void Start() { //PPU texture data RenderDumpBlock4BPP block4BPP = new RenderDumpBlock4BPP(); block4BPP.Build(Rom.smRom); chipset = block4BPP.RenderFullBlock(MAP_CHIPSET_BLOCK); mat = new Material(Shader.Find("Unlit/MapRender")); mat.mainTexture = chipset; //CPU placement/meta data RenderDumpLinear8BPP linear8BPP = new RenderDumpLinear8BPP(); linear8BPP.Build(Rom.smRom); mapTileBytes = linear8BPP.GetDataBlockSegment(MAP_LOOKUP_START, MAP_LOOKUP_END); ConstructMap(); }
void Start() { RenderDumpLinear8BPP rdl = new RenderDumpLinear8BPP(); rdl.Build(Rom.smRom); string[] strRoomOffsets = System.IO.File.ReadAllText(Application.dataPath + dataPath).Split('\n'); uint[] roomOffsets = new uint[strRoomOffsets.Length]; byte[][] headers = new byte[roomOffsets.Length][]; for (int x = 0; x < roomOffsets.Length; x++) { string temp = strRoomOffsets[x].Substring(0, 8); roomOffsets[x] = System.Convert.ToUInt32(temp, 16); headers[x] = rdl.GetDataBlock(roomOffsets[x], 39); rooms.Add(new RoomHeader(roomOffsets[x], headers[x])); } Debug.Log("Complete!"); BuildRooms(); }