Searching for map tile pathing flags
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parent
9d5d5b56f4
commit
b8977c8fdc
41
Node2D.gd
41
Node2D.gd
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@ -4,6 +4,18 @@ var PC = load('PC.tscn')
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var PCs = []
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var PCs = []
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var worldmap_blocks = []
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var worldmap_blocks = []
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var sfx_buttons = []
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var sfx_buttons = []
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var block_labels = []
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func bin2str(bin: int) -> String:
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var string := ''
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for i in 8:
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if i == 4:
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string += ' '
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if ((bin >> 7-i) & 0x01) != 0:
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string += '1'
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else:
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string += '0'
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return string
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func _ready():
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func _ready():
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Engine.set_target_fps(60)
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Engine.set_target_fps(60)
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@ -29,11 +41,36 @@ func _ready():
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# worldmap_blocks[-1].texture = SpriteLoader.worldmap_tile_atlas_textures[i]
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# worldmap_blocks[-1].texture = SpriteLoader.worldmap_tile_atlas_textures[i]
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worldmap_blocks[-1].material = SpriteLoader.shader_material.duplicate()
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worldmap_blocks[-1].material = SpriteLoader.shader_material.duplicate()
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worldmap_blocks[-1].material.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[i])
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worldmap_blocks[-1].material.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[i])
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# worldmap_blocks[-1].rect_scale *= 2
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worldmap_blocks[-1].rect_scale *= 3
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worldmap_blocks[-1].rect_position.x = i*256
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worldmap_blocks[-1].rect_position.x = i*256*3
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worldmap_blocks[-1].rect_position.y = 280
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worldmap_blocks[-1].rect_position.y = 280
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add_child(worldmap_blocks[-1])
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add_child(worldmap_blocks[-1])
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var x0 = i*256*3 + 4
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var y0 = 280 + 12
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for block in 0xC0:
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var label = Label.new()
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var p = MapLoader.worldmap_block_properties[i][block]
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label.text = '%s\n%s\n%s' % [bin2str(p&0xff), bin2str((p>>8)&0xff), bin2str(p>>16)]
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label.add_color_override('font_color_shadow', Color.black)
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label.add_constant_override('shadow_as_outline', true)
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label.rect_position.x = x0 + (block%16) * 48
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label.rect_position.y = y0 + (block/16) * 48
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label.rect_scale /= 2
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add_child(label)
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block_labels.append(label)
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_create_sfx_buttons()
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_create_sfx_buttons()
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$BitSelector.connect('value_changed', self, '_update_block_mask')
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func _update_block_mask(value: int):
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var mask = 0xFFFFFF if (value<0) else (1<<value)
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$BitSelectorMask.text = '%s\n%s\n%s' % [bin2str(mask&0xff), bin2str((mask>>8)&0xff), bin2str(mask>>16)]
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for i in block_labels.size():
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var p = MapLoader.worldmap_block_properties[i/0xC0][i%0xC0]
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if (p & mask) > 0:
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block_labels[i].add_color_override('font_color', Color.white)
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else:
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block_labels[i].add_color_override('font_color', Color.black)
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func _create_sfx_buttons():
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func _create_sfx_buttons():
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22
Node2D.tscn
22
Node2D.tscn
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@ -23,6 +23,28 @@ text = "Stand"
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items = [ "Stand", null, false, 0, null, "Guard", null, false, 1, null, "Walk", null, false, 2, null, "Down", null, false, 3, null, "R_Swing", null, false, 4, null, "L_Swing", null, false, 5, null, "Cheer", null, false, 6, null, "Recoil", null, false, 7, null, "Chant", null, false, 8, null ]
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items = [ "Stand", null, false, 0, null, "Guard", null, false, 1, null, "Walk", null, false, 2, null, "Down", null, false, 3, null, "R_Swing", null, false, 4, null, "L_Swing", null, false, 5, null, "Cheer", null, false, 6, null, "Recoil", null, false, 7, null, "Chant", null, false, 8, null ]
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selected = 0
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selected = 0
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[node name="BitSelector" type="SpinBox" parent="Node2D"]
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anchor_bottom = 0.67
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margin_left = 60.0
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margin_top = 180.0
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margin_right = 160.0
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margin_bottom = 204.0
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rect_scale = Vector2( 0.5, 0.5 )
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min_value = -1.0
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max_value = 23.0
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value = -1.0
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[node name="BitSelectorMask" type="Label" parent="Node2D"]
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anchor_bottom = 0.67
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margin_left = 120.0
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margin_top = 170.0
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margin_right = 220.0
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margin_bottom = 218.0
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rect_scale = Vector2( 0.5, 0.5 )
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text = "1111
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1111
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1111"
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[node name="ColorRect" type="ColorRect" parent="."]
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[node name="ColorRect" type="ColorRect" parent="."]
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visible = false
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visible = false
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anchor_right = 1.0
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anchor_right = 1.0
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@ -24,6 +24,7 @@ globals="*res://globals.gd"
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CommonGBA="*res://scripts/loaders/common_gba.gd"
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CommonGBA="*res://scripts/loaders/common_gba.gd"
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SoundLoader="*res://scripts/loaders/sound_loader.gd"
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SoundLoader="*res://scripts/loaders/sound_loader.gd"
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SpriteLoader="*res://scripts/loaders/sprite_loader.gd"
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SpriteLoader="*res://scripts/loaders/sprite_loader.gd"
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MapLoader="*res://scripts/loaders/map_loader.gd"
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RomLoader="*res://scripts/loaders/rom_loader.gd"
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RomLoader="*res://scripts/loaders/rom_loader.gd"
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[debug]
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[debug]
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@ -0,0 +1,40 @@
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extends Node
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# World Map Block Properties
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# 3 bytes
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# Byte0: movement properties
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# 0x01 = passable on foot
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# 0x02 = passable on chocobo??
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# 0x04 = passable on black chocobo
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# 0x08 = passable on hiryuu??
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# 0x10 = set on deep water tiles, and all undersea tiles that aren't cliffs
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# 0x20 = set on deep water tiles only (not undersea)
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# 0x40 = Pretty much every tile aboveground has this. No undersea.
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# 0x80 = only set on clear sea floor. Submarine pathable??
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# Byte1: movement properties
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# 0x01 = (water flips) can move from this block rightwards
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# 0x02 = (water flips) can move from this block leftwards
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# 0x04 = (water flips) can move from this block downwards
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# 0x08 = (water flips) can move from this block upwards
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# 0x10 = most aboveground water tiles
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# 0x20 =
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# 0x40 =
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# 0x80 = Things airship can't land on??
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# Byte2: movement properties
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# 0x01 = Set on forests, deep water, void.
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# 0x02 = Set on deep water, void, desert.
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# 0x04 = Only set on diagonal land corners and Galuf World swamp
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# 0x08 = No hits.
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# 0x10 = Mountains and Exdeath's Castle
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# 0x20 = Only set on forests. Can land Black Chocobo? ...also waterfall, but not lower bounds of forests
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# 0x40 = Shallow water.
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# 0x80 =
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var worldmap_block_properties = []
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func load_worldmap_block_properties(rom: File):
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rom.seek(0x0FEA00)
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for world_ts in 3:
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var ts_properties = PoolIntArray()
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for block in 0xC0:
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ts_properties.append(rom.get_16() + (rom.get_8() << 16))
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worldmap_block_properties.append(ts_properties)
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@ -10,6 +10,7 @@ func load_snes_rom(filename: String):
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var error := rom_snes.open(filename, File.READ)
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var error := rom_snes.open(filename, File.READ)
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if error == OK:
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if error == OK:
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SpriteLoader.load_snes_rom(rom_snes)
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SpriteLoader.load_snes_rom(rom_snes)
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MapLoader.load_worldmap_block_properties(rom_snes)
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var _thread_error = thread.start(SoundLoader, 'parse_rom', rom_snes)
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var _thread_error = thread.start(SoundLoader, 'parse_rom', rom_snes)
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func _ready():
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func _ready():
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