Add Object selector to DungeonEditor
Loads current room gfx from ROM gfx buffer
This commit is contained in:
@@ -8,6 +8,24 @@ namespace editor {
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void DungeonEditor::Update() {
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DrawToolset();
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ImGui::Separator();
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if (ImGui::BeginTable("#DungeonEditTable", 2, toolset_table_flags_,
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ImVec2(0, 0))) {
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ImGui::TableSetupColumn("Canvas", ImGuiTableColumnFlags_WidthStretch,
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ImGui::GetContentRegionAvail().x);
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ImGui::TableSetupColumn("Object Selector");
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ImGui::TableHeadersRow();
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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DrawDungeonCanvas();
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ImGui::TableNextColumn();
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DrawTileSelector();
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ImGui::EndTable();
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}
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}
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void DungeonEditor::DrawDungeonCanvas() {
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canvas_.DrawBackground();
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canvas_.DrawContextMenu();
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canvas_.DrawGrid();
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@@ -56,6 +74,30 @@ void DungeonEditor::DrawToolset() {
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}
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}
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void DungeonEditor::DrawRoomGraphics() {
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room_gfx_canvas_.DrawBackground(ImVec2(256 + 1, 0x10 * 0x40 + 1));
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room_gfx_canvas_.DrawContextMenu();
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room_gfx_canvas_.DrawTileSelector(32);
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room_gfx_canvas_.DrawBitmap(room_gfx_bmp_, 2, is_loaded_);
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room_gfx_canvas_.DrawGrid(32.0f);
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room_gfx_canvas_.DrawOverlay();
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}
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void DungeonEditor::DrawTileSelector() {
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if (ImGui::BeginTabBar("##TabBar", ImGuiTabBarFlags_FittingPolicyScroll)) {
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if (ImGui::BeginTabItem("Room Graphics")) {
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if (ImGuiID child_id = ImGui::GetID((void *)(intptr_t)3);
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ImGui::BeginChild(child_id, ImGui::GetContentRegionAvail(), true,
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ImGuiWindowFlags_AlwaysVerticalScrollbar)) {
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DrawRoomGraphics();
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}
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ImGui::EndChild();
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ImGui::EndTabItem();
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}
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ImGui::EndTabBar();
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}
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}
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} // namespace editor
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} // namespace app
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} // namespace yaze
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@@ -5,6 +5,8 @@
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#include "gui/canvas.h"
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#include "gui/icons.h"
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#include "rom.h"
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#include "zelda3/dungeon/room.h"
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namespace yaze {
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namespace app {
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@@ -16,7 +18,18 @@ class DungeonEditor {
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private:
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void DrawToolset();
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void DrawDungeonCanvas();
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void DrawRoomGraphics();
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void DrawTileSelector();
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bool is_loaded_ = false;
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gfx::Bitmap room_gfx_bmp_;
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std::vector<zelda3::dungeon::Room> rooms_;
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gui::Canvas canvas_;
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gui::Canvas room_gfx_canvas_;
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ImGuiTableFlags toolset_table_flags_ = ImGuiTableFlags_SizingFixedFit;
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};
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} // namespace editor
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@@ -80,6 +80,8 @@ class Bitmap {
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std::shared_ptr<SDL_Surface> surface_ = nullptr;
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};
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using BitmapTable = std::unordered_map<int, gfx::Bitmap>;
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} // namespace gfx
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} // namespace app
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} // namespace yaze
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@@ -99,15 +99,13 @@ class ROM {
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void Write(int addr, int value);
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void WriteShort(int addr, int value);
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void RenderBitmap(gfx::Bitmap* bitmap) const;
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absl::Status ApplyAssembly(const absl::string_view& filename,
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size_t patch_size);
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absl::Status PatchOverworldMosaic(char mosaic_tiles[core::kNumOverworldMaps],
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int routine_offset);
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auto GetTitle() const { return title; }
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auto GetGraphicsBin() const { return graphics_bin_; }
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gfx::BitmapTable GetGraphicsBin() const { return graphics_bin_; }
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auto GetGraphicsBuffer() const { return graphics_buffer_; }
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auto GetPaletteGroup(std::string group) { return palette_groups_[group]; }
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void SetupRenderer(std::shared_ptr<SDL_Renderer> renderer) {
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@@ -140,17 +138,23 @@ class ROM {
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return (ushort)((rom_data_[offset + 1]) << 8) | rom_data_[offset];
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}
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void RenderBitmap(gfx::Bitmap* bitmap) const {
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bitmap->CreateTexture(renderer_);
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}
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private:
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long size_ = 0;
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uchar title[21] = "ROM Not Loaded";
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bool is_loaded_ = false;
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bool isbpp3[223];
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bool is_loaded_ = false;
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std::string filename_;
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Bytes rom_data_;
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Bytes graphics_buffer_;
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gfx::BitmapTable graphics_bin_;
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std::shared_ptr<SDL_Renderer> renderer_;
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std::unordered_map<int, gfx::Bitmap> graphics_bin_;
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std::unordered_map<std::string, gfx::PaletteGroup> palette_groups_;
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};
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@@ -12,6 +12,68 @@ namespace app {
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namespace zelda3 {
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namespace dungeon {
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void Room::LoadGfxGroups() {
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int gfxPointer =
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(rom_[gfx_groups_pointer + 1] << 8) + rom_[gfx_groups_pointer];
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gfxPointer = core::SnesToPc(gfxPointer);
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for (int i = 0; i < 37; i++) {
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for (int j = 0; j < 8; j++) {
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mainGfx[i][j] = rom_[gfxPointer + (i * 8) + j];
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}
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}
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for (int i = 0; i < 82; i++) {
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for (int j = 0; j < 4; j++) {
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roomGfx[i][j] = rom_[entrance_gfx_group + (i * 4) + j];
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}
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}
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for (int i = 0; i < 144; i++) {
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for (int j = 0; j < 4; j++) {
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spriteGfx[i][j] = rom_[sprite_blockset_pointer + (i * 4) + j];
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}
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}
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for (int i = 0; i < 72; i++) {
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for (int j = 0; j < 4; j++) {
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paletteGfx[i][j] = rom_[dungeons_palettes_groups + (i * 4) + j];
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}
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}
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}
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bool Room::SaveGroupsToROM() {
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int gfxPointer =
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(rom_[gfx_groups_pointer + 1] << 8) + rom_[gfx_groups_pointer];
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gfxPointer = core::SnesToPc(gfxPointer);
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for (int i = 0; i < 37; i++) {
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for (int j = 0; j < 8; j++) {
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rom_.Write(gfxPointer + (i * 8) + j, mainGfx[i][j]);
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}
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}
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for (int i = 0; i < 82; i++) {
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for (int j = 0; j < 4; j++) {
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rom_.Write(entrance_gfx_group + (i * 4) + j, roomGfx[i][j]);
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}
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}
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for (int i = 0; i < 144; i++) {
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for (int j = 0; j < 4; j++) {
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rom_.Write(sprite_blockset_pointer + (i * 4) + j, spriteGfx[i][j]);
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}
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}
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for (int i = 0; i < 72; i++) {
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for (int j = 0; j < 4; j++) {
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rom_.Write(dungeons_palettes_groups + (i * 4) + j, paletteGfx[i][j]);
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}
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}
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return false;
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}
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void Room::LoadChests() {}
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void Room::LoadBlocks() {}
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@@ -20,12 +82,82 @@ void Room::LoadTorches() {}
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void Room::LoadSecrets() {}
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void Room::Resync() {}
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void Room::Resync() {}
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void Room::LoadObjectsFromArray(int loc) {}
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void Room::LoadSpritesFromArray(int loc) {}
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void Room::LoadRoomGraphics(uchar entrance_blockset) {
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for (int i = 0; i < 8; i++) {
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blocks[i] = mainGfx[BackgroundTileset][i];
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if (i >= 6 && i <= 6) {
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// 3-6
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if (entrance_blockset != 0xFF) {
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// 6 is wrong for the entrance? -NOP need to fix that
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// TODO: Find why this is wrong - Thats because of the stairs need to
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// find a workaround
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if (roomGfx[entrance_blockset][i - 3] != 0) {
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blocks[i] = roomGfx[entrance_blockset][i - 3];
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}
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}
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}
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}
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blocks[8] = 115 + 0; // Static Sprites Blocksets (fairy,pot,ect...)
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blocks[9] = 115 + 10;
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blocks[10] = 115 + 6;
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blocks[11] = 115 + 7;
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for (int i = 0; i < 4; i++) {
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blocks[12 + i] = (uchar)(spriteGfx[SpriteTileset + 64][i] + 115);
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} // 12-16 sprites
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auto newPdata = rom_.GetGraphicsBuffer();
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uchar* sheetsData = current_graphics_.GetData();
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// Into "room gfx16" 16 of them
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int sheetPos = 0;
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for (int i = 0; i < 16; i++) {
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int d = 0;
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int ioff = blocks[i] * 2048;
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while (d < 2048) {
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// NOTE LOAD BLOCKSETS SOMEWHERE FIRST
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uchar mapByte = newPdata[d + ioff];
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if (i < 4) // removed switch
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{
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mapByte += 0x88;
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} // Last line of 6, first line of 7 ?
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sheetsData[d + sheetPos] = mapByte;
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d++;
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}
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sheetPos += 2048;
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}
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LoadAnimatedGraphics();
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}
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void Room::LoadAnimatedGraphics() {
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int gfxanimatedPointer = core::SnesToPc(gfx_animated_pointer);
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auto newPdata = rom_.GetGraphicsBuffer();
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uchar* sheetsData = current_graphics_.GetData();
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int data = 0;
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while (data < 512) {
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uchar mapByte = newPdata[data + (92 * 2048) + (512 * animated_frame)];
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sheetsData[data + (7 * 2048)] = mapByte;
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mapByte =
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newPdata[data + (rom_[gfxanimatedPointer + BackgroundTileset] * 2048) +
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(512 * animated_frame)];
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sheetsData[data + (7 * 2048) - 512] = mapByte;
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data++;
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}
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}
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void Room::LoadRoomFromROM() {
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// Load dungeon header
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int headerPointer = core::SnesToPc(room_header_pointer);
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@@ -13,6 +13,9 @@ namespace app {
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namespace zelda3 {
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namespace dungeon {
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constexpr int entrance_gfx_group = 0x5D97;
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constexpr int gfx_animated_pointer = 0x10275; // JP 0x10624 //long pointer
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class DungeonDestination {
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public:
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DungeonDestination(uint8_t i) : Index(i) {}
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@@ -85,6 +88,8 @@ class Room {
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Room() = default;
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private:
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void LoadGfxGroups();
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bool SaveGroupsToROM();
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void LoadChests();
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void LoadBlocks();
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void LoadTorches();
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@@ -94,6 +99,9 @@ class Room {
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void LoadObjectsFromArray(int loc);
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void LoadSpritesFromArray(int loc);
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void LoadRoomGraphics(uchar entrance_blockset = 0xFF);
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void LoadAnimatedGraphics();
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void LoadRoomFromROM();
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DungeonDestination Pits;
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@@ -102,6 +110,8 @@ class Room {
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DungeonDestination Stair3;
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DungeonDestination Stair4;
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int animated_frame = 0;
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int RoomID = 0;
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ushort MessageID = 0;
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uchar BackgroundTileset;
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@@ -111,6 +121,12 @@ class Room {
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uchar Floor1Graphics;
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uchar Floor2Graphics;
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uchar Layer2Mode;
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std::array<uchar, 16> blocks;
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uint8_t mainGfx[37][8];
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uint8_t roomGfx[82][4];
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uint8_t spriteGfx[144][4];
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uint8_t paletteGfx[72][4];
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// LayerMergeType LayerMerging;
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uchar Tag1;
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@@ -118,6 +134,8 @@ class Room {
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bool IsDark;
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ROM rom_;
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gfx::Bitmap current_graphics_;
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};
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} // namespace dungeon
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