the cutting room mirror

Quiz Kirameki Star Road

Quiz Kirameki Star Road is a port of Taito's 1997 arcade game Kirameki Star Road.

Text Files#

Don't_use_these_files_for_your_application.txt#

This file is found in the "etc" directory.

----
The libsyscall.a and rom_header.template.sbin in this directory are
for demonstration sample. 

Please request your own libsyscall.a and rom_header.template.sbin to 
Nintendo support team.

Thanks.
----

Makefile#

This file is found in the "etc\banner" directory.

#! make -f
#---------------------------------------------------------------------------
#  Project:  NitroSDK - tools
#  File:     Makefile
#
#  Copyright 2003,2004 Nintendo.  All rights reserved.
#
#  These coded instructions, statements, and computer programs contain
#  proprietary information of Nintendo of America Inc. and/or Nintendo
#  Company Ltd., and are protected by Federal copyright law.  They may
#  not be disclosed to third parties or copied or duplicated in any form,
#  in whole or in part, without the prior written consent of Nintendo.
#
#  $Log: Makefile,v $
#  Revision 1.2  2004/10/18 05:37:51  yasu
#  Fix how to make banners
#
#  Revision 1.1  2004/09/21 02:02:53  yasu
#  Demo for building final rom
#
#  Revision 1.1  2004/09/17 09:10:59  yasu
#  Build default banner file for SDK demos
#
#  $NoKeywords: $
#---------------------------------------------------------------------------
include $(NITROSDK_ROOT)/build/buildtools/commondefs

BANNER_ICON     = myGameIcon.bmp
BANNER_SPEC     = myGameBanner.bsf

TARGETS         = $(BANNER_SPEC:.bsf=.bnr)
INSTALL_DIR     = ..
INSTALL_TARGETS     = $(TARGETS)

BANNER_ICON_NAME    = $(basename $(BANNER_ICON))

LDIRT_CLEAN     = $(TARGETS) \
              $(BANNER_ICON_NAME).nbfs \
              $(BANNER_ICON_NAME).nbfc \
              $(BANNER_ICON_NAME).nbfp \
              $(TARGETS:.bnr=.srl)

include $(NITROSDK_ROOT)/build/buildtools/modulerules

#----------------------------------------------------------------------------
#  build
#----------------------------------------------------------------------------
do-build:       $(TARGETS)

$(TARGETS):     $(BANNER_SPEC) $(BANNER_ICON)
            $(NTEXCONV) -no -bg -bgb -bgnc $(BANNER_ICON) >/dev/null && \
            $(MAKEBANNER) -N $(BANNER_ICON_NAME) $(BANNER_SPEC) $(TARGETS)

#----------------------------------------------------------------------------
#  test
#----------------------------------------------------------------------------
include $(NITROSDK_ROOT)/build/buildtools/commondefs.emtype.ISD

test:           $(TARGETS)
            $(ADDBANNER) $(TARGETS) $(TARGETS:.bnr=.srl)
ifdef   ISD_NITLOAD
            $(ISD_NITLOAD) $(TARGETS:.bnr=.srl)
endif

#

Please_edit_myGameBanner.bsf_and_myGameIcon.bmp_for_your_application.txt#

This file is found in the "etc\banner" directory.

----
ICON IMAGE:
  Edit myGameIcon.bmp for your icon, and save it in 16colors bmp format.

BANNER DESCRIPTIONS:
  Use multi-charset editor to create your myGameBanner.bsf.
  Bsf file should be saved in UTF-16LE format.
----

readMe.txt#

This file is found in the "etc\banner" directory.


ntexconv -no -bg -bgb -bgnc myGameIcon.bmp

makebanner myGameBanner.bsf

readMe_quizChar.txt#

This file is found in the "txt\etc" directory. It explains the formatting of the quiz text files and was presumably written by programmer Yuki Ikeda.


    クイズキャラ パターン、フレーム数、座標テキスト

    行頭 #はコメントです
    S-JIS CRLF でお願いします

    ラウンド毎にファイルが別です  ex) quizChar10.txt  -> ラウンド10用テキスト(ラウンド数0始まり)
    quizChar00はキャラセレ時振り向きアクション用です

    _P_R_G_A_L_
    0 1 2 3 4 5 -1
    8 8 8 8 8 8
    64 64 64 64 64 64 

    行頭が _ を検索、一致したフォーマットのデータを読む

    P -> プレイヤ       0->香織  1->愛弓  2->みさ子  3->パトラ子
    R -> ラウンド       0~9ラウンド (0始まり、ラウンド数-1)
    G -> ジャンル       0~3 ジャンル無いところは0で
    A -> アクション      0->思考  1->正解  2->不正解
    L -> LR             0->単体 or 左側  1->右側

    1行目 パターン番号  0->a 1->b で
                            -1->アニメーション終了(表示しっぱなし)
                            -2->抜けフレーム(右専用)
                            -3->アニメーション終了(すぐに消す)
    2行目 表示フレーム数
    3行目 X座標

    区切りは半角スペースで、タブとか未対応

    R1  0
    R2  0
    R3  dance
    R4  0-3
    R5  0-3
    R6  gravure
    R7  0-2
    R8  squandal
    R9  0-3
    R10 0-3

    注意
        R9はジャンルは4つだけど絵的には変化がないのでジャンル0でしか来ないようにプログラム側でします
        0始まりと1始まりが混在してます!
                                                    何かありましたら池田まで