Add FindMetastamp, etc housekeeping
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@@ -2,8 +2,9 @@
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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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#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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@@ -16,10 +17,10 @@ void Inventory::Create() {
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}
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PRINT_IF_ERROR(BuildTileset())
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for (int i = 0; i < 0x500; i += 0x08) {
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tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(i + kBowItemPos)));
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tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(i + kBowItemPos + 0x02)));
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tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(i + kBowItemPos + 0x04)));
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tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(i + kBowItemPos + 0x08)));
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tiles_.push_back(gfx::GetTilesInfo(rom()->toint16(i + kBowItemPos)));
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tiles_.push_back(gfx::GetTilesInfo(rom()->toint16(i + kBowItemPos + 0x02)));
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tiles_.push_back(gfx::GetTilesInfo(rom()->toint16(i + kBowItemPos + 0x04)));
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tiles_.push_back(gfx::GetTilesInfo(rom()->toint16(i + kBowItemPos + 0x08)));
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}
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const int offsets[] = {0x00, 0x08, 0x800, 0x808};
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auto xx = 0;
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@@ -63,13 +64,13 @@ void Inventory::Create() {
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}
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bitmap_.Create(256, 256, 128, data_);
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bitmap_.ApplyPalette(palette_);
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rom_.RenderBitmap(&bitmap_);
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rom()->RenderBitmap(&bitmap_);
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}
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absl::Status Inventory::BuildTileset() {
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tilesheets_.reserve(6 * 0x2000);
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for (int i = 0; i < 6 * 0x2000; i++) tilesheets_.push_back(0xFF);
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ASSIGN_OR_RETURN(tilesheets_, rom_.Load2bppGraphics())
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ASSIGN_OR_RETURN(tilesheets_, rom()->Load2bppGraphics())
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Bytes test;
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for (int i = 0; i < 0x4000; i++) {
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test_.push_back(tilesheets_[i]);
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@@ -78,9 +79,9 @@ absl::Status Inventory::BuildTileset() {
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test_.push_back(tilesheets_[i]);
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}
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tilesheets_bmp_.Create(128, 0x130, 64, test_);
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palette_ = rom_.GetPaletteGroup("hud")[0];
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palette_ = rom()->GetPaletteGroup("hud")[0];
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tilesheets_bmp_.ApplyPalette(palette_);
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rom_.RenderBitmap(&tilesheets_bmp_);
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rom()->RenderBitmap(&tilesheets_bmp_);
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return absl::OkStatus();
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}
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@@ -14,9 +14,8 @@ namespace zelda3 {
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constexpr int kInventoryStart = 0x6564A;
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constexpr int kBowItemPos = 0x6F631;
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class Inventory {
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class Inventory : public SharedROM {
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public:
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void SetupROM(ROM& rom) { rom_ = rom; }
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auto Bitmap() const { return bitmap_; }
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auto Tilesheet() const { return tilesheets_bmp_; }
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auto Palette() const { return palette_; }
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@@ -26,8 +25,6 @@ class Inventory {
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private:
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absl::Status BuildTileset();
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ROM rom_;
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Bytes data_;
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gfx::Bitmap bitmap_;
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@@ -39,6 +39,13 @@ class Sprite {
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auto GetRealX() const { return bounding_box_.x; }
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auto GetRealY() const { return bounding_box_.y; }
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auto id() const { return id_; }
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auto x() const { return x_; }
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auto y() const { return y_; }
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auto nx() const { return nx_; }
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auto ny() const { return ny_; }
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auto layer() const { return layer_; }
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auto subtype() const { return subtype_; }
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auto& keyDrop() const { return key_drop_; }
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auto Width() const { return bounding_box_.w; }
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auto Height() const { return bounding_box_.h; }
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@@ -47,6 +54,7 @@ class Sprite {
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private:
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Bytes current_gfx_;
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bool overworld_;
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uchar map_id_;
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uchar id_;
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uchar x_;
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@@ -55,6 +63,10 @@ class Sprite {
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uchar ny_;
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uchar overlord_ = 0;
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std::string name_;
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int subtype_;
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int layer_;
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int map_x_;
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int map_y_;
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Bytes preview_gfx_;
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@@ -67,6 +79,7 @@ class Sprite {
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int width_ = 16;
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int height_ = 16;
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int key_drop_;
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};
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} // namespace zelda3
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