Files
yaze/src/app/zelda3/screen.cc
2022-07-25 09:34:23 -04:00

140 lines
3.1 KiB
C++

#include "screen.h"
#include <cstdint>
#include "app/core/common.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_tile.h"
#include "app/rom.h"
namespace yaze {
namespace app {
namespace zelda3 {
void Screen::Create() {
tiles8Bitmap.Create(128, 512, 8, 0x20000);
tilesBG1Bitmap.Create(256, 256, 8, 0x80000);
tilesBG2Bitmap.Create(256, 256, 8, 0x80000);
oamBGBitmap.Create(256, 256, 8, 0x80000);
BuildTileset();
LoadTitleScreen();
LoadOverworldMap();
LoadDungeonMaps();
LoadAllMapIcons();
}
void Screen::BuildTileset() {
uchar staticgfx[16];
// Main Blocksets
// TODO: get the gfx from the GFX class rather than the rom.
// for (int i = 0; i < 8; i++) {
// staticgfx[i] = GfxGroups.mainGfx[titleScreenTilesGFX][i];
// }
staticgfx[8] = 115 + 0;
// staticgfx[9] = (GfxGroups.spriteGfx[titleScreenSpritesGFX][3] + 115);
staticgfx[10] = 115 + 6;
staticgfx[11] = 115 + 7;
// staticgfx[12] = (GfxGroups.spriteGfx[titleScreenSpritesGFX][0] + 115);
staticgfx[13] = 112;
staticgfx[14] = 112;
staticgfx[15] = 112;
// Loaded gfx for the current screen (empty at this point)
uchar* currentmapgfx8Data = tiles8Bitmap.GetData();
// All gfx of the game pack of 2048 bytes (4bpp)
uchar* allgfxData = nullptr; // rom_.GetMasterGraphicsBin();
for (int i = 0; i < 16; i++) {
for (int j = 0; j < 2048; j++) {
uchar mapByte = allgfxData[j + (staticgfx[i] * 2048)];
switch (i) {
case 0:
case 3:
case 4:
case 5:
mapByte += 0x88;
break;
}
currentmapgfx8Data[(i * 2048) + j] = mapByte; // Upload used gfx data
}
}
}
void Screen::LoadTitleScreen() {
int pos =
(rom_[0x138C + 3] << 16) + (rom_[0x1383 + 3] << 8) + rom_[0x137A + 3];
for (int i = 0; i < 1024; i++) {
tilesBG1Buffer[i] = 492;
tilesBG2Buffer[i] = 492;
}
pos = core::SnesToPc(pos);
while ((rom_[pos] & 0x80) != 0x80) {
int dest_addr = pos; // $03 and $04
pos += 2;
short length = pos;
bool increment64 = (length & 0x8000) == 0x8000;
bool fixsource = (length & 0x4000) == 0x4000;
pos += 2;
length = (short)((length & 0x07FF));
int j = 0;
int jj = 0;
int posB = pos;
while (j < (length / 2) + 1) {
ushort tiledata = (ushort)pos;
if (dest_addr >= 0x1000) {
// destAddr -= 0x1000;
if (dest_addr < 0x2000) {
tilesBG1Buffer[dest_addr - 0x1000] = tiledata;
}
} else {
if (dest_addr < 0x1000) {
tilesBG2Buffer[dest_addr] = tiledata;
}
}
if (increment64) {
dest_addr += 32;
} else {
dest_addr++;
}
if (!fixsource) {
pos += 2;
}
jj += 2;
j++;
}
if (fixsource) {
pos += 2;
} else {
pos = posB + jj;
}
}
pal_selected_ = 2;
}
void Screen::LoadNamingScreen() {}
void Screen::LoadOverworldMap() {}
void Screen::LoadDungeonMaps() {}
void Screen::LoadAllMapIcons() {}
} // namespace zelda3
} // namespace app
} // namespace yaze