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Quiz Kirameki Star Road

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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