Esempio n. 1
0
        public override PatternTable LoadBgPatternTable_ChrUsage(bool linear, int bankIndex)
        {
            var oBgPatterns = EnhancedPatternOffsets.GetChrBank(bankIndex);

            PatternTable pt = new PatternTable(linear);

            try {
                pt.BeginWrite();
                pt.LoadTiles(Level.Rom.data, oBgPatterns, 0, 0x100);
                return(pt);
            } finally {
                pt.EndWrite();
            }
        }
Esempio n. 2
0
        public override PatternTable LoadSpritePatternsTable(bool linear)
        {
            var oSpritePatterns = EnhancedPatternOffsets.GetSprBank(Level.Index);

            PatternTable pt = new PatternTable(linear);

            try {
                pt.BeginWrite();
                pt.LoadTiles(Level.Rom.data, oSpritePatterns, 0, 0x100);
                return(pt);
            } finally {
                pt.EndWrite();
            }
        }
Esempio n. 3
0
        void PerformTileRelocation()
        {
            const int chrBankSize = 0x1000;
            const int tileSize    = 0x10;

            byte[] CHR         = new byte[chrBankSize];
            var    oBgPatterns = EnhancedPatternOffsets.GetBgBank(levelData.Index);
            var    bankCount   = rom.ChrUsage.GetBgLastPage(levelData.Index) - rom.ChrUsage.GetBgFirstPage(levelData.Index) + 1;


            // Re-arrange CHR ROM
            for (int i = 0; i < bankCount; i++)
            {
                // Copy CHR bank
                Array.Copy(rom.data, oBgPatterns, CHR, 0, chrBankSize);

                // Paste new arrangement of tiles into ROM
                for (int tile = 0; tile < 0x100; tile++)
                {
                    byte tileIndex = tdArrangement.GetTile(tile);
                    Array.Copy(CHR, tileIndex * 0x10, rom.data, oBgPatterns, tileSize);
                    oBgPatterns += tileSize;
                }

                // oBgPatterns now points to next CHR bank
            }

            // Re-arrange combos (metatiles)
            byte[] lookup = tdArrangement.CreateLookupTable();
            // Assuming 256 combos
            for (int i = 0; i < 0x100; i++)
            {
                var def = levelData.Combos[i];
                def[0] = lookup[def[0]];
                def[1] = lookup[def[1]];
                def[2] = lookup[def[2]];
                def[3] = lookup[def[3]];
            }
        }