Update Room, Add RoomObject, RoomNames

This commit is contained in:
scawful
2023-08-18 17:20:11 -04:00
parent 5cc680762e
commit 09df21a439
6 changed files with 997 additions and 90 deletions

View File

@@ -1,107 +1,364 @@
#include "room.h"
#include <cstdint>
#include <vector>
#include "app/core/common.h"
#include "app/core/constants.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_palette.h"
#include "app/gfx/snes_tile.h"
#include "app/gui/canvas.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/room_object.h"
#include "app/zelda3/sprite/sprite.h"
namespace yaze {
namespace app {
namespace zelda3 {
namespace dungeon {
void DrawDungeonRoomBG1(std::vector<uint8_t>& tiles_bg1_buffer,
std::vector<uint8_t>& current_gfx16,
std::vector<uint8_t>& room_bg1_data) {
for (int yy = 0; yy < 64; ++yy) {
for (int xx = 0; xx < 64; ++xx) {
if (tiles_bg1_buffer[xx + (yy * 64)] != 0xFFFF) {
auto t = gfx::GetTilesInfo(tiles_bg1_buffer[xx + (yy * 64)]);
for (int yl = 0; yl < 8; ++yl) {
for (int xl = 0; xl < 4; ++xl) {
int mx = xl * (1 - t.horizontal_mirror_) +
(3 - xl) * t.horizontal_mirror_;
int my =
yl * (1 - t.vertical_mirror_) + (7 - yl) * t.vertical_mirror_;
int ty = (t.id_ / 16) * 512;
int tx = (t.id_ % 16) * 4;
uint8_t pixel = current_gfx16[(tx + ty) + (yl * 64) + xl];
int index = (xx * 8) + (yy * 4096) + ((mx * 2) + (my * 512));
room_bg1_data[index + t.horizontal_mirror_ ^ 1] =
static_cast<uint8_t>((pixel & 0x0F) + t.palette_ * 16);
room_bg1_data[index + t.horizontal_mirror_] =
static_cast<uint8_t>(((pixel >> 4) & 0x0F) + t.palette_ * 16);
}
}
}
}
}
}
void DrawDungeonRoomBG2(std::vector<uint8_t>& tiles_bg2_buffer,
std::vector<uint8_t>& current_gfx16,
std::vector<uint8_t>& room_bg2_data) {
for (int yy = 0; yy < 64; ++yy) {
for (int xx = 0; xx < 64; ++xx) {
if (tiles_bg2_buffer[xx + (yy * 64)] != 0xFFFF) {
auto t = gfx::GetTilesInfo(tiles_bg2_buffer[xx + (yy * 64)]);
for (int yl = 0; yl < 8; ++yl) {
for (int xl = 0; xl < 4; ++xl) {
int mx = xl * (1 - t.horizontal_mirror_) +
(3 - xl) * t.horizontal_mirror_;
int my =
yl * (1 - t.vertical_mirror_) + (7 - yl) * t.vertical_mirror_;
int ty = (t.id_ / 16) * 512;
int tx = (t.id_ % 16) * 4;
uint8_t pixel = current_gfx16[(tx + ty) + (yl * 64) + xl];
int index = (xx * 8) + (yy * 4096) + ((mx * 2) + (my * 512));
room_bg2_data[index + t.horizontal_mirror_ ^ 1] =
static_cast<uint8_t>((pixel & 0x0F) + t.palette_ * 16);
room_bg2_data[index + t.horizontal_mirror_] =
static_cast<uint8_t>(((pixel >> 4) & 0x0F) + t.palette_ * 16);
}
}
}
}
}
}
// ==================================================================
void Room::LoadGfxGroups() {
auto rom_data = rom()->vector();
int gfxPointer =
(rom_[gfx_groups_pointer + 1] << 8) + rom_[gfx_groups_pointer];
(rom_data[gfx_groups_pointer + 1] << 8) + rom_data[gfx_groups_pointer];
gfxPointer = core::SnesToPc(gfxPointer);
for (int i = 0; i < 37; i++) {
for (int j = 0; j < 8; j++) {
mainGfx[i][j] = rom_[gfxPointer + (i * 8) + j];
mainGfx[i][j] = rom_data[gfxPointer + (i * 8) + j];
}
}
for (int i = 0; i < 82; i++) {
for (int j = 0; j < 4; j++) {
roomGfx[i][j] = rom_[entrance_gfx_group + (i * 4) + j];
roomGfx[i][j] = rom_data[entrance_gfx_group + (i * 4) + j];
}
}
for (int i = 0; i < 144; i++) {
for (int j = 0; j < 4; j++) {
spriteGfx[i][j] = rom_[sprite_blockset_pointer + (i * 4) + j];
spriteGfx[i][j] = rom_data[sprite_blockset_pointer + (i * 4) + j];
}
}
for (int i = 0; i < 72; i++) {
for (int j = 0; j < 4; j++) {
paletteGfx[i][j] = rom_[dungeons_palettes_groups + (i * 4) + j];
paletteGfx[i][j] = rom_data[dungeons_palettes_groups + (i * 4) + j];
}
}
}
bool Room::SaveGroupsToROM() {
auto rom_data = rom()->vector();
int gfxPointer =
(rom_[gfx_groups_pointer + 1] << 8) + rom_[gfx_groups_pointer];
(rom_data[gfx_groups_pointer + 1] << 8) + rom_data[gfx_groups_pointer];
gfxPointer = core::SnesToPc(gfxPointer);
for (int i = 0; i < 37; i++) {
for (int j = 0; j < 8; j++) {
rom_.Write(gfxPointer + (i * 8) + j, mainGfx[i][j]);
rom()->Write(gfxPointer + (i * 8) + j, mainGfx[i][j]);
}
}
for (int i = 0; i < 82; i++) {
for (int j = 0; j < 4; j++) {
rom_.Write(entrance_gfx_group + (i * 4) + j, roomGfx[i][j]);
rom()->Write(entrance_gfx_group + (i * 4) + j, roomGfx[i][j]);
}
}
for (int i = 0; i < 144; i++) {
for (int j = 0; j < 4; j++) {
rom_.Write(sprite_blockset_pointer + (i * 4) + j, spriteGfx[i][j]);
rom()->Write(sprite_blockset_pointer + (i * 4) + j, spriteGfx[i][j]);
}
}
for (int i = 0; i < 72; i++) {
for (int j = 0; j < 4; j++) {
rom_.Write(dungeons_palettes_groups + (i * 4) + j, paletteGfx[i][j]);
rom()->Write(dungeons_palettes_groups + (i * 4) + j, paletteGfx[i][j]);
}
}
return false;
}
void Room::LoadChests() {
// ChestList.Clear();
void Room::LoadSprites() {
auto rom_data = rom()->vector();
int spritePointer = (0x04 << 16) + (rom_data[rooms_sprite_pointer + 1] << 8) +
(rom_data[rooms_sprite_pointer]);
int sprite_address_snes =
(0x09 << 16) + (rom_data[spritePointer + (room_id_ * 2) + 1] << 8) +
rom_data[spritePointer + (room_id_ * 2)];
// int cpos = rom_.Read24(core::constants::chests_data_pointer1).SNEStoPC();
// int clength = rom_.Read16(core::constants::chests_length_pointer);
int sprite_address = core::SnesToPc(sprite_address_snes);
bool sortsprites = rom_data[sprite_address] == 1;
sprite_address += 1;
// for (int i = 0; i < clength; i += 3) {
// ushort roomid = (ushort)(rom_.Read16(cpos) & 0x7FFF);
// cpos += 2;
// uchar item = rom_[cpos++]; // get now so cpos is incremented too
while (true) {
uint8_t b1 = rom_data[sprite_address];
uint8_t b2 = rom_data[sprite_address + 1];
uint8_t b3 = rom_data[sprite_address + 2];
// if (roomid == RoomID) {
// ChestList.Add(new DungeonChestItem(ItemReceipt.GetTypeFromID(item)));
// }
// }
if (b1 == 0xFF) {
break;
}
// sprites_.emplace_back(this, b3, (b2 & 0x1F), (b1 & 0x1F),
// ((b2 & 0xE0) >> 5) + ((b1 & 0x60) >> 2),
// (b1 & 0x80) >> 7);
if (sprites_.size() > 1) {
Sprite& spr = sprites_.back();
Sprite& prevSprite = sprites_[sprites_.size() - 2];
if (spr.id() == 0xE4 && spr.x() == 0x00 && spr.y() == 0x1E &&
spr.layer() == 1 && spr.subtype() == 0x18) {
// prevSprite.keyDrop() = 1;
sprites_.pop_back();
}
if (spr.id() == 0xE4 && spr.x() == 0x00 && spr.y() == 0x1D &&
spr.layer() == 1 && spr.subtype() == 0x18) {
// prevSprite.keyDrop() = 2;
sprites_.pop_back();
}
}
sprite_address += 3;
}
}
void Room::LoadBlocks() {}
void Room::LoadChests() {
auto rom_data = rom()->vector();
int cpos = (rom_data[chests_data_pointer1 + 2] << 16) +
(rom_data[chests_data_pointer1 + 1] << 8) +
(rom_data[chests_data_pointer1]);
cpos = core::SnesToPc(cpos);
int clength = (rom_data[chests_length_pointer + 1] << 8) +
(rom_data[chests_length_pointer]);
void Room::LoadTorches() {}
for (int i = 0; i < clength; i++) {
if ((((rom_data[cpos + (i * 3) + 1] << 8) + (rom_data[cpos + (i * 3)])) &
0x7FFF) == room_id_) {
// There's a chest in that room !
bool big = false;
if ((((rom_data[cpos + (i * 3) + 1] << 8) + (rom_data[cpos + (i * 3)])) &
0x8000) == 0x8000) // ?????
{
big = true;
}
void Room::LoadSecrets() {}
chests_in_room.emplace_back(ChestData(rom_data[cpos + (i * 3) + 2], big));
}
}
}
void Room::Resync() {}
void Room::LoadObjects() {
auto rom_data = rom()->vector();
int objectPointer = (rom_data[room_object_pointer + 2] << 16) +
(rom_data[room_object_pointer + 1] << 8) +
(rom_data[room_object_pointer]);
objectPointer = core::SnesToPc(objectPointer);
int room_address = objectPointer + (room_id_ * 3);
void Room::LoadObjectsFromArray(int loc) {}
int tile_address = (rom_data[room_address + 2] << 16) +
(rom_data[room_address + 1] << 8) + rom_data[room_address];
void Room::LoadSpritesFromArray(int loc) {}
int objects_location = core::SnesToPc(tile_address);
if (objects_location == 0x52CA2) {
std::cout << "Room ID : " << room_id_ << std::endl;
}
if (floor) {
floor1 = static_cast<uint8_t>(rom_data[objects_location] & 0x0F);
floor2 = static_cast<uint8_t>((rom_data[objects_location] >> 4) & 0x0F);
}
layout = static_cast<uint8_t>((rom_data[objects_location + 1] >> 2) & 0x07);
LoadChests();
staircaseRooms.clear();
int nbr_of_staircase = 0;
int pos = objects_location + 2;
uint8_t b1 = 0;
uint8_t b2 = 0;
uint8_t b3 = 0;
uint8_t posX = 0;
uint8_t posY = 0;
uint8_t sizeX = 0;
uint8_t sizeY = 0;
uint8_t sizeXY = 0;
short oid = 0;
int layer = 0;
bool door = false;
bool endRead = false;
while (!endRead) {
b1 = rom_data[pos];
b2 = rom_data[pos + 1];
if (b1 == 0xFF && b2 == 0xFF) {
pos += 2; // We jump to layer2
layer++;
door = false;
if (layer == 3) {
break;
}
continue;
}
if (b1 == 0xF0 && b2 == 0xFF) {
pos += 2; // We jump to layer2
door = true;
continue;
}
b3 = rom_data[pos + 2];
if (door) {
pos += 2;
} else {
pos += 3;
}
if (!door) {
if (b3 >= 0xF8) {
oid = static_cast<short>((b3 << 4) |
0x80 + (((b2 & 0x03) << 2) + ((b1 & 0x03))));
posX = static_cast<uint8_t>((b1 & 0xFC) >> 2);
posY = static_cast<uint8_t>((b2 & 0xFC) >> 2);
sizeXY = static_cast<uint8_t>((((b1 & 0x03) << 2) + (b2 & 0x03)));
} else {
oid = b3;
posX = static_cast<uint8_t>((b1 & 0xFC) >> 2);
posY = static_cast<uint8_t>((b2 & 0xFC) >> 2);
sizeX = static_cast<uint8_t>((b1 & 0x03));
sizeY = static_cast<uint8_t>((b2 & 0x03));
sizeXY = static_cast<uint8_t>(((sizeX << 2) + sizeY));
}
if (b1 >= 0xFC) {
oid = static_cast<short>((b3 & 0x3F) + 0x100);
posX = static_cast<uint8_t>(((b2 & 0xF0) >> 4) + ((b1 & 0x3) << 4));
posY = static_cast<uint8_t>(((b2 & 0x0F) << 2) + ((b3 & 0xC0) >> 6));
sizeXY = 0;
}
RoomObject r =
AddObject(oid, posX, posY, sizeXY, static_cast<uint8_t>(layer));
/**
if (r != nullptr) {
tilesObjects.push_back(r);
}
for (short stair : stairsObjects) {
if (stair == oid) {
if (nbr_of_staircase < 4) {
tilesObjects.back().options |= ObjectOption::Stairs;
staircaseRooms.push_back(StaircaseRoom(
posX, posY, "To " + staircase_rooms[nbr_of_staircase]));
nbr_of_staircase++;
} else {
tilesObjects.back().options |= ObjectOption::Stairs;
staircaseRooms.push_back(StaircaseRoom(posX, posY, "To ???"));
}
}
}
if (oid == 0xF99) {
if (chests_in_room.size() > 0) {
tilesObjects.back().options |= ObjectOption::Chest;
chest_list.push_back(
Chest(posX, posY, chests_in_room.front().itemIn, false));
chests_in_room.erase(chests_in_room.begin());
}
} else if (oid == 0xFB1) {
if (chests_in_room.size() > 0) {
tilesObjects.back().options |= ObjectOption::Chest;
chest_list.push_back(
Chest(posX + 1, posY, chests_in_room.front().itemIn, true));
chests_in_room.erase(chests_in_room.begin());
}
}
} else {
tilesObjects.push_back(object_door(static_cast<short>((b2 << 8) + b1), 0,
0, 0, static_cast<uint8_t>(layer)));
}
**/
}
}
}
RoomObject Room::AddObject(short oid, uint8_t x, uint8_t y, uint8_t size,
uint8_t layer) {
return RoomObject(oid, x, y, size, layer);
}
void Room::LoadRoomGraphics(uchar entrance_blockset) {
for (int i = 0; i < 8; i++) {
@@ -127,7 +384,7 @@ void Room::LoadRoomGraphics(uchar entrance_blockset) {
blocks[12 + i] = (uchar)(spriteGfx[SpriteTileset + 64][i] + 115);
} // 12-16 sprites
auto newPdata = rom_.GetGraphicsBuffer();
auto newPdata = rom()->GetGraphicsBuffer();
uchar* sheetsData = current_graphics_.data();
// Into "room gfx16" 16 of them
@@ -157,8 +414,8 @@ void Room::LoadRoomGraphics(uchar entrance_blockset) {
void Room::LoadAnimatedGraphics() {
int gfxanimatedPointer = core::SnesToPc(gfx_animated_pointer);
auto newPdata = rom_.GetGraphicsBuffer();
auto newPdata = rom()->GetGraphicsBuffer();
auto rom_data = rom()->vector();
uchar* sheetsData = current_graphics_.data();
int data = 0;
while (data < 512) {
@@ -166,7 +423,8 @@ void Room::LoadAnimatedGraphics() {
sheetsData[data + (7 * 2048)] = mapByte;
mapByte =
newPdata[data + (rom_[gfxanimatedPointer + BackgroundTileset] * 2048) +
newPdata[data +
(rom_data[gfxanimatedPointer + BackgroundTileset] * 2048) +
(512 * animated_frame)];
sheetsData[data + (7 * 2048) - 512] = mapByte;
data++;
@@ -175,14 +433,15 @@ void Room::LoadAnimatedGraphics() {
void Room::LoadRoomFromROM() {
// Load dungeon header
auto rom_data = rom()->vector();
int headerPointer = core::SnesToPc(room_header_pointer);
MessageID = messages_id_dungeon + (RoomID * 2);
message_id_ = messages_id_dungeon + (room_id_ * 2);
int hpos = core::SnesToPc((rom_[room_header_pointers_bank] << 16) |
headerPointer + (RoomID * 2));
int hpos = core::SnesToPc((rom_data[room_header_pointers_bank] << 16) |
headerPointer + (room_id_ * 2));
hpos++;
uchar b = rom_[hpos];
uchar b = rom_data[hpos];
Layer2Mode = (uchar)(b >> 5);
// TODO(@scawful): Make LayerMerging object.
@@ -191,65 +450,54 @@ void Room::LoadRoomFromROM() {
IsDark = (b & 0x01) == 0x01;
hpos++;
Palette = rom_[hpos];
Palette = rom_data[hpos];
hpos++;
BackgroundTileset = rom_[hpos];
BackgroundTileset = rom_data[hpos];
hpos++;
SpriteTileset = rom_[hpos];
SpriteTileset = rom_data[hpos];
hpos++;
Layer2Behavior = rom_[hpos];
Layer2Behavior = rom_data[hpos];
hpos++;
Tag1 = rom_[hpos];
Tag1 = rom_data[hpos];
hpos++;
Tag2 = rom_[hpos];
Tag2 = rom_data[hpos];
hpos++;
b = rom_[hpos];
b = rom_data[hpos];
Pits.TargetLayer = (uchar)(b & 0x03);
Stair1.TargetLayer = (uchar)((b >> 2) & 0x03);
Stair2.TargetLayer = (uchar)((b >> 4) & 0x03);
Stair3.TargetLayer = (uchar)((b >> 6) & 0x03);
hpos++;
Stair4.TargetLayer = (uchar)(rom_[hpos] & 0x03);
Stair4.TargetLayer = (uchar)(rom_data[hpos] & 0x03);
hpos++;
Pits.Target = rom_[hpos];
Pits.Target = rom_data[hpos];
hpos++;
Stair1.Target = rom_[hpos];
Stair1.Target = rom_data[hpos];
hpos++;
Stair2.Target = rom_[hpos];
Stair2.Target = rom_data[hpos];
hpos++;
Stair3.Target = rom_[hpos];
Stair3.Target = rom_data[hpos];
hpos++;
Stair4.Target = rom_[hpos];
Stair4.Target = rom_data[hpos];
hpos++;
// Load room objects
int objectPointer = core::SnesToPc(room_object_pointer);
int room_address = objectPointer + (RoomID * 3);
int objects_location = core::SnesToPc(room_address);
LoadObjectsFromArray(objects_location);
// int objectPointer = core::SnesToPc(room_object_pointer);
// int room_address = objectPointer + (room_id_ * 3);
// int objects_location = core::SnesToPc(room_address);
// Load sprites
int spr_ptr = 0x040000 | rooms_sprite_pointer;
int sprite_address =
core::SnesToPc(dungeon_spr_ptrs | spr_ptr + (RoomID * 2));
LoadSpritesFromArray(sprite_address);
// Load other stuff
LoadChests();
LoadBlocks();
LoadTorches();
LoadSecrets();
Resync();
// int spr_ptr = 0x040000 | rooms_sprite_pointer;
// int sprite_address =
// core::SnesToPc(dungeon_spr_ptrs | spr_ptr + (room_id_ * 2));
}
} // namespace dungeon