Splash animation
From WSdev Wiki
Jump to navigationJump to search
The WonderSwan Color upgraded the internal EEPROM from 128 bytes to 2 kilobytes; most of the additional space is utilized to allow for branding consoles in the form of unique, custom splash animations on console startup.
Format
Offset | Length | Contents |
---|---|---|
$83 | 1 | WSC-specific configuration. Bit 7 enables custom splash animation. |
$84 | 1 | Name color |
$85 | 1 | Must be $00 |
$86 | 1 | Size; 0 = ends at <= $3FF, 1 = ends at <= $7FF |
$87 | 1 | First frame |
$88 | 1 | Last frame |
$89 | 1 | Sprite count |
$8A | 1 | Palette flags |
$8B | 1 | Tile count |
$8C | 2 | Palette location - $80 |
$8E | 2 | Tile data location - $80 |
$90 | 2 | Tilemap location - $80 |
$92 | 2 | Screen offset (Horizontal) |
$94 | 2 | Screen offset (Vertical) |
$96 | 1 | Tilemap width |
$97 | 1 | Tilemap height |
$98 | 2 | VBlank IRQ handler offset |
$9A | 2 | VBlank IRQ handler segment, must be $0600 |
$9C | 1 | Owner name X (horizontal) |
$9D | 1 | Owner name Y (horizontal) |
$9E | 1 | Owner name X (vertical) |
$9F | 1 | Owner name Y (vertical) |
$A0 | 2 | Padding, unused |
$A2 | 2 | Sound wavetable location - $80 |
$A4 | 2 | Sound channel 1 data offset - $80 |
$A6 | 2 | Sound channel 2 data offset - $80 |
$A8 | 2 | Sound channel 3 data offset - $80 |
$AA | 2 | Sound channel 4 data offset - $80 |
$AC | 10 | SwanCrystal TFT LCD configuration |
$B6 | 10 | Padding, unused |
$C0 | ... | Arbitrary data - palettes, tilemaps, etc. |
Palette flags
7 bit 0 ---- ---- b..p pppp | +-++++- Palette count (0-16) +--------- Tile/palette bits per pixel: 0 = 1 bit per pixel 1 = 2 bits per pixel
Name colors
Value | RGB code |
---|---|
0 | #000 |
1 | #f00 |
2 | #f70 |
3 | #ff0 |
4 | #7f0 |
5 | #0f0 |
6 | #0f7 |
7 | #0ff |
8 | #07f |
9 | #00f |
10 | #70f |
11 | #f0f |
12 | #f07 |
VBlank IRQ handler
A custom splash animation must provide a valid VBlank IRQ handler, with the following rules:
- The segment must be 0x0600; the offset is provided relative to $80, as with other data offsets.
- The code must end with a retf opcode, or equivalent.
Horizontal/Vertical orientation handling
The splash animation loader will automatically rotate the tile data and tilemap when booting a cartridge whose header declares vertical orientation as its startup orientation.
Sound channel data format
TODO