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Dynamic overworld palette system
Slawter666 edited this page Sep 16, 2018
·
13 revisions
For this tutorial we will be editting one function within src/overworld.c and three functions within src/event_object_movement.c along with adding one new function to make it easier when adding new overworlds, with new palettes.
Note that the current implementation breaks the reflection palette system, though for ease of adding new overworlds that should be adapted so it is dynamic as well, rather than requiring explicit reflection palettes.
static void sub_8086988(u32 a1)
{
ResetTasks();
ResetSpriteData();
ResetPaletteFade();
ScanlineEffect_Clear();
ResetAllPicSprites();
ResetCameraUpdateInfo();
InstallCameraPanAheadCallback();
+ FreeAllSpritePalettes();
- if (!a1)
- InitEventObjectPalettes(0);
- else
- InitEventObjectPalettes(1);
FieldEffectActiveListClear();
sub_80AAFA4();
sub_80AEE84();
if (!a1)
SetUpFieldTasks();
mapheader_run_script_with_tag_x5();
sub_81BE6B8();
}
becomes:
static void sub_8086988(u32 a1)
{
ResetTasks();
ResetSpriteData();
ResetPaletteFade();
ScanlineEffect_Clear();
ResetAllPicSprites();
ResetCameraUpdateInfo();
InstallCameraPanAheadCallback();
FreeAllSpritePalettes();
FieldEffectActiveListClear();
sub_80AAFA4();
sub_80AEE84();
if (!a1)
SetUpFieldTasks();
mapheader_run_script_with_tag_x5();
sub_81BE6B8();
}
static u8 TrySetupEventObjectSprite(struct EventObjectTemplate *eventObjectTemplate, struct SpriteTemplate *spriteTemplate, u8 mapNum, u8 mapGroup, s16 cameraX, s16 cameraY)
{
struct EventObject *eventObject;
const struct EventObjectGraphicsInfo *graphicsInfo;
struct Sprite *sprite;
u8 eventObjectId;
- u8 paletteSlot;
u8 spriteId;
eventObjectId = InitEventObjectStateFromTemplate(eventObjectTemplate, mapNum, mapGroup);
if (eventObjectId == NUM_EVENT_OBJECTS)
return NUM_EVENT_OBJECTS;
eventObject = &gEventObjects[eventObjectId];
graphicsInfo = GetEventObjectGraphicsInfo(eventObject->graphicsId);
+ if (spriteTemplate->paletteTag != 0xffff)
+ {
+ sub_808E894(spriteTemplate->paletteTag);
+ }
- paletteSlot = graphicsInfo->paletteSlot;
- if (paletteSlot == 0)
- {
- LoadPlayerObjectReflectionPalette(graphicsInfo->paletteTag1, 0);
- }
- else if (paletteSlot == 10)
- {
- LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag1, 10);
- }
- else if (paletteSlot >= 16)
- {
- paletteSlot -= 16;
- sub_808EAB0(graphicsInfo->paletteTag1, paletteSlot);
- }
if (eventObject->movementType == 0x4c)
{
eventObject->invisible = TRUE;
}
- *(u16 *)&spriteTemplate->paletteTag = 0xFFFF;
spriteId = CreateSprite(spriteTemplate, 0, 0, 0);
if (spriteId == MAX_SPRITES)
{
gEventObjects[eventObjectId].active = FALSE;
return NUM_EVENT_OBJECTS;
}
sprite = &gSprites[spriteId];
sub_8092FF0(eventObject->currentCoords.x + cameraX, eventObject->currentCoords.y + cameraY, &sprite->pos1.x, &sprite->pos1.y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->pos1.x += 8;
sprite->pos1.y += 16 + sprite->centerToCornerVecY;
- sprite->oam.paletteNum = paletteSlot;
sprite->coordOffsetEnabled = TRUE;
sprite->data[0] = eventObjectId;
eventObject->spriteId = spriteId;
eventObject->inanimate = graphicsInfo->inanimate;
if (!eventObject->inanimate)
{
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(eventObject->facingDirection));
}
SetObjectSubpriorityByZCoord(eventObject->previousElevation, sprite, 1);
UpdateEventObjectVisibility(eventObject, sprite);
return eventObjectId;
}
becomes:
static u8 TrySetupEventObjectSprite(struct EventObjectTemplate *eventObjectTemplate, struct SpriteTemplate *spriteTemplate, u8 mapNum, u8 mapGroup, s16 cameraX, s16 cameraY)
{
struct EventObject *eventObject;
const struct EventObjectGraphicsInfo *graphicsInfo;
struct Sprite *sprite;
u8 eventObjectId;
u8 spriteId;
eventObjectId = InitEventObjectStateFromTemplate(eventObjectTemplate, mapNum, mapGroup);
if (eventObjectId == NUM_EVENT_OBJECTS)
return NUM_EVENT_OBJECTS;
eventObject = &gEventObjects[eventObjectId];
graphicsInfo = GetEventObjectGraphicsInfo(eventObject->graphicsId);
if (spriteTemplate->paletteTag != 0xffff)
{
sub_808E894(spriteTemplate->paletteTag);
}
if (eventObject->movementType == 0x4c)
{
eventObject->invisible = TRUE;
}
spriteId = CreateSprite(spriteTemplate, 0, 0, 0);
if (spriteId == MAX_SPRITES)
{
gEventObjects[eventObjectId].active = FALSE;
return NUM_EVENT_OBJECTS;
}
sprite = &gSprites[spriteId];
sub_8092FF0(eventObject->currentCoords.x + cameraX, eventObject->currentCoords.y + cameraY, &sprite->pos1.x, &sprite->pos1.y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->pos1.x += 8;
sprite->pos1.y += 16 + sprite->centerToCornerVecY;
sprite->coordOffsetEnabled = TRUE;
sprite->data[0] = eventObjectId;
eventObject->spriteId = spriteId;
eventObject->inanimate = graphicsInfo->inanimate;
if (!eventObject->inanimate)
{
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(eventObject->facingDirection));
}
SetObjectSubpriorityByZCoord(eventObject->previousElevation, sprite, 1);
UpdateEventObjectVisibility(eventObject, sprite);
return eventObjectId;
}
First we need to add a new function, courtesy of ShantyTown.
void FreeSpritePaletteIfUnused(u8 paletteNum)
{
u8 i;
u16 tag = GetSpritePaletteTagByPaletteNum(paletteNum);
if (tag != 0xFFFF)
{
for (i = 0; i < MAX_SPRITES; i++)
if (gSprites[i].inUse && gSprites[i].oam.paletteNum == paletteNum)
return;
FreeSpritePaletteByTag(tag);
}
}
static void RemoveEventObjectInternal(struct EventObject *eventObject)
{
+ u8 paletteNum;
struct SpriteFrameImage image;
image.size = GetEventObjectGraphicsInfo(eventObject->graphicsId)->size;
gSprites[eventObject->spriteId].images = ℑ
+ paletteNum = gSprites[eventObject->spriteId].oam.paletteNum;
DestroySprite(&gSprites[eventObject->spriteId]);
+ FreeSpritePaletteIfUnused(paletteNum);
}
becomes:
static void RemoveEventObjectInternal(struct EventObject *eventObject)
{
u8 paletteNum;
struct SpriteFrameImage image;
image.size = GetEventObjectGraphicsInfo(eventObject->graphicsId)->size;
gSprites[eventObject->spriteId].images = ℑ
paletteNum = gSprites[eventObject->spriteId].oam.paletteNum;
DestroySprite(&gSprites[eventObject->spriteId]);
FreeSpritePaletteIfUnused(paletteNum);
}
static void sub_808E1B8(u8 eventObjectId, s16 x, s16 y)
{
u8 spriteId;
- u8 paletteSlot;
struct EventObject *eventObject;
const struct SubspriteTable *subspriteTables;
const struct EventObjectGraphicsInfo *graphicsInfo;
struct SpriteFrameImage spriteFrameImage;
struct SpriteTemplate spriteTemplate;
struct Sprite *sprite;
#define i spriteId
for (i = 0; i < ARRAY_COUNT(gLinkPlayerEventObjects); i++)
{
if (gLinkPlayerEventObjects[i].active && eventObjectId == gLinkPlayerEventObjects[i].eventObjId)
{
return;
}
}
#undef i
eventObject = &gEventObjects[eventObjectId];
subspriteTables = NULL;
graphicsInfo = GetEventObjectGraphicsInfo(eventObject->graphicsId);
spriteFrameImage.size = graphicsInfo->size;
MakeObjectTemplateFromEventObjectGraphicsInfoWithCallbackIndex(eventObject->graphicsId, eventObject->movementType, &spriteTemplate, &subspriteTables);
spriteTemplate.images = &spriteFrameImage;
+ if (spriteTemplate.paletteTag != 0xffff)
+ {
+ sub_808E894(spriteTemplate.paletteTag);
+ }
- *(u16 *)&spriteTemplate.paletteTag = 0xffff;
- paletteSlot = graphicsInfo->paletteSlot;
- if (paletteSlot == 0)
- {
- LoadPlayerObjectReflectionPalette(graphicsInfo->paletteTag1, graphicsInfo->paletteSlot);
- }
- else if (paletteSlot == 10)
- {
- LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag1, graphicsInfo->paletteSlot);
- }
- else if (paletteSlot >= 16)
- {
- paletteSlot -= 16;
- sub_808EAB0(graphicsInfo->paletteTag1, paletteSlot);
- }
- *(u16 *)&spriteTemplate.paletteTag = 0xffff;
spriteId = CreateSprite(&spriteTemplate, 0, 0, 0);
if (spriteId != MAX_SPRITES)
{
sprite = &gSprites[spriteId];
sub_8092FF0(x + eventObject->currentCoords.x, y + eventObject->currentCoords.y, &sprite->pos1.x, &sprite->pos1.y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->pos1.x += 8;
sprite->pos1.y += 16 + sprite->centerToCornerVecY;
sprite->images = graphicsInfo->images;
if (eventObject->movementType == 0x0b)
{
SetPlayerAvatarEventObjectIdAndObjectId(eventObjectId, spriteId);
eventObject->warpArrowSpriteId = sub_8154228();
}
if (subspriteTables != NULL)
{
SetSubspriteTables(sprite, subspriteTables);
}
- sprite->oam.paletteNum = paletteSlot;
sprite->coordOffsetEnabled = TRUE;
sprite->data[0] = eventObjectId;
eventObject->spriteId = spriteId;
if (!eventObject->inanimate && eventObject->movementType != 0x0b)
{
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(eventObject->facingDirection));
}
sub_808E38C(eventObject);
SetObjectSubpriorityByZCoord(eventObject->previousElevation, sprite, 1);
}
}
becomes:
static void sub_808E1B8(u8 eventObjectId, s16 x, s16 y)
{
u8 spriteId;
struct EventObject *eventObject;
const struct SubspriteTable *subspriteTables;
const struct EventObjectGraphicsInfo *graphicsInfo;
struct SpriteFrameImage spriteFrameImage;
struct SpriteTemplate spriteTemplate;
struct Sprite *sprite;
#define i spriteId
for (i = 0; i < ARRAY_COUNT(gLinkPlayerEventObjects); i++)
{
if (gLinkPlayerEventObjects[i].active && eventObjectId == gLinkPlayerEventObjects[i].eventObjId)
{
return;
}
}
#undef i
eventObject = &gEventObjects[eventObjectId];
subspriteTables = NULL;
graphicsInfo = GetEventObjectGraphicsInfo(eventObject->graphicsId);
spriteFrameImage.size = graphicsInfo->size;
MakeObjectTemplateFromEventObjectGraphicsInfoWithCallbackIndex(eventObject->graphicsId, eventObject->movementType, &spriteTemplate, &subspriteTables);
spriteTemplate.images = &spriteFrameImage;
if (spriteTemplate.paletteTag != 0xffff)
{
sub_808E894(spriteTemplate.paletteTag);
}
spriteId = CreateSprite(&spriteTemplate, 0, 0, 0);
if (spriteId != MAX_SPRITES)
{
sprite = &gSprites[spriteId];
sub_8092FF0(x + eventObject->currentCoords.x, y + eventObject->currentCoords.y, &sprite->pos1.x, &sprite->pos1.y);
sprite->centerToCornerVecX = -(graphicsInfo->width >> 1);
sprite->centerToCornerVecY = -(graphicsInfo->height >> 1);
sprite->pos1.x += 8;
sprite->pos1.y += 16 + sprite->centerToCornerVecY;
sprite->images = graphicsInfo->images;
if (eventObject->movementType == 0x0b)
{
SetPlayerAvatarEventObjectIdAndObjectId(eventObjectId, spriteId);
eventObject->warpArrowSpriteId = sub_8154228();
}
if (subspriteTables != NULL)
{
SetSubspriteTables(sprite, subspriteTables);
}
sprite->coordOffsetEnabled = TRUE;
sprite->data[0] = eventObjectId;
eventObject->spriteId = spriteId;
if (!eventObject->inanimate && eventObject->movementType != 0x0b)
{
StartSpriteAnim(sprite, GetFaceDirectionAnimNum(eventObject->facingDirection));
}
sub_808E38C(eventObject);
SetObjectSubpriorityByZCoord(eventObject->previousElevation, sprite, 1);
}
}