Files
yaze/src/app/zelda3/dungeon/object_renderer.cc
2024-02-08 09:19:22 -05:00

162 lines
4.8 KiB
C++

#include "app/zelda3/dungeon/object_renderer.h"
namespace yaze {
namespace app {
namespace zelda3 {
namespace dungeon {
void DungeonObjectRenderer::LoadObject(uint16_t objectId,
std::array<uint8_t, 16>& sheet_ids) {
vram_.sheets = sheet_ids;
rom_data_ = rom()->vector();
// Prepare the CPU and memory environment
memory_.Initialize(rom_data_);
// Fetch the subtype pointers for the given object ID
auto subtypeInfo = FetchSubtypeInfo(objectId);
// Configure the object based on the fetched information
ConfigureObject(subtypeInfo);
// Run the CPU emulation for the object's draw routines
RenderObject(subtypeInfo);
}
SubtypeInfo DungeonObjectRenderer::FetchSubtypeInfo(uint16_t object_id) {
SubtypeInfo info;
// Determine the subtype based on objectId
uint8_t subtype = 1;
// Based on the subtype, fetch the correct pointers
switch (subtype) {
case 1: // Subtype 1
info.subtype_ptr = core::subtype1_tiles + (object_id & 0xFF) * 2;
info.routine_ptr = core::subtype1_tiles + 0x200 + (object_id & 0xFF) * 2;
std::cout << "Subtype 1 " << std::hex << info.subtype_ptr << std::endl;
std::cout << "Subtype 1 " << std::hex << info.routine_ptr << std::endl;
break;
case 2: // Subtype 2
info.subtype_ptr = core::subtype2_tiles + (object_id & 0x7F) * 2;
info.routine_ptr = core::subtype2_tiles + 0x80 + (object_id & 0x7F) * 2;
break;
case 3: // Subtype 3
info.subtype_ptr = core::subtype3_tiles + (object_id & 0xFF) * 2;
info.routine_ptr = core::subtype3_tiles + 0x100 + (object_id & 0xFF) * 2;
break;
default:
// Handle unknown subtype
throw std::runtime_error("Unknown subtype for object ID: " +
std::to_string(object_id));
}
return info;
}
void DungeonObjectRenderer::ConfigureObject(const SubtypeInfo& info) {
cpu.A = 0x03D8;
cpu.X = 0x03D8;
cpu.DB = 0x7E;
// VRAM target destinations
cpu.WriteLong(0xBF, 0x7E2000);
cpu.WriteLong(0xCB, 0x7E2080);
cpu.WriteLong(0xC2, 0x7E2002);
cpu.WriteLong(0xCE, 0x7E2082);
cpu.SetAccumulatorSize(false);
cpu.SetIndexSize(false);
}
/**
* Example:
* the STA $BF, $CD, $C2, $CE are the location of the object in the room
* $B2 is used for size loop
* so if object size is setted on 07 that draw code will be repeated 7 times
* and since Y is increasing by 4 it makes the object draw from left to right
RoomDraw_Rightwards2x2_1to15or32:
#_018B89: JSR RoomDraw_GetSize_1to15or32
.next
#_018B8C: JSR RoomDraw_Rightwards2x2
#_018B8F: DEC.b $B2
#_018B91: BNE .next
#_018B93: RTS
RoomDraw_Rightwards2x2:
#_019895: LDA.w RoomDrawObjectData+0,X
#_019898: STA.b [$BF],Y
#_01989A: LDA.w RoomDrawObjectData+2,X
#_01989D: STA.b [$CB],Y
#_01989F: LDA.w RoomDrawObjectData+4,X
#_0198A2: STA.b [$C2],Y
#_0198A4: LDA.w RoomDrawObjectData+6,X
#_0198A7: STA.b [$CE],Y
#_0198A9: INY #4
#_0198AD: RTS
*/
void DungeonObjectRenderer::RenderObject(const SubtypeInfo& info) {
cpu.PB = 0x01;
cpu.PC = cpu.ReadWord(0x01 << 16 | info.routine_ptr);
// Push an initial value to the stack we can read later to confirm we are
// done
cpu.PushLong(0x01 << 16 | info.routine_ptr);
int i = 0;
while (true) {
uint8_t opcode = cpu.ReadByte(cpu.PB << 16 | cpu.PC);
cpu.ExecuteInstruction(opcode);
cpu.HandleInterrupts();
if ((i != 0 &&
(cpu.ReadWord((0x00 << 16 | cpu.SP() + 2)) == info.routine_ptr) ||
0x8b93 == cpu.PC)) {
std::cout << std::hex << cpu.ReadWord((0x00 << 16 | cpu.SP() + 3))
<< std::endl;
break;
}
i++;
}
UpdateObjectBitmap();
}
// In the underworld, this holds a copy of the entire BG tilemap for
// Layer 1 (BG2) in TILEMAPA
// Layer 2 (BG1) in TILEMAPB
void DungeonObjectRenderer::UpdateObjectBitmap() {
tilemap_.reserve(0x2000);
for (int i = 0; i < 0x2000; ++i) {
tilemap_.push_back(0);
}
int tilemap_offset = 0;
// Iterate over tilemap in memory to read tile IDs
for (int tile_index = 0; tile_index < 512; tile_index++) {
// Read the tile ID from memory
int tile_id = memory_.ReadWord(0x7E2000 + tile_index);
std::cout << "Tile ID: " << std::hex << tile_id << std::endl;
int sheet_number = tile_id / 32;
std::cout << "Sheet number: " << std::hex << sheet_number << std::endl;
int row = tile_id / 8;
int column = tile_id % 8;
int x = column * 8;
int y = row * 8;
auto sheet = rom()->mutable_graphics_sheet(vram_.sheets[sheet_number]);
// Copy the tile from VRAM using the read tile_id
sheet->Get8x8Tile(tile_id, x, y, tilemap_, tilemap_offset);
}
bitmap_.Create(256, 256, 8, tilemap_);
}
} // namespace dungeon
} // namespace zelda3
} // namespace app
} // namespace yaze