/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ namespace Mohawk { ////////////////////////////////////////////// // Cursors and Cursor Palettes ////////////////////////////////////////////// //////////////////////////////////////// // Zip Mode Cursor (16x16): // Shown when a zip mode spot is active // // 0 = Transparent // 1 = Black (0x000000) // 2 = Yellow (0xDCFF00) //////////////////////////////////////// static const byte s_zipModeCursor[] = { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 1, 2, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 1, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 1, 2, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 1, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }; //////////////////////////////////////// // Zip Mode Cursor Palette: // Palette For The Zip Mode Cursor //////////////////////////////////////// static const byte s_zipModeCursorPalette[] = { 0x00, 0x00, 0x00, // Black 0xDC, 0xFF, 0x00 // Yellow }; //////////////////////////////////////// // Hand Over Object Cursor (16x16): // Shown when over a hotspot that's interactive // // 0 = Transparent // 1 = Black (0x000000) // 2 = Light Peach (0xEDCD96) // 3 = Brown (0x8A672F) // 4 = Dark Peach (0xE89A62) //////////////////////////////////////// static const byte s_objectHandCursor[] = { 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 2, 3, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 2, 3, 1, 1, 2, 3, 1, 2, 3, 1, 0, 0, 0, 0, 0, 1, 2, 3, 1, 1, 4, 3, 1, 2, 3, 1, 0, 1, 0, 0, 0, 0, 1, 2, 3, 1, 2, 3, 1, 4, 3, 1, 1, 2, 1, 0, 0, 0, 1, 2, 3, 1, 2, 3, 1, 2, 3, 1, 2, 3, 1, 0, 1, 1, 0, 1, 2, 2, 2, 2, 2, 2, 3, 1, 2, 3, 1, 1, 2, 2, 1, 1, 2, 2, 2, 4, 2, 4, 2, 2, 4, 2, 1, 1, 3, 4, 2, 1, 2, 4, 2, 2, 2, 2, 2, 4, 4, 1, 0, 0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 4, 3, 1, 0, 0, 0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 3, 1, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0 }; //////////////////////////////////////// // Grabbing Hand Cursor (13x13): // Shown when interacting with an object // // 0 = Transparent // 1 = Black (0x000000) // 2 = Light Peach (0xEDCD96) // 3 = Brown (0x8A672F) // 4 = Dark Peach (0xE89A62) //////////////////////////////////////// static const byte s_grabbingHandCursor[] = { 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 1, 1, 1, 0, 0, 0, 0, 1, 2, 3, 1, 2, 3, 1, 2, 3, 1, 1, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 1, 2, 1, 0, 1, 1, 2, 2, 2, 4, 2, 4, 2, 2, 4, 1, 1, 2, 1, 2, 4, 2, 2, 2, 2, 2, 4, 4, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 4, 3, 1, 1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 3, 1, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0 }; //////////////////////////////////////// // Standard Hand Cursor (15x16): // Standard Cursor // // 0 = Transparent // 1 = Black (0x000000) // 2 = Light Peach (0xEDCD96) // 3 = Brown (0x8A672F) // 4 = Dark Peach (0xE89A62) //////////////////////////////////////// static const byte s_standardHandCursor[] = { 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 2, 4, 1, 1, 1, 1, 1, 0, 0, 1, 4, 2, 1, 0, 1, 2, 4, 1, 4, 1, 4, 1, 1, 1, 0, 1, 3, 2, 1, 1, 2, 4, 1, 4, 1, 4, 1, 4, 1, 0, 0, 1, 4, 2, 1, 2, 2, 4, 2, 4, 2, 1, 4, 1, 0, 0, 1, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 3, 1, 0, 0, 0, 1, 4, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 1, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0 }; //////////////////////////////////////// // Pointing Left Cursor (15x13): // Cursor When Over A Hotspot That Allows You To Move Left // // 0 = Transparent // 1 = Black (0x000000) // 2 = Light Peach (0xEDCD96) // 3 = Brown (0x8A672F) // 4 = Dark Peach (0xE89A62) //////////////////////////////////////// static const byte s_pointingLeftCursor[] = { 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 2, 2, 2, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 4, 3, 1, 1, 1, 4, 2, 2, 2, 2, 1, 2, 3, 2, 2, 2, 4, 4, 4, 1, 4, 4, 4, 4, 4, 1, 2, 1, 3, 4, 2, 2, 2, 2, 0, 1, 1, 1, 1, 1, 1, 2, 1, 3, 3, 4, 2, 2, 2, 0, 0, 0, 0, 0, 1, 1, 1, 1, 3, 3, 3, 4, 4, 2, 0, 0, 0, 0, 0, 1, 2, 2, 2, 4, 1, 3, 4, 2, 2, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 3, 4, 2, 2, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 4, 2, 4, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 4, 4, 1, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 }; //////////////////////////////////////// // Pointing Right Cursor (15x13): // Cursor When Over A Hotspot That Allows You To Move Right // // 0 = Transparent // 1 = Black (0x000000) // 2 = Light Peach (0xEDCD96) // 3 = Brown (0x8A672F) // 4 = Dark Peach (0xE89A62) //////////////////////////////////////// static const byte s_pointingRightCursor[] = { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 2, 3, 1, 0, 0, 0, 0, 0, 0, 1, 1, 3, 4, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 4, 4, 4, 2, 2, 2, 3, 2, 1, 4, 4, 4, 4, 4, 1, 2, 2, 2, 2, 4, 3, 1, 2, 1, 2, 2, 2, 2, 4, 1, 2, 2, 2, 4, 3, 3, 1, 2, 1, 1, 1, 1, 1, 1, 0, 2, 4, 4, 3, 3, 3, 1, 1, 1, 1, 0, 0, 0, 0, 0, 2, 2, 4, 3, 1, 4, 2, 2, 2, 1, 0, 0, 0, 0, 0, 2, 2, 4, 3, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 4, 2, 4, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 1, 4, 4, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0 }; //////////////////////////////////////// // Pointing Down Cursor (Palm Up)(13x16): // Cursor When Over A Hotspot That Allows You To Move Down // // 0 = Transparent // 1 = Black (0x000000) // 2 = Light Peach (0xEDCD96) // 3 = Brown (0x8A672F) // 4 = Dark Peach (0xE89A62) //////////////////////////////////////// static const byte s_pointingDownCursorPalmUp[] = { 0, 0, 1, 4, 2, 2, 2, 2, 2, 4, 1, 0, 0, 0, 0, 1, 4, 2, 2, 4, 2, 2, 2, 4, 1, 0, 0, 1, 3, 4, 2, 2, 4, 4, 4, 4, 4, 1, 0, 0, 1, 4, 2, 2, 4, 3, 3, 3, 1, 1, 1, 1, 1, 2, 2, 2, 4, 3, 3, 1, 1, 2, 1, 2, 1, 1, 2, 2, 2, 3, 3, 3, 4, 1, 2, 1, 2, 1, 1, 2, 2, 3, 1, 1, 1, 2, 1, 2, 1, 2, 1, 1, 3, 2, 2, 2, 2, 1, 2, 1, 2, 1, 2, 1, 0, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 0, 0, 1, 2, 4, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }; //////////////////////////////////////// // Pointing Up Cursor (Palm Up)(13x16): // Cursor When Over A Hotspot That Allows You To Move Up // // 0 = Transparent // 1 = Black (0x000000) // 2 = Light Peach (0xEDCD96) // 3 = Brown (0x8A672F) // 4 = Dark Peach (0xE89A62) //////////////////////////////////////// static const byte s_pointingUpCursorPalmUp[] = { 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 4, 1, 0, 0, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 0, 1, 2, 1, 2, 1, 2, 1, 2, 2, 2, 2, 3, 1, 1, 2, 1, 2, 1, 2, 1, 1, 1, 3, 2, 2, 1, 1, 2, 1, 2, 1, 4, 3, 3, 3, 2, 2, 2, 1, 1, 2, 1, 2, 1, 1, 3, 3, 4, 2, 2, 2, 1, 1, 1, 1, 1, 3, 3, 3, 4, 2, 2, 4, 1, 0, 0, 1, 4, 4, 4, 4, 4, 2, 2, 4, 3, 1, 0, 0, 1, 4, 2, 2, 2, 4, 2, 2, 4, 1, 0, 0, 0, 0, 1, 4, 2, 2, 2, 2, 2, 4, 1, 0, 0 }; //////////////////////////////////////// // Pointing Left Cursor (Bent)(15x13): // Cursor When Over A Hotspot That Allows You To Turn Left 180 Degrees // // 0 = Transparent // 1 = Black (0x000000) // 2 = Light Peach (0xEDCD96) // 3 = Brown (0x8A672F) // 4 = Dark Peach (0xE89A62) //////////////////////////////////////// static const byte s_pointingLeftCursorBent[] = { 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 2, 2, 2, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 4, 3, 1, 1, 1, 3, 2, 4, 4, 2, 1, 2, 3, 3, 2, 2, 4, 4, 4, 1, 2, 4, 3, 3, 4, 1, 2, 1, 3, 4, 2, 2, 2, 2, 1, 4, 4, 1, 1, 1, 1, 2, 1, 1, 3, 4, 2, 2, 2, 1, 1, 1, 0, 0, 1, 1, 1, 1, 3, 3, 3, 4, 4, 2, 0, 0, 0, 0, 0, 1, 2, 2, 2, 4, 1, 3, 4, 3, 2, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 3, 4, 2, 2, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 4, 2, 4, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 4, 4, 1, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 }; //////////////////////////////////////// // Pointing Right Cursor (Bent)(15x13): // Cursor When Over A Hotspot That Allows You To Turn Right 180 Degrees // // 0 = Transparent // 1 = Black (0x000000) // 2 = Light Peach (0xEDCD96) // 3 = Brown (0x8A672F) // 4 = Dark Peach (0xE89A62) //////////////////////////////////////// static const byte s_pointingRightCursorBent[] = { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 2, 3, 1, 0, 0, 0, 0, 0, 0, 1, 1, 3, 4, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 4, 4, 4, 2, 2, 3, 3, 2, 1, 2, 4, 4, 2, 3, 1, 2, 2, 2, 2, 4, 3, 1, 2, 1, 4, 3, 3, 4, 2, 1, 2, 2, 2, 4, 3, 1, 1, 2, 1, 1, 1, 1, 4, 4, 1, 2, 4, 4, 3, 3, 3, 1, 1, 1, 1, 0, 0, 1, 1, 1, 2, 3, 4, 3, 1, 4, 2, 2, 2, 1, 0, 0, 0, 0, 0, 2, 2, 4, 3, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 4, 2, 4, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 1, 4, 4, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0 }; //////////////////////////////////////// // Pointing Down Cursor (Palm Down)(15x16): // Similar to Standard Cursor // // 0 = Transparent // 1 = Black (0x000000) // 2 = Light Peach (0xEDCD96) // 3 = Brown (0x8A672F) // 4 = Dark Peach (0xE89A62) //////////////////////////////////////// static const byte s_pointingDownCursorPalmDown[] = { 0, 1, 3, 4, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0, 1, 3, 4, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 1, 3, 4, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 1, 3, 4, 2, 2, 2, 2, 2, 2, 2, 4, 1, 0, 0, 0, 1, 3, 2, 3, 2, 2, 2, 2, 2, 1, 2, 4, 1, 0, 0, 1, 4, 1, 2, 2, 3, 2, 3, 2, 1, 2, 4, 1, 0, 0, 1, 4, 1, 4, 1, 4, 1, 4, 4, 1, 1, 2, 3, 1, 0, 0, 1, 1, 4, 1, 4, 1, 4, 2, 1, 0, 1, 2, 4, 1, 0, 0, 1, 1, 1, 1, 1, 4, 2, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 4, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 4, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 }; //////////////////////////////////////// // Hand Cursor Palette: // Palette For All Hand Cursors //////////////////////////////////////// static const byte s_handCursorPalette[] = { 0x00, 0x00, 0x00, // Black 0xED, 0xCD, 0x96, // Light Peach 0x8A, 0x67, 0x2F, // Brown 0xE8, 0x9A, 0x62 // Dark Peach }; //////////////////////////////////////// // Pellet Cursor (8x8): // Cursor When Using The Pellet In The Frog Trap // // 0 = Transparent // 1 = Light Olive Green (0x5D6730) // 2 = Maroon (0x5E3333) // 3 = Light Gray (0x555555) // 4 = Medium Gray (0x444444) // 5 = Dark Gray (0x333333) // 6 = Dark Green (0x2D3300) // 7 = Darkest Gray (0x222222) //////////////////////////////////////// static const byte s_pelletCursor[] = { 0, 0, 1, 1, 2, 3, 0, 0, 0, 2, 1, 4, 1, 2, 5, 0, 4, 1, 4, 1, 2, 1, 5, 4, 4, 2, 1, 2, 1, 1, 2, 6, 6, 4, 2, 1, 4, 4, 1, 5, 5, 6, 5, 2, 1, 2, 4, 4, 0, 7, 5, 5, 4, 2, 5, 0, 0, 0, 5, 6, 6, 5, 0, 0 }; //////////////////////////////////////// // Pellet Cursor Palette: // Palette For The Pellet Cursor //////////////////////////////////////// static const byte s_pelletCursorPalette[] = { 0x5D, 0x67, 0x30, 0x5E, 0x33, 0x33, 0x55, 0x55, 0x55, 0x44, 0x44, 0x44, 0x33, 0x33, 0x33, 0x2D, 0x33, 0x00, 0x22, 0x22, 0x22 }; //////////////////////////////////////// // Red Marble Cursor (12x12): // Cursor When Holding The Red Marble //////////////////////////////////////// static const byte s_redMarbleCursor[] = { 0, 0, 0, 0, 1, 2, 2, 2, 0, 0, 0, 0, 0, 0, 3, 4, 2, 5, 2, 2, 2, 2, 0, 0, 0, 6, 1, 1, 2, 2, 5, 2, 2, 2, 2, 0, 0, 6, 3, 4, 5, 2, 2, 7, 8, 5, 2, 0, 9, 6, 10,11,2, 2, 2, 12,13,2, 2, 2, 14,10,6, 4, 1, 2, 8, 2, 2, 5, 2, 2, 15,16,6, 3, 1, 2, 2, 2, 2, 2, 2, 5, 17,9,18, 3, 4, 4, 4, 5, 2, 5, 1, 2, 0, 16,9, 6, 6, 19,1, 20,1, 4, 11,0, 0, 17,15,18,9, 10,6, 10,3, 21,4, 0, 0, 0, 18,15,9, 18,6, 22,10,23,0, 0, 0, 0, 0, 0, 15,15,16,9, 0, 0, 0, 0 }; //////////////////////////////////////// // Red Marble Cursor Palette: // Palette For The Red Marble Cursor //////////////////////////////////////// static const byte s_redMarbleCursorPalette[] = { 0xb8, 0x33, 0x32, 0xe5, 0x33, 0x31, 0x98, 0x06, 0x00, 0xb8, 0x00, 0x34, 0xe6, 0x00, 0x34, 0x7a, 0x04, 0x00, 0xe8, 0x9a, 0x62, 0xea, 0x31, 0x67, 0x6a, 0x03, 0x00, 0x8c, 0x00, 0x35, 0xb6, 0x36, 0x00, 0xed, 0xcd, 0x96, 0xe9, 0x66, 0x65, 0x5b, 0x35, 0x00, 0x5b, 0x02, 0x00, 0x5f, 0x00, 0x35, 0x4c, 0x01, 0x00, 0x5e, 0x33, 0x33, 0x89, 0x05, 0x00, 0xb6, 0x08, 0x00, 0xa7, 0x07, 0x00, 0x88, 0x36, 0x00, 0x8b, 0x33, 0x33 }; //////////////////////////////////////// // Orange Marble Cursor (12x12): // Cursor When Holding The Orange Marble //////////////////////////////////////// static const byte s_orangeMarbleCursor[] = { 0, 0, 0, 0, 1, 2, 2, 3, 0, 0, 0, 0, 0, 0, 4, 5, 2, 2, 3, 3, 3, 3, 0, 0, 0, 6, 7, 4, 2, 1, 2, 2, 3, 3, 3, 0, 0, 6, 6, 7, 1, 2, 3, 8, 9, 2, 10,0, 11,12,7, 4, 2, 3, 3, 13,9, 2, 2, 1, 14,15,6, 4, 2, 16,3, 3, 2, 1, 1, 1, 14,14,12,17,4, 2, 2, 1, 2, 1, 2, 1, 14,18,12,6, 4, 4, 4, 19,2, 19,20,4, 0, 14,14,15,6, 15,6, 4, 4, 4, 4, 0, 0, 14,11,14,14,12,12,12,17,6, 17,0, 0, 0, 14,14,17,14,17,6, 6, 17,0, 0, 0, 0, 0, 0, 14,11,14,11,0, 0, 0, 0 }; //////////////////////////////////////// // Orange Marble Cursor Palette: // Palette For The Orange Marble Cursor //////////////////////////////////////// static const byte s_orangeMarbleCursorPalette[] = { 0xe1, 0x9e, 0x00, 0xe3, 0x9b, 0x28, 0xe2, 0xcf, 0x20, 0xb5, 0x6a, 0x00, 0xb6, 0x9b, 0x29, 0x87, 0x69, 0x00, 0xb7, 0x67, 0x2f, 0xe9, 0xff, 0x93, 0xe1, 0xff, 0x5a, 0xe0, 0xd0, 0x00, 0x5e, 0x33, 0x33, 0x88, 0x36, 0x00, 0xf3, 0xff, 0xc9, 0x5b, 0x35, 0x00, 0x8b, 0x33, 0x33, 0xe6, 0xce, 0x5f, 0x8a, 0x67, 0x2f, 0x5d, 0x67, 0x30, 0xe2, 0x6a, 0x00, 0xb3, 0x9d, 0x00 }; //////////////////////////////////////// // Yellow Marble Cursor (12x12): // Cursor When Holding The Yellow Marble //////////////////////////////////////// static const byte s_yellowMarbleCursor[] = { 0, 0, 0, 0, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 3, 4, 1, 1, 1, 5, 6, 6, 0, 0, 0, 3, 3, 7, 1, 1, 1, 1, 2, 1, 6, 0, 0, 3, 3, 3, 3, 1, 1, 8, 6, 1, 6, 0, 9, 9, 3, 3, 1, 1, 2, 10,8, 1, 1, 2, 11,9, 3, 3, 1, 1, 1, 1, 1, 1, 5, 1, 9, 9, 12,3, 3, 1, 1, 1, 1, 1, 1, 1, 9, 9, 9, 3, 3, 3, 3, 3, 1, 1, 1, 1, 0, 11,9, 9, 12,3, 3, 3, 3, 3, 3, 0, 0, 9, 9, 13,9, 14,12,3, 3, 3, 3, 0, 0, 0, 9, 9, 9, 12,14,3, 13,3, 0, 0, 0, 0, 0, 0, 11,9, 11,9, 0, 0, 0, 0 }; //////////////////////////////////////// // Yellow Marble Cursor Palette: // Palette For The Yellow Marble Cursor //////////////////////////////////////// static const byte s_yellowMarbleCursorPalette[] = { 0xb3, 0xd0, 0x00, 0xb0, 0xff, 0x00, 0x86, 0x9c, 0x00, 0x87, 0xd0, 0x00, 0xe0, 0xd0, 0x00, 0xdc, 0xff, 0x00, 0xb3, 0x9d, 0x00, 0xdc, 0xff, 0x11, 0x5a, 0x68, 0x00, 0xe1, 0xff, 0x5a, 0x5d, 0x67, 0x30, 0x87, 0x69, 0x00, 0x88, 0x9b, 0x2a, 0x5a, 0x9c, 0x00 }; //////////////////////////////////////// // Green Marble Cursor (12x12): // Cursor When Holding The Green Marble //////////////////////////////////////// static const byte s_greenMarbleCursor[] = { 0, 0, 0, 0, 1, 2, 3, 3, 0, 0, 0, 0, 0, 0, 4, 5, 2, 1, 2, 3, 6, 6, 0, 0, 0, 7, 5, 8, 8, 1, 1, 2, 3, 6, 6, 0, 0, 7, 7, 4, 8, 1, 2, 9, 6, 2, 6, 0, 10,7, 7, 4, 1, 2, 3, 11,12,2, 2, 3, 13,13,7, 4, 1, 2, 3, 2, 1, 2, 2, 3, 14,13,7, 7, 5, 1, 1, 8, 2, 1, 1, 2, 15,16,13,7, 4, 4, 5, 5, 1, 8, 1, 1, 0, 15,13,7, 7, 7, 4, 4, 4, 5, 8, 0, 0, 14,16,15,13, 7, 7, 7, 4,17,5, 0, 0, 0, 10,16,13,13,13,17,18,17,0, 0, 0, 0, 0, 0, 15,10,19,10,0, 0, 0, 0 }; //////////////////////////////////////// // Green Marble Cursor Palette: // Palette For The Green Marble Cursor //////////////////////////////////////// static const byte s_greenMarbleCursorPalette[] = { 0x0e, 0xd0, 0x00, 0x0f, 0xe1, 0x00, 0x10, 0xf2, 0x00, 0x0b, 0x9c, 0x00, 0x0c, 0xad, 0x00, 0x11, 0xff, 0x00, 0x09, 0x8a, 0x00, 0x0d, 0xbe, 0x00, 0x30, 0xff, 0x5a, 0x0d, 0x67, 0x30, 0x6b, 0xff, 0x92, 0x00, 0xff, 0x28, 0x08, 0x79, 0x00, 0x05, 0x57, 0x00, 0x30, 0x67, 0x30, 0x06, 0x68, 0x00, 0x00, 0x9b, 0x2c, 0x2e, 0x9c, 0x00, 0x2e, 0x68, 0x00 }; //////////////////////////////////////// // Blue Marble Cursor (12x12): // Cursor When Holding The Blue Marble //////////////////////////////////////// static const byte s_blueMarbleCursor[] = { 0, 0, 0, 0, 1, 2, 3, 3, 0, 0, 0, 0, 0, 0, 4, 5, 2, 2, 6, 3, 7, 3, 0, 0, 0, 8, 9, 5, 10,11,2, 6, 3, 3, 7, 0, 0, 12,13,9, 10,11,6, 14,7, 6, 3, 0, 15,8, 4, 13,2, 6, 3, 16,17,6, 6, 3, 18,15,19,13,10,7, 3, 6, 2, 2, 6, 7, 20,8, 18,4, 21,11,2, 10,6, 2, 2, 2, 15,15,18,8, 13,9, 21,5, 11,10,2, 1, 0, 8, 15,19,15,13,13,21,21,5, 9, 0, 0, 22,20,15, 8,19,15,19,4, 9, 4, 0, 0, 0, 15,20,15,15,19,15,9, 15,0, 0, 0, 0, 0, 0, 20,15, 8,15,0, 0, 0, 0 }; //////////////////////////////////////// // Blue Marble Cursor Palette: // Palette For The Blue Marble Cursor //////////////////////////////////////// static const byte s_blueMarbleCursorPalette[] = { 0x6b, 0x00, 0xd2, 0x66, 0x00, 0xe3, 0x72, 0x00, 0xff, 0x53, 0x2d, 0x9d, 0x4e, 0x00, 0xaf, 0x6d, 0x00, 0xf5, 0x7d, 0x00, 0xff, 0x44, 0x00, 0x69, 0x56, 0x00, 0x9d, 0x56, 0x00, 0xc0, 0x5e, 0x00, 0xd2, 0x2b, 0x31, 0x68, 0x3f, 0x00, 0x8c, 0x91, 0x22, 0xff, 0x41, 0x31, 0x68, 0xd7, 0x95, 0xff, 0x77, 0x22, 0xff, 0x2f, 0x00, 0x69, 0x37, 0x00, 0x7a, 0x27, 0x00, 0x58, 0x46, 0x00, 0x9d, 0x33, 0x33, 0x33 }; //////////////////////////////////////// // Violet Marble Cursor (12x12): // Cursor When Holding The Violet Marble //////////////////////////////////////// static const byte s_violetMarbleCursor[] = { 0, 0, 0, 0, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 3, 3, 1, 1, 1, 4, 2, 4, 0, 0, 0, 3, 3, 3, 1, 5, 1, 1, 4, 2, 4, 0, 0, 3, 3, 3, 3, 1, 1, 6, 4, 1, 2, 0, 3, 7, 8, 3, 1, 1, 4, 9, 4, 1, 1, 4, 8, 7, 8, 3, 10,4, 1, 1, 1, 1, 4, 1, 8, 3, 8, 7, 3, 1, 1, 5, 1, 1, 1, 1, 7, 7, 11,3, 3, 3, 3, 3, 1, 3, 1, 1, 0, 8, 7, 7, 8, 8, 7, 3, 3, 3, 1, 0, 0, 7, 8, 3, 11,7, 3, 11,3, 10,3, 0, 0, 0, 8, 7, 3, 3, 7, 3, 3, 3, 0, 0, 0, 0, 0, 0, 8, 7, 11,3, 0, 0, 0, 0 }; //////////////////////////////////////// // Violet Marble Cursor Palette: // Palette For The Violet Marble Cursor //////////////////////////////////////// static const byte s_violetMarbleCursorPalette[] = { 0xaa, 0x00, 0xd1, 0xd8, 0x00, 0xff, 0x76, 0x00, 0x9d, 0xb5, 0x00, 0xff, 0x87, 0x00, 0xd2, 0xd7, 0x22, 0xff, 0x68, 0x00, 0x69, 0x44, 0x00, 0x69, 0xd7, 0x5e, 0xff, 0x9c, 0x00, 0x9d, 0x56, 0x00, 0x9d }; } // End of namespace Mohawk