Kurt
37176b5a1a
Add clothing color fallback to base item name
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Closes #213
2020-05-13 12:15:24 -07:00
Kurt
ab3afc23a8
Case insensitive-ize item sprite name lookup
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Closes #210
curse case-sensitive-filename operating system settings ;)
2020-05-13 08:50:04 -07:00
Kurt
902dd90dc9
Remove hardcoded map dimension properties
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we can refer to MaxWidth/MaxHeight instead
2020-05-11 23:13:40 -07:00
Kurt
60faecdc69
Refactoring
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move files, abstract some logic for later reuse
2020-05-11 22:14:27 -07:00
Kurt
ff5acf2b9c
Remap field item sprite to held item if available
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Also adds tree shake drop hint for tooltip
2020-05-10 20:26:56 -07:00
Kurt
1c2af21361
Show item sprite in item editor
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no markup of ancillary values, just the image
2020-05-10 12:19:24 -07:00
Kurt
4d1bff3869
Visually indicate dropped items instead of placed items
2020-05-10 11:27:47 -07:00
Kurt
801db3e130
Add exterior acre pixel dumper, show exterior acres on Field Item editor
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980KB -> 12KB when compressed, seems legit
just an array of tile definitions (32x32 style), sequential acres (undefined acres are all zeroed)
tiles aren't displated as granular as possible, only sets as 16x16 tiles instead of larger 32x32, but it should be a good enough color hint to people for editing
big thanks to ninji for the color mapping in his disassembly and the pbc->tile parse
2020-05-09 16:15:37 -07:00
Kurt
07e393177f
add initial exterior acre pixel calculation
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no functional changes to NHSE
2020-05-09 08:31:46 -07:00
Kurt
c1e7f2dc28
Move tile color to core
2020-05-09 00:13:19 -07:00
Kurt
d68b8b2fbf
Fix oak tree color on field item map
2020-05-08 15:01:10 -07:00
Kurt
a6f88a048b
Translate item kind from FieldItem
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only trees and flowers are really necessary (for editing values)
2020-05-08 13:24:13 -07:00
Kurt
a9810c7d03
Merge Field Item back into Item
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Different means of expression for the 8 byte item structure's FreeParam
Will be expanding the ItemEditor so that it has a checkmark to toggle Extension Item editing behavior.
Removes IHeldItem as there's no need to abstract it.
2020-05-08 12:20:24 -07:00
Kurt
e9a6861349
Add design source / choice for item
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s32 remake {
s32 body:3
s32 source:2
s32 pattern:8
s32 unused:19
}
2020-05-07 17:01:19 -07:00
Kurt
bf841b8ecf
Show item sprites in item editor
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put a folder named "items" with the english named item sprites (tbd if we change to a more sane filename format)
bring your own files, it's like 45 MB so not distributing with the EXE.
2020-05-05 22:13:29 -07:00
Kurt
7d975a9ea9
Differentiate field item colors
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Closes #159
2020-05-03 20:17:36 -07:00
Kurt
d78b0e0e1f
Minor clean
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remove some unused logic (program growth = no longer needed)
2020-05-03 19:36:14 -07:00
Kurt
3ec69afe6b
Show terrain tile type, add slider for transparency adjust
2020-05-02 23:57:43 -07:00
Kurt
adf9b43bc0
Add transparency slider for buildings
2020-05-02 23:25:14 -07:00
Kurt
928e699168
misc performance improvements
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Preallocate the terrain-building objects and reuse
changed:
- grid alternates with a slightly-darker to help indicate the larger 2x2 tile grid.
- put plaza & buildings behind the gridlines
2020-05-02 23:02:37 -07:00
Kurt
4690cfe167
Refactoring: Field Item Editor + buildings/terrain
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Extracts logic from the building & terrain & field item editors for reuse / separation of concerns
Have FieldItemEditor select between Items & Terrain so that you can change the popup menu mode (view set delete)
Not sure how I want to show the terrain names...
2020-05-02 20:05:09 -07:00
Kurt
d930b02489
Show buildings/plaza on field item editor
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Building sizes not to scale, but should assist in representing layout for now
Extract terrain color to separate class
2020-05-01 16:46:38 -07:00
Kurt
33b9e7f170
Show terrain map behind field item view
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Adds a transparency slider to have the field items fade so you can see the underlying terrain tile.
Not really optimized (allocates every time), but it should be fine for now.
Make the None item transparent, so that the entire map bleeds through (clear clarity).
2020-04-28 21:08:57 -07:00
Kurt
8808eadb20
Remove enum tostring call for tile color fetch
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lighten road colors on higher elevation
0.5->0.6 for 20% darker cliff edges
2020-04-28 19:17:05 -07:00
Kurt
6bb54264e8
Show roads as brown
2020-04-27 11:23:35 -07:00
Kurt
4efbb00b4e
Add pro design r/w
2020-04-23 17:09:52 -07:00
Kurt
da955be606
Show X on buried items root
2020-04-11 11:57:28 -07:00
Kurt
6ce0d1595d
Remove allocation for field item editor
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Allocate once on init, and reuse objects
pretty much buttery smooth now :)
2020-04-09 16:01:20 -07:00
Kurt
cf889668d3
Minor perf improvements
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Move repeat calculations from inner loop to outer loop
Extract some methods for reusability
2020-04-09 14:35:09 -07:00
Kurt
91418e9c66
Enhance extension item visualization
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Mark class as static
Draws directional lines trying to point back to the root item
2020-04-09 12:52:07 -07:00
Kurt
557a34edbc
Minor clean
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Reduce array get counts by 16 (from 17->1)
2020-04-08 17:13:00 -07:00
Kurt
8469e12c38
Change field item grid to drawn bitmap
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No lag, clean grid, muh efficiency
2020-04-08 14:35:51 -07:00
Kurt
5e99e24628
Add fast pixel upscale
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1->X sized scaling; preferred when scale is large enough and you want to retain raw access to pixel data.
2020-04-08 14:34:52 -07:00
Kurt
29b03cc428
Faster map sprite generation
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Create the bitmap via bytes (as int[]) then create the final image, rather than SetPixel
2020-04-08 12:24:25 -07:00
Kurt
91f8881808
Add Field Item viewer
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Layer 1 only, no tile mutation capability for now. Can still move things around / delete.
2020-04-07 15:25:34 -07:00
Kurt
824d31719e
Pre-blend colors with white
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faster fetch
2020-04-07 13:40:39 -07:00
Kurt
25a162c187
Add more fielditem manipulation logic
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32x32 because we have 2x2 metatiles -- items can be placed at half-coordinates relative to tile coordinates.
2020-04-07 11:25:27 -07:00
Kurt
2ce535c67c
Refactoring
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Move sprite resources to subfolder for organization
Add FieldItem class (replaces MapItem), might work in a field item editor (similar to building editor)
2020-04-07 10:19:58 -07:00
Kurt
bc95507bf2
Extract out some logic
2020-04-06 22:49:33 -07:00
Kurt
0f28da8b2f
Extract some grid logic to its own class
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Name it more clearly so that the intent is there
2020-04-06 14:37:40 -07:00
Kurt
3482eebe5a
Show plaza on generated map
2020-04-05 16:00:17 -07:00
Kurt
e62191b65a
Show "None" instead of null sprite
2020-04-04 21:27:32 -07:00
Kurt
8b324651e1
Enhance building editor (show map & value names)
2020-04-04 13:16:45 -07:00
Kurt
8516df6116
Unlock terrain viewport from acre snapping
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Add checkbox to flip between snap / no-snap
2020-04-03 20:34:32 -07:00
Kurt
b6e19f079d
Minor clean
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Add click to map preview to load that acre
Move map+viewport-reticle bitmap creation to drawing project
export map without reticle as scale=1
2020-04-03 12:50:53 -07:00
Kurt
8b3c650eff
Add Terrain editor
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most complex editor yet
could be better if I did PictureBox'es instead of buttons, so I could put an image instead of just color
ppl will have to document more on what each terrain looks like, maybe could show a pic of each terrain tile?
2020-04-03 12:12:21 -07:00
Kurt
f3d291e681
Merge flag2 back in to count
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ok sciresm u happy now
2020-04-02 15:38:08 -07:00
Kurt
e70d2b71d8
Add some map item code
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no functions, just exploration
2020-04-02 08:08:05 -07:00
Kurt
2c965c1f37
Extract some logic
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Potentially drawing on existing bitmaps
2020-04-01 10:24:34 -07:00
Kurt
7bcfe788a2
Remove some unused stuff
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bloat--
2020-03-31 17:44:20 -07:00