Refactor sprite editor to use Zelda3 namespace for default sprite names

This commit is contained in:
scawful
2024-08-20 21:42:50 -04:00
parent a8ed9b7f92
commit dc244ac02d
7 changed files with 13 additions and 124 deletions

View File

@@ -1,8 +1,9 @@
#include "snes_tile.h"
#include <cassert>
#include <cstdint>
#include <vector>
#include <stdexcept>
#include <vector>
#include "app/core/constants.h"
@@ -148,7 +149,8 @@ std::vector<uint8_t> Convert4bppTo3bpp(const std::vector<uint8_t>& tiles) {
return ConvertBpp(tiles, 4, 3);
}
std::vector<uint8_t> SnesTo8bppSheet(const std::vector<uint8_t>& sheet, int bpp) {
std::vector<uint8_t> SnesTo8bppSheet(const std::vector<uint8_t>& sheet,
int bpp) {
int xx = 0; // positions where we are at on the sheet
int yy = 0;
int pos = 0;
@@ -200,7 +202,8 @@ std::vector<uint8_t> SnesTo8bppSheet(const std::vector<uint8_t>& sheet, int bpp)
return sheet_buffer_out;
}
std::vector<uint8_t> Bpp8SnesToIndexed(std::vector<uint8_t> data, uint64_t bpp) {
std::vector<uint8_t> Bpp8SnesToIndexed(std::vector<uint8_t> data,
uint64_t bpp) {
// 3BPP
// [r0,bp1],[r0,bp2],[r1,bp1],[r1,bp2],[r2,bp1],[r2,bp2],[r3,bp1],[r3,bp2]
// [r4,bp1],[r4,bp2],[r5,bp1],[r5,bp2],[r6,bp1],[r6,bp2],[r7,bp1],[r7,bp2]