kolibrios/programs/games/rstearth/load.inc

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;---------------------------------------------------------------------
load_file:
mov esi,path
mov edi,file_name
call copy_file_path
mov [fileinfo.subfunction],dword 5
mov [fileinfo.size],dword 0
mov [fileinfo.return],dword file_info
mcall 70,fileinfo
test eax,eax
jnz .error
mov [fileinfo.subfunction],dword 0
mov ecx,[file_info+32]
mov [fileinfo.size],ecx
mov [img_size],ecx
mcall 68,12
test eax,eax
jz memory_get_error
mov [fileinfo.return],eax
mov [image_file],eax
mcall 70,fileinfo
test eax,eax
jnz .error
ret
.error:
mov [N_error],2
mov [error_type],eax
jmp button.exit
;---------------------------------------------------------------------
copy_file_path:
xor eax,eax
cld
@@:
lodsb
stosb
test eax,eax
jnz @b
mov esi,edi
dec esi
std
@@:
lodsb
cmp al,'/'
jnz @b
mov edi,esi
add edi,2
mov esi,ebx
cld
@@:
lodsb
stosb
test eax,eax
jnz @b
ret
;---------------------------------------------------------------------
load_and_convert_current_icon_set:
call load_file
call convert_icons
mov eax,[raw_pointer]
ret
;---------------------------------------------------------------------
; load and convert icons
; mov ebx,npc_miku_kick_icons_file_name
; call load_and_convert_current_icon_set
; mov [npc_miku_kick_icons],eax
; DEBUGF 1, "npc_miku_kick_icons_file_name: %s\n",npc_miku_kick_icons_file_name
; DEBUGF 1, "size x: %x\n",[eax+4]
; DEBUGF 1, "size x: %x\n",[eax+8]
; DEBUGF 1, "common depth: %x\n",[eax+12]
; DEBUGF 1, "channel depth: %x\n",[eax+16]:2
; DEBUGF 1, "channel value: %x\n",[eax+18]:2
; DEBUGF 1, "palette offset: %x\n",[eax+20]
; DEBUGF 1, "palette size: %x\n",[eax+24]
; DEBUGF 1, "data offset: %x\n",[eax+28]
; DEBUGF 1, "data size: %x\n",[eax+32]
; DEBUGF 1, "transparency offset: %x\n",[eax+36]
; DEBUGF 1, "transparency size: %x\n",[eax+40]
;---------------------------------------------------------------------
load_and_convert_all_icons:
; load and convert font icons
mov ebx,font_icons_file_name
call load_and_convert_current_icon_set
mov [font_icons],eax
; DEBUGF 1, "font_icons: %x\n",eax
; load and convert base icons
mov ebx,base_icons_file_name
call load_and_convert_current_icon_set
mov [base_icons],eax
; DEBUGF 1, "base_icons: %x\n",eax
; load and convert red brick
mov ebx,red_brick_icons_file_name
call load_and_convert_current_icon_set
mov [red_brick_icons],eax
; DEBUGF 1, "red_brick_icons: %x\n",eax
; load and convert white brick
mov ebx,white_brick_icons_file_name
call load_and_convert_current_icon_set
mov [white_brick_icons],eax
; DEBUGF 1, "white_brick_icons: %x\n",eax
; load and convert miku
mov ebx,npc_miku_icons_file_name
call load_and_convert_current_icon_set
mov [npc_miku_icons],eax
; DEBUGF 1, "npc_miku_icons: %x\n",eax
; load and convert death
mov ebx,npc_death_icons_file_name
call load_and_convert_current_icon_set
mov [npc_death_icons],eax
; DEBUGF 1, "npc_death_icons: %x\n",eax
; load and convert skeleton
mov ebx,npc_skeleton_icons_file_name
call load_and_convert_current_icon_set
mov [npc_skeleton_icons],eax
; DEBUGF 1, "npc_skeleton_icons: %x\n",eax
; load and convert ifrit
mov ebx,npc_ifrit_icons_file_name
call load_and_convert_current_icon_set
mov [npc_ifrit_icons],eax
; DEBUGF 1, "npc_ifrit_icons: %x\n",eax
; load and convert barret
mov ebx,npc_barret_icons_file_name
call load_and_convert_current_icon_set
mov [npc_barret_icons],eax
; DEBUGF 1, "npc_barret_icons: %x\n",eax
ret
;---------------------------------------------------------------------
load_sound:
call load_file
mov eax,[fileinfo.return]
ret
;---------------------------------------------------------------------
load_all_sound_files:
; load background music
mov ebx,background_music_file_name
call load_sound
mov [background_music],eax
; load stone kick sound
mov ebx,stone_kick_sound_file_name
call load_sound
mov [stone_kick_sound],eax
; load menu sound
mov ebx,menu_sound_file_name
call load_sound
mov [menu_sound],eax
ret
;---------------------------------------------------------------------