly. // glyph's weight. Origin X and all widths are even so the byte-aligned HMMV
#define LOGO_OX 106 // logo origin X (even: keeps HMMV fills pixel-aligned) // 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_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) static void ShowLogoAnimation(void)
{ {
@@ -768,21 +770,22 @@ static void ShowLogoAnimation(void)
VDP_SetPaletteEntry(i, 0); VDP_SetPaletteEntry(i, 0);
// Draw the strokes. They are partitioned so no two share a pixel; the two // 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 // spine/bar crossings are separate fills (pal6, pal7). The spine sits at local
// the stem column; crossbars are split into left/right arms around it. // x12 (width LOGO_SW); each bar overhangs it on the left (x8) and right.
// Stem (vertical, width LOGO_T) at local x12, full height. Drawn as the three // Spine: three segments not covered by a bar, so the crossings light separately.
// segments not covered by a crossbar, so the crossings (pal6/7) 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 + 0, LOGO_T, 2, 0x33); VDP_CommandWait(); // stem: 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 + 8, LOGO_T, 7, 0x33); VDP_CommandWait(); // stem: between bars VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 22, LOGO_SW, 12, 0x33); VDP_CommandWait(); // spine: below mid bar
VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 21, LOGO_T, 13, 0x33); VDP_CommandWait(); // stem: below mid bar // Top bar (height LOGO_BT): left overhang + spine crossing + right arm.
// Top crossbar (horizontal, height LOGO_T): right arm + stem crossing. VDP_CommandHMMV(LOGO_OX + 8, LOGO_OY + 2, 4, LOGO_BT, 0x22); VDP_CommandWait(); // top bar: left overhang
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_SW, LOGO_BT, 0x66); VDP_CommandWait(); // top crossing
VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 2, LOGO_T, LOGO_T, 0x66); VDP_CommandWait(); // top crossing VDP_CommandHMMV(LOGO_OX + 20, LOGO_OY + 2, 14, LOGO_BT, 0x22); VDP_CommandWait(); // top bar: right arm
// Middle crossbar (horizontal, height LOGO_T): arm to the leg + stem crossing. // Middle bar (height LOGO_BT): left overhang + spine crossing + right arm (to leg).
VDP_CommandHMMV(LOGO_OX + 18, LOGO_OY + 15, 10, LOGO_T, 0x44); VDP_CommandWait(); // mid bar: arm 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 + 15, LOGO_T, LOGO_T, 0x77); VDP_CommandWait(); // middle crossing VDP_CommandHMMV(LOGO_OX + 12, LOGO_OY + 16, LOGO_SW, LOGO_BT, 0x77); VDP_CommandWait(); // mid crossing
// Right leg (vertical, width LOGO_T), butts against the middle crossbar. VDP_CommandHMMV(LOGO_OX + 20, LOGO_OY + 16, 8, LOGO_BT, 0x44); VDP_CommandWait(); // mid bar: right arm
VDP_CommandHMMV(LOGO_OX + 28, LOGO_OY + 15, LOGO_T, 19, 0x55); VDP_CommandWait(); // right leg // 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); VDP_EnableDisplay(TRUE);