Enhance overworld editor with music editing features and custom overworld support
- Added a new Music tab in the Map Properties panel for editing music tracks associated with different game states. - Implemented functionality to save music data for both Light and Dark World maps. - Updated feature flags to enable custom overworld features based on ASM version, improving flexibility for ROM modifications. - Enhanced UI elements with tooltips and popups for better user guidance on custom overworld settings.
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@@ -87,6 +87,29 @@ constexpr int kMap32ExpandedFlagPos = 0x01772E; // 0x04
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constexpr int kMap16ExpandedFlagPos = 0x02FD28; // 0x0F
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constexpr int kOverworldEntranceExpandedFlagPos = 0x0DB895; // 0xB8
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constexpr int overworldSpritesBeginingExpanded = 0x141438;
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constexpr int overworldSpritesZeldaExpanded = 0x141578;
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constexpr int overworldSpritesAgahnimExpanded = 0x1416B8;
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constexpr int overworldSpritesDataStartExpanded = 0x04C881;
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constexpr int overworldSpecialSpriteGFXGroupExpandedTemp = 0x0166E1;
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constexpr int overworldSpecialSpritePaletteExpandedTemp = 0x016701;
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constexpr int ExpandedOverlaySpace = 0x120000;
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constexpr int overworldTilesType = 0x071459;
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constexpr int overworldMessages = 0x03F51D;
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constexpr int overworldMessagesExpanded = 0x1417F8;
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constexpr int overworldItemsPointers = 0x0DC2F9;
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constexpr int overworldItemsAddress = 0x0DC8B9; // 1BC2F9
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constexpr int overworldItemsAddressBank = 0x0DC8BF;
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constexpr int overworldItemsEndData = 0x0DC89C; // 0DC89E
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constexpr int overworldBombDoorItemLocationsNew = 0x012644;
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constexpr int overworldItemsPointersNew = 0x012784;
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constexpr int overworldItemsStartDataNew = 0x0DC2F9;
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constexpr int kOverworldCompressedMapPos = 0x058000;
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constexpr int kOverworldCompressedOverflowPos = 0x137FFF;
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@@ -138,6 +161,7 @@ class Overworld {
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absl::Status SaveMap32Tiles();
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absl::Status SaveMapProperties();
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absl::Status SaveMusic();
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absl::Status SaveAreaSizes();
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auto rom() const { return rom_; }
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@@ -212,6 +236,7 @@ class Overworld {
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}
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auto is_loaded() const { return is_loaded_; }
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void set_current_map(int i) { current_map_ = i; }
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void set_current_world(int world) { current_world_ = world; }
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auto map_tiles() const { return map_tiles_; }
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auto mutable_map_tiles() { return &map_tiles_; }
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auto all_items() const { return all_items_; }
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