scummvm/engines/mohawk/riven_cursors.h
Eugene Sandulenko 0ea022d076 Add Mohawk engine code. Part 1/3: main code.
svn-id: r46727
2009-12-29 23:18:24 +00:00

405 lines
14 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
namespace Mohawk {
//////////////////////////////////////////////
// Cursors and Cursor Palettes
//////////////////////////////////////////////
////////////////////////////////////////
// Zip Mode Cursor (16x16):
// Shown when a zip mode spot is active
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Yellow (0xDCFF00)
////////////////////////////////////////
static const byte zipModeCursor[] = {
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 2, 1, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 2, 1, 1, 2, 2, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 2, 2, 1, 2, 2, 2, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 2, 2, 1, 2, 2, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 2, 2, 1, 1, 2, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 1, 2, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1
};
////////////////////////////////////////
// Zip Mode Cursor Palette:
// Palette For The Zip Mode Cursor
////////////////////////////////////////
static const byte zipModeCursorPalette[] = {
0x00, 0x00, 0x00, 0x00, // Black
0xDC, 0xFF, 0x00, 0x00, // Yellow
};
////////////////////////////////////////
// Hand Over Object Cursor (16x16):
// Shown when over a hotspot that's interactive
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte objectHandCursor[] = {
0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 0, 1, 2, 3, 1, 1, 1, 0, 0, 0, 0,
0, 0, 1, 2, 3, 1, 1, 2, 3, 1, 2, 3, 1, 0, 0, 0,
0, 0, 1, 2, 3, 1, 1, 4, 3, 1, 2, 3, 1, 0, 1, 0,
0, 0, 0, 1, 2, 3, 1, 2, 3, 1, 4, 3, 1, 1, 2, 1,
0, 0, 0, 1, 2, 3, 1, 2, 3, 1, 2, 3, 1, 2, 3, 1,
0, 1, 1, 0, 1, 2, 2, 2, 2, 2, 2, 3, 1, 2, 3, 1,
1, 2, 2, 1, 1, 2, 2, 2, 4, 2, 4, 2, 2, 4, 2, 1,
1, 3, 4, 2, 1, 2, 4, 2, 2, 2, 2, 2, 4, 4, 1, 0,
0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0,
0, 0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 4, 3, 1, 0,
0, 0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0,
0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 3, 1, 0, 0,
0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0, 0
};
////////////////////////////////////////
// Grabbing Hand Cursor (13x13):
// Shown when interacting with an object
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte grabbingHandCursor[] = {
0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 1, 2, 3, 1, 1, 1, 0, 0, 0,
0, 1, 2, 3, 1, 2, 3, 1, 2, 3, 1, 1, 0,
0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 1, 2, 1,
0, 1, 1, 2, 2, 2, 4, 2, 4, 2, 2, 4, 1,
1, 2, 1, 2, 4, 2, 2, 2, 2, 2, 4, 4, 1,
1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1,
1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 4, 3, 1,
1, 3, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1, 0,
0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 3, 1, 0,
0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0, 0,
0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0,
0, 0, 0, 1, 2, 2, 2, 2, 4, 3, 1, 0, 0
};
////////////////////////////////////////
// Standard Hand Cursor (15x16):
// Standard Cursor
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte standardHandCursor[] = {
0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 3, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0,
0, 1, 1, 0, 0, 1, 2, 4, 1, 1, 1, 1, 1, 0, 0,
1, 4, 2, 1, 0, 1, 2, 4, 1, 4, 1, 4, 1, 1, 1,
0, 1, 3, 2, 1, 1, 2, 4, 1, 4, 1, 4, 1, 4, 1,
0, 0, 1, 4, 2, 1, 2, 2, 4, 2, 4, 2, 1, 4, 1,
0, 0, 1, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 3, 1,
0, 0, 0, 1, 4, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1,
0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 4, 3, 1,
0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 3, 1, 0,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 4, 3, 1, 0
};
////////////////////////////////////////
// Pointing Left Cursor (15x13):
// Cursor When Over A Hotspot That Allows You To Move Left
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte pointingLeftCursor[] = {
0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 3, 2, 2, 2, 1, 1, 0, 0,
0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 4, 3, 1, 1,
1, 4, 2, 2, 2, 2, 1, 2, 3, 2, 2, 2, 4, 4, 4,
1, 4, 4, 4, 4, 4, 1, 2, 1, 3, 4, 2, 2, 2, 2,
0, 1, 1, 1, 1, 1, 1, 2, 1, 3, 3, 4, 2, 2, 2,
0, 0, 0, 0, 0, 1, 1, 1, 1, 3, 3, 3, 4, 4, 2,
0, 0, 0, 0, 0, 1, 2, 2, 2, 4, 1, 3, 4, 2, 2,
0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 3, 4, 2, 2,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 4, 2, 4,
0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 4, 4, 1,
0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 1, 1, 1, 0,
0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0
};
////////////////////////////////////////
// Pointing Right Cursor (15x13):
// Cursor When Over A Hotspot That Allows You To Move Right
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte pointingRightCursor[] = {
0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 2, 2, 2, 3, 1, 0, 0, 0, 0, 0, 0,
1, 1, 3, 4, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0,
4, 4, 4, 2, 2, 2, 3, 2, 1, 4, 4, 4, 4, 4, 1,
2, 2, 2, 2, 4, 3, 1, 2, 1, 2, 2, 2, 2, 4, 1,
2, 2, 2, 4, 3, 3, 1, 2, 1, 1, 1, 1, 1, 1, 0,
2, 4, 4, 3, 3, 3, 1, 1, 1, 1, 0, 0, 0, 0, 0,
2, 2, 4, 3, 1, 4, 2, 2, 2, 1, 0, 0, 0, 0, 0,
2, 2, 4, 3, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
4, 2, 4, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
1, 4, 4, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
0, 1, 1, 1, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0
};
////////////////////////////////////////
// Pointing Down Cursor (Palm Up)(13x16):
// Cursor When Over A Hotspot That Allows You To Move Down
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte pointingDownCursorPalmUp[] = {
0, 0, 1, 4, 2, 2, 2, 2, 2, 4, 1, 0, 0,
0, 0, 1, 4, 2, 2, 4, 2, 2, 2, 4, 1, 0,
0, 1, 3, 4, 2, 2, 4, 4, 4, 4, 4, 1, 0,
0, 1, 4, 2, 2, 4, 3, 3, 3, 1, 1, 1, 1,
1, 2, 2, 2, 4, 3, 3, 1, 1, 2, 1, 2, 1,
1, 2, 2, 2, 3, 3, 3, 4, 1, 2, 1, 2, 1,
1, 2, 2, 3, 1, 1, 1, 2, 1, 2, 1, 2, 1,
1, 3, 2, 2, 2, 2, 1, 2, 1, 2, 1, 2, 1,
0, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1,
0, 0, 1, 2, 4, 1, 1, 1, 1, 1, 1, 0, 0,
0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 2, 4, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0
};
////////////////////////////////////////
// Pointing Up Cursor (Palm Up)(13x16):
// Cursor When Over A Hotspot That Allows You To Move Up
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte pointingUpCursorPalmUp[] = {
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 2, 4, 1, 0, 0,
0, 0, 1, 1, 1, 1, 1, 1, 2, 4, 1, 0, 0,
1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 0,
1, 2, 1, 2, 1, 2, 1, 2, 2, 2, 2, 3, 1,
1, 2, 1, 2, 1, 2, 1, 1, 1, 3, 2, 2, 1,
1, 2, 1, 2, 1, 4, 3, 3, 3, 2, 2, 2, 1,
1, 2, 1, 2, 1, 1, 3, 3, 4, 2, 2, 2, 1,
1, 1, 1, 1, 3, 3, 3, 4, 2, 2, 4, 1, 0,
0, 1, 4, 4, 4, 4, 4, 2, 2, 4, 3, 1, 0,
0, 1, 4, 2, 2, 2, 4, 2, 2, 4, 1, 0, 0,
0, 0, 1, 4, 2, 2, 2, 2, 2, 4, 1, 0, 0
};
////////////////////////////////////////
// Pointing Left Cursor (Bent)(15x13):
// Cursor When Over A Hotspot That Allows You To Turn Left 180 Degrees
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte pointingLeftCursorBent[] = {
0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 3, 2, 2, 2, 1, 1, 0, 0,
0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 4, 3, 1, 1,
1, 3, 2, 4, 4, 2, 1, 2, 3, 3, 2, 2, 4, 4, 4,
1, 2, 4, 3, 3, 4, 1, 2, 1, 3, 4, 2, 2, 2, 2,
1, 4, 4, 1, 1, 1, 1, 2, 1, 1, 3, 4, 2, 2, 2,
1, 1, 1, 0, 0, 1, 1, 1, 1, 3, 3, 3, 4, 4, 2,
0, 0, 0, 0, 0, 1, 2, 2, 2, 4, 1, 3, 4, 3, 2,
0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 3, 4, 2, 2,
0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 1, 4, 2, 4,
0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 4, 4, 1,
0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 1, 1, 1, 0,
0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0
};
////////////////////////////////////////
// Pointing Right Cursor (Bent)(15x13):
// Cursor When Over A Hotspot That Allows You To Turn Right 180 Degrees
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte pointingRightCursorBent[] = {
0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 1, 2, 2, 2, 3, 1, 0, 0, 0, 0, 0, 0,
1, 1, 3, 4, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0,
4, 4, 4, 2, 2, 3, 3, 2, 1, 2, 4, 4, 2, 3, 1,
2, 2, 2, 2, 4, 3, 1, 2, 1, 4, 3, 3, 4, 2, 1,
2, 2, 2, 4, 3, 1, 1, 2, 1, 1, 1, 1, 4, 4, 1,
2, 4, 4, 3, 3, 3, 1, 1, 1, 1, 0, 0, 1, 1, 1,
2, 3, 4, 3, 1, 4, 2, 2, 2, 1, 0, 0, 0, 0, 0,
2, 2, 4, 3, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
4, 2, 4, 1, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
1, 4, 4, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
0, 1, 1, 1, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0
};
////////////////////////////////////////
// Pointing Down Cursor (Palm Down)(15x16):
// Similar to Standard Cursor
//
// 0 = Transparent
// 1 = Black (0x000000)
// 2 = Light Peach (0xEDCD96)
// 3 = Brown (0x8A672F)
// 4 = Dark Peach (0xE89A62)
////////////////////////////////////////
static const byte pointingDownCursorPalmDown[] = {
0, 1, 3, 4, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
0, 1, 3, 4, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0,
0, 1, 3, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0,
1, 3, 4, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 0,
1, 3, 4, 2, 2, 2, 2, 2, 2, 2, 4, 1, 0, 0, 0,
1, 3, 2, 3, 2, 2, 2, 2, 2, 1, 2, 4, 1, 0, 0,
1, 4, 1, 2, 2, 3, 2, 3, 2, 1, 2, 4, 1, 0, 0,
1, 4, 1, 4, 1, 4, 1, 4, 4, 1, 1, 2, 3, 1, 0,
0, 1, 1, 4, 1, 4, 1, 4, 2, 1, 0, 1, 2, 4, 1,
0, 0, 1, 1, 1, 1, 1, 4, 2, 1, 0, 0, 1, 1, 0,
0, 0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 4, 2, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 4, 2, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 3, 2, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1, 4, 4, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0
};
////////////////////////////////////////
// Hand Cursor Palette:
// Palette For All Hand Cursors
////////////////////////////////////////
static const byte handCursorPalette[] = {
0x00, 0x00, 0x00, 0x00, // Black
0xED, 0xCD, 0x96, 0x00, // Light Peach
0x8A, 0x67, 0x2F, 0x00, // Brown
0xE8, 0x9A, 0x62, 0x00 // Dark Peach
};
////////////////////////////////////////
// Pellet Cursor (8x8):
// Cursor When Using The Pellet In The Frog Trap
//
// 0 = Transparent
// 1 = Light Olive Green (0x5D6730)
// 2 = Maroon (0x5E3333)
// 3 = Light Gray (0x555555)
// 4 = Medium Gray (0x444444)
// 5 = Dark Gray (0x333333)
// 6 = Dark Green (0x2D3300)
// 7 = Darkest Gray (0x222222)
////////////////////////////////////////
static const byte pelletCursor[] = {
0, 0, 1, 1, 2, 3, 0, 0,
0, 2, 1, 4, 1, 2, 5, 0,
4, 1, 4, 1, 2, 1, 5, 4,
4, 2, 1, 2, 1, 1, 2, 6,
6, 4, 2, 1, 4, 4, 1, 5,
5, 6, 5, 2, 1, 2, 4, 4,
0, 7, 5, 5, 4, 2, 5, 0,
0, 0, 5, 6, 6, 5, 0, 0
};
////////////////////////////////////////
// Pellet Cursor Palette:
// Palette For The Pellet Cursor
////////////////////////////////////////
static const byte pelletCursorPalette[] = {
0x5D, 0x67, 0x30, 0x00,
0x5E, 0x33, 0x33, 0x00,
0x55, 0x55, 0x55, 0x00,
0x44, 0x44, 0x44, 0x00,
0x33, 0x33, 0x33, 0x00,
0x2D, 0x33, 0x00, 0x00,
0x22, 0x22, 0x22, 0x00
};
} // End of namespace Mohawk