// // BG処理 // #include //プレステライブラリのヘッダ #include "pad.h" //パッド入力関連のdefine定義ヘッダ #include "adr.h" //データアドレスヘッダ #include "gamemain.h" //define定義ヘッダ #define PADarrow PADLup|PADLdown|PADLleft|PADLright GsSPRITE title_bg,vs_pl,vs_com,vs_sur,vs_watch,vs_exit,cursor; TXDAT tx_t_moji[] = { // attribute, w, h,tpage, u, v, cx, cy, mx, my 0x00000000, 64, 12, 0, 0, 0, 0,497, 32, 6, //0:vs player 0x00000000, 64, 12, 0, 0, 12, 0,497, 32, 6, //1:vs com 0x00000000, 64, 12, 0, 0, 24, 0,497, 32, 6, //2:survival 0x00000000, 64, 12, 0, 0, 104, 0,497, 32, 6, //3:watch 0x00000000, 22, 12, 0, 16, 40, 0,497, 11, 6, //4:exit }; TXDAT tx_cursor[] = { // attribute, w, h,tpage, u, v, cx, cy, mx, my 0x00000000, 8, 8, 0, 48, 56, 0,497, 4, 4, //0:vs player 0x00000000, 8, 8, 0, 56, 56, 0,497, 4, 4, //0:vs player 0x00000000, 8, 8, 0, 48, 64, 0,497, 4, 4, //0:vs player 0x00000000, 8, 8, 0, 56, 64, 0,497, 4, 4, //0:vs player 0x00000000, 8, 8, 0, 48, 72, 0,497, 4, 4, //0:vs player 0x00000000, 8, 8, 0, 56, 72, 0,497, 4, 4, //0:vs player /* 0x00000000, 8, 8, 0, 56, 72, 0,497, 4, 4, //0:vs player 0x00000000, 8, 8, 0, 48, 72, 0,497, 4, 4, //0:vs player 0x00000000, 8, 8, 0, 56, 64, 0,497, 4, 4, //0:vs player 0x00000000, 8, 8, 0, 48, 64, 0,497, 4, 4, //0:vs player 0x00000000, 8, 8, 0, 56, 56, 0,497, 4, 4, //0:vs player 0x00000000, 8, 8, 0, 48, 56, 0,497, 4, 4, //0:vs player */ }; TXDAT tx_exit[] = { // attribute, w, h,tpage, u, v, cx, cy, mx, my 0x00000000, 38, 18, 0, 0, 36, 0,497, 19, 9, //exit }; TXDAT tx_win[] = { // attribute, w, h,tpage, u, v, cx, cy, mx, my 0x00000000, 18, 18, 0, 39, 36, 0,497, 9, 9, //うぃn }; TXDAT tx_select[] = { // attribute, w, h,tpage, u, v, cx, cy, mx, my 0x40000000, 64, 16, 0, 0, 88, 0,497, 32, 8, //exit }; static char c_tbl[] = {0,1,2,3,4,5,5,4,3,2,1,0}; int PutTitle() { static mode = 0,cursor_anime = 0; mode_no = -1; exit_flg = FALSE; SetTxDat( &vs_pl, &tx_t_moji[0] ); SetTxDat( &vs_com, &tx_t_moji[1] ); SetTxDat( &vs_sur, &tx_t_moji[2] ); SetTxDat( &vs_watch, &tx_t_moji[3] ); SetTxDat( &vs_exit, &tx_t_moji[4] ); SetTxDat( &cursor, &tx_cursor[ c_tbl[cursor_anime/4] ] ); cursor_anime++; if( cursor_anime >= 4*12 ) cursor_anime = 0; StopBGM(); vs_pl.x = -50; vs_pl.y = 50; vs_pl.r = vs_pl.g = vs_pl.b = 0x80; if( mode == 0 ) { vs_pl.scalex = ONE*1.5; vs_pl.scaley = ONE*1.5; } else { vs_pl.scalex = ONE; vs_pl.scaley = ONE; } vs_pl.rotate = 0; vs_com.x = -50; vs_com.y = 70; vs_com.r = vs_com.g = vs_com.b = 0x80; if( mode == 1 ) { vs_com.scalex = ONE*1.5; vs_com.scaley = ONE*1.5; } else { vs_com.scalex = ONE; vs_com.scaley = ONE; } vs_com.rotate = 0; vs_sur.x = 50; vs_sur.y = 50; vs_sur.r = vs_sur.g = vs_sur.b = 0x80; if( mode == 2 ) { vs_sur.scalex = ONE*1.5; vs_sur.scaley = ONE*1.5; } else { vs_sur.scalex = ONE; vs_sur.scaley = ONE; } vs_sur.rotate = 0; vs_watch.x = 50; vs_watch.y = 70; vs_watch.r = vs_watch.g = vs_watch.b = 0x80; if( mode == 3 ) { vs_watch.scalex = ONE*1.5; vs_watch.scaley = ONE*1.5; } else { vs_watch.scalex = ONE; vs_watch.scaley = ONE; } vs_watch.rotate = 0; vs_exit.x = 0; vs_exit.y = 90; vs_exit.r = vs_exit.g = vs_exit.b = 0x80; if( mode == 4 ) { vs_exit.scalex = ONE*1.5; vs_exit.scaley = ONE*1.5; } else { vs_exit.scalex = ONE; vs_exit.scaley = ONE; } vs_exit.rotate = 0; if( mode != 4 ) { if( mode < 2 ) cursor.x = -110; else cursor.x = -5; cursor.y = 50+(mode%2)*20; } else { cursor.x = -40; cursor.y = 90; } cursor.r = cursor.g = cursor.b = 0x80; cursor.scalex = ONE; cursor.scaley = ONE; cursor.rotate = 0; if( man[0].trg & PADLup ) { if( mode == 2 ) mode=4; else { mode--; if( mode < 0 ) mode = 4; } PlaySE( SE_GRD ); //指定番号のSEを鳴らす } if( man[0].trg & PADLdown ) { if( mode == 1 ) mode=4; else { mode++; if( mode > 4 ) mode = 0; } PlaySE( SE_GRD ); //指定番号のSEを鳴らす } if( man[0].trg & PADLleft || man[0].trg & PADLright ) { PlaySE( SE_GRD ); //指定番号のSEを鳴らす if( mode < 2 ) mode+=2; else if( mode < 4 ) mode-=2; } if( man[0].trg & PADRright|| man[0].trg & PADRleft || man[0].trg & PADRdown|| man[0].trg & PADRup ) { PlaySE( SE_JYA ); //指定番号のSEを鳴らす if( mode == 2 ) win_num = 0; mode_no = mode; //現在のゲームモード stage_no = STAGE_SELECT; StartBGM(0); if( mode == 4 ) return 0; } return 1; }