Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
57 lines
1.9 KiB
C++
57 lines
1.9 KiB
C++
#ifndef _DV_H_
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#define _DV_H_
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#define DV_SMCHN 0x0000e000
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#define DV_AUDIOMODE 0x00000f00
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#define DV_AUDIO5060 0x00200000
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#define DV_AUDIOSMP 0x38000000
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#define DV_AUDIOQU 0x07000000
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#define DV_NTSC525_60 0
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#define DV_PAL625_50 1
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#define DV_SD 0x00
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#define DV_HD 0x01
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#define DV_SL 0x02
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#define SIZE_DVINFO 0x20
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typedef struct tag_DVINFO{
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//for 1st 5/6 DIF seq.
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DWORD dwDVAAuxSrc;
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DWORD dwDVAAuxCtl;
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//for 2nd 5/6 DIF seq.
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DWORD dwDVAAuxSrc1;
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DWORD dwDVAAuxCtl1;
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//for video information
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DWORD dwDVVAuxSrc;
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DWORD dwDVVAuxCtl;
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DWORD dwDVReserved[2];
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} DVINFO, *PDVINFO;
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typedef struct Tag_DVAudInfo
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{
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BYTE bAudStyle[2];
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//LSB 6 bits for starting DIF sequence number
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//MSB 2 bits: 0 for mon. 1: stereo in one 5/6 DIF sequences, 2: stereo audio in both 5/6 DIF sequences
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//example: 0x00: mon, audio in first 5/6 DIF sequence
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// 0x05: mon, audio in 2nd 5 DIF sequence
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// 0x15: stereo, audio only in 2nd 5 DIF sequence
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// 0x10: stereo, audio only in 1st 5/6 DIF sequence
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// 0x20: stereo, left ch in 1st 5/6 DIF sequence, right ch in 2nd 5/6 DIF sequence
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// 0x26: stereo, rightch in 1st 6 DIF sequence, left ch in 2nd 6 DIF sequence
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BYTE bAudQu[2]; //qbits, only support 12, 16,
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BYTE bNumAudPin; //how many pin(language)
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WORD wAvgSamplesPerPinPerFrm[2]; //samples size for one audio pin in one frame(which has 10 or 12 DIF sequence)
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WORD wBlkMode; //45 for NTSC, 54 for PAL
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WORD wDIFMode; //5 for NTSC, 6 for PAL
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WORD wBlkDiv; //15 for NTSC, 18 for PAL
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} DVAudInfo;
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#endif // _DV_H_
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