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View Code? Open in Web Editor NEWLevel Viewer and Exporter for Super Metroid
Level Viewer and Exporter for Super Metroid
just draw directly, pretty simple. .Draw(tilemap, x,y);
Allow for screen selection.
Have gbatroid export platform type
Export to folder
For some reason even though its in App, the MainPanel object is deleted when the OnClick command runs. Maybe app has to be static
Select tile on tileset
Place on map
Draw map
When quantifying, we need to have priority on the most repeated tiles.
Previous hacked clip is already implemented
Vertical door clip data
Ceiling half vertical tile
Left half horizontal
Right horizontal half
Floor half vertical
Spikes
Should be exportable as bg2
Compresses tileset and table down to only USED tiles.
List usedTiles;
for(int tiles<tilesSize;tiles++)
{
unsigned short currentTile = map[tiles];
if(!usedTiles.contains(currentTile)
{
usedTiles.push_back(currentTile);
}
}
//We now have all tiles used on map.
//Quanitfy
vector<unsigned short*> oldMapData;
for (int blockCounter = 0; blockCounter < usedTiles.size(); blockCounter++)
{
unsigned short* theseBlocks = new unsigned short[4];
memcpy(theseBlocks, &gbaTroid.nTSA[usedTiles[blockCounter] * 4], 8);
oldMapData.push_back(theseBlocks);
}
newMapData.clear();
//automap
for (int blockCounter = 0; blockCounter < 0x100; blockCounter++)
{
unsigned short* thisTileMapblock = new unsigned short[4];
memcpy(thisTileMapblock, oldMapData[blockCounter], 8);
newMapData.push_back(thisTileMapblock);
newTileTableMappingIndexes[blockCounter] = newMapData.size() - 1;
}
Insert tile reduction
This is a two fold problem.
1.) when map tile is flipped, treat a reference tile as flip | tile in the table entry = mapping id
2.) quantify the flips.
It used stretchblt, but that's outdated. Just draw directly to DC
for each screen in room, make a scroll for that screen
Pretty simple: there's no Makefile for compiling.
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