Begin LoadSprites, LoadChests, housekeeping
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@@ -4,8 +4,8 @@
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/snes_tile.h"
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#include "app/rom.h"
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#include "app/gui/canvas.h"
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#include "app/rom.h"
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namespace yaze {
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namespace app {
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@@ -74,7 +74,22 @@ bool Room::SaveGroupsToROM() {
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return false;
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}
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void Room::LoadChests() {}
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void Room::LoadChests() {
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// ChestList.Clear();
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// int cpos = rom_.Read24(core::constants::chests_data_pointer1).SNEStoPC();
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// int clength = rom_.Read16(core::constants::chests_length_pointer);
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// for (int i = 0; i < clength; i += 3) {
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// ushort roomid = (ushort)(rom_.Read16(cpos) & 0x7FFF);
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// cpos += 2;
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// uchar item = rom_[cpos++]; // get now so cpos is incremented too
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// if (roomid == RoomID) {
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// ChestList.Add(new DungeonChestItem(ItemReceipt.GetTypeFromID(item)));
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// }
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// }
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}
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void Room::LoadBlocks() {}
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@@ -2,11 +2,12 @@
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#define YAZE_APP_ZELDA3_DUNGEON_ROOM_H
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#include "app/core/common.h"
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#include "app/core/constants.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/snes_tile.h"
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#include "app/rom.h"
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#include "app/gui/canvas.h"
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#include "app/rom.h"
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namespace yaze {
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namespace app {
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@@ -122,6 +123,7 @@ class Room {
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uchar Floor2Graphics;
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uchar Layer2Mode;
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std::array<uchar, 16> blocks;
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std::array<uchar, 16> ChestList;
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uint8_t mainGfx[37][8];
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uint8_t roomGfx[82][4];
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