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