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Merge branch 'Dialogo'
2 parents c18053b + 45038f5 commit 01ae22f

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.gitignore

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out/
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temp/

README.md

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@@ -9,8 +9,12 @@ Plataforma: **SEGA Mega Drive/Genesis**
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# Que está desarrollado: #
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**+Logos + Titulo + Música**
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**+4 Zonas de pruebas** in game , aun en desarrollo:
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**Sistema de cuadros de dialogos! Primera version Alpha Test**
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![Test Dialogo](https://raw.githubusercontent.com/alicesim1/Penguin-World/main/screenshot/testzone1-test-CuadroDiag.jpg)
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**+4 Zonas de pruebas** in game , aun en desarrollo:
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![Test Zone 2](https://raw.githubusercontent.com/alicesim1/Penguin-World/main/screenshot/Zona2.JPG)
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![Test Zone 4](https://raw.githubusercontent.com/alicesim1/Penguin-World/main/screenshot/Zona4.JPG)
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Resolucion vertical a 240p para PAL 50Hrz, 224 para NTSC(EEUU/JAP) 60Hrz (Diferencia de 16pixeles)
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## Botones: ##
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**A + Start = Hard-Reset**
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**A = Test dialogo 1**
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**B = Test dialogo 2**
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**C = Test dialogo 3**
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**X = Test dialogo 4**
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**Y = Test dialogo 5**
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**B = Cerrar dialogo
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## SEGA Mouse##
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[[Puerto 2]] Opcionalmente!
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Se visualiza un cursor de color verde, que se puede controlar con el raton!
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[[Puerto 2]] Opcionalmente!
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[Tambien compatible con PAD3/6 botones] Si esta conectado!
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Se visualiza un cursor de color verde, que se puede controlar con el raton!(o cruzeta)
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Por el momento no tiene interacion con nada... esta en desarrollo y estudio.
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https://segaretro.org/Sega_Mouse
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Redes sociales:
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https://twitter.com/Alice_Sim1
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https://www.twitch.tv/AliceSim1
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https://www.youtube.com/user/simulatorone/

inc/global.h

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#ifndef _GLOBAL_H
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#define _GLOBAL_H
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//------------------------------------------------------------------------------------------
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<<<<<<< HEAD
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#include "../res/basicos.h"//fuente, pinguno jug,
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#include "../res/musica.h"
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=======
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#include "../res/basicos.h"//fuente, pinguno jug, cursor,
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#include "../res/musica.h" //toda coleccion de musicas vgm
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>>>>>>> Dialogo
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//-----------------------------------------------
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u8 ScreenY; //27/29
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s8 fixAlturaY; //-24/-32
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u8 ScreTile8; //0/8
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u8 padtipo; //JOY_getPortType(PORT_1);
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u8 pad6; //JOY_getJoypadType(JOY_1);
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u8 JoyType; //JOY_getJoypadType(JOY_1); //JOY_TYPE_PAD6
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u8 padraton; //JOY_getPortType(PORT_2);
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bool CursorON;
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u16 BUTTONS[13];
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s16 readedX;
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s16 readedY;
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Vect2D_s16 joypos;
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u16 BUTTONS[20];
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bool gat;
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Sprite* cursorsp;
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s16 readedX,readedY;
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Vect2D_s16 joypos;
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void _JOYsetXY ( s16 x, s16 y );
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void _JOYupdateMouse ();
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void VDP_drawInt(s32,u8,u8,u8);
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void play_music(u8);
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<<<<<<< HEAD
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=======
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u8 old_musica;
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>>>>>>> Dialogo
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u8 randU8(u8,u8);
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void TITUTLO();
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void ZoneMap();
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<<<<<<< HEAD
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u8 old_musica;
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=======
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#define diag_ind 200 //hex:4B0
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void dialogo(u16,u16,u8,u8);
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>>>>>>> Dialogo
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//-----------------------------------
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typedef struct {
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const bool const PlanA;

inc/zona1dat.h

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#define TOP_ZONAS 4
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const u8 const casillas_0[];
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const u16 const blxpri_0[];
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const t_zona zona1dat[TOP_ZONAS];
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#endif

res/DiagBox1.png

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res/DiagBox2.png

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res/DiagBox3.png

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res/basicos.h

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#define _RES_BASICOS_H_
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extern const TileSet font1;
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<<<<<<< HEAD
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=======
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extern const TileSet font16;
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>>>>>>> Dialogo
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extern const SpriteDefinition penguin;
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extern const SpriteDefinition cursor;
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extern const SpriteDefinition dig_marco1;
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extern const SpriteDefinition dig_marco2;
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extern const SpriteDefinition dig_marco3;
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extern const SpriteDefinition dig_marco4;
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#endif // _RES_BASICOS_H_

res/basicos.res

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TILESET font1 "font_1c.png" BEST NONE
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<<<<<<< HEAD
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SPRITE penguin "pingu1.png" 3 4 BEST
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SPRITE cursor "cursor.png" 1 1 BEST
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SPRITE cursor "cursor.png" 1 1 BEST
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=======
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TILESET font16 "font8x16b.png" APLIB NONE
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SPRITE penguin "pingu1.png" 3 4 APLIB
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SPRITE cursor "cursor.png" 1 1 APLIB
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SPRITE dig_marco1 "DiagBox1.png" 1 1 APLIB
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SPRITE dig_marco2 "DiagBox2.png" 4 1 APLIB
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SPRITE dig_marco3 "DiagBox3.png" 1 4 APLIB
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SPRITE dig_marco4 "sombra-dirtering32.png" 4 4 BEST
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>>>>>>> Dialogo

res/cursor.png

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