Difference between revisions of "AppSignature"
From MSX Game Library
(→Programming) |
(→Code name) |
||
| Line 74: | Line 74: | ||
| <tt>0xFF??</tt> || || ''Reserved'' | | <tt>0xFF??</tt> || || ''Reserved'' | ||
|} | |} | ||
| − | |||
| − | Code names are only definitively assigned when an application is published with this code. | + | Note: |
| + | * Come on [https://discord.gg/pMeadGfv8E Discord] to reserve your own name. | ||
| + | * Code names are only definitively assigned when an application is published with this code. | ||
Revision as of 01:07, 25 January 2023
This Build tool option allow to add an application signature to binary data (right after the header).
The MSXgl signature format is directly inspired by the meta-data that Konami used to identify their cartridges and add cross-games options.
Definition
Application's signature is 4 bytes long and composed of:
- AppCompany: 2 bytes for the creator/group/company code name (must be reserved),
- AppID: 2 bytes for the application number (the numbering of the applications is up to each creator).
//-- Add application signature to binary data (boolean) AppSignature = true; //-- Application company (*). Can be 2 character string or 16-bits integer (0~65535) AppCompany = "GL"; //-- Application ID. Can be 2 character string or 16-bits integer (0~65535) AppID = 0;
If 2-character string is recommended for creator code and integer for application number, in fact, both of those parameters can be any of:
- 2-character string ("MX", "a7" for example),
- 16-bits decimal unsigned number (1234 for example),
- 16-bits hexadecimal number starting with 0x (0x0750 for example).
You can also add extra data using AppExtra option. 🚧WIP
Programming
If AppSignature is set to TRUE in Build tool configuration, then APPSIGN is defined in your C program.
Application signature is put just after the binary header:
- At ROM start address +0010h (should be 4010h or 8010h),
- At Basic binary start address +0007h (should be 8007h),
- At DOS binary start address +0002h (should be 0102h).
Define an external variable as g_AppSignature if you need to access the data from your program. It can be defined in several ways depending on your needs. For example:
extern u8 g_AppSignature[4]; extern u16 g_AppSignature[2]; extern u32 g_AppSignature;
Keep in mind than MSX store data as Less significant byte first (Little endian).
Code name
Some creator's code are already reserved:
| Code | Rel | Creator's name |
|---|---|---|
| 0x00?? | Reserved | |
| "AB" | ✔️ | Konami (Boxing and Football) |
| "CD" | ✔️ | Konami (many games) |
| "EF" | ✔️ | Konami (Pennant Race and Knightmare 3) |
| "JP" | Johan de Punder | |
| "GH" | Reserved | |
| "GL" | ✔️ | MSXgl (samples) |
| "PP" | Pixel Phenix | |
| "RC" | Reserved | |
| "TL" | Tele-Line | |
| "YZ" | ✔️ | Konami (Game Master 2) |
| "WD" | Wim Dewijngaert | |
| "XX" | Reserved | |
| 0xFF?? | Reserved |
Note:
- Come on Discord to reserve your own name.
- Code names are only definitively assigned when an application is published with this code.