Move map blocks to a test scene
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parent
b8977c8fdc
commit
daf4c54cd5
48
Node2D.gd
48
Node2D.gd
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@ -2,20 +2,7 @@ extends Node2D
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var PC = load('PC.tscn')
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var PCs = []
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var worldmap_blocks = []
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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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Engine.set_target_fps(60)
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@ -35,42 +22,7 @@ func _ready():
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# PCs[-1].material.set_shader_param('palette', SpriteLoader.character_battle_sprite_palette_textures[45])
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# PCs[-1].texture = SpriteLoader.weapon_textures['Fist']
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# add_child(PCs[-1])
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for i in 3:
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worldmap_blocks.append(TextureRect.new())
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worldmap_blocks[-1].texture = SpriteLoader.worldmap_block_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.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[i])
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worldmap_blocks[-1].rect_scale *= 3
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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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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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$BitSelector.connect('value_changed', self, '_update_block_mask')
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func _update_block_mask(value: int):
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var mask = 0xFFFFFF if (value<0) else (1<<value)
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$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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27
Node2D.tscn
27
Node2D.tscn
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@ -23,31 +23,4 @@ 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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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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visible = false
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anchor_right = 1.0
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anchor_bottom = 1.0
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[connection signal="item_selected" from="Node2D/OptionButton" to="Node2D" method="_on_OptionButton_item_selected"]
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@ -4,32 +4,47 @@ extends Node
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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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# 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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# 0x08 = passable on hiryuu?
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# 0x10 = passable in submarine? set on deep water tiles, and all undersea tiles that aren't cliffs
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# 0x20 = passable in ship? set on deep water tiles only (not undersea) - can submerge?
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# 0x40 = passable in airship? Pretty much every tile aboveground has this. No undersea.
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# 0x80 = only set on clear sea floor. Submarine pathable/can surface?
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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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# 0x10 = Chocobo can't land/dismount. most aboveground water tiles
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# 0x20 = Black Chocobo can't land.
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# 0x40 = Hiryuu can't land.
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# 0x80 = Airship can't land.
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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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# 0x20 = Set on first two rows of forests, also waterfall, but not lower bounds of forests
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# 0x40 = Shallow water.
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# 0x80 =
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# Vehicle landing bit masks: [00 10 20 40 00 00 80] - & with Byte1, if 1, can't land
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# Vehicle IDs: [None, Chocobo, BlkChocobo, Hiryuu, Submarine, Ship, Airship]
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# Worldmap animations
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# World 1 (and probably 3)
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# Sea tiles and waterfall tiles have a scrolling effect in tile data
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# This may require setting up a proper tile indirect lookup shader
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# 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)
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# This will be best hardcoded as a 10 palette cycle
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# World 2:
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# Sea tiles have a horizontal scrolling effect in tile data (addresses $1880, $18C0, $1C80, $1CC0)
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# ASM at C09660 BF 21 86 7F LDA $7F8621,X
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# Probably going to shader this effect instead of storing hundreds of frames
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# No palette cycling
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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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@ -0,0 +1,56 @@
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extends Node2D
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var worldmap_blocks = []
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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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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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var _scale := 5
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var _size = Vector2.ONE * 16 * _scale
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for i in 3:
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worldmap_blocks.append(TextureRect.new())
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worldmap_blocks[-1].texture = SpriteLoader.worldmap_block_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.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[i])
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worldmap_blocks[-1].rect_scale *= _scale
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var pos = Vector2(i * 256 * _scale, 50)
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worldmap_blocks[-1].rect_position = pos
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add_child(worldmap_blocks[-1])
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# x0 += 4 * _scale
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# y0 += 12 * _scale
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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 = pos + (Vector2(block%16, block/16) * _size)
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label.rect_size = _size
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label.align = Label.ALIGN_CENTER
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label.valign = Label.VALIGN_CENTER
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add_child(label)
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block_labels.append(label)
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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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@ -0,0 +1,23 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://test/worldmap_blocks.gd" type="Script" id=1]
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[node name="worldmap_blocks" type="Node2D"]
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script = ExtResource( 1 )
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[node name="BitSelector" type="SpinBox" parent="."]
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anchor_bottom = 0.67
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margin_right = 100.0
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margin_bottom = 24.0
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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="."]
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anchor_bottom = 0.67
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margin_left = 120.0
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margin_right = 220.0
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margin_bottom = 48.0
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text = "1111
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1111
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1111"
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