We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Quiz Kirameki Star Road

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Quiz Kirameki Star Road

Developer: Warashi
Publisher: Taito
Platform: Nintendo DS
Released in JP: August 10, 2006


DevTextIcon.png This game has hidden development-related text.


Quiz Kirameki Star Road is a port of Taito's 1997 arcade game Kirameki Star Road.

Text Files

Don't_use_these_files_for_your_application.txt

This file is found in the "etc" directory.

---------------------------------------------------------------------
The libsyscall.a and rom_header.template.sbin in this directory are
for demonstration sample. 

Please request your own libsyscall.a and rom_header.template.sbin to 
Nintendo support team.

Thanks.
---------------------------------------------------------------------

Makefile

This file is found in the "etc\banner" directory.

#! make -f
#---------------------------------------------------------------------------
#  Project:  NitroSDK - tools
#  File:     Makefile
#
#  Copyright 2003,2004 Nintendo.  All rights reserved.
#
#  These coded instructions, statements, and computer programs contain
#  proprietary information of Nintendo of America Inc. and/or Nintendo
#  Company Ltd., and are protected by Federal copyright law.  They may
#  not be disclosed to third parties or copied or duplicated in any form,
#  in whole or in part, without the prior written consent of Nintendo.
#
#  $Log: Makefile,v $
#  Revision 1.2  2004/10/18 05:37:51  yasu
#  Fix how to make banners
#
#  Revision 1.1  2004/09/21 02:02:53  yasu
#  Demo for building final rom
#
#  Revision 1.1  2004/09/17 09:10:59  yasu
#  Build default banner file for SDK demos
#
#  $NoKeywords: $
#---------------------------------------------------------------------------
include $(NITROSDK_ROOT)/build/buildtools/commondefs

BANNER_ICON		= myGameIcon.bmp
BANNER_SPEC		= myGameBanner.bsf

TARGETS			= $(BANNER_SPEC:.bsf=.bnr)
INSTALL_DIR		= ..
INSTALL_TARGETS		= $(TARGETS)

BANNER_ICON_NAME	= $(basename $(BANNER_ICON))

LDIRT_CLEAN		= $(TARGETS) \
			  $(BANNER_ICON_NAME).nbfs \
			  $(BANNER_ICON_NAME).nbfc \
			  $(BANNER_ICON_NAME).nbfp \
			  $(TARGETS:.bnr=.srl)

include $(NITROSDK_ROOT)/build/buildtools/modulerules

#----------------------------------------------------------------------------
#  build
#----------------------------------------------------------------------------
do-build:		$(TARGETS)

$(TARGETS):		$(BANNER_SPEC) $(BANNER_ICON)
			$(NTEXCONV) -no -bg -bgb -bgnc $(BANNER_ICON) >/dev/null && \
			$(MAKEBANNER) -N $(BANNER_ICON_NAME) $(BANNER_SPEC) $(TARGETS)

#----------------------------------------------------------------------------
#  test
#----------------------------------------------------------------------------
include $(NITROSDK_ROOT)/build/buildtools/commondefs.emtype.ISD

test:			$(TARGETS)
			$(ADDBANNER) $(TARGETS) $(TARGETS:.bnr=.srl)
ifdef	ISD_NITLOAD
			$(ISD_NITLOAD) $(TARGETS:.bnr=.srl)
endif

#

Please_edit_myGameBanner.bsf_and_myGameIcon.bmp_for_your_application.txt

This file is found in the "etc\banner" directory.

----------------------------------------------------------------------------
ICON IMAGE:
  Edit myGameIcon.bmp for your icon, and save it in 16colors bmp format.

BANNER DESCRIPTIONS:
  Use multi-charset editor to create your myGameBanner.bsf.
  Bsf file should be saved in UTF-16LE format.
----------------------------------------------------------------------------

readMe.txt

This file is found in the "etc\banner" directory.


ntexconv -no -bg -bgb -bgnc myGameIcon.bmp

makebanner myGameBanner.bsf




readMe_quizChar.txt

This file is found in the "txt\etc" directory. It explains the formatting of the quiz text files and was presumably written by programmer Yuki Ikeda.


	クイズキャラ パターン、フレーム数、座標テキスト

	行頭 #はコメントです
	S-JIS CRLF でお願いします

	ラウンド毎にファイルが別です	ex)	quizChar10.txt  -> ラウンド10用テキスト(ラウンド数0始まり)
	quizChar00はキャラセレ時振り向きアクション用です

	_P_R_G_A_L_
	0 1 2 3 4 5 -1
	8 8 8 8 8 8
	64 64 64 64 64 64 

	行頭が _ を検索、一致したフォーマットのデータを読む

	P -> プレイヤ		0->香織  1->愛弓  2->みさ子  3->パトラ子
	R -> ラウンド		0~9ラウンド (0始まり、ラウンド数-1)
	G -> ジャンル		0~3	ジャンル無いところは0で
	A -> アクション		0->思考  1->正解  2->不正解
	L -> LR				0->単体 or 左側  1->右側

	1行目	パターン番号	0->a 1->b で
							-1->アニメーション終了(表示しっぱなし)
							-2->抜けフレーム(右専用)
							-3->アニメーション終了(すぐに消す)
	2行目	表示フレーム数
	3行目	X座標

	区切りは半角スペースで、タブとか未対応

	R1  0
	R2  0
	R3  dance
	R4  0-3
	R5  0-3
	R6  gravure
	R7  0-2
	R8  squandal
	R9  0-3
	R10 0-3

	注意
		R9はジャンルは4つだけど絵的には変化がないのでジャンル0でしか来ないようにプログラム側でします
		0始まりと1始まりが混在してます!
													何かありましたら池田まで