Popout PaletteEditor, general housekeeping
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129
src/app/zelda3/screen/title_screen.cc
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129
src/app/zelda3/screen/title_screen.cc
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#include "title_screen.h"
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#include <cstdint>
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#include "app/core/common.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/rom.h"
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namespace yaze {
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namespace app {
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namespace zelda3 {
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void TitleScreen::Create() {
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tiles8Bitmap.Create(128, 512, 8, 0x20000);
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tilesBG1Bitmap.Create(256, 256, 8, 0x80000);
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tilesBG2Bitmap.Create(256, 256, 8, 0x80000);
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oamBGBitmap.Create(256, 256, 8, 0x80000);
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BuildTileset();
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LoadTitleScreen();
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}
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void TitleScreen::BuildTileset() {
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uchar staticgfx[16];
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// Main Blocksets
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// TODO: get the gfx from the GFX class rather than the rom.
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// for (int i = 0; i < 8; i++) {
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// staticgfx[i] = GfxGroups.mainGfx[titleScreenTilesGFX][i];
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// }
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staticgfx[8] = 115 + 0;
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// staticgfx[9] = (GfxGroups.spriteGfx[titleScreenSpritesGFX][3] + 115);
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staticgfx[10] = 115 + 6;
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staticgfx[11] = 115 + 7;
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// staticgfx[12] = (GfxGroups.spriteGfx[titleScreenSpritesGFX][0] + 115);
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staticgfx[13] = 112;
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staticgfx[14] = 112;
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staticgfx[15] = 112;
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// Loaded gfx for the current screen (empty at this point)
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uchar* currentmapgfx8Data = tiles8Bitmap.GetData();
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// All gfx of the game pack of 2048 bytes (4bpp)
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uchar* allgfxData = nullptr; // rom_.GetMasterGraphicsBin();
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for (int i = 0; i < 16; i++) {
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for (int j = 0; j < 2048; j++) {
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uchar mapByte = allgfxData[j + (staticgfx[i] * 2048)];
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switch (i) {
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case 0:
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case 3:
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case 4:
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case 5:
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mapByte += 0x88;
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break;
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}
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currentmapgfx8Data[(i * 2048) + j] = mapByte; // Upload used gfx data
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}
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}
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}
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void TitleScreen::LoadTitleScreen() {
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int pos =
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(rom_[0x138C + 3] << 16) + (rom_[0x1383 + 3] << 8) + rom_[0x137A + 3];
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for (int i = 0; i < 1024; i++) {
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tilesBG1Buffer[i] = 492;
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tilesBG2Buffer[i] = 492;
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}
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pos = core::SnesToPc(pos);
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while ((rom_[pos] & 0x80) != 0x80) {
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int dest_addr = pos; // $03 and $04
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pos += 2;
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short length = pos;
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bool increment64 = (length & 0x8000) == 0x8000;
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bool fixsource = (length & 0x4000) == 0x4000;
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pos += 2;
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length = (short)((length & 0x07FF));
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int j = 0;
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int jj = 0;
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int posB = pos;
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while (j < (length / 2) + 1) {
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ushort tiledata = (ushort)pos;
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if (dest_addr >= 0x1000) {
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// destAddr -= 0x1000;
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if (dest_addr < 0x2000) {
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tilesBG1Buffer[dest_addr - 0x1000] = tiledata;
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}
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} else {
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if (dest_addr < 0x1000) {
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tilesBG2Buffer[dest_addr] = tiledata;
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}
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}
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if (increment64) {
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dest_addr += 32;
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} else {
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dest_addr++;
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}
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if (!fixsource) {
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pos += 2;
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}
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jj += 2;
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j++;
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}
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if (fixsource) {
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pos += 2;
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} else {
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pos = posB + jj;
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}
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}
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pal_selected_ = 2;
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}
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} // namespace zelda3
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} // namespace app
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} // namespace yaze
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