Overworld and Bitmap refactoring
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@@ -7,25 +7,29 @@ namespace yaze {
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namespace app {
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namespace zelda3 {
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void Overworld::Load(ROM &rom, uchar *ow_blockset) {
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absl::Status Overworld::Load(ROM &rom, uchar *ow_blockset) {
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rom_ = rom;
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AssembleMap32Tiles();
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AssembleMap16Tiles();
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DecompressAllMapTiles();
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for (int i = 0; i < core::NumberOfOWMaps; i++) {
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overworld_maps_.emplace_back(i, rom_, tiles16);
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}
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for (int map_index = 0; map_index < core::NumberOfOWMaps; ++map_index)
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overworld_maps_.emplace_back(map_index, rom_, tiles16, map_tiles_);
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FetchLargeMaps();
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for (int i = 0; i < core::NumberOfOWMaps; i++) {
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// overworld_maps_[i].BuildMap(tiles16.size(), game_state_, map_parent_,
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// ow_blockset, map_tiles_);
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overworld_maps_[i].BuildMapV2(tiles16.size(), game_state_, map_parent_);
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auto size = tiles16.size();
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for (int i = 0; i < core::NumberOfOWMaps; ++i) {
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auto map_status = overworld_maps_[i].BuildMapV2(size, game_state_,
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map_parent_);
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if (!map_status.ok()) {
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return map_status;
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}
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}
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is_loaded_ = true;
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return absl::OkStatus();
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}
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ushort Overworld::GenerateTile32(int i, int k, int dimension) {
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