Add Surely Wood Zone, GHZ2 and spikes (wip)

This commit is contained in:
Lucas S. Vieira 2024-10-29 03:31:53 -03:00
parent f4cac9a94e
commit 489cec6845
24 changed files with 1289 additions and 36 deletions

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2,2,2,2,2,2,2,0,0,2,2,2,2,2,2,2,2,2,17,17,17,0,0,0,0,17,17,32,16,31,17,13,15,17,17,5,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
2,2,2,2,2,2,2,0,0,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,8,2,2,0,0,0,2,0,0,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,2,2,2,0,0,0,2,0,0,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,2,2,0,0,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,2,2,2,0,0,0,2,0,0,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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</tileset>

View file

@ -23,11 +23,11 @@
// Holds a single parallax strip for a level.
// A strip is a horizontally-repeating quad.
typedef struct {
uint8_t u0;
uint8_t v0;
//uint8_t u0;
//uint8_t v0;
uint16_t width;
uint16_t height;
uint8_t bgindex;
//uint8_t bgindex;
uint8_t is_single;
int32_t scrollx;
int32_t speedx;

33
iso.xml
View file

@ -117,6 +117,12 @@
<file name="Z1.OMP"
type="data"
source="${PROJECT_SOURCE_DIR}/assets/levels/R2/Z1.OMP" />
<file name="Z2.LVL"
type="data"
source="${PROJECT_SOURCE_DIR}/assets/levels/R2/Z2.LVL" />
<file name="Z2.OMP"
type="data"
source="${PROJECT_SOURCE_DIR}/assets/levels/R2/Z2.OMP" />
<file name="MAP128.MAP"
type="data"
source="${PROJECT_SOURCE_DIR}/assets/levels/R2/MAP128.MAP" />
@ -140,6 +146,33 @@
source="${PROJECT_SOURCE_DIR}/assets/levels/R2/PRL.PRL" />
</dir>
<dir name="R3">
<file name="Z1.LVL"
type="data"
source="${PROJECT_SOURCE_DIR}/assets/levels/R3/Z1.LVL" />
<file name="Z1.OMP"
type="data"
source="${PROJECT_SOURCE_DIR}/assets/levels/R3/Z1.OMP" />
<file name="MAP128.MAP"
type="data"
source="${PROJECT_SOURCE_DIR}/assets/levels/R3/MAP128.MAP" />
<file name="MAP16.COL"
type="data"
source="${PROJECT_SOURCE_DIR}/assets/levels/R3/MAP16.COL" />
<file name="MAP16.MAP"
type="data"
source="${PROJECT_SOURCE_DIR}/assets/levels/R3/MAP16.MAP" />
<file name="TILES.TIM"
type="data"
source="${PROJECT_SOURCE_DIR}/assets/levels/R3/TILES.TIM" />
<file name="BG0.TIM"
type="data"
source="${PROJECT_SOURCE_DIR}/assets/levels/R3/BG0.TIM" />
<file name="PRL.PRL"
type="data"
source="${PROJECT_SOURCE_DIR}/assets/levels/R3/PRL.PRL" />
</dir>
</dir> <!-- LEVELS -->
<dir name="MODELS">

View file

@ -32,6 +32,7 @@ static void _monitor_update(ObjectState *state, ObjectTableEntry *typedata, VECT
static void _spring_update(ObjectState *state, ObjectTableEntry *, VECTOR *pos, uint8_t is_red);
static void _spring_diagonal_update(ObjectState *state, ObjectTableEntry *, VECTOR *pos, uint8_t is_red);
static void _checkpoint_update(ObjectState *state, ObjectTableEntry *, VECTOR *pos);
static void _spikes_update(ObjectState *state, ObjectTableEntry *, VECTOR *pos);
// Player hitbox information. Calculated once per frame.
static int32_t player_vx, player_vy; // Top left corner of player hitbox
@ -89,6 +90,7 @@ object_update(ObjectState *state, ObjectTableEntry *typedata, VECTOR *pos)
case OBJ_SPRING_YELLOW_DIAGONAL: _spring_diagonal_update(state, typedata, pos, 0); break;
case OBJ_SPRING_RED_DIAGONAL: _spring_diagonal_update(state, typedata, pos, 1); break;
case OBJ_CHECKPOINT: _checkpoint_update(state, typedata, pos); break;
case OBJ_SPIKES: _spikes_update(state, typedata, pos); break;
}
}
@ -434,3 +436,42 @@ _spring_diagonal_update(ObjectState *state, ObjectTableEntry *, VECTOR *pos, uin
}
}
static void
_spikes_update(ObjectState *state, ObjectTableEntry *, VECTOR *pos)
{
// TODO: For now, only spikes pointing upwards check for collision
if(state->flipmask != 0) return;
// Collision logic is very similar to monitors
// Calculate solidity
int32_t solidity_vx = pos->vx - 16;
int32_t solidity_vy = pos->vy - 32; // Spikes are a 32x32 solid box
// Perform collision detection
if(aabb_intersects(player_vx, player_vy, player_width, player_height,
solidity_vx, solidity_vy, 32, 32))
{
// Landing on top
if((player_vy - solidity_vy < 16) &&
((player_vx >= solidity_vx - 4) && (player_vx <= solidity_vx + 32 - 4)))
{
player.ev_grnd1.collided = player.ev_grnd2.collided = 1;
player.ev_grnd1.angle = player.ev_grnd2.angle = 0;
player.ev_grnd1.coord = player.ev_grnd2.coord = solidity_vy;
} else {
// Check for intersection on left/right
if(player_vx < pos->vx) {
player.ev_right.collided = 1;
player.ev_right.coord = (solidity_vx + 2);
player.ev_right.angle = 0;
} else {
player.ev_left.collided = 1;
player.ev_left.coord = solidity_vx + 16;
player.ev_right.angle = 0;
}
}
}
}

View file

@ -54,11 +54,11 @@ load_parallax(Parallax *parallax, const char *filename,
for(uint8_t i = 0; i < parallax->num_strips; i++) {
ParallaxStrip *strip = &parallax->strips[i];
strip->u0 = get_byte(bytes, &b);
strip->v0 = get_byte(bytes, &b);
uint8_t u0 = get_byte(bytes, &b);
uint8_t v0 = get_byte(bytes, &b);
strip->width = get_short_be(bytes, &b);
strip->height = get_short_be(bytes, &b);
strip->bgindex = get_byte(bytes, &b);
uint8_t bgindex = get_byte(bytes, &b);
strip->is_single = get_byte(bytes, &b);
strip->scrollx = get_long_be(bytes, &b);
strip->speedx = get_long_be(bytes, &b);
@ -80,8 +80,8 @@ load_parallax(Parallax *parallax, const char *filename,
// 3. Preload and prepare polygons for this strip
// TODO: 6 or 8 Depends on CLUT!!!
uint16_t curr_px = (uint16_t)(px + ((uint32_t)strip->bgindex << 6));
uint16_t curr_cy = (uint16_t)(cy + strip->bgindex);
uint16_t curr_px = (uint16_t)(px + ((uint32_t)bgindex << 6));
uint16_t curr_cy = (uint16_t)(cy + bgindex);
for(uint32_t p = 0; p < polygons_per_strip; p++) {
POLY_FT4 *poly0 = &prl_pols[0][i][p];
@ -92,14 +92,14 @@ load_parallax(Parallax *parallax, const char *filename,
poly0->tpage = getTPage(tx_mode & 0x3, 0, curr_px, py);
poly0->clut = getClut(cx, curr_cy);
//setXYWH(poly0, 0, strip->y0, strip->width, strip->height);
setUVWH(poly0, strip->u0, strip->v0, strip->width - 1, strip->height - 1);
setUVWH(poly0, u0, v0, strip->width - 1, strip->height - 1);
setPolyFT4(poly1);
setRGB0(poly1, 0, 0, 0);
poly1->tpage = getTPage(tx_mode & 0x3, 0, curr_px, py);
poly1->clut = getClut(cx, curr_cy);
//setXYWH(poly1, 0, strip->y0, strip->width, strip->height);
setUVWH(poly1, strip->u0, strip->v0, strip->width - 1, strip->height - 1);
setUVWH(poly1, u0, v0, strip->width - 1, strip->height - 1);
}
}

View file

@ -35,12 +35,13 @@ uint8_t level_fade;
#define CHANNELS_PER_BGM 3
static uint32_t bgm_loop_sectors[] = {
4000,
4800,
3230,
7300,
7300,
4000, // R0Z1
4800, // R0Z2
3230, // R1Z1
4050, // R1Z2
4050, // GHZ1
4050, // GHZ2
3250, // SWZ1
};
@ -473,8 +474,30 @@ level_load_level(screen_level_data *data)
level_debrief();
// Start playback after we don't need the CD anymore.
snprintf(filename0, 255, "\\BGM\\BGM%03u.XA;1", (level / CHANNELS_PER_BGM) + 1);
music_channel = level % CHANNELS_PER_BGM;
if(level == 0) { // R0Z1
snprintf(filename0, 255, "\\BGM\\BGM001.XA;1");
music_channel = 0;
} else if(level == 1) { // R0Z2
snprintf(filename0, 255, "\\BGM\\BGM001.XA;1");
music_channel = 1;
} else if(level == 2) { // R1Z1
snprintf(filename0, 255, "\\BGM\\BGM001.XA;1");
music_channel = 2;
} else if(level == 3) { // R1Z2
snprintf(filename0, 255, "\\BGM\\BGM002.XA;1");
music_channel = 0;
} else if(level == 4 || level == 5) { // GHZ1 / GHZ2
snprintf(filename0, 255, "\\BGM\\BGM002.XA;1");
music_channel = 1;
} else if(level == 6) { // SWZ1
// El Gato Battle 2 Vortex Remake by pkVortex
// https://www.youtube.com/watch?v=ZU-MGiM5YlA
snprintf(filename0, 255, "\\BGM\\BGM002.XA;1");
music_channel = 2;
} else {
// Do not play anything
return;
}
sound_play_xa(filename0, 0, music_channel, bgm_loop_sectors[level]);
}
@ -487,6 +510,8 @@ level_set_clearcolor()
set_clear_color(LERPC(level_fade, 26), LERPC(level_fade, 104), LERPC(level_fade, 200));
else if(level == 4 || level == 5) // R2 (GHZ)
set_clear_color(LERPC(level_fade, 36), LERPC(level_fade, 0), LERPC(level_fade, 180));
else if(level == 6 || level == 7)
set_clear_color(0, 0, 0);
// R0
else set_clear_color(LERPC(level_fade, 63), LERPC(level_fade, 0), LERPC(level_fade, 127));
}

View file

@ -13,11 +13,11 @@
#include "util.h"
#include "timer.h"
#define CHOICE_MODELTEST 5
#define CHOICE_TITLE 6
#define CHOICE_SONICT 7
#define CHOICE_INTRO 8
#define CHOICE_SOON 9
#define CHOICE_MODELTEST 7
#define CHOICE_TITLE 8
#define CHOICE_SONICT 9
#define CHOICE_INTRO 10
#define CHOICE_SOON 11
#define MAX_LEVELS (CHOICE_SOON + 1)
typedef struct {
@ -194,8 +194,8 @@ screen_levelselect_draw(void *d)
"%c ROUND 1 ZONE 1\n"
"%c ZONE 2\n"
"%c GREEN HILL ZONE 1\n"
"\n"
"\n"
"%c ZONE 2\n"
"%c SURELY WOOD ZONE 1\n" // Wood Zone retexture by Nite Shadow
"\n"
"\n"
"\n"
@ -215,6 +215,8 @@ screen_levelselect_draw(void *d)
(data->menu_choice == 2) ? '>' : ' ',
(data->menu_choice == 3) ? '>' : ' ',
(data->menu_choice == 4) ? '>' : ' ',
(data->menu_choice == 5) ? '>' : ' ',
(data->menu_choice == 6) ? '>' : ' ',
(data->menu_choice == CHOICE_MODELTEST) ? '>' : ' ',
(data->menu_choice == CHOICE_TITLE) ? '>' : ' ',
(data->menu_choice == CHOICE_SONICT) ? '>' : ' ',