#include "inventory.h" #include "app/gfx/bitmap.h" #include "app/gfx/snes_tile.h" #include "app/rom.h" #include "gui/canvas.h" namespace yaze { namespace app { namespace zelda3 { void Inventory::Create(Bytes& all_gfx) { data_.reserve(256 * 256); for (int i = 0; i < 256 * 256; i++) { data_.push_back(0xFF); } PRINT_IF_ERROR(BuildTileset(all_gfx)) //tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(kInventoryStart))); tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(kBowItemPos))); tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(kBowItemPos + 0x02))); tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(kBowItemPos + 0x04))); tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(kBowItemPos + 0x08))); // tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(kLampItemPos))); // tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(kLampItemPos + 0x02))); // tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(kLampItemPos + 0x04))); // tiles_.push_back(gfx::GetTilesInfo(rom_.toint16(kLampItemPos + 0x08))); const int offsets[] = {0x00, 0x08, 0x800, 0x808}; auto xx = 0; auto yy = 0; int i = 0; for (const auto& tile : tiles_) { int offset = offsets[i]; for (auto y = 0; y < 0x08; ++y) { for (auto x = 0; x < 0x08; ++x) { int mx = x; int my = y; if (tile.horizontal_mirror_ != 0) { mx = 0x07 - x; } if (tile.vertical_mirror_ != 0) { my = 0x07 - y; } int xpos = ((tile.id_ % 0x10) * 0x08); int ypos = (((tile.id_ / 0x10)) * 0x400); int source = ypos + xpos + (x + (y * 0x80)); auto destination = xx + yy + offset + (mx + (my * 0x100)); data_[destination] = (tilesheets_[source] & 0x0F); } } if (i == 4) { i = 0; xx += 0x10; if (xx >= 0x80) { yy += 0x800; xx = 0; } } else { i++; } } bitmap_.Create(256, 256, 128, data_); // bitmap_.ApplyPalette(rom_.GetPaletteGroup("hud")[0]); rom_.RenderBitmap(&bitmap_); } absl::Status Inventory::BuildTileset(Bytes& all_gfx) { tilesheets_.reserve(6 * 0x2000); for (int i = 0; i < 6 * 0x2000; i++) tilesheets_.push_back(0xFF); ASSIGN_OR_RETURN(tilesheets_, rom_.Load2bppGraphics()) tilesheets_bmp_.Create(128, 192 + 96 + 48 - 16, 64, tilesheets_); rom_.RenderBitmap(&tilesheets_bmp_); return absl::OkStatus(); } } // namespace zelda3 } // namespace app } // namespace yaze