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Add more tilemap documentation
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@@ -4,20 +4,33 @@
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#include "screen.h"
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/**
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* @page TileMap TileMap
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* @page TileMap Tile Map
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* @brief The map consists of tiles to create the world.
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*
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* 16x16 tiles
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* 8x8 subTiles
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* GBA graphics are made out of tiles with a size of 8px by 8px. We call those tiles *subTiles*.
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* Four of those subTiles are combined together to form a bigger 16px by 16px tile (usually called metaTile). We call these *tiles*.
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*
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* tileIndex index into the tile set
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* 0 to 0x800, special tiles at 0x4000 to 0x4096
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* tilePos index into the current map
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* tileType
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* collisionData
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*
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* Each map can be up to 64 * 64 tiles big. The map consists of two layers of tiles gMapTop and gMapBottom.
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* To access the map array the tilePos index can be used which goes from 0 to 64 * 64 = 4096.
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* Each value in the MapLayer.mapData is a tileIndex which defined which tile of the tileSet should be used.
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* The tileSet contains tiles from 0 to 2048. Special tileIndex from 0x4000 to 0x4096 can be used to denote special tiles.
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*
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* A tile is created from four subTiles. The subTiles for each tile in the tileSet are stored in MapLayer.subTiles. This is loaded for the current area from gAreaTileSets_*.
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* The subTiles can also be flipped or the palette changed. This is stored in bits 0xa to 0xf, see https://www.coranac.com/tonc/text/regbg.htm#sec-map.
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*
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* Each tile in the tileSet also has a tileType defined. This is stored in MapLayer.tileTypes and loaded from gAreaTileSetTypes_*.
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* The inverse dictionary from tileType to tileIndex is stored in MapLayer.tileIndices.
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*
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* The map also stores the collision for each tile in the tileMap layer in MapLayer.collisionData. By default this is filled from gMapTileTypeToCollisionData based on the tileType of the tiles.
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* But it can also be loaded from gRoomCollisionMap_*.
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* In MapLayer.actTiles some additional type for each tile is stored which is filled from gMapTileTypeToActTile based on the tileType of the tiles.
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*/
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// Maximum width or height of a map in tiles.
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#define MAX_MAP_SIZE 64
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// Maximum amount of tiles in a tileSet.
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#define TILESET_SIZE 2048
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/**
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* @brief Layer of the TileMap.
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* @ingroup TileMap
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@@ -27,62 +40,80 @@ typedef struct {
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/**
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* tileIndex for each tile on the current layer.
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*/
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/*0x0004*/ u16 mapData[0x40 * 0x40];
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/*0x0004*/ u16 mapData[MAX_MAP_SIZE * MAX_MAP_SIZE];
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/**
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* Collision data for each tile on the current layer.
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* @see CollisionData
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*/
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/*0x2004*/ u8 collisionData[0x40 * 0x40];
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/*0x2004*/ u8 collisionData[MAX_MAP_SIZE * MAX_MAP_SIZE];
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/**
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* Copy of the map data.
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* @see mapData
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*/
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/*0x3004*/ u16 mapDataOriginal[0x40 * 0x40];
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/*0x3004*/ u16 mapDataOriginal[MAX_MAP_SIZE * MAX_MAP_SIZE];
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/**
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* Maps from the tileIndex to the tileType.
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* @see TileType
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*/
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/*0x5004*/ u16 tileTypes[0x800];
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/*0x5004*/ u16 tileTypes[TILESET_SIZE];
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/**
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* Maps from a tileType to a tileIndex. Inverse of @see tileTypes.
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* @see TileType
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*/
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/*0x6004*/ u16 tileIndices[0x800];
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/*0x6004*/ u16 tileIndices[TILESET_SIZE];
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/**
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* Maps from a tile index to the four sub tiles (with attributes) it consists of.
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* @see https://www.coranac.com/tonc/text/regbg.htm#sec-map
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*/
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/*0x7004*/ u16 subTiles[0x800 * 4];
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/*0x7004*/ u16 subTiles[TILESET_SIZE * 4];
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/**
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* Some sort of special behavior for tiles? Falling into holes or jumping off walls does not work when this is all zero.
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* @see ActTile
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*/
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/*0xb004*/ u8 actTiles[0x40*0x40];
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/*0xb004*/ u8 actTiles[MAX_MAP_SIZE * MAX_MAP_SIZE];
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} MapLayer;
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extern MapLayer gMapTop;
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extern MapLayer gMapBottom;
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extern MapLayer* GetLayerByIndex(u32 layer);
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/*
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Definition where some map data is found and where it should be copied to.
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Defined using the map_data asm macro, e.g. in map_headers.s
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*/
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typedef struct {
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u32 src;
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void* dest;
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u32 size;
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} MapDataDefinition;
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// There is another map data definition following.
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#define MAP_MULTIPLE 0x80000000
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// The src is compressed.
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#define MAP_COMPRESSED 0x80000000
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typedef enum {
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LAYER_BOTTOM = 1,
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LAYER_TOP = 2,
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} LayerIndex;
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/**
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* Returns the MapLayer for a layer of the map.
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*
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* @param layer @see LayerIndex
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*/
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extern MapLayer* GetLayerByIndex(u32 layer);
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// There is another map data definition following.
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#define MAP_MULTIPLE 0x80000000
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// The src is compressed.
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#define MAP_COMPRESSED 0x80000000
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/**
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* Definition where some map data is found and where it should be copied to.
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* Defined using the map_data asm macro, e.g. in map_headers.s
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*/
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typedef struct {
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/**
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* @brief Source offset from gMapData.
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*
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* MAP_MULTIPLE bit is set if there is another MapDataDefinition following.
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*/
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u32 src;
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/**
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* Target pointer where to load or decompress the map data to.
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*/
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void* dest;
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/**
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* @brief Size of the map data in bytes.
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*
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* MAP_COMPRESSED bit is set if the map data is compressed.
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*/
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u32 size;
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} MapDataDefinition;
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#endif // MAP_H
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