Add Save/Load for Dungeon Maps and Dungeon Map Tile16
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@@ -7,13 +7,171 @@
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#include "app/core/platform/renderer.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_tile.h"
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#include "app/gfx/tilemap.h"
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#include "app/snes.h"
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#include "util/hex.h"
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namespace yaze {
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namespace zelda3 {
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absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
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Rom &rom, DungeonMapLabels &dungeon_map_labels) {
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std::vector<zelda3::DungeonMap> dungeon_maps;
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std::vector<std::array<uint8_t, 25>> current_floor_rooms_d;
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std::vector<std::array<uint8_t, 25>> current_floor_gfx_d;
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int total_floors_d;
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uint8_t nbr_floor_d;
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uint8_t nbr_basement_d;
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for (int d = 0; d < kNumDungeons; d++) {
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current_floor_rooms_d.clear();
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current_floor_gfx_d.clear();
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ASSIGN_OR_RETURN(int ptr,
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rom.ReadWord(zelda3::kDungeonMapRoomsPtr + (d * 2)));
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ASSIGN_OR_RETURN(int ptr_gfx,
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rom.ReadWord(zelda3::kDungeonMapGfxPtr + (d * 2)));
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ptr |= 0x0A0000; // Add bank to the short ptr
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ptr_gfx |= 0x0A0000; // Add bank to the short ptr
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int pc_ptr = SnesToPc(ptr); // Contains data for the next 25 rooms
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int pc_ptr_gfx = SnesToPc(ptr_gfx); // Contains data for the next 25 rooms
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ASSIGN_OR_RETURN(uint16_t boss_room_d,
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rom.ReadWord(zelda3::kDungeonMapBossRooms + (d * 2)));
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ASSIGN_OR_RETURN(nbr_basement_d,
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rom.ReadByte(zelda3::kDungeonMapFloors + (d * 2)));
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nbr_basement_d &= 0x0F;
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ASSIGN_OR_RETURN(nbr_floor_d,
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rom.ReadByte(zelda3::kDungeonMapFloors + (d * 2)));
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nbr_floor_d &= 0xF0;
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nbr_floor_d = nbr_floor_d >> 4;
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total_floors_d = nbr_basement_d + nbr_floor_d;
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// for each floor in the dungeon
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for (int i = 0; i < total_floors_d; i++) {
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dungeon_map_labels[d].emplace_back();
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std::array<uint8_t, 25> rdata;
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std::array<uint8_t, 25> gdata;
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// for each room on the floor
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for (int j = 0; j < 25; j++) {
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gdata[j] = 0xFF;
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rdata[j] = rom.data()[pc_ptr + j + (i * 25)]; // Set the rooms
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if (rdata[j] == 0x0F) {
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gdata[j] = 0xFF;
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} else {
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gdata[j] = rom.data()[pc_ptr_gfx++];
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}
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std::string label = util::HexByte(rdata[j]);
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dungeon_map_labels[d][i][j] = label;
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}
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current_floor_gfx_d.push_back(gdata); // Add new floor gfx data
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current_floor_rooms_d.push_back(rdata); // Add new floor data
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}
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dungeon_maps.emplace_back(boss_room_d, nbr_floor_d, nbr_basement_d,
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current_floor_rooms_d, current_floor_gfx_d);
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}
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return dungeon_maps;
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}
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absl::Status SaveDungeonMaps(Rom &rom, std::vector<DungeonMap> &dungeon_maps) {
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for (int d = 0; d < kNumDungeons; d++) {
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int ptr = zelda3::kDungeonMapRoomsPtr + (d * 2);
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int ptr_gfx = zelda3::kDungeonMapGfxPtr + (d * 2);
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int pc_ptr = SnesToPc(ptr);
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int pc_ptr_gfx = SnesToPc(ptr_gfx);
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const int nbr_floors = dungeon_maps[d].nbr_of_floor;
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const int nbr_basements = dungeon_maps[d].nbr_of_basement;
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for (int i = 0; i < nbr_floors + nbr_basements; i++) {
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for (int j = 0; j < 25; j++) {
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RETURN_IF_ERROR(rom.WriteByte(pc_ptr + j + (i * 25),
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dungeon_maps[d].floor_rooms[i][j]));
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RETURN_IF_ERROR(rom.WriteByte(pc_ptr_gfx + j + (i * 25),
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dungeon_maps[d].floor_gfx[i][j]));
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pc_ptr_gfx++;
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}
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}
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}
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return absl::OkStatus();
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}
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absl::Status LoadDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom,
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const std::vector<uint8_t> &gfx_data,
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bool bin_mode) {
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tile16_blockset.tile_size = {16, 16};
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tile16_blockset.map_size = {186, 186};
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tile16_blockset.atlas.Create(256, 192, 8,
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std::vector<uint8_t>(256 * 192, 0x00));
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for (int i = 0; i < 186; i++) {
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int addr = zelda3::kDungeonMapTile16;
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if (rom.data()[zelda3::kDungeonMapExpCheck] != 0xB9) {
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addr = zelda3::kDungeonMapTile16Expanded;
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}
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ASSIGN_OR_RETURN(auto tl, rom.ReadWord(addr + (i * 8)));
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gfx::TileInfo t1 = gfx::WordToTileInfo(tl); // Top left
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ASSIGN_OR_RETURN(auto tr, rom.ReadWord(addr + 2 + (i * 8)));
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gfx::TileInfo t2 = gfx::WordToTileInfo(tr); // Top right
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ASSIGN_OR_RETURN(auto bl, rom.ReadWord(addr + 4 + (i * 8)));
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gfx::TileInfo t3 = gfx::WordToTileInfo(bl); // Bottom left
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ASSIGN_OR_RETURN(auto br, rom.ReadWord(addr + 6 + (i * 8)));
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gfx::TileInfo t4 = gfx::WordToTileInfo(br); // Bottom right
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int sheet_offset = 212;
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if (bin_mode) {
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sheet_offset = 0;
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}
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ComposeTile16(tile16_blockset, gfx_data, t1, t2, t3, t4, sheet_offset);
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}
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tile16_blockset.atlas.SetPalette(*rom.mutable_dungeon_palette(3));
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core::Renderer::Get().RenderBitmap(&tile16_blockset.atlas);
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return absl::OkStatus();
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}
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absl::Status SaveDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom) {
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for (int i = 0; i < 186; i++) {
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int addr = zelda3::kDungeonMapTile16;
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if (rom.data()[zelda3::kDungeonMapExpCheck] != 0xB9) {
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addr = zelda3::kDungeonMapTile16Expanded;
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}
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gfx::TileInfo t1 = tile16_blockset.tile_info[i][0];
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gfx::TileInfo t2 = tile16_blockset.tile_info[i][1];
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gfx::TileInfo t3 = tile16_blockset.tile_info[i][2];
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gfx::TileInfo t4 = tile16_blockset.tile_info[i][3];
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auto tl = gfx::TileInfoToWord(t1);
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RETURN_IF_ERROR(rom.WriteWord(addr + (i * 8), tl));
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auto tr = gfx::TileInfoToWord(t2);
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RETURN_IF_ERROR(rom.WriteWord(addr + 2 + (i * 8), tr));
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auto bl = gfx::TileInfoToWord(t3);
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RETURN_IF_ERROR(rom.WriteWord(addr + 4 + (i * 8), bl));
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auto br = gfx::TileInfoToWord(t4);
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RETURN_IF_ERROR(rom.WriteWord(addr + 6 + (i * 8), br));
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}
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return absl::OkStatus();
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}
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absl::Status LoadDungeonMapGfxFromBinary(Rom &rom,
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std::array<gfx::Bitmap, 4> &sheets,
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gfx::Tilesheet &tile16_sheet,
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std::vector<uint8_t> &gfx_bin_data) {
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std::string bin_file = core::FileDialogWrapper::ShowOpenFileDialog();
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if (bin_file.empty()) {
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@@ -27,19 +185,18 @@ absl::Status LoadDungeonMapGfxFromBinary(Rom &rom,
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std::istreambuf_iterator<char>());
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auto converted_bin = gfx::SnesTo8bppSheet(bin_data, 4, 4);
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gfx_bin_data = converted_bin;
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tile16_sheet.clear();
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if (LoadDungeonMapTile16(converted_bin, true).ok()) {
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std::vector<std::vector<uint8_t>> gfx_sheets;
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for (int i = 0; i < 4; i++) {
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gfx_sheets.emplace_back(converted_bin.begin() + (i * 0x1000),
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converted_bin.begin() + ((i + 1) * 0x1000));
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sheets[i] = gfx::Bitmap(128, 32, 8, gfx_sheets[i]);
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sheets[i].SetPalette(*rom.mutable_dungeon_palette(3));
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core::Renderer::Get().RenderBitmap(&sheets[i]);
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}
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} else {
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return absl::InternalError("Failed to load dungeon map tile16");
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}
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// if (LoadDungeonMapTile16(converted_bin, true).ok()) {
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// std::vector<std::vector<uint8_t>> gfx_sheets;
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// for (int i = 0; i < 4; i++) {
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// gfx_sheets.emplace_back(converted_bin.begin() + (i * 0x1000),
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// converted_bin.begin() + ((i + 1) * 0x1000));
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// sheets[i] = gfx::Bitmap(128, 32, 8, gfx_sheets[i]);
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// sheets[i].SetPalette(*rom.mutable_dungeon_palette(3));
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// core::Renderer::Get().RenderBitmap(&sheets[i]);
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// }
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// } else {
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// return absl::InternalError("Failed to load dungeon map tile16");
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// }
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file.close();
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}
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@@ -5,7 +5,8 @@
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#include <vector>
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#include "absl/status/status.h"
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#include "app/gfx/tilesheet.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/tilemap.h"
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#include "app/rom.h"
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namespace yaze {
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@@ -31,17 +32,20 @@ constexpr int kTriforceFaces = 0x04FFE4; // group of 5
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constexpr int kCrystalVertices = 0x04FF98;
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constexpr int kNumDungeons = 14;
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constexpr int kNumRooms = 25;
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struct DungeonMap {
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unsigned short boss_room = 0xFFFF;
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unsigned char nbr_of_floor = 0;
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unsigned char nbr_of_basement = 0;
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std::vector<std::array<uint8_t, 25>> floor_rooms;
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std::vector<std::array<uint8_t, 25>> floor_gfx;
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std::vector<std::array<uint8_t, kNumRooms>> floor_rooms;
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std::vector<std::array<uint8_t, kNumRooms>> floor_gfx;
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DungeonMap(unsigned short boss_room, unsigned char nbr_of_floor,
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unsigned char nbr_of_basement,
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const std::vector<std::array<uint8_t, 25>> &floor_rooms,
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const std::vector<std::array<uint8_t, 25>> &floor_gfx)
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const std::vector<std::array<uint8_t, kNumRooms>> &floor_rooms,
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const std::vector<std::array<uint8_t, kNumRooms>> &floor_gfx)
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: boss_room(boss_room),
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nbr_of_floor(nbr_of_floor),
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nbr_of_basement(nbr_of_basement),
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@@ -49,12 +53,22 @@ struct DungeonMap {
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floor_gfx(floor_gfx) {}
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};
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absl::Status LoadDungeonMapTile16(const std::vector<uint8_t> &gfx_data,
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using DungeonMapLabels =
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std::array<std::vector<std::array<std::string, 25>>, kNumDungeons>;
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absl::StatusOr<std::vector<zelda3::DungeonMap>> LoadDungeonMaps(
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Rom &rom, DungeonMapLabels &dungeon_map_labels);
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absl::Status SaveDungeonMaps(Rom &rom, std::vector<DungeonMap> &dungeon_maps);
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absl::Status LoadDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom,
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const std::vector<uint8_t> &gfx_data,
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bool bin_mode);
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absl::Status SaveDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom);
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absl::Status LoadDungeonMapGfxFromBinary(Rom &rom,
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std::array<gfx::Bitmap, 4> &sheets,
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gfx::Tilesheet &tile16_sheet,
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std::vector<uint8_t> &gfx_bin_data);
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} // namespace zelda3
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