backend-infra-engineer: Release v0.3.2 snapshot

This commit is contained in:
scawful
2025-10-17 12:10:25 -04:00
parent 4371618a9b
commit 3d71417f62
857 changed files with 174954 additions and 45626 deletions

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#ifndef YAZE_APP_ZELDA3_SPRITE_OVERLORD_H
#define YAZE_APP_ZELDA3_SPRITE_OVERLORD_H
#include <string>
namespace yaze {
namespace zelda3 {
static const std::string kOverlordNames[] = {
"Overlord_SpritePositionTarget",
"Overlord_AllDirectionMetalBallFactory",
"Overlord_CascadeMetalBallFactory",
"Overlord_StalfosFactory",
"Overlord_StalfosTrap",
"Overlord_SnakeTrap",
"Overlord_MovingFloor",
"Overlord_ZolFactory",
"Overlord_WallMasterFactory",
"Overlord_CrumbleTilePath 1",
"Overlord_CrumbleTilePath 2",
"Overlord_CrumbleTilePath 3",
"Overlord_CrumbleTilePath 4",
"Overlord_CrumbleTilePath 5",
"Overlord_CrumbleTilePath 6",
"Overlord_PirogusuFactory 1",
"Overlord_PirogusuFactory 2",
"Overlord_PirogusuFactory 3",
"Overlord_PirogusuFactory 4",
"Overlord_FlyingTileFactory",
"Overlord_WizzrobeFactory",
"Overlord_ZoroFactory",
"Overlord_StalfosTrapTriggerWindow",
"Overlord_RedStalfosTrap",
"Overlord_ArmosCoordinator",
"Overlord_BombTrap",
};
}
} // namespace yaze
#endif // YAZE_APP_ZELDA3_SPRITE_OVERLORD_H

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src/zelda3/sprite/sprite.cc Normal file
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#include "sprite.h"
#include <cstdint>
#include <iostream>
namespace yaze {
namespace zelda3 {
void Sprite::UpdateMapProperties(uint16_t map_id) {
map_x_ = x_;
map_y_ = y_;
name_ = kSpriteDefaultNames[id_];
}
void Sprite::UpdateCoordinates(int map_x, int map_y) {
map_x_ = map_x;
map_y_ = map_y;
}
void Sprite::Draw() {
uint8_t x = nx_;
uint8_t y = ny_;
if (overlord_ == 0x07) {
if (id_ == 0x1A) {
DrawSpriteTile((x * 16), (y * 16), 14, 6, 11); // bomb
} else if (id_ == 0x05) {
DrawSpriteTile((x * 16), (y * 16) - 12, 12, 16, 12, false, true);
DrawSpriteTile((x * 16), (y * 16), 0, 16, 12, false, true);
} else if (id_ == 0x06) {
DrawSpriteTile((x * 16), (y * 16), 10, 26, 14, true, true, 2,
2); // snek
} else if (id_ == 0x09) {
DrawSpriteTile((x * 16), (y * 16), 6, 26, 14);
DrawSpriteTile((x * 16) + 8, (y * 16) + 8, 8, 26, 14);
DrawSpriteTile((x * 16), (y * 16) + 16, 10, 27, 14, false, false, 1, 1);
} else if (id_ == 0x14) {
DrawSpriteTile((x * 16), (y * 16) + 8, 12, 06, 12, false, false, 2,
1); // shadow tile
DrawSpriteTile((x * 16), (y * 16) - 8, 3, 29, 8, false, false, 1,
1); // tile
DrawSpriteTile((x * 16) + 8, (y * 16) - 8, 3, 29, 8, true, false, 1,
1); // tile
DrawSpriteTile((x * 16), (y * 16), 3, 29, 8, false, true, 1,
1); // tile
DrawSpriteTile((x * 16) + 8, (y * 16), 3, 29, 8, true, true, 1,
1); // tile
} else {
DrawSpriteTile((x * 16), (y * 16), 4, 4, 5);
}
if (nx_ != x || ny_ != y) {
bounding_box_.x = (lower_x_ + (nx_ * 16));
bounding_box_.y = (lower_y_ + (ny_ * 16));
bounding_box_.w = width_;
bounding_box_.h = height_;
} else {
bounding_box_.x = (lower_x_ + (x * 16));
bounding_box_.y = (lower_y_ + (y * 16));
bounding_box_.w = width_;
bounding_box_.h = height_;
}
return;
}
if (id_ == 0x00) {
DrawSpriteTile((x * 16), (y * 16), 4, 28, 10);
} else if (id_ == 0x01) {
DrawSpriteTile((x * 16) - 8, (y * 16), 6, 24, 12, false, false, 2, 2);
DrawSpriteTile((x * 16) + 8, (y * 16), 6, 24, 12, true, false, 2, 2);
} else if (id_ == 0x02) {
DrawSpriteTile((x * 16), (y * 16), 0, 16, 10);
} else if (id_ == 0x04) {
uint8_t p = 3;
DrawSpriteTile((x * 16), (y * 16), 14, 28, p);
DrawSpriteTile((x * 16), (y * 16), 14, 30, p);
} else if (id_ == 0x05) {
uint8_t p = 3;
DrawSpriteTile((x * 16), (y * 16), 14, 28, p);
DrawSpriteTile((x * 16), (y * 16), 14, 30, p);
} else if (id_ == 0x06) {
uint8_t p = 3;
DrawSpriteTile((x * 16), (y * 16), 14, 28, p);
DrawSpriteTile((x * 16), (y * 16), 14, 30, p);
} else if (id_ == 0x07) {
uint8_t p = 3;
DrawSpriteTile((x * 16), (y * 16), 14, 28, p);
DrawSpriteTile((x * 16), (y * 16), 14, 30, p);
} else if (id_ == 0x08) {
DrawSpriteTile((x * 16), (y * 16), 0, 24, 6);
DrawSpriteTile((x * 16) + 4, (y * 16) + 6, 0, 24, 6, false, false, 1, 1);
} else if (id_ == 0x09) {
DrawSpriteTile((x * 16) - 22, (y * 16) - 24, 12, 24, 12, false, false, 2,
2); // Moldorm tail
DrawSpriteTile((x * 16) - 16, (y * 16) - 20, 8, 24, 12, false, false, 2,
2); // Moldorm b2
DrawSpriteTile((x * 16) - 12, (y * 16) - 16, 4, 24, 12, false, false, 4,
4); // Moldorm b
DrawSpriteTile((x * 16), (y * 16), 0, 24, 12, false, false, 4,
4); // Moldorm head
DrawSpriteTile((x * 16) + 20, (y * 16) + 12, 8, 26, 14, false, false, 2,
2); // Moldorm eye
DrawSpriteTile((x * 16) + 12, (y * 16) + 20, 8, 26, 14, false, false, 2,
2); // Moldorm eye
} else if (id_ == 0x0A) {
DrawSpriteTile((x * 16), (y * 16), 0, 24, 8);
DrawSpriteTile((x * 16) + 4, (y * 16) + 6, 0, 24, 8, false, false, 1, 1);
} else if (id_ == 0x0B) {
DrawSpriteTile((x * 16), (y * 16), 10, 30, 10);
} else if (id_ == 0x0C) {
DrawSpriteTile((x * 16), (y * 16), 0, 24, 8);
DrawSpriteTile((x * 16) + 4, (y * 16) + 6, 0, 24, 8, false, false, 1, 1);
} else if (id_ == 0x0D) {
DrawSpriteTile((x * 16), (y * 16), 14, 28, 12);
} else if (id_ == 0x0E) {
DrawSpriteTile((x * 16), (y * 16), 8, 18, 10, false, false, 3, 2);
} else if (id_ == 0x0F) {
DrawSpriteTile((x * 16), (y * 16), 14, 24, 8, false, false, 2, 3);
DrawSpriteTile((x * 16) + 16, (y * 16), 30, 8, 8, true, false, 1, 3);
} else if (id_ == 0x10) {
DrawSpriteTile((x * 16), (y * 16), 12, 31, 8, false, false, 1, 1);
} else if (id_ == 0x11) {
DrawSpriteTile((x * 16), (y * 16) + 16, 6, 16, 8, false, false, 2,
2); // Feet
DrawSpriteTile((x * 16) - 8, (y * 16) + 8, 4, 18, 8, false, false, 2,
2); // Body1
DrawSpriteTile((x * 16) + 8, (y * 16) + 8, 4, 18, 8, true, false, 2,
2); // Body2
DrawSpriteTile((x * 16), (y * 16), 0, 16, 8, false, false, 2,
2); // Head
} else if (id_ == 0x12) {
DrawSpriteTile((x * 16), (y * 16) + 8, 8, 26, 8);
DrawSpriteTile((x * 16), (y * 16), 6, 24, 8);
} else if (id_ == 0x13) {
DrawSpriteTile((x * 16), (y * 16), 4, 22, 2);
} else if (id_ == 0x15) {
// Antifairy
DrawSpriteTile((x * 16) + 2, (y * 16) + 8, 3, 30, 5, false, false, 1, 1);
DrawSpriteTile((x * 16) + 8, (y * 16) + 2, 3, 30, 5, false, false, 1, 1);
DrawSpriteTile((x * 16) + 14, (y * 16) + 8, 3, 30, 5, false, false, 1, 1);
DrawSpriteTile((x * 16) + 8, (y * 16) + 14, 3, 30, 5, false, false, 1, 1);
DrawSpriteTile((x * 16) + 8, (y * 16) + 8, 1, 30, 5, false, false, 1,
1); // Middle
} else if (id_ == 0x16) {
DrawSpriteTile((x * 16), (y * 16) + 8, 2, 26, 2);
DrawSpriteTile((x * 16), (y * 16), 0, 26, 2);
} else if (id_ == 0x17) // Bush hoarder
{
DrawSpriteTile((x * 16), (y * 16), 8, 30, 10);
} else if (id_ == 0x18) // Mini moldorm
{
DrawSpriteTile((x * 16) + 13, (y * 16) + 17, 13, 21, 8, false, false, 1,
1); // Tail
DrawSpriteTile((x * 16) + 5, (y * 16) + 8, 2, 22, 8); // Body
DrawSpriteTile((x * 16), (y * 16), 0, 22, 8); // Head
DrawSpriteTile((x * 16), (y * 16) - 4, 13, 20, 8, false, false, 1,
1); // Eyes
DrawSpriteTile((x * 16) - 4, (y * 16), 13, 20, 8, false, false, 1,
1); // Eyes
} else if (id_ == 0x19) // Poe - ghost
{
DrawSpriteTile((x * 16), (y * 16), 6, 31, 2); //
} else if (id_ == 0x1A) // Smith
{
// DrawSpriteTile((x*16), (y *16), 2, 4, 10,true); // Smitty
// DrawSpriteTile((x*16)+12, (y *16) - 7, 0, 6, 10); // Hammer
DrawSpriteTile((x * 16), (y * 16), 4, 22, 10);
} else if (id_ == 0x1C) // Statue
{
DrawSpriteTile((x * 16), (y * 16) + 8, 0, 28, 15);
DrawSpriteTile((x * 16), (y * 16), 2, 28, 15, false, false, 1, 1);
DrawSpriteTile((x * 16) + 8, (y * 16), 2, 28, 15, true, false, 1, 1);
} else if (id_ == 0x1E) // Crystal switch
{
DrawSpriteTile((x * 16), (y * 16), 4, 30, 5);
} else if (id_ == 0x1F) // Sick kid
{
DrawSpriteTile((x * 16) - 8, (y * 16) + 8, 10, 16, 14);
DrawSpriteTile((x * 16) + 16 - 8, (y * 16) + 8, 10, 16, 14, true);
DrawSpriteTile((x * 16) - 8, (y * 16) + 16, 10, 16, 14, false, true, 2, 2);
DrawSpriteTile((x * 16) + 16 - 8, (y * 16) + 16, 10, 16, 14, true, true, 2,
2);
DrawSpriteTile((x * 16), (y * 16) - 4, 14, 16, 10);
} else if (id_ == 0x20) {
DrawSpriteTile((x * 16), (y * 16), 2, 24, 7);
} else if (id_ == 0x21) // Push switch
{
DrawSpriteTile((x * 16) + 4, (y * 16) + 20, 13, 29, 3, false, false, 1, 1);
DrawSpriteTile((x * 16) + 4, (y * 16) + 28, 12, 29, 3, false, false, 1, 1);
DrawSpriteTile((x * 16), (y * 16) + 8, 10, 28, 3);
} else if (id_ == 0x22) // Rope
{
DrawSpriteTile((x * 16), (y * 16), 8, 26, 5);
} else if (id_ == 0x23) // Red bari
{
DrawSpriteTile((x * 16), (y * 16), 2, 18, 4, false, false, 1, 2);
DrawSpriteTile((x * 16) + 8, (y * 16), 2, 18, 4, true, false, 1, 2);
} else if (id_ == 0x24) // Blue bari
{
DrawSpriteTile((x * 16), (y * 16), 2, 18, 6, false, false, 1, 2);
DrawSpriteTile((x * 16) + 8, (y * 16), 2, 18, 6, true, false, 1, 2);
} else if (id_ == 0x25) // Talking tree?
{
// TODO: Add something here?
} else if (id_ == 0x26) // Hardhat beetle
{
if ((x & 0x01) == 0x00) {
DrawSpriteTile((x * 16), (y * 16), 4, 20, 8);
DrawSpriteTile((x * 16), (y * 16) - 6, 0, 20, 8);
} else {
DrawSpriteTile((x * 16), (y * 16), 4, 20, 10);
DrawSpriteTile((x * 16), (y * 16) - 6, 0, 20, 10);
}
} else if (id_ == 0x27) // Deadrock
{
DrawSpriteTile((x * 16), (y * 16), 2, 30, 10);
} else if (id_ == 0x28) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x29) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x2A) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x2B) // ???
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x2C) // Lumberjack
{
DrawSpriteTile((x * 16) - 24, (y * 16) + 12, 6, 26, 12, true); // Body
DrawSpriteTile((x * 16) - 24, (y * 16), 8, 26, 12, true); // Head
DrawSpriteTile((x * 16) - 14, (y * 16) + 12, 14, 27, 10, false, false, 1,
1); // Saw left edge
DrawSpriteTile((x * 16) - 6, (y * 16) + 12, 15, 27, 10, false, false, 1,
1); // Saw left edge
DrawSpriteTile((x * 16) + 2, (y * 16) + 12, 15, 27, 10, false, false, 1,
1); // Saw left edge
DrawSpriteTile((x * 16) + 10, (y * 16) + 12, 15, 27, 10, false, false, 1,
1); // Saw left edge
DrawSpriteTile((x * 16) + 18, (y * 16) + 12, 15, 27, 10, false, false, 1,
1); // Saw left edge
DrawSpriteTile((x * 16) + 26, (y * 16) + 12, 15, 27, 10, false, false, 1,
1); // Saw left edge
DrawSpriteTile((x * 16) + 34, (y * 16) + 12, 14, 27, 10, true, false, 1,
1); // Saw left edge
DrawSpriteTile((x * 16) + 40, (y * 16) + 12, 4, 26, 12); // Body
DrawSpriteTile((x * 16) + 40, (y * 16), 8, 26, 12); // Head
} else if (id_ == 0x2D) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x2E) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x2F) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x30) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x31) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x32) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
}
/*
else if (id_== 0x33) // Pull for rupees
{
}
*/
else if (id_ == 0x34) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x35) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x36) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
}
/*
else if (id_== 0x37) // Waterfall
{
DrawSpriteTile((x*16), (y *16), 14, 6, 10);
}
*/
else if (id_ == 0x38) // Arrowtarget
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x39) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x3A) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x3B) // Dash item
{
} else if (id_ == 0x3C) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x3D) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x3E) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x3F) // Npcs
{
DrawSpriteTile((x * 16), (y * 16), 14, 22, 10);
} else if (id_ == 0x40) // Lightning lock (agah tower)
{
DrawSpriteTile((x * 16) - 24, (y * 16), 10, 28, 2, false, false, 1, 2);
DrawSpriteTile((x * 16) - 16, (y * 16), 6, 30, 2);
DrawSpriteTile((x * 16), (y * 16), 8, 30, 2);
DrawSpriteTile((x * 16) + 16, (y * 16), 6, 30, 2);
DrawSpriteTile((x * 16) + 24, (y * 16), 10, 28, 2, false, false, 1, 2);
} else if (id_ == 0x41) // Blue soldier
{
DrawSpriteTile((x * 16) - 4, (y * 16) + 8, 6, 20, 10);
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 6, 20, 10, true, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16), 0, 20, 10);
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 13, 22, 10, false, false, 1,
2); // Shield
DrawSpriteTile((x * 16) - 4, (y * 16) + 16, 14, 22, 10, false, true, 1,
2); // Sword
} else if (id_ == 0x42) // Green soldier
{
DrawSpriteTile((x * 16) - 4, (y * 16) + 8, 6, 20, 12);
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 6, 20, 12, true, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16), 0, 20, 12);
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 13, 22, 12, false, false, 1,
2); // Shield
DrawSpriteTile((x * 16) - 4, (y * 16) + 16, 14, 22, 12, false, true, 1,
2); // Sword
} else if (id_ == 0x43) // Red spear soldier
{
DrawSpriteTile((x * 16) - 4, (y * 16) + 8, 6, 20, 8);
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 6, 20, 8, true, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16), 0, 20, 8);
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 13, 22, 8, false, false, 1,
2); // Shield
DrawSpriteTile((x * 16) - 4, (y * 16) + 16, 11, 22, 8, false, true, 1,
2); // Spear
} else if (id_ == 0x44) // Sword blue holding up
{
DrawSpriteTile((x * 16) + 4, (y * 16) + 8, 6, 16, 10);
DrawSpriteTile((x * 16) - 4, (y * 16) + 8, 6, 20, 10, false, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16), 0, 16, 10); // Head
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 14, 22, 10, false, true, 1,
2); // Sword
} else if (id_ == 0x45) // Green spear soldier
{
DrawSpriteTile((x * 16) - 4, (y * 16) + 8, 6, 20, 12);
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 6, 20, 12, true, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16), 0, 20, 12);
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 13, 22, 12, false, false, 1,
2); // Shield
DrawSpriteTile((x * 16) - 4, (y * 16) + 16, 11, 22, 12, false, true, 1,
2); // Spear
} else if (id_ == 0x46) // Blue archer
{
DrawSpriteTile((x * 16) - 4, (y * 16) + 8, 6, 20, 10);
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 6, 20, 10, true, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16), 0, 20, 10); // Head
DrawSpriteTile((x * 16), (y * 16) + 16, 10, 16, 10, false, false, 1,
1); // Bow1
DrawSpriteTile((x * 16) + 8, (y * 16) + 16, 10, 16, 10, true, false, 1,
1); // Bow2
} else if (id_ == 0x47) // Green archer
{
DrawSpriteTile((x * 16), (y * 16) + 8, 14, 16, 12);
DrawSpriteTile((x * 16), (y * 16), 0, 20, 12);
DrawSpriteTile((x * 16), (y * 16) + 16, 10, 16, 12, false, false, 1,
1); // Bow1
DrawSpriteTile((x * 16) + 8, (y * 16) + 16, 10, 16, 12, true, false, 1,
1); // Bow2
} else if (id_ == 0x48) // Javelin soldier red
{
DrawSpriteTile((x * 16) + 4, (y * 16) + 8, 6, 16, 8);
DrawSpriteTile((x * 16) - 4, (y * 16) + 8, 6, 20, 8, false, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16), 0, 16, 8); // Head
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 11, 22, 8, false, true, 1,
2); // Sword
} else if (id_ == 0x49) // Javelin soldier red from bush
{
DrawSpriteTile((x * 16) + 4, (y * 16) + 8, 6, 16, 8);
DrawSpriteTile((x * 16) - 4, (y * 16) + 8, 6, 20, 8, false, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16), 0, 18, 8); // Head
DrawSpriteTile((x * 16), (y * 16) + 24, 0, 20, 2);
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 11, 22, 8, false, true, 1,
2); // Sword
} else if (id_ == 0x4A) // Red bomb soldier
{
DrawSpriteTile((x * 16) + 4, (y * 16) + 8, 6, 16, 8);
DrawSpriteTile((x * 16) - 4, (y * 16) + 8, 6, 20, 8, false, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16), 0, 16, 8); // Head
DrawSpriteTile((x * 16) + 8, (y * 16) - 8, 14, 22, 11); // Bomb
} else if (id_ == 0x4B) // Green soldier recruit
{
// 0,4
DrawSpriteTile((x * 16), (y * 16), 6, 24, 12);
DrawSpriteTile((x * 16), (y * 16) - 10, 0, 20, 12);
} else if (id_ == 0x4C) // Jazzhand
{
DrawSpriteTile((x * 16), (y * 16), 0, 26, 14, false, false, 6, 2);
} else if (id_ == 0x4D) // Rabit??
{
DrawSpriteTile((x * 16), (y * 16), 0, 26, 12, false, false, 6, 2);
} else if (id_ == 0x4E) // Popo1
{
DrawSpriteTile((x * 16), (y * 16), 0, 20, 10);
} else if (id_ == 0x4F) // Popo2
{
DrawSpriteTile((x * 16), (y * 16), 2, 20, 10);
} else if (id_ == 0x50) // Canon ball
{
DrawSpriteTile((x * 16), (y * 16), 0, 24, 10);
} else if (id_ == 0x51) // Armos
{
DrawSpriteTile((x * 16), (y * 16), 0, 28, 11, false, false, 2, 4);
} else if (id_ == 0x53) // Armos Knight
{
DrawSpriteTile((x * 16), (y * 16), 0, 28, 10, false, false, 4, 4);
} else if (id_ == 0x54) {
DrawSpriteTile((x * 16), (y * 16), 2, 28, 12);
DrawSpriteTile((x * 16) + 8, (y * 16) + 10, 6, 28, 12);
DrawSpriteTile((x * 16) + 16, (y * 16) + 18, 10, 28, 12);
} else if (id_ == 0x55) // Fireball Zora
{
DrawSpriteTile((x * 16), (y * 16), 4, 26, 11);
} else if (id_ == 0x56) // Zora
{
DrawSpriteTile((x * 16), (y * 16), 10, 20, 2);
DrawSpriteTile((x * 16), (y * 16) + 8, 8, 30, 2);
} else if (id_ == 0x57) // Desert Rocks
{
DrawSpriteTile((x * 16), (y * 16), 14, 24, 2, false, false, 2, 4);
DrawSpriteTile((x * 16) + 16, (y * 16), 14, 24, 2, true, false, 2, 4);
} else if (id_ == 0x58) // Crab
{
DrawSpriteTile((x * 16), (y * 16), 14, 24, 12);
DrawSpriteTile((x * 16) + 16, (y * 16), 14, 24, 12, true);
} else if (id_ == 0x5B) // Spark
{
DrawSpriteTile((x * 16), (y * 16), 8, 18, 4);
} else if (id_ == 0x5C) // Spark
{
DrawSpriteTile((x * 16), (y * 16), 8, 18, 4, true);
} else if (id_ == 0x5D) // Roller vertical1
{
// Subset3
if (((y * 16) & 0x10) == 0x10) {
DrawSpriteTile((x * 16), (y * 16), 8, 24, 11);
for (int i = 0; i < 7; i++) {
DrawSpriteTile((x * 16) + 8 + (i * 16), (y * 16), 9, 24, 11);
}
DrawSpriteTile((x * 16) + (16 * 7), (y * 16), 8, 24, 11, true);
} else {
DrawSpriteTile((x * 16), (y * 16), 8, 24, 11);
DrawSpriteTile((x * 16) + 16, (y * 16), 9, 24, 11);
DrawSpriteTile((x * 16) + 32, (y * 16), 9, 24, 11);
DrawSpriteTile((x * 16) + 48, (y * 16), 8, 24, 11, true);
}
} else if (id_ == 0x5E) // Roller vertical2
{
// Subset3
if (((y * 16) & 0x10) == 0x10) {
DrawSpriteTile((x * 16), (y * 16), 8, 24, 11);
for (int i = 0; i < 7; i++) {
DrawSpriteTile((x * 16) + 8 + (i * 16), (y * 16), 9, 24, 11);
}
DrawSpriteTile((x * 16) + (16 * 7), (y * 16), 8, 24, 11, true);
} else {
DrawSpriteTile((x * 16), (y * 16), 8, 24, 11);
DrawSpriteTile((x * 16) + 16, (y * 16), 9, 24, 11);
DrawSpriteTile((x * 16) + 32, (y * 16), 9, 24, 11);
DrawSpriteTile((x * 16) + 48, (y * 16), 8, 24, 11, true);
}
} else if (id_ == 0x5F) // Roller horizontal
{
if (((x * 16) & 0x10) == 0x10) {
DrawSpriteTile((x * 16), (y * 16), 14, 24, 11);
DrawSpriteTile((x * 16), (y * 16) + 16, 14, 25, 11);
DrawSpriteTile((x * 16), (y * 16) + 32, 14, 25, 11);
DrawSpriteTile((x * 16), (y * 16) + 48, 14, 24, 11, false, true);
} else {
for (int i = 0; i < 7; i++) {
DrawSpriteTile((x * 16), (y * 16) + i * 16, 14, 25, 11);
}
DrawSpriteTile((x * 16), (y * 16), 14, 24, 11);
DrawSpriteTile((x * 16), (y * 16) + (7 * 16), 14, 24, 11, false, true);
}
} else if (id_ == 0x60) // Roller horizontal2 (right to left)
{
// Subset3
if (((x * 16) & 0x10) == 0x10) {
DrawSpriteTile((x * 16), (y * 16), 14, 24, 11);
DrawSpriteTile((x * 16), (y * 16) + 16, 14, 25, 11);
DrawSpriteTile((x * 16), (y * 16) + 32, 14, 25, 11);
DrawSpriteTile((x * 16), (y * 16) + 48, 14, 24, 11, false, true);
} else {
for (int i = 0; i < 7; i++) {
DrawSpriteTile((x * 16), (y * 16) + i * 16, 14, 25, 11);
}
DrawSpriteTile((x * 16), (y * 16), 14, 24, 11);
DrawSpriteTile((x * 16), (y * 16) + (7 * 16), 14, 24, 11, false, true);
}
} else if (id_ == 0x61) // Beamos
{
DrawSpriteTile((x * 16), (y * 16) - 16, 8, 20, 14, false, false, 2, 4);
DrawSpriteTile((x * 16) + 4, (y * 16) - 8, 10, 20, 14, false, false, 1, 1);
} else if (id_ == 0x63) // Devalant non-shooter
{
DrawSpriteTile((x * 16) - 8, (y * 16) - 8, 2, 16, 2);
DrawSpriteTile((x * 16) + 8, (y * 16) - 8, 2, 16, 2, true);
DrawSpriteTile((x * 16) - 8, (y * 16) + 8, 2, 16, 2, false, true);
DrawSpriteTile((x * 16) + 8, (y * 16) + 8, 2, 16, 2, true, true);
DrawSpriteTile((x * 16), (y * 16), 0, 16, 10);
} else if (id_ == 0x64) // Devalant non-shooter
{
DrawSpriteTile((x * 16) - 8, (y * 16) - 8, 2, 16, 2);
DrawSpriteTile((x * 16) + 8, (y * 16) - 8, 2, 16, 2, true);
DrawSpriteTile((x * 16) - 8, (y * 16) + 8, 2, 16, 2, false, true);
DrawSpriteTile((x * 16) + 8, (y * 16) + 8, 2, 16, 2, true, true);
DrawSpriteTile((x * 16), (y * 16), 0, 16, 8);
} else if (id_ == 0x66) // Moving wall canon right
{
DrawSpriteTile((x * 16), (y * 16), 14, 16, 14, true);
} else if (id_ == 0x67) // Moving wall canon right
{
DrawSpriteTile((x * 16), (y * 16), 14, 16, 14);
} else if (id_ == 0x68) // Moving wall canon right
{
DrawSpriteTile((x * 16), (y * 16), 12, 16, 14);
} else if (id_ == 0x69) // Moving wall canon right
{
DrawSpriteTile((x * 16), (y * 16), 12, 16, 14, false, true);
} else if (id_ == 0x6A) // Chainball soldier
{
DrawSpriteTile((x * 16) + 4, (y * 16) + 8, 6, 16, 14);
DrawSpriteTile((x * 16) - 4, (y * 16) + 8, 6, 20, 14, false, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16), 0, 16, 14); // Head
DrawSpriteTile((x * 16) + 12, (y * 16) - 16, 10, 18, 14); // Ball
} else if (id_ == 0x6B) // Cannon soldier
{
DrawSpriteTile((x * 16) + 4, (y * 16) + 8, 6, 16, 14);
DrawSpriteTile((x * 16) - 4, (y * 16) + 8, 6, 20, 14, false, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16), 0, 16, 14); // Head
DrawSpriteTile((x * 16) + 12, (y * 16) + 8, 4, 18, 14); // Cannon
} else if (id_ == 0x6C) // Mirror portal
{
// Useless
} else if (id_ == 0x6D) // Rat
{
DrawSpriteTile((x * 16), (y * 16), 14, 24, 5);
} else if (id_ == 0x6E) // Rope
{
DrawSpriteTile((x * 16), (y * 16), 10, 26, 5);
} else if (id_ == 0x6F) {
DrawSpriteTile((x * 16), (y * 16), 4, 24, 10);
} else if (id_ == 0x70) // Helma fireball
{
DrawSpriteTile((x * 16), (y * 16), 10, 28, 4);
} else if (id_ == 0x71) // Leever
{
DrawSpriteTile((x * 16), (y * 16), 6, 16, 4);
} else if (id_ == 0x73) // Uncle priest
{
} else if (id_ == 0x79) // Bee
{
DrawSpriteTile((x * 16), (y * 16), 4, 14, 11, false, false, 1, 1);
} else if (id_ == 0x7C) // Skull head
{
DrawSpriteTile((x * 16), (y * 16), 0, 16, 10);
} else if (id_ == 0x7D) // Big spike
{
DrawSpriteTile((x * 16), (y * 16), 4, 28, 11);
DrawSpriteTile((x * 16) + 16, (y * 16), 4, 28, 11, true);
DrawSpriteTile((x * 16), (y * 16) + 16, 4, 28, 11, false, true);
DrawSpriteTile((x * 16) + 16, (y * 16) + 16, 4, 28, 11, true, true);
} else if (id_ == 0x7E) // Guruguru clockwise
{
DrawSpriteTile((x * 16), (y * 16) - 14, 8, 18, 4);
DrawSpriteTile((x * 16), (y * 16) - 28, 8, 18, 4);
DrawSpriteTile((x * 16), (y * 16) - 42, 8, 18, 4);
DrawSpriteTile((x * 16), (y * 16) - 56, 8, 18, 4);
} else if (id_ == 0x7F) // Guruguru Counterclockwise
{
DrawSpriteTile((x * 16), (y * 16) - 14, 8, 18, 4);
DrawSpriteTile((x * 16), (y * 16) - 28, 8, 18, 4);
DrawSpriteTile((x * 16), (y * 16) - 42, 8, 18, 4);
DrawSpriteTile((x * 16), (y * 16) - 56, 8, 18, 4);
} else if (id_ == 0x80) // Winder (moving firebar)
{
DrawSpriteTile((x * 16), (y * 16), 8, 18, 4);
DrawSpriteTile((x * 16) - 14, (y * 16), 8, 18, 4);
DrawSpriteTile((x * 16) - 28, (y * 16), 8, 18, 4);
DrawSpriteTile((x * 16) - 42, (y * 16), 8, 18, 4);
DrawSpriteTile((x * 16) - 56, (y * 16), 8, 18, 4);
} else if (id_ == 0x81) // Water tektite
{
DrawSpriteTile((x * 16), (y * 16), 0, 24, 11);
} else if (id_ == 0x82) // circle antifairy
{
// Antifairy top
DrawSpriteTile((x * 16 + 2) - 4, (y * 16 + 8) - 16, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 8) - 4, (y * 16 + 2) - 16, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 14) - 4, (y * 16 + 8) - 16, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 8) - 4, (y * 16 + 14) - 16, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 8) - 4, (y * 16 + 8) - 16, 1, 30, 5, false, false,
1, 1); // Middle
// Left
DrawSpriteTile((x * 16 + 2) - 16, (y * 16 + 8) - 4, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 8) - 16, (y * 16 + 2) - 4, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 14) - 16, (y * 16 + 8) - 4, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 8) - 16, (y * 16 + 14) - 4, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 8) - 16, (y * 16 + 8) - 4, 1, 30, 5, false, false,
1, 1); // Middle
DrawSpriteTile((x * 16 + 2) - 4, (y * 16 + 8) + 8, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 8) - 4, (y * 16 + 2) + 8, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 14) - 4, (y * 16 + 8) + 8, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 8) - 4, (y * 16 + 14) + 8, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 8) - 4, (y * 16 + 8) + 8, 1, 30, 5, false, false,
1, 1); // Middle
// Left
DrawSpriteTile((x * 16 + 2) + 8, (y * 16 + 8) - 4, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 8) + 8, (y * 16 + 2) - 4, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 14) + 8, (y * 16 + 8) - 4, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 8) + 8, (y * 16 + 14) - 4, 3, 30, 5, false, false,
1, 1);
DrawSpriteTile((x * 16 + 8) + 8, (y * 16 + 8) - 4, 1, 30, 5, false, false,
1, 1); // Middle
} else if (id_ == 0x83) // Green eyegore
{
DrawSpriteTile((x * 16), (y * 16), 12, 24, 14, false, false, 2, 3);
DrawSpriteTile((x * 16) + 16, (y * 16), 12, 24, 14, true, false, 1, 3);
} else if (id_ == 0x84) // Red eyegore
{
DrawSpriteTile((x * 16), (y * 16), 12, 24, 8, false, false, 2, 3);
DrawSpriteTile((x * 16) + 16, (y * 16), 12, 24, 8, true, false, 1, 3);
} else if (id_ == 0x85) // Yellow stalfos
{
DrawSpriteTile((x * 16), (y * 16), 10, 16, 11);
DrawSpriteTile((x * 16), (y * 16) - 12, 0, 16, 11); // Head
} else if (id_ == 0x86) // Kodongo
{
DrawSpriteTile((x * 16), (y * 16), 4, 26, 14);
} else if (id_ == 0x88) // Mothula
{
DrawSpriteTile((x * 16), (y * 16), 8, 24, 14, false, false, 2, 4);
DrawSpriteTile((x * 16) + 16, (y * 16), 8, 24, 14, true, false, 2, 4);
} else if (id_ == 0x8A) // Spike
{
DrawSpriteTile((x * 16), (y * 16), 6, 30, 15);
} else if (id_ == 0x8B) // Gibdo
{
DrawSpriteTile((x * 16), (y * 16), 10, 24, 14);
DrawSpriteTile((x * 16), (y * 16) - 8, 0, 24, 14);
} else if (id_ == 0x8C) // Arrghus
{
DrawSpriteTile((x * 16), (y * 16), 0, 24, 14, false, false, 2, 4);
DrawSpriteTile((x * 16) + 16, (y * 16), 0, 24, 14, true, false, 2, 4);
} else if (id_ == 0x8D) // Arrghus spawn
{
DrawSpriteTile((x * 16), (y * 16), 6, 24, 14);
} else if (id_ == 0x8E) // Terrorpin
{
DrawSpriteTile((x * 16), (y * 16), 14, 24, 12);
}
if (id_ == 0x8F) // Slime
{
DrawSpriteTile((x * 16), (y * 16), 0, 20, 12);
} else if (id_ == 0x90) // Wall master
{
DrawSpriteTile((x * 16), (y * 16), 6, 26, 12);
DrawSpriteTile((x * 16) + 16, (y * 16), 15, 26, 12, false, false, 1, 1);
DrawSpriteTile((x * 16) + 16, (y * 16) + 8, 9, 26, 12, false, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16) + 16, 10, 27, 12, false, false, 1, 1);
DrawSpriteTile((x * 16) + 8, (y * 16) + 16, 8, 27, 12, false, false, 1, 1);
} else if (id_ == 0x91) // Stalfos knight
{
DrawSpriteTile((x * 16) - 2, (y * 16) + 12, 4, 22, 12, false, false, 1, 2);
DrawSpriteTile((x * 16) + 10, (y * 16) + 12, 4, 22, 12, true, false, 1, 2);
DrawSpriteTile((x * 16) - 4, (y * 16) + 4, 1, 22, 12);
DrawSpriteTile((x * 16) + 12, (y * 16) + 4, 3, 22, 12, false, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16) - 8, 6, 20, 12);
} else if (id_ == 0x92) // Helmaking
{
DrawSpriteTile((x * 16), (y * 16) + 32, 14, 26, 14);
DrawSpriteTile((x * 16) + 16, (y * 16) + 32, 0, 28, 14);
DrawSpriteTile((x * 16) + 32, (y * 16) + 32, 14, 26, 14, true);
DrawSpriteTile((x * 16), (y * 16) + 16 + 32, 2, 28, 14);
DrawSpriteTile((x * 16) + 16, (y * 16) + 16 + 32, 4, 28, 14);
DrawSpriteTile((x * 16) + 32, (y * 16) + 16 + 32, 2, 28, 14, true);
DrawSpriteTile((x * 16) + 8, (y * 16) + 32 + 32, 6, 28, 14);
DrawSpriteTile((x * 16) + 24, (y * 16) + 32 + 32, 6, 28, 14, true);
} else if (id_ == 0x93) // Bumper
{
DrawSpriteTile((x * 16), (y * 16), 12, 30, 7);
DrawSpriteTile((x * 16) + 16, (y * 16), 12, 30, 7, true);
DrawSpriteTile((x * 16) + 16, (y * 16) + 16, 12, 30, 7, true, true);
DrawSpriteTile((x * 16), (y * 16) + 16, 12, 30, 7, false, true);
} else if (id_ == 0x95) // Right laser eye
{
DrawSpriteTile((x * 16), (y * 16), 9, 28, 3, true, false, 1, 2);
DrawSpriteTile((x * 16), (y * 16) + 16, 9, 28, 3, true, true, 1, 1);
} else if (id_ == 0x96) // Left laser eye
{
DrawSpriteTile((x * 16) + 8, (y * 16) - 4, 9, 28, 3, false, false, 1, 2);
DrawSpriteTile((x * 16) + 8, (y * 16) + 12, 9, 28, 3, false, true, 1, 1);
} else if (id_ == 0x97) // Right laser eye
{
DrawSpriteTile((x * 16), (y * 16), 6, 28, 3, false, false, 2, 1);
DrawSpriteTile((x * 16) + 16, (y * 16), 6, 28, 3, true, false, 1, 1);
} else if (id_ == 0x98) // Right laser eye
{
DrawSpriteTile((x * 16), (y * 16), 6, 28, 3, false, true, 2, 1);
DrawSpriteTile((x * 16) + 16, (y * 16), 6, 28, 3, true, true, 1, 1);
} else if (id_ == 0x99) {
DrawSpriteTile((x * 16), (y * 16), 6, 24, 12);
DrawSpriteTile((x * 16), (y * 16) - 8, 0, 24, 12);
} else if (id_ == 0x9A) // Water bubble kyameron
{
DrawSpriteTile((x * 16), (y * 16), 10, 24, 6);
} else if (id_ == 0x9B) // Water bubble kyameron
{
DrawSpriteTile((x * 16), (y * 16), 6, 24, 11);
DrawSpriteTile((x * 16), (y * 16) - 8, 2, 27, 11, false, false, 2, 1);
} else if (id_ == 0x9C) // Water bubble kyameron
{
DrawSpriteTile((x * 16), (y * 16), 12, 22, 11);
DrawSpriteTile((x * 16) + 16, (y * 16), 13, 22, 11, false, false, 1, 2);
} else if (id_ == 0x9D) // Water bubble kyameron
{
DrawSpriteTile((x * 16), (y * 16), 14, 21, 11);
DrawSpriteTile((x * 16), (y * 16) - 16, 14, 20, 11, false, false, 2, 1);
} else if (id_ == 0xA1) {
DrawSpriteTile((x * 16) - 8, (y * 16) + 8, 6, 26, 14);
DrawSpriteTile((x * 16) + 8, (y * 16) + 8, 6, 26, 14, true);
} else if (id_ == 0xA2) {
DrawSpriteTile((x * 16), (y * 16) + 8, 0, 24, 14, false, false, 4, 4);
} else if (id_ == 0xA5) {
DrawSpriteTile((x * 16), (y * 16), 0, 26, 10, false, false, 3, 2);
DrawSpriteTile((x * 16) + 4, (y * 16) - 8, 0, 24, 10);
} else if (id_ == 0xA6) {
DrawSpriteTile((x * 16), (y * 16), 0, 26, 8, false, false, 3, 2);
DrawSpriteTile((x * 16) + 4, (y * 16) - 8, 0, 24, 8);
} else if (id_ == 0xA7) {
DrawSpriteTile((x * 16), (y * 16) + 12, 12, 16, 10);
DrawSpriteTile((x * 16), (y * 16), 0, 16, 10);
} else if (id_ == 0xAC) {
DrawSpriteTile((x * 16), (y * 16), 5, 14, 4);
} else if (id_ == 0xAD) {
DrawSpriteTile((x * 16), (y * 16) + 8, 14, 10, 10);
DrawSpriteTile((x * 16), (y * 16), 12, 10, 10);
} else if (id_ == 0xBA) {
DrawSpriteTile((x * 16), (y * 16), 14, 14, 6);
} else if (id_ == 0xC1 || id_ == 0x7A) {
DrawSpriteTile((x * 16), (y * 16) - 16, 2, 24, 12, false, false, 2, 4);
DrawSpriteTile((x * 16) + 16, (y * 16) - 16, 2, 24, 12, true, false, 2, 4);
} else if (id_ == 0xC3) {
DrawSpriteTile((x * 16), (y * 16), 10, 14, 12);
} else if (id_ == 0xC4) {
DrawSpriteTile((x * 16), (y * 16), 0, 18, 14);
DrawSpriteTile((x * 16), (y * 16) - 8, 0, 16, 14);
} else if (id_ == 0xC5) {
} else if (id_ == 0xC6) {
DrawSpriteTile((x * 16) + 4, (y * 16) + 14, 3, 30, 14, false, false, 1, 1);
DrawSpriteTile((x * 16) + 14, (y * 16) + 4, 3, 30, 14, false, false, 1, 1);
DrawSpriteTile((x * 16) + 4, (y * 16) + 2, 1, 31, 14, false, false, 1, 1);
DrawSpriteTile((x * 16) - 6, (y * 16) + 4, 3, 30, 14, false, false, 1, 1);
DrawSpriteTile((x * 16) + 4, (y * 16) - 6, 3, 30, 14, false, false, 1, 1);
} else if (id_ == 0xC7) {
DrawSpriteTile((x * 16), (y * 16), 0, 26, 4);
DrawSpriteTile((x * 16), (y * 16) - 10, 0, 26, 4);
DrawSpriteTile((x * 16), (y * 16) - 20, 0, 26, 4);
DrawSpriteTile((x * 16), (y * 16) - 30, 2, 26, 4);
} else if (id_ == 0xC8) {
DrawSpriteTile((x * 16), (y * 16), 12, 24, 12, false, false, 2, 3);
DrawSpriteTile((x * 16) + 16, (y * 16), 12, 24, 12, true, false, 1, 3);
} else if (id_ == 0xC9) {
DrawSpriteTile((x * 16), (y * 16), 8, 28, 8, false);
DrawSpriteTile((x * 16) + 16, (y * 16), 8, 28, 8, true);
} else if (id_ == 0xCA) {
DrawSpriteTile((x * 16), (y * 16), 8, 10, 10);
} else if (id_ == 0xD0) {
DrawSpriteTile((x * 16), (y * 16), 7, 14, 11, false, false, 3, 2);
DrawSpriteTile((x * 16), (y * 16) - 10, 8, 12, 11);
} else if (id_ == 0xD1) {
DrawSpriteTile((x * 16) + 2, (y * 16) + 8, 7, 13, 11, true, true, 1, 1);
DrawSpriteTile((x * 16) + 8, (y * 16) + 2, 7, 13, 11, true, false, 1, 1);
DrawSpriteTile((x * 16) + 14, (y * 16) + 8, 7, 13, 11, true, true, 1, 1);
DrawSpriteTile((x * 16) + 8, (y * 16) + 14, 7, 13, 11, false, true, 1, 1);
DrawSpriteTile((x * 16) + 8, (y * 16) + 8, 7, 13, 11, false, false, 1,
1); // Middle
// 6,7 / 13
} else if (id_ == 0xD4) {
DrawSpriteTile((x * 16) - 4, (y * 16), 0, 7, 7, false, false, 1, 1);
DrawSpriteTile((x * 16) + 4, (y * 16), 0, 7, 7, true, false, 1, 1);
} else if (id_ == 0xE3) // Fairy
{
DrawSpriteTile((x * 16), (y * 16), 10, 14, 10);
} else if (id_ == 0xE4) // Key
{
DrawSpriteTile((x * 16), (y * 16), 11, 06, 11, false, false, 1, 2);
} else if (id_ == 0xE7) // Mushroom
{
DrawSpriteTile((x * 16), (y * 16), 14, 30, 16);
} else if (id_ == 0xE8) // Fake ms
{
DrawSpriteTile((x * 16) + 4, (y * 16), 4, 31, 10, false, false, 1, 1);
DrawSpriteTile((x * 16) + 4, (y * 16) + 8, 5, 31, 10, false, false, 1, 1);
} else if (id_ == 0xEB) {
DrawSpriteTile((x * 16), (y * 16), 0, 14, 5);
} else if (id_ == 0xF2) {
DrawSpriteTile((x * 16), (y * 16) - 16, 12, 24, 2, false, false, 2, 4);
DrawSpriteTile((x * 16) + 16, (y * 16) - 16, 12, 24, 2, true, false, 2, 4);
} else if (id_ == 0xF4) {
DrawSpriteTile((x * 16), (y * 16), 12, 28, 5, false, false, 4, 4);
} else {
DrawSpriteTile((x * 16), (y * 16), 4, 4, 5);
}
bounding_box_.x = (lower_x_ + (x * 16));
bounding_box_.y = (lower_y_ + (y * 16));
bounding_box_.w = width_;
bounding_box_.h = height_;
}
void Sprite::DrawSpriteTile(int x, int y, int srcx, int srcy, int pal,
bool mirror_x, bool mirror_y, int sizex,
int sizey) {
if (current_gfx_.empty()) {
return;
}
// Validate input parameters
if (sizex <= 0 || sizey <= 0) {
return;
}
if (srcx < 0 || srcy < 0 || pal < 0) {
return;
}
x += 16;
y += 16;
int drawid_ = (srcx + (srcy * 16)) + 512;
// Validate drawid_ is within reasonable bounds
if (drawid_ < 0 || drawid_ > 4096) {
return;
}
for (auto yl = 0; yl < sizey * 8; yl++) {
for (auto xl = 0; xl < (sizex * 8) / 2; xl++) {
int mx = xl;
int my = yl;
if (mirror_x) {
mx = (((sizex * 8) / 2) - 1) - xl;
}
if (mirror_y) {
my = ((sizey * 8) - 1) - yl;
}
// Formula information to get tile index position in the array
//((ID / nbrofXtiles) * (imgwidth/2) + (ID - ((ID/16)*16) ))
int tx = ((drawid_ / 0x10) * 0x400) +
((drawid_ - ((drawid_ / 0x10) * 0x10)) * 8);
// Validate graphics buffer access
int gfx_index = tx + (yl * 0x80) + xl;
if (gfx_index < 0 || gfx_index >= static_cast<int>(current_gfx_.size())) {
continue; // Skip this pixel if out of bounds
}
auto pixel = current_gfx_[gfx_index];
// nx,ny = object position, xx,yy = tile position, xl,yl = pixel
// position
int index = (x) + (y * 64) + (mx + (my * 0x80));
// Validate preview buffer access
if (index >= 0 && index < static_cast<int>(preview_gfx_.size()) &&
index <= 4096) {
preview_gfx_[index] = (uint8_t)((pixel & 0x0F) + 112 + (pal * 8));
}
}
}
}
} // namespace zelda3
} // namespace yaze

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#ifndef YAZE_APP_ZELDA3_SPRITE_H
#define YAZE_APP_ZELDA3_SPRITE_H
#include <SDL.h>
#include <cstdint>
#include <string>
#include <vector>
#include "zelda3/common.h"
#include "zelda3/sprite/overlord.h"
namespace yaze {
namespace zelda3 {
static const std::string kSpriteDefaultNames[]{
"00 Raven",
"01 Vulture",
"02 Flying Stalfos Head",
"03 No Pointer (Empty",
"04 Pull Switch (good",
"05 Pull Switch (unused",
"06 Pull Switch (bad",
"07 Pull Switch (unused",
"08 Octorock (one way",
"09 Moldorm (Boss",
"0A Octorock (four way",
"0B Chicken",
"0C Octorock (?",
"0D Buzzblock",
"0E Snapdragon",
"0F Octoballoon",
"10 Octoballon Hatchlings",
"11 Hinox",
"12 Moblin",
"13 Mini Helmasaure",
"14 Gargoyle's Domain Gate",
"15 Antifairy",
"16 Sahasrahla / Aginah",
"17 Bush Hoarder",
"18 Mini Moldorm",
"19 Poe",
"1A Dwarves",
"1B Arrow in wall",
"1C Statue",
"1D Weathervane",
"1E Crystal Switch",
"1F Bug-Catching Kid",
"20 Sluggula",
"21 Push Switch",
"22 Ropa",
"23 Red Bari",
"24 Blue Bari",
"25 Talking Tree",
"26 Hardhat Beetle",
"27 Deadrock",
"28 Storytellers",
"29 Blind Hideout attendant",
"2A Sweeping Lady",
"2B Storytellers",
"2C Lumberjacks",
"2D Telepathic Stones",
"2E Multipurpose Sprite",
"2F Race Npc",
"30 Person?",
"31 Fortune Teller",
"32 Angry Brothers",
"33 Pull for items",
"34 Scared Girl",
"35 Innkeeper",
"36 Witch",
"37 Waterfall",
"38 Arrow Target",
"39 Average Middle",
"3A Half Magic Bat",
"3B Dash Item",
"3C Village Kid",
"3D Signs? Chicken lady also showed up / Scared ladies outside houses.",
"3E Rock Hoarder",
"3F Tutorial Soldier",
"40 Lightning Lock",
"41 Blue Sword Soldier / Used by guards to detect player",
"42 Green Sword Soldier",
"43 Red Spear Soldier",
"44 Assault Sword Soldier",
"45 Green Spear Soldier",
"46 Blue Archer",
"47 Green Archer",
"48 Red Javelin Soldier",
"49 Red Javelin Soldier 2",
"4A Red Bomb Soldiers",
"4B Green Soldier Recruits",
"4C Geldman",
"4D Rabbit",
"4E Popo",
"4F Popo 2",
"50 Cannon Balls",
"51 Armos",
"52 Giant Zora",
"53 Armos Knights (Boss",
"54 Lanmolas (Boss",
"55 Fireball Zora",
"56 Walking Zora",
"57 Desert Palace Barriers",
"58 Crab",
"59 Bird",
"5A Squirrel",
"5B Spark (Left to Right",
"5C Spark (Right to Left",
"5D Roller (vertical moving",
"5E Roller (vertical moving",
"5F Roller",
"60 Roller (horizontal moving",
"61 Beamos",
"62 Master Sword",
"63 Devalant (Non",
"64 Devalant (Shooter",
"65 Shooting Gallery Proprietor",
"66 Moving Cannon Ball Shooters (Right",
"67 Moving Cannon Ball Shooters (Left",
"68 Moving Cannon Ball Shooters (Down",
"69 Moving Cannon Ball Shooters (Up",
"6A Ball N' Chain Trooper",
"6B Cannon Soldier",
"6C Mirror Portal",
"6D Rat",
"6E Rope",
"6F Keese",
"70 Helmasaur King Fireball",
"71 Leever",
"72 Activator for the ponds (where you throw in items",
"73 Uncle / Priest",
"74 Running Man",
"75 Bottle Salesman",
"76 Princess Zelda",
"77 Antifairy (Alternate",
"78 Village Elder",
"79 Bee",
"7A Agahnim",
"7B Agahnim Energy Ball",
"7C Hyu",
"7D Big Spike Trap",
"7E Guruguru Bar (Clockwise",
"7F Guruguru Bar (Counter Clockwise",
"80 Winder",
"81 Water Tektite",
"82 Antifairy Circle",
"83 Green Eyegore",
"84 Red Eyegore",
"85 Yellow Stalfos",
"86 Kodongos",
"87 Flames",
"88 Mothula (Boss",
"89 Mothula's Beam",
"8A Spike Trap",
"8B Gibdo",
"8C Arrghus (Boss",
"8D Arrghus spawn",
"8E Terrorpin",
"8F Slime",
"90 Wallmaster",
"91 Stalfos Knight",
"92 Helmasaur King",
"93 Bumper",
"94 Swimmers",
"95 Eye Laser (Right",
"96 Eye Laser (Left",
"97 Eye Laser (Down",
"98 Eye Laser (Up",
"99 Pengator",
"9A Kyameron",
"9B Wizzrobe",
"9C Tadpoles",
"9D Tadpoles",
"9E Ostrich (Haunted Grove",
"9F Flute",
"A0 Birds (Haunted Grove",
"A1 Freezor",
"A2 Kholdstare (Boss",
"A3 Kholdstare's Shell",
"A4 Falling Ice",
"A5 Zazak Fireball",
"A6 Red Zazak",
"A7 Stalfos",
"A8 Bomber Flying Creatures from Darkworld",
"A9 Bomber Flying Creatures from Darkworld",
"AA Pikit",
"AB Maiden",
"AC Apple",
"AD Lost Old Man",
"AE Down Pipe",
"AF Up Pipe",
"B0 Right Pip",
"B1 Left Pipe",
"B2 Good bee again?",
"B3 Hylian Inscription",
"B4 Thief?s chest (not the one that follows you",
"B5 Bomb Salesman",
"B6 Kiki",
"B7 Maiden following you in Blind Dungeon",
"B8 Monologue Testing Sprite",
"B9 Feuding Friends on Death Mountain",
"BA Whirlpool",
"BB Salesman / chestgame guy / 300 rupee giver guy / Chest game thief",
"BC Drunk in the inn",
"BD Vitreous (Large Eyeball",
"BE Vitreous (Small Eyeball",
"BF Vitreous' Lightning",
"C0 Monster in Lake of Ill Omen / Quake Medallion",
"C1 Agahnim teleporting Zelda to dark world",
"C2 Boulders",
"C3 Gibo",
"C4 Thief",
"C5 Medusa",
"C6 Four Way Fireball Spitters (spit when you use your sword",
"C7 Hokku",
"C8 Big Fairy who heals you",
"C9 Tektite",
"CA Chain Chomp",
"CB Trinexx",
"CC Another part of trinexx",
"CD Yet another part of trinexx",
"CE Blind The Thief (Boss)",
"CF Swamola",
"D0 Lynel",
"D1 Bunny Beam",
"D2 Flopping fish",
"D3 Stal",
"D4 Landmine",
"D5 Digging Game Proprietor",
"D6 Ganon",
"D7 Copy of Ganon",
"D8 Heart",
"D9 Green Rupee",
"DA Blue Rupee",
"DB Red Rupee",
"DC Bomb Refill (1)",
"DD Bomb Refill (4)",
"DE Bomb Refill (8)",
"DF Small Magic Refill",
"E0 Full Magic Refill",
"E1 Arrow Refill (5)",
"E2 Arrow Refill (10)",
"E3 Fairy",
"E4 Key",
"E5 Big Key",
"E6 Shield",
"E7 Mushroom",
"E8 Fake Master Sword",
"E9 Magic Shop dude / His items",
"EA Heart Container",
"EB Heart Piece",
"EC Bushes",
"ED Cane Of Somaria Platform",
"EE Mantle",
"EF Cane of Somaria Platform (Unused)",
"F0 Cane of Somaria Platform (Unused)",
"F1 Cane of Somaria Platform (Unused)",
"F2 Medallion Tablet",
"F3",
"F4 Falling Rocks",
"F5",
"F6",
"F7",
"F8",
"F9",
"FA",
"FB",
"FC",
"FD",
"FE",
"FF",
};
/**
* @class Sprite
* @brief A class for managing sprites in the overworld and underworld.
*/
class Sprite : public GameEntity {
public:
Sprite() = default;
Sprite(const std::vector<uint8_t>& src, uint8_t overworld_map_id, uint8_t id,
uint8_t x, uint8_t y, int map_x, int map_y)
: map_id_(static_cast<int>(overworld_map_id)),
id_(id),
nx_(x),
ny_(y),
map_x_(map_x),
map_y_(map_y),
current_gfx_(src) {
entity_type_ = zelda3::GameEntity::EntityType::kSprite;
entity_id_ = id;
x_ = map_x_;
y_ = map_y_;
overworld_ = true;
name_ = kSpriteDefaultNames[id];
preview_gfx_.resize(64 * 64, 0xFF);
}
Sprite(uint8_t id, uint8_t x, uint8_t y, uint8_t subtype, uint8_t layer)
: id_(id), nx_(x), ny_(y), subtype_(subtype), layer_(layer) {
x_ = x;
y_ = y;
name_ = kSpriteDefaultNames[id];
if (((subtype & 0x07) == 0x07) && id > 0 && id <= 0x1A) {
name_ = kOverlordNames[id - 1];
overlord_ = 1;
}
}
void InitSprite(const std::vector<uint8_t>& src, uint8_t overworld_map_id,
uint8_t id, uint8_t x, uint8_t y, int map_x, int map_y) {
current_gfx_ = src;
overworld_ = true;
map_id_ = static_cast<int>(overworld_map_id);
id_ = id;
entity_type_ = zelda3::GameEntity::EntityType::kSprite;
entity_id_ = id;
x_ = map_x_;
y_ = map_y_;
nx_ = x;
ny_ = y;
name_ = kSpriteDefaultNames[id];
map_x_ = map_x;
map_y_ = map_y;
preview_gfx_.resize(64 * 64, 0xFF);
}
void Draw();
void DrawSpriteTile(int x, int y, int srcx, int srcy, int pal,
bool mirror_x = false, bool mirror_y = false,
int sizex = 2, int sizey = 2);
void UpdateMapProperties(uint16_t map_id) override;
void UpdateCoordinates(int map_x, int map_y);
auto preview_graphics() const { return &preview_gfx_; }
auto id() const { return id_; }
auto set_id(uint8_t id) { id_ = id; }
auto x() const { return x_; }
auto y() const { return y_; }
auto nx() const { return nx_; }
auto ny() const { return ny_; }
auto map_id() const { return map_id_; }
auto map_x() const { return map_x_; }
auto map_y() const { return map_y_; }
auto game_state() const { return game_state_; }
auto layer() const { return layer_; }
auto subtype() const { return subtype_; }
auto width() const { return width_; }
auto height() const { return height_; }
auto name() { return name_; }
auto deleted() const { return deleted_; }
auto set_deleted(bool deleted) { deleted_ = deleted; }
auto set_key_drop(int key) { key_drop_ = key; }
private:
uint8_t map_id_;
uint8_t game_state_;
uint8_t id_;
uint8_t nx_;
uint8_t ny_;
uint8_t overlord_ = 0;
uint8_t lower_x_ = 32;
uint8_t lower_y_ = 32;
uint8_t higher_x_ = 0;
uint8_t higher_y_ = 0;
int width_ = 16;
int height_ = 16;
int map_x_ = 0;
int map_y_ = 0;
int layer_ = 0;
int subtype_ = 0;
int key_drop_ = 0;
bool deleted_ = false;
bool overworld_;
std::string name_;
std::vector<uint8_t> preview_gfx_;
std::vector<uint8_t> current_gfx_;
SDL_Rect bounding_box_;
};
} // namespace zelda3
} // namespace yaze
#endif

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#include "sprite_builder.h"
#include <sstream>
#include <string>
namespace yaze {
namespace zelda3 {
SpriteBuilder SpriteBuilder::Create(const std::string& spriteName) {
SpriteBuilder builder;
return builder;
}
SpriteBuilder& SpriteBuilder::SetProperty(const std::string& propertyName,
const std::string& value) {
return *this;
}
SpriteBuilder& SpriteBuilder::SetProperty(const std::string& propertyName,
int value) {
return *this;
}
SpriteBuilder& SpriteBuilder::SetProperty(const std::string& propertyName,
bool value) {
return *this;
}
SpriteBuilder& SpriteBuilder::AddAction(const SpriteAction& action) {
return *this;
}
SpriteBuilder& SpriteBuilder::SetGlobalAction(const SpriteAction& action) {
return *this;
}
SpriteBuilder& SpriteBuilder::AddFunction(const SpriteAction& function) {
return *this;
}
SpriteBuilder& SpriteBuilder::AddFunction(const std::string& asmCode) {
return *this;
}
std::string SpriteBuilder::BuildProperties() const {
std::stringstream ss;
// Build the properties
for (int i = 0; i < 27; ++i) {
std::string property = "00";
if (!properties[i].empty()) property = properties[i];
ss << kSpriteProperties[i] << " = $" << property << std::endl;
}
return ss.str();
}
std::string SpriteBuilder::Build() const {
std::stringstream ss;
ss << BuildProperties();
return ss.str();
}
// ============================================================================
SpriteAction SpriteAction::Create(const std::string& actionName) {
SpriteAction action;
return action;
}
SpriteAction SpriteAction::Create() {
SpriteAction action;
return action;
}
SpriteAction& SpriteAction::AddInstruction(
const SpriteInstruction& instruction) {
return *this;
}
SpriteAction& SpriteAction::AddCustomInstruction(const std::string& asmCode) {
return *this;
}
SpriteAction& SpriteAction::SetNextAction(const std::string& nextActionName) {
return *this;
}
std::string SpriteAction::GetConfiguration() const { return ""; }
// ============================================================================
SpriteInstruction SpriteInstruction::PlayAnimation(int startFrame, int endFrame,
int speed) {
SpriteInstruction instruction;
return instruction;
}
SpriteInstruction SpriteInstruction::ApplySpeedTowardsPlayer(int speed) {
SpriteInstruction instruction;
instruction.SetConfiguration("JSL Sprite_ApplySpeedTowardsPlayer");
return instruction;
}
SpriteInstruction SpriteInstruction::CheckDamageFromPlayer() {
SpriteInstruction instruction;
return instruction;
}
SpriteInstruction SpriteInstruction::MoveXyz() {
SpriteInstruction instruction;
return instruction;
}
SpriteInstruction SpriteInstruction::BounceFromTileCollision() {
SpriteInstruction instruction;
return instruction;
}
SpriteInstruction SpriteInstruction::SetTimer(int timerId, int value) {
SpriteInstruction instruction;
return instruction;
}
SpriteInstruction SpriteInstruction::Custom(const std::string& asmCode) {
SpriteInstruction instruction;
return instruction;
}
SpriteInstruction SpriteInstruction::BehaveAsBarrier() {
SpriteInstruction instruction;
return instruction;
}
SpriteInstruction SpriteInstruction::JumpToFunction(
const std::string& functionName) {
SpriteInstruction instruction;
return instruction;
}
} // namespace zelda3
} // namespace yaze

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#ifndef YAZE_APP_ZELDA3_SPRITE_SPRITE_BUILDER_H_
#define YAZE_APP_ZELDA3_SPRITE_SPRITE_BUILDER_H_
#include <array>
#include <string>
#include <vector>
namespace yaze {
namespace zelda3 {
class SpriteInstruction {
public:
// Predefined instructions
static SpriteInstruction PlayAnimation(int startFrame, int endFrame,
int speed);
static SpriteInstruction ApplySpeedTowardsPlayer(int speed);
static SpriteInstruction CheckDamageFromPlayer();
static SpriteInstruction MoveXyz();
static SpriteInstruction BounceFromTileCollision();
static SpriteInstruction SetTimer(int timerId, int value);
static SpriteInstruction BehaveAsBarrier();
static SpriteInstruction JumpToFunction(const std::string& functionName);
// Custom instruction
static SpriteInstruction Custom(const std::string& asmCode);
// Get the instruction configuration
std::string GetConfiguration() const { return instruction_; }
void SetConfiguration(const std::string& instruction) {
instruction_ = instruction;
}
private:
std::string instruction_;
};
class SpriteAction {
public:
// Factory method to create a new action
static SpriteAction Create(const std::string& actionName);
// Anonymously create an action
static SpriteAction Create();
// Add a predefined instruction to the action
SpriteAction& AddInstruction(const SpriteInstruction& instruction);
// Add custom raw ASM instruction to the action
SpriteAction& AddCustomInstruction(const std::string& asmCode);
// Set the next action to jump to
SpriteAction& SetNextAction(const std::string& nextActionName);
// Get the action configuration
std::string GetConfiguration() const;
private:
std::string name;
std::vector<std::string> instructions;
std::string nextAction;
};
// Array of sprite property names
constexpr const char* kSpriteProperties[] = {"!SPRID",
"!NbrTiles",
"!Harmless",
"!HVelocity",
"!Health",
"!Damage",
"!DeathAnimation",
"!ImperviousAll",
"!SmallShadow",
"!Shadow",
"!Palette",
"!Hitbox",
"!Persist",
"!Statis",
"!CollisionLayer",
"!CanFall",
"!DeflectArrow",
"!WaterSprite",
"!Blockable",
"!Prize",
"!Sound",
"!Interaction",
"!Statue",
"!DeflectProjectiles",
"!ImperviousArrow",
"!ImpervSwordHammer",
"!Boss"};
class SpriteBuilder {
public:
// Factory method to create a new sprite
static SpriteBuilder Create(const std::string& spriteName);
// Set sprite properties
SpriteBuilder& SetProperty(const std::string& propertyName,
const std::string& value);
SpriteBuilder& SetProperty(const std::string& propertyName, int value);
SpriteBuilder& SetProperty(const std::string& propertyName, bool value);
// Add an action to the sprite
SpriteBuilder& AddAction(const SpriteAction& action);
// Set global action to the sprite (always runs)
SpriteBuilder& SetGlobalAction(const SpriteAction& action);
// Add a function to be called from anywhere in the sprite code
SpriteBuilder& AddFunction(const std::string& asmCode);
SpriteBuilder& AddFunction(const SpriteAction& action);
std::string BuildProperties() const;
// Build and get the sprite configuration
std::string Build() const;
private:
std::string name;
std::array<std::string, 27> properties;
std::vector<SpriteAction> actions;
SpriteAction globalAction;
std::vector<SpriteAction> functions;
};
} // namespace zelda3
} // namespace yaze
#endif // YAZE_APP_ZELDA3_SPRITE_SPRITE_BUILDER_H_