#include #include "b_globals.h" /////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////// typedef struct { Int8 numOfIterations; Int8 deltaTable[16]; // four times l / t / r / b Int8 stripTable[16]; // ditto } TransitionEffect; /////////////////////////////////////////////////////////////////// static void addGfx_transitionEffects() { TransitionEffect transitionEffects[5] = { // Iris effect (looks like an opening/closing camera iris) { 13, // Number of iterations { 1, 1, -1, 1, -1, 1, -1, -1, 1, -1, -1, -1, 1, 1, 1, -1 }, { 0, 0, 39, 0, 39, 0, 39, 24, 0, 24, 39, 24, 0, 0, 0, 24 } }, // Box wipe (a box expands from the upper-left corner to the lower-right corner) { 25, // Number of iterations { 0, 1, 2, 1, 2, 0, 2, 1, 2, 0, 2, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 255, 0, 0, 0 } }, // Box wipe (a box expands from the lower-right corner to the upper-left corner) { 25, // Number of iterations { -2, -1, 0, -1, -2, -1, -2, 0, -2, -1, -2, 0, 0, 0, 0, 0 }, { 39, 24, 39, 24, 39, 24, 39, 24, 38, 24, 38, 24, 255, 0, 0, 0 } }, // Inverse box wipe { 25, // Number of iterations { 0, -1, -2, -1, -2, 0, -2, -1, -2, 0, -2, -1, 0, 0, 0, 0 }, { 0, 24, 39, 24, 39, 0, 39, 24, 38, 0, 38, 24, 255, 0, 0, 0 } }, // Inverse iris effect, specially tailored for V1/V2 games { 9, // Number of iterations { -1, -1, 1, -1, -1, 1, 1, 1, -1, -1, -1, 1, 1, -1, 1, 1 }, { 7, 7, 32, 7, 7, 8, 32, 8, 7, 8, 7, 8, 32, 7, 32, 8 } } }; writeRecord(transitionEffects, sizeof(transitionEffects), GBVARS_TRANSITIONEFFECTS_INDEX , GBVARS_SCUMM); } /////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////// void addGfx() { addGfx_transitionEffects(); }