added a new 1bit (N&B) target for CG to test the maps in the emulator

This commit is contained in:
SlyVTT 2023-08-15 12:55:06 +02:00
parent 217221cd6c
commit df33d2f090
10 changed files with 54 additions and 7 deletions

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@ -13,8 +13,8 @@ find_package(LibProf 2.4 REQUIRED)
#set the color mode either to 1b or 2b
set(COLORMODE_fx 2b)
#set the color mode either to 2b or EGA64
set(COLORMODE_cg EGA64)
#set the color mode either to 1b, 2b or EGA64
set(COLORMODE_cg 1b)
fxconv_declare_converters(assets/converters.py)
@ -35,10 +35,15 @@ set(ASSETS
set(ASSETS_cg
assets-cg/demo_player.png
assets-cg/demo_PNJ.png
assets-cg/player_face.png
assets-cg/font.png
)
set(ASSETS_cg_1b
assets-cg/levels/tileset1b_CG.png
)
set(ASSETS_cg_2b
assets-cg/levels/tileset2b_CG.png
)
@ -49,6 +54,7 @@ set(ASSETS_cg_EGA64
set(ASSETS_fx
assets-fx/demo_player.png
assets-fx/demo_PNJ.png
assets-fx/player_face.png
assets-fx/font.png
# ...
@ -64,7 +70,7 @@ set(ASSETS_fx_2b
# ...
)
fxconv_declare_assets(${ASSETS} ${ASSETS_fx} ${ASSETS_cg} ${ASSETS_fx_1b} ${ASSETS_fx_2b} ${ASSETS_cg_2b} ${ASSETS_cg_EGA64} WITH_METADATA)
fxconv_declare_assets(${ASSETS} ${ASSETS_fx} ${ASSETS_cg} ${ASSETS_fx_1b} ${ASSETS_fx_2b} ${ASSETS_cg_1b} ${ASSETS_cg_2b} ${ASSETS_cg_EGA64} WITH_METADATA)
if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)
add_executable(myaddin ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}} ${ASSETS_${FXSDK_PLATFORM}_${COLORMODE_fx}} )
@ -83,11 +89,14 @@ if("${COLORMODE_fx}" STREQUAL 2b)
endif()
# cg colormode
if("${COLORMODE_cg}" STREQUAL 1b)
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -DCOLOR1BIT)
endif()
if("${COLORMODE_cg}" STREQUAL 2b)
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -DCOLOR2BIT)
endif()
if("${COLORMODE_cg}" STREQUAL EGA64)
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -DCOLOREGA)
endif()
@ -111,6 +120,11 @@ if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)
elseif("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
if("${COLORMODE_cg}" STREQUAL 1b)
generate_g3a(TARGET myaddin OUTPUT "PrjPC1b.g3a"
NAME "Col RPG 1bit" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
endif()
if("${COLORMODE_cg}" STREQUAL 2b)
generate_g3a(TARGET myaddin OUTPUT "PrjPC2b.g3a"
NAME "Col RPG Grey" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)

6
TODO.txt Normal file
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@ -0,0 +1,6 @@
- Jeu de tuile 1bit pour CG pour avoir la version 1bit vérifiable en fonctionnement dans l'émulateur de Heath
- corriger les tuiles 1bit pour les rivières (tiles 1 2 3 et 4) avec niveaux de diphering pour tiles 1 et 3 (gris 33% et 66%)
- ajouter face pour dialogue pour PNJ
- ajouter indicateur visuel pour action joueur quand on est proche d'un PNJ ou d'un panneau
- faire des fonts lisibles avec le set `print` disponible intégralement

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@ -2,6 +2,10 @@ demo_player.png:
type: bopti-image
name: demo_player_img
demo_PNJ.png:
type: bopti-image
name: demo_PNJ_img
player_face.png:
type: bopti-image
name: player_face_img

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@ -1,3 +1,7 @@
tileset1b_CG.png:
type: bopti-image
name: img_tilesetnpp
tileset2b_CG.png:
type: bopti-image
name: img_tilesetnpp

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@ -2,6 +2,10 @@ demo_player.png:
type: bopti-image
name: demo_player_img
demo_PNJ.png:
type: bopti-image
name: demo_PNJ_img
player_face.png:
type: bopti-image
name: player_face_img

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="6" nextobjectid="4">
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="7" nextobjectid="6">
<editorsettings>
<export target="level0.json" format="json"/>
</editorsettings>
@ -90,10 +90,25 @@
</data>
</layer>
<objectgroup id="4" name="ExtraData">
<object id="1" name="PlayerStart" x="52" y="44">
<object id="1" name="PlayerStart" type="PST" x="52" y="44">
<point/>
</object>
<object id="2" name="PNJ1" x="132" y="148">
<object id="2" name="PNJ1" type="NPC" x="236.667" y="165">
<properties>
<property name="dialog" value="Salut, je suis un PNJ"/>
</properties>
<point/>
</object>
<object id="4" name="SGN1" type="SGN" x="96.3333" y="136">
<properties>
<property name="dialog" value="Indication sur le panneau. Bienvenue dans la maison du Tondu ..."/>
</properties>
<point/>
</object>
<object id="5" name="SGN2" type="SGN" x="288" y="127.333">
<properties>
<property name="dialog" value="Indication sur le panneau. Entree dans le Sanctuaire Maudit ..."/>
</properties>
<point/>
</object>
</objectgroup>