Add WorldMap dynamic regional changes
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@ -36,7 +36,7 @@ I have mostly solved parsing of SNES menus in a sister project, however there ar
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#### World Maps (Fields?)
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- [x] Tiles
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- [x] Tilemaps
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- [ ] Dynamic changes (e.g. meteors, breaking seals, sinking island, pirate cave, voids) (might hardcode these later)
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- [x] Dynamic changes (e.g. meteors, breaking seals, sinking island, pirate cave, voids) (didn't have to hardcode it! just need to hook it into the script system later)
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- [ ] Pathing (Data is in place, just needs moving around with collisions)
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- [ ] Mode 7 Effects (...might hardcode these later)
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#### Dungeon/Town/Zone Maps (idk what accepted terminology is)
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@ -64,7 +64,7 @@ This will be an interpreter, I am not hardcoding the thousands of scripts.
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### Sound System
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- [x] Instrument samples
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- [x] Basic Music playing (currently loops correctly, but tuning is a bit off)
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- [x] Basic Music playing (currently loops correctly, but tuning is a bit off on looped samples, possible Godot bug to investigate)
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- [ ] DSP stuff including ADSR envelopes
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# What's different?
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@ -1,4 +1,10 @@
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Label SNES PSX_file PSX_offset format Comment
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ptrs_worldmap_event_replacements 0x006ABD 6 of u16 5 worlds + the end address
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worldmap_event_replacements.0 0x00726C 61 of WorldMapEventReplacement hardcoded of above
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worldmap_event_replacements.1 0x0073DA 53 of WorldMapEventReplacement hardcoded of above
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worldmap_event_replacements.2 0x007518 106 of WorldMapEventReplacement hardcoded of above
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worldmap_event_replacements.3 0x007794 1 of WorldMapEventReplacement hardcoded of above
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worldmap_event_replacements.4 0x00779A 98 of WorldMapEventReplacement hardcoded of above
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character_battle_sprite_stone_palette 0x00F807 N/A N/A 16 of ColorBGR555 Also 0x199835
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character_battle_sprite_disabled_palette 0x00F867 /mnu/memsave.bin 0x000034 16 of ColorBGR555
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locations_bg_palettes 0x03BB00 /nar/ff5_binx.bin 0x03BF80 43 of 128 of ColorBGR555
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@ -19,7 +25,7 @@ worldmap_compressed_tilesets 0x070000 tilesets 0 up to 0x434
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worldmap_compressed_tilesets2 0x080000 tilesets 0x434 up to 0x500
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ptrs_jp_speech 0x082220 2160 of u16
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ptrs_extended_event_data 0x083320 1940 of u24
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extended_event_data 0x0849DF See above for addresses
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extended_event_data 0x0849DC See above for addresses
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jp_speech 0x0A0000 See 0x082220 for offsets
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ptrs_tilemaps 0x0B0000 328 of u16
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tilemaps 0x0B0290 See above for offsets
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@ -197,3 +197,10 @@ u8 palette_id
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u8 23
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u8 24
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u8 music_id
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struct WorldMapEventReplacement
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u8 y
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u8 x
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u8 num_bytes
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u8 event_flag # Add 0x1D0 to this for actual event flag
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u16 ptr_bytes # Read num_bytes from this address (0xC0 bank implied, so just from the start of the ROM)
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Can't render this file because it has a wrong number of fields in line 43.
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@ -66,8 +66,32 @@ class WorldMap:
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const tile_width := block_width * 2
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const tile_height := block_height * 2
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var blockmap: PoolByteArray
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var blockmap_original: PoolByteArray
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var block_tile_ids: PoolByteArray
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var block_pathing: PoolIntArray
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var event_replacements: Dictionary # Dictionary[Array[EventReplacementRegion]]
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class EventReplacementRegion:
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var start_y: int
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var rows: Array # Array[Array[int, PoolByteArray]]
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func _init() -> void:
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self.rows = []
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func get_min_x() -> int:
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var min_x = block_width
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for row in rows:
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var x = row[0]
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if x < min_x:
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min_x = x
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return min_x
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func get_max_x() -> int:
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var max_x = 0
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for row in rows:
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var x = row[0]
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if x > max_x:
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max_x = x
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return max_x
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func get_block_tiles(id: int) -> PoolByteArray:
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var i = id * 4
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@ -92,6 +116,59 @@ class WorldMap:
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image.create_from_data(tile_width, tile_height, false, SpriteLoader.INDEX_FORMAT, data)
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return image
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func apply_event_region_replacement(region: WorldMap.EventReplacementRegion):
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# Apply a single event region replacement
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var y := region.start_y
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var y_offset = y * block_width
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for row in region.rows:
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var x: int = row[0]
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var blocks: PoolByteArray = row[1]
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var offset = y_offset + x
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var new_blockmap := blocks
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# A simple array splice shows the API weakness of GDScript's PoolByteArrays, sadly
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if offset > 0: # Prepend behind if non-empty (weakness of PoolXArray::subarray)
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new_blockmap = self.blockmap.subarray(0, offset-1) + new_blockmap
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if len(new_blockmap) < len(self.blockmap): # Append behind if non-empty (weakness of PoolXArray::subarray)
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new_blockmap = new_blockmap + self.blockmap.subarray(len(new_blockmap), -1)
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self.blockmap = new_blockmap
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y_offset += block_width
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func apply_event_replacements(event_flags): # Any integer array is fine
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for event_flag in event_flags:
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if self.event_replacements.has(event_flag):
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for region in self.event_replacements[event_flag]:
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self.apply_event_region_replacement(region)
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func init_event_replacements(_data: Dictionary, buffer: StreamPeerBuffer, worldmap_event_replacements: Array):
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# Turn deserialized WorldMapEventReplacement structs into EventReplacementRegions
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self.event_replacements = {}
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var last_event_flag: int = -1
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var last_y: int = -1
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var region := WorldMap.EventReplacementRegion.new()
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for entry in worldmap_event_replacements:
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var event_flag = entry.event_flag + 0x1D0
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var y = entry.y
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var x = entry.x
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buffer.seek(entry.ptr_bytes)
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var blocks = PoolByteArray(buffer.get_data(entry.num_bytes)[1])
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if last_event_flag == -1: # Finish initializing the initial region
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region.start_y = y
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elif last_event_flag != event_flag or last_y != y-1:
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# Save last region and start a new one
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self.event_replacements.get_or_add(last_event_flag, []).append(region)
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# Start a new region
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region = WorldMap.EventReplacementRegion.new()
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region.start_y = y
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# Keep building existing region
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last_event_flag = event_flag
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last_y = y
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region.rows.append([x, blocks])
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# Save final region
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self.event_replacements.get_or_add(last_event_flag, []).append(region)
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var worldmaps = [WorldMap.new(), WorldMap.new(), WorldMap.new(), WorldMap.new(), WorldMap.new()]
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var worldmap_block_properties = []
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@ -150,6 +227,8 @@ func load_worldmaps(data: Dictionary, buffer: StreamPeerBuffer):
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blockmap.append(b+2)
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chunk_size += 2
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worldmaps[worldmap_id].blockmap = blockmap
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worldmaps[worldmap_id].blockmap_original = blockmap
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worldmaps[worldmap_id].init_event_replacements(data, buffer, data.worldmap_event_replacements[worldmap_id])
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func update_worldmap_block_tile_ids(worldmap_block_tile_ids: Array):
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# Called by SpriteLoader
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@ -183,7 +183,7 @@ static func get_structarraytype(type: String, existing_structs: Dictionary):
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'of':
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i -= 1
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var l1 = int(tokens[i])
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if l1 > 1:
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if l1 >= 0: # 0-of and 1-of may seem nonsensical, but they may help in generic array-of-array parsing
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inner_type = StructArrayType.new(l1, inner_type) # Might be worth caching these later on if we use them more
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i -= 1
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var k:
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@ -5,8 +5,10 @@ var worldmap_shader_mat := preload('res://worldmap_palette_mat.tres')
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onready var minimap := $tr_minimap
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var current_map_id := 0
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var map_images := []
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var map_textures := []
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var map_images := [null, null, null, null, null]
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var map_textures := [null, null, null, null, null]
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var map_regional_replacement_amounts := [0, 0, 0, 0, 0]
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var map_regional_replacement_lists := [[], [], [], [], []]
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var current_texture: Texture
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var minimap_mode := 0
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var minimap_tween := 0.0
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@ -15,13 +17,20 @@ var minimap_tween := 0.0
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const map_tilesets = [0, 1, 0, 2, 2]
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const waterfall_scrolls = [true, false, true, false, false]
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const sea_scrolls = [true, true, true, false, false]
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func _create_worldmap_textures() -> void:
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for i in 5:
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var tileset = map_tilesets[i]
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var image = MapLoader.worldmaps[i].make_tile_map()
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self.map_images.append(image)
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func _create_worldmap_texture(id: int) -> void:
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var tileset = map_tilesets[id]
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var image = MapLoader.worldmaps[id].make_tile_map()
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self.map_images[id] = image
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var tex := SpriteLoader.texture_from_image(image, Texture.FLAG_REPEAT)
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self.map_textures.append(tex)
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self.map_textures[id] = tex
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func _create_worldmap_textures() -> void:
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for id in 5:
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self._create_worldmap_texture(id)
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for flag_block in MapLoader.worldmaps[id].event_replacements.values():
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for region in flag_block:
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self.map_regional_replacement_lists[id].append(region)
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func _set_map(id: int) -> void:
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if id < 0 or id >= len(map_images):
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minimap.material.set_shader_param('enable_sea_scroll', false)
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minimap.material.set_shader_param('enable_tile_globbing', true)
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func _jump_to_regional_replacement(region) -> void:
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var y_min = region.start_y
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var y_max = y_min + len(region.rows)
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var x_min = region.get_min_x()
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var x_max = region.get_max_x()
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self.pos = Vector2((x_max+x_min)/2, (y_max+y_min)/2)
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print_debug('Jumping to event position ', self.pos.x, self.pos.y)
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var delay_map_update: float = -1.0
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func _perform_regional_replacement(amount: int) -> void:
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var map = MapLoader.worldmaps[current_map_id]
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var last_region
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match amount:
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0:
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map.blockmap = map.blockmap_original
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self.map_regional_replacement_amounts[current_map_id] = 0
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self.delay_map_update = 0.0001
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1:
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if self.map_regional_replacement_amounts[current_map_id] >= len(self.map_regional_replacement_lists[current_map_id]):
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return
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last_region = self.map_regional_replacement_lists[current_map_id][self.map_regional_replacement_amounts[current_map_id]]
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map.apply_event_region_replacement(last_region)
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self._jump_to_regional_replacement(last_region)
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self.map_regional_replacement_amounts[current_map_id] += 1
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self.delay_map_update = 1.0
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-1:
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if self.map_regional_replacement_amounts[current_map_id] < 1:
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return
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self.map_regional_replacement_amounts[current_map_id] -= 1
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# Reset and reapply the stack
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map.blockmap = map.blockmap_original
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for i in self.map_regional_replacement_amounts[current_map_id]:
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last_region = self.map_regional_replacement_lists[current_map_id][i]
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map.apply_event_region_replacement(last_region)
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# self._jump_to_regional_replacement(last_region)
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self.delay_map_update = 0.0001
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# self._create_worldmap_texture(current_map_id)
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# self._set_map(current_map_id) # refresh shader etc.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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# Only create this after MapLoader and SpriteLoader have loaded!
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@ -80,6 +129,14 @@ func _process(delta: float) -> void:
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# minimap.material.set_shader_param('uv_scale', 64 * minimap_scale)
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minimap.material.set_shader_param('uv_scale', lerp(512, 1<<5, l))
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# minimap.material.set_shader_param('uv_scale', 512/16)
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# Hack to do a presentation of map region replacements with a nice before and after
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if self.delay_map_update > 0.000:
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self.delay_map_update -= delta
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if self.delay_map_update <= 0.000:
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self._create_worldmap_texture(current_map_id)
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self._set_map(current_map_id) # refresh shader etc.
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update()
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var pos := Vector2(0, 0)
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@ -111,5 +168,11 @@ func _input(event: InputEvent) -> void:
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_set_map(4)
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KEY_0:
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self.minimap_mode = 1 - minimap_mode
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KEY_7:
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self._perform_regional_replacement(0)
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KEY_8:
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self._perform_regional_replacement(-1)
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KEY_9:
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self._perform_regional_replacement(1)
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KEY_H:
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$lbl_help.visible = !$lbl_help.visible
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@ -17,4 +17,5 @@ text = "H: Toggle this help
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1-5: Change world
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0: Toggle minimap size
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Arrow keys: Move around
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7-9: Reset, Decrement, or Increment regional replacements
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Backspace: Return to debug menu"
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