bitmap optimization, sprites, inventory, tiles

This commit is contained in:
Justin Scofield
2022-09-12 21:17:41 -05:00
parent d6081e9add
commit 56ef315028
21 changed files with 1692 additions and 155 deletions

View File

@@ -0,0 +1,84 @@
#include "inventory.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_tile.h"
#include "app/rom.h"
#include "gui/canvas.h"
namespace yaze {
namespace app {
namespace zelda3 {
void Inventory::Create(Bytes& all_gfx) {
data_.reserve(256 * 256);
for (int i = 0; i < 256 * 256; i++) {
data_.push_back(0xFF);
}
BuildTileset(all_gfx);
tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(kBowItemPos)));
const int offsets[] = {0x00, 0x08, 0x200, 0x208};
auto xx = 0;
auto yy = 0;
int i = 0;
for (const auto& tile : tiles_) {
int offset = offsets[i];
for (auto y = 0; y < 0x08; ++y) {
for (auto x = 0; x < 0x08; ++x) {
int mx = x;
int my = y;
if (tile.horizontal_mirror_ != 0) {
mx = 0x07 - x;
}
if (tile.vertical_mirror_ != 0) {
my = 0x07 - y;
}
int xpos = ((tile.id_ % 0x10) * 0x08);
int ypos = (((tile.id_ / 0x10)) * 0x200);
int source = ypos + xpos + (x + (y * 0x80));
auto destination = xx + yy + offset + (mx + (my * 0x100));
data_[destination] = (tilesheets_[source] & 0x0F);
}
}
xx += 0x10;
if (xx >= 0x80) {
yy += 0x800;
xx = 0;
}
if (i == 4) {
i = 0;
}
i++;
}
bitmap_.Create(256, 256, 128, data_);
// bitmap_.ApplyPalette(rom_.GetPaletteGroup("hud")[0]);
rom_.RenderBitmap(&bitmap_);
}
void Inventory::BuildTileset(Bytes& all_gfx) {
//const int offsets[] = {0xDC000, 0x6D900, 0x6EF00, 0x6F000, 0xD8000, 0xD9000};
const int offsets[] = {0xDC000, 0x6D900, 0x6EF00, 0x6F000, 0xD8000, 0xD9000};
tilesheets_.reserve(6 * 0x1000);
for (int i = 0; i < 6 * 0x1000; i++) {
tilesheets_.push_back(0xFF);
}
for (int y = 0; y < 6; y++) {
int offset = offsets[y];
for (int x = 0; x < 0x1000; x++) {
tilesheets_[x + (y * 0x1000)] = all_gfx[offset + x + (y * 0x1000)];
}
}
tilesheets_bmp_.Create(128, 192, 64, tilesheets_);
rom_.RenderBitmap(&tilesheets_bmp_);
}
} // namespace zelda3
} // namespace app
} // namespace yaze