Unhardcode some worldmap data addresses
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5a29fa0922
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@ -96,15 +96,13 @@ var worldmaps = [WorldMap.new(), WorldMap.new(), WorldMap.new(), WorldMap.new(),
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var worldmap_block_properties = []
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var worldmap_block_pathings = []
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func load_worldmap_block_properties(buffer: StreamPeerBuffer):
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buffer.seek(0x0FEA00)
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for world_ts in 3:
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func load_worldmap_block_properties(data: Dictionary): # TODO: replace this with a struct definition
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for world_ts in data.worldmap_block_properties: # 3
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var ts_properties = PoolIntArray()
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var ts_pathings = PoolIntArray()
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for block in 0xC0:
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var properties := buffer.get_u16() + (buffer.get_u8() << 16)
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for properties in world_ts:
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ts_properties.append(properties)
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var pathings := properties >> 16 # First 8 pathable flags map directly
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var pathings: int = properties >> 16 # First 8 pathable flags map directly
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pathings |= (((properties >> 12) & 0xF) ^ 0xF) << 8 # Next 4 flags (can land) are taken from high bits of second byte and inverted
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ts_pathings.append(pathings)
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worldmap_block_properties.append(ts_properties)
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@ -116,23 +114,23 @@ func load_worldmap_block_properties(buffer: StreamPeerBuffer):
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worldmaps[4].block_pathing = worldmap_block_pathings[2]
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func load_worldmaps(buffer: StreamPeerBuffer):
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var chunk_addresses = PoolIntArray()
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chunk_addresses.resize(0x500) # 5 worldmaps * 256 chunks
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buffer.seek(0x0FE000)
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for id in range(0, 0x434):
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chunk_addresses[id] = buffer.get_u16() + 0x070000
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for id in range(0x434, 0x500):
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chunk_addresses[id] = buffer.get_u16() + 0x080000
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func load_worldmaps(data: Dictionary, buffer: StreamPeerBuffer):
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var offset1: int = Common.SNES_PSX_addresses.worldmap_compressed_tilesets.SNES
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var offset2: int = Common.SNES_PSX_addresses.worldmap_compressed_tilesets2.SNES
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for worldmap_id in 5: # Bartz World, Galuf World, Combined World, Underwater Galuf World, Underwater Combined World
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# Worldmap chunks have a basic compression.
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# Repeated blocks along a row are run-length-encoded (RLE)
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# Certain blocks (mountains) expand to 1x3
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var chunk_addresses: Array = data.ptrs_worldmap_tilesets[worldmap_id]
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var blockmap = PoolByteArray()
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# blockmap.resize(WorldMap.block_height * WorldMap.block_width) # Try this later if performance is a problem
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for chunk_id in range(worldmap_id*0x100, (worldmap_id+1)*0x100):
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buffer.seek(chunk_addresses[chunk_id])
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for chunk_id in 0x100:
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var bank = offset1
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if worldmap_id >= 0x4 and chunk_id >= 0x34: # Chunks 0x434 up to 0x500 are in the next bank
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bank = offset2
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buffer.seek(bank + chunk_addresses[chunk_id])
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var chunk_size := 0
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while chunk_size < 256:
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# var b: int = (blockmap.size() % 16) + (16 * (chunk_id % 12)); # For debugging the map shader against blocks
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@ -161,6 +159,6 @@ func update_worldmap_block_tile_ids(worldmap_block_tile_ids: Array):
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worldmaps[3].block_tile_ids = worldmap_block_tile_ids[2]
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worldmaps[4].block_tile_ids = worldmap_block_tile_ids[2]
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func load_snes_rom(buffer: StreamPeerBuffer):
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load_worldmap_block_properties(buffer)
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load_worldmaps(buffer)
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func load_snes_rom(data: Dictionary, buffer: StreamPeerBuffer):
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load_worldmap_block_properties(data)
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load_worldmaps(data, buffer)
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@ -100,7 +100,7 @@ func load_snes_rom_from_bytes(bytes: PoolByteArray) -> void:
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yield(_on_loader_loading_stage_updated('Loading battle backgrounds', 'SpriteLoader'), 'completed')
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SpriteLoader.load_battle_bgs(self.snes_data, self.snes_buffer)
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yield(_on_loader_loading_stage_updated('Loading map data', 'MapLoader'), 'completed')
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MapLoader.load_snes_rom(self.snes_buffer)
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MapLoader.load_snes_rom(self.snes_data, self.snes_buffer)
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yield(_on_loader_loading_stage_updated('Finished loading!', 'RomLoader'), 'completed')
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emit_signal('rom_loaded')
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