worked on adding tile16 for overworld support
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@@ -14,8 +14,8 @@ namespace zelda3 {
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using namespace core;
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using namespace gfx;
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OverworldMap::OverworldMap(app::rom::ROM& rom, const std::vector<gfx::Tile16> tiles16,
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uchar index)
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OverworldMap::OverworldMap(app::rom::ROM& rom,
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const std::vector<gfx::Tile16> tiles16, uchar index)
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: rom_(rom), index(index), tiles16_(tiles16), parent(index) {
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if (index != 0x80) {
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if (index <= 150) {
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@@ -111,8 +111,9 @@ OverworldMap::OverworldMap(app::rom::ROM& rom, const std::vector<gfx::Tile16> ti
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void OverworldMap::BuildMap(uchar* mapParent, int count, int gameState,
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ushort** allmapsTilesLW, ushort** allmapsTilesDW,
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ushort** allmapsTilesSP) {
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ushort** allmapsTilesSP, uchar* currentOWgfx16Ptr) {
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tilesUsed = new ushort*[32];
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currentOWgfx16Ptr_ = currentOWgfx16Ptr;
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for (int i = 0; i < 32; i++) tilesUsed[i] = new ushort;
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if (largeMap) {
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@@ -333,7 +334,7 @@ void OverworldMap::BuildTileset(int gameState) {
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staticgfx[7] = 91;
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}
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uchar* currentmapgfx8Data = new uchar[(128 * 512) / 2];
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uchar* currentmapgfx8Data = currentOWgfx16Ptr_;
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// (uchar*)GFX.currentOWgfx16Ptr.ToPointer(); // loaded gfx for the current
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// // map (empty at this point)
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uchar* allgfxData = new uchar[(128 * 7136) / 2];
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