Implement ROM::LoadLinkGraphics
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@@ -203,10 +203,10 @@ absl::StatusOr<Bytes> ROM::Load2BppGraphics() {
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return sheet;
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}
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// TODO: Load Links graphics from the ROM
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absl::Status ROM::LoadLinkGraphics() {
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const auto link_gfx_offset = 81920; // $10:8000
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const auto link_gfx_length = 0x800;
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const auto link_gfx_offset = 0x80000; // $10:8000
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const auto link_gfx_length = 0x800; // 0x4000 or 0x7000?
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link_palette_ = palette_groups_["armors"][0];
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// Load Links graphics from the ROM
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for (int i = 0; i < 14; i++) {
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@@ -214,10 +214,13 @@ absl::Status ROM::LoadLinkGraphics() {
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auto link_sheet_data,
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ReadByteVector(/*offset=*/link_gfx_offset + (i * link_gfx_length),
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/*length=*/link_gfx_length))
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auto link_sheet_8bpp = gfx::SnesTo8bppSheet(link_sheet_data, /*bpp=*/4);
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// auto link_sheet_8bpp = gfx::SnesTo8bppSheet(link_sheet_data, /*bpp=*/4);
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// Convert to 3bpp, then from 3bpp to 8bpp before creating bitmap.
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auto link_sheet_3bpp = gfx::Convert4bppTo3bpp(link_sheet_data);
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auto link_sheet_8bpp = gfx::SnesTo8bppSheet(link_sheet_3bpp, /*bpp=*/3);
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link_graphics_[i].Create(core::kTilesheetWidth, core::kTilesheetHeight,
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core::kTilesheetDepth, link_sheet_8bpp);
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link_graphics_[i].ApplyPalette(link_palette_);
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RETURN_IF_ERROR(link_graphics_[i].ApplyPaletteWithTransparent(link_palette_, 0));
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RenderBitmap(&link_graphics_[i]);
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}
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