Move map blocks to a test scene

This commit is contained in:
Luke Hubmayer-Werner 2023-07-27 16:41:49 +09:30
parent b8977c8fdc
commit daf4c54cd5
5 changed files with 105 additions and 86 deletions

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@ -2,20 +2,7 @@ extends Node2D
var PC = load('PC.tscn') var PC = load('PC.tscn')
var PCs = [] var PCs = []
var worldmap_blocks = []
var sfx_buttons = [] var sfx_buttons = []
var block_labels = []
func bin2str(bin: int) -> String:
var string := ''
for i in 8:
if i == 4:
string += ' '
if ((bin >> 7-i) & 0x01) != 0:
string += '1'
else:
string += '0'
return string
func _ready(): func _ready():
Engine.set_target_fps(60) Engine.set_target_fps(60)
@ -35,42 +22,7 @@ func _ready():
# PCs[-1].material.set_shader_param('palette', SpriteLoader.character_battle_sprite_palette_textures[45]) # PCs[-1].material.set_shader_param('palette', SpriteLoader.character_battle_sprite_palette_textures[45])
# PCs[-1].texture = SpriteLoader.weapon_textures['Fist'] # PCs[-1].texture = SpriteLoader.weapon_textures['Fist']
# add_child(PCs[-1]) # add_child(PCs[-1])
for i in 3:
worldmap_blocks.append(TextureRect.new())
worldmap_blocks[-1].texture = SpriteLoader.worldmap_block_atlas_textures[i]
# worldmap_blocks[-1].texture = SpriteLoader.worldmap_tile_atlas_textures[i]
worldmap_blocks[-1].material = SpriteLoader.shader_material.duplicate()
worldmap_blocks[-1].material.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[i])
worldmap_blocks[-1].rect_scale *= 3
worldmap_blocks[-1].rect_position.x = i*256*3
worldmap_blocks[-1].rect_position.y = 280
add_child(worldmap_blocks[-1])
var x0 = i*256*3 + 4
var y0 = 280 + 12
for block in 0xC0:
var label = Label.new()
var p = MapLoader.worldmap_block_properties[i][block]
label.text = '%s\n%s\n%s' % [bin2str(p&0xff), bin2str((p>>8)&0xff), bin2str(p>>16)]
label.add_color_override('font_color_shadow', Color.black)
label.add_constant_override('shadow_as_outline', true)
label.rect_position.x = x0 + (block%16) * 48
label.rect_position.y = y0 + (block/16) * 48
label.rect_scale /= 2
add_child(label)
block_labels.append(label)
_create_sfx_buttons() _create_sfx_buttons()
$BitSelector.connect('value_changed', self, '_update_block_mask')
func _update_block_mask(value: int):
var mask = 0xFFFFFF if (value<0) else (1<<value)
$BitSelectorMask.text = '%s\n%s\n%s' % [bin2str(mask&0xff), bin2str((mask>>8)&0xff), bin2str(mask>>16)]
for i in block_labels.size():
var p = MapLoader.worldmap_block_properties[i/0xC0][i%0xC0]
if (p & mask) > 0:
block_labels[i].add_color_override('font_color', Color.white)
else:
block_labels[i].add_color_override('font_color', Color.black)
func _create_sfx_buttons(): func _create_sfx_buttons():

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@ -23,31 +23,4 @@ text = "Stand"
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 ] 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 ]
selected = 0 selected = 0
[node name="BitSelector" type="SpinBox" parent="Node2D"]
anchor_bottom = 0.67
margin_left = 60.0
margin_top = 180.0
margin_right = 160.0
margin_bottom = 204.0
rect_scale = Vector2( 0.5, 0.5 )
min_value = -1.0
max_value = 23.0
value = -1.0
[node name="BitSelectorMask" type="Label" parent="Node2D"]
anchor_bottom = 0.67
margin_left = 120.0
margin_top = 170.0
margin_right = 220.0
margin_bottom = 218.0
rect_scale = Vector2( 0.5, 0.5 )
text = "1111
1111
1111"
[node name="ColorRect" type="ColorRect" parent="."]
visible = false
anchor_right = 1.0
anchor_bottom = 1.0
[connection signal="item_selected" from="Node2D/OptionButton" to="Node2D" method="_on_OptionButton_item_selected"] [connection signal="item_selected" from="Node2D/OptionButton" to="Node2D" method="_on_OptionButton_item_selected"]

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@ -4,32 +4,47 @@ extends Node
# 3 bytes # 3 bytes
# Byte0: movement properties # Byte0: movement properties
# 0x01 = passable on foot # 0x01 = passable on foot
# 0x02 = passable on chocobo?? # 0x02 = passable on chocobo?
# 0x04 = passable on black chocobo # 0x04 = passable on black chocobo
# 0x08 = passable on hiryuu?? # 0x08 = passable on hiryuu?
# 0x10 = set on deep water tiles, and all undersea tiles that aren't cliffs # 0x10 = passable in submarine? set on deep water tiles, and all undersea tiles that aren't cliffs
# 0x20 = set on deep water tiles only (not undersea) # 0x20 = passable in ship? set on deep water tiles only (not undersea) - can submerge?
# 0x40 = Pretty much every tile aboveground has this. No undersea. # 0x40 = passable in airship? Pretty much every tile aboveground has this. No undersea.
# 0x80 = only set on clear sea floor. Submarine pathable?? # 0x80 = only set on clear sea floor. Submarine pathable/can surface?
# Byte1: movement properties # Byte1: movement properties
# 0x01 = (water flips) can move from this block rightwards # 0x01 = (water flips) can move from this block rightwards
# 0x02 = (water flips) can move from this block leftwards # 0x02 = (water flips) can move from this block leftwards
# 0x04 = (water flips) can move from this block downwards # 0x04 = (water flips) can move from this block downwards
# 0x08 = (water flips) can move from this block upwards # 0x08 = (water flips) can move from this block upwards
# 0x10 = most aboveground water tiles # 0x10 = Chocobo can't land/dismount. most aboveground water tiles
# 0x20 = # 0x20 = Black Chocobo can't land.
# 0x40 = # 0x40 = Hiryuu can't land.
# 0x80 = Things airship can't land on?? # 0x80 = Airship can't land.
# Byte2: movement properties # Byte2: movement properties
# 0x01 = Set on forests, deep water, void. # 0x01 = Set on forests, deep water, void.
# 0x02 = Set on deep water, void, desert. # 0x02 = Set on deep water, void, desert.
# 0x04 = Only set on diagonal land corners and Galuf World swamp # 0x04 = Only set on diagonal land corners and Galuf World swamp
# 0x08 = No hits. # 0x08 = No hits.
# 0x10 = Mountains and Exdeath's Castle # 0x10 = Mountains and Exdeath's Castle
# 0x20 = Only set on forests. Can land Black Chocobo? ...also waterfall, but not lower bounds of forests # 0x20 = Set on first two rows of forests, also waterfall, but not lower bounds of forests
# 0x40 = Shallow water. # 0x40 = Shallow water.
# 0x80 = # 0x80 =
# Vehicle landing bit masks: [00 10 20 40 00 00 80] - & with Byte1, if 1, can't land
# Vehicle IDs: [None, Chocobo, BlkChocobo, Hiryuu, Submarine, Ship, Airship]
# Worldmap animations
# World 1 (and probably 3)
# Sea tiles and waterfall tiles have a scrolling effect in tile data
# This may require setting up a proper tile indirect lookup shader
# Shifting sands and the portal have cycling palettes: $6C and $6D swap every frame, $51 through $55 scroll left (i.e. $55->$54, $51->$55)
# This will be best hardcoded as a 10 palette cycle
# World 2:
# Sea tiles have a horizontal scrolling effect in tile data (addresses $1880, $18C0, $1C80, $1CC0)
# ASM at C09660 BF 21 86 7F LDA $7F8621,X
# Probably going to shader this effect instead of storing hundreds of frames
# No palette cycling
var worldmap_block_properties = [] var worldmap_block_properties = []
func load_worldmap_block_properties(rom: File): func load_worldmap_block_properties(rom: File):
rom.seek(0x0FEA00) rom.seek(0x0FEA00)

56
test/worldmap_blocks.gd Normal file
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@ -0,0 +1,56 @@
extends Node2D
var worldmap_blocks = []
var block_labels = []
func bin2str(bin: int) -> String:
var string := ''
for i in 8:
if i == 4:
string += ' '
if ((bin >> 7-i) & 0x01) != 0:
string += '1'
else:
string += '0'
return string
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var _scale := 5
var _size = Vector2.ONE * 16 * _scale
for i in 3:
worldmap_blocks.append(TextureRect.new())
worldmap_blocks[-1].texture = SpriteLoader.worldmap_block_atlas_textures[i]
# worldmap_blocks[-1].texture = SpriteLoader.worldmap_tile_atlas_textures[i]
worldmap_blocks[-1].material = SpriteLoader.shader_material.duplicate()
worldmap_blocks[-1].material.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[i])
worldmap_blocks[-1].rect_scale *= _scale
var pos = Vector2(i * 256 * _scale, 50)
worldmap_blocks[-1].rect_position = pos
add_child(worldmap_blocks[-1])
# x0 += 4 * _scale
# y0 += 12 * _scale
for block in 0xC0:
var label = Label.new()
var p = MapLoader.worldmap_block_properties[i][block]
label.text = '%s\n%s\n%s' % [bin2str(p&0xff), bin2str((p>>8)&0xff), bin2str(p>>16)]
label.add_color_override('font_color_shadow', Color.black)
label.add_constant_override('shadow_as_outline', true)
label.rect_position = pos + (Vector2(block%16, block/16) * _size)
label.rect_size = _size
label.align = Label.ALIGN_CENTER
label.valign = Label.VALIGN_CENTER
add_child(label)
block_labels.append(label)
$BitSelector.connect('value_changed', self, '_update_block_mask')
func _update_block_mask(value: int):
var mask = 0xFFFFFF if (value<0) else (1<<value)
$BitSelectorMask.text = '%s\n%s\n%s' % [bin2str(mask&0xff), bin2str((mask>>8)&0xff), bin2str(mask>>16)]
for i in block_labels.size():
var p = MapLoader.worldmap_block_properties[i/0xC0][i%0xC0]
if (p & mask) > 0:
block_labels[i].add_color_override('font_color', Color.white)
else:
block_labels[i].add_color_override('font_color', Color.black)

23
test/worldmap_blocks.tscn Normal file
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@ -0,0 +1,23 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://test/worldmap_blocks.gd" type="Script" id=1]
[node name="worldmap_blocks" type="Node2D"]
script = ExtResource( 1 )
[node name="BitSelector" type="SpinBox" parent="."]
anchor_bottom = 0.67
margin_right = 100.0
margin_bottom = 24.0
min_value = -1.0
max_value = 23.0
value = -1.0
[node name="BitSelectorMask" type="Label" parent="."]
anchor_bottom = 0.67
margin_left = 120.0
margin_right = 220.0
margin_bottom = 48.0
text = "1111
1111
1111"