-- The Magnet Train ride, drawn (pokegold engine/events/magnet_train.asm). -- -- src/core/gen2/MagnetTrain.lua is the routine: the jumptable, the three SCX -- bands and the player's frameset, all love-free. This is the presentation, -- and it is the cart's presentation rather than an approximation of it: -- -- * MagnetTrain_LoadGFX_PlayMusic loads NO background tiles. The train, the -- bushes and the window are all drawn out of whatever the map's tileset -- already had in VRAM, which for both stations is TILESET_TRAIN_STATION -- -- so the sheet this screen bakes from is the same one the overworld was -- drawing a frame earlier. -- * The two tilemaps behind DrawMagnetTrain (MagnetTrainBGTiles, a 2x18 -- vertical strip repeated across all 32 columns, and MagnetTrainTilemap, -- the 20x4 train laid over rows 6-9) come from the extracted cache at -- data.gen2Field.magnetTrain. A cache built before the extractor -- learned to follow them has neither, and then the ride runs with a -- blank screen rather than with invented art. -- * The background is baked into a 256x144 canvas once, because the only -- thing that changes per frame is the per-band SCX. -- * SetMagnetTrainPals gives the four bush rows and the four bottom rows -- PAL_BG_GREEN, the ten train rows PAL_BG_GRAY and the six window tiles -- PAL_BG_YELLOW, out of a TOWN palette set at the current time of day -- (the routine pushes wEnvironment, forces TOWN, and pops it back). -- -- Two hardware details are not reproduced. The four player OBJs all carry -- OAM_PRIO, so on the cart they sit behind background colours 1-3 and only -- show through the window's colour 0; here they are drawn straight over the -- background, which looks the same everywhere the window is transparent and -- differs only if the sprite drifts over solid train tiles. And the ride -- cannot be skipped, exactly as on the cart: the loop reads no input at all. local Assets = require("src.render.Assets") local Chrome = require("src.ui.gen2.Chrome") local GbcPalette = require("src.render.GbcPalette") local MagnetTrain = require("src.core.gen2.MagnetTrain") local Music = require("src.core.Music") local Palettes = require("src.world.gen2.Palettes") local Sound = require("src.core.Sound") local MagnetTrainRide = {} MagnetTrainRide.__index = MagnetTrainRide MagnetTrainRide.isOpaque = true local SCREEN_W, SCREEN_H = 160, 144 local BG_W = 256 -- TILEMAP_WIDTH * 8 local TILES_PER_ROW = 16 -- every 2bpp sheet the importer writes local BLACK = { 0, 0, 0 } function MagnetTrainRide:wantsFillScale() return true end -- opts: toGoldenrod (the wScriptVar the officer's script set), onDone() function MagnetTrainRide.new(game, opts) opts = opts or {} local self = setmetatable({}, MagnetTrainRide) self.game = game self.data = game and game.data self.onDone = opts.onDone self.finished = false local field = self.data and self.data.gen2Field local gfx = field and field.magnetTrain self.ride = MagnetTrain.new({ toGoldenrod = opts.toGoldenrod, bgTiles = gfx and gfx.bgTiles, fgTilemap = gfx and gfx.tilemap, }) self.tileset = self.data and self.data.gen2Tilesets and self.data.gen2Tilesets.TILESET_TRAIN_STATION self.palettes = self:bgPalettes() self.spriteSheet = self:playerSheet() -- PlayMusic2 MUSIC_MAGNET_TRAIN, the last thing the GFX load does. local songs = self.data and self.data.audio and self.data.audio.songs if songs and songs.Music_MagnetTrain then Music.stop() Music.play(self.data, "Music_MagnetTrain", true, { reason = "magnettrain" }) end return self end -- GetSGBLayout with wEnvironment forced to TOWN and wTimeOfDayPal taken from -- the real clock, so the bushes are the colour the outside world is right now -- even though both stations are INDOOR maps. function MagnetTrainRide:bgPalettes() local data = self.data local palettes = data and data.gen2Palettes if not palettes then return nil end return Palettes.bgSet(palettes, { environment = "TOWN" }, Palettes.clockDaytime()) end function MagnetTrainRide:palette(slot) local set = self.palettes local colors = set and (set[slot] or set[1]) return colors end -------------------------------------------------------------------------- -- Sheets -------------------------------------------------------------------------- local function sheetFor(path) if not path then return nil end -- `and` would truncate pcall's second return, so this cannot fold into one -- expression. local ok, image = pcall(Assets.image, path) if not (ok and image) then return nil end image:setFilter("nearest", "nearest") local width, height = image:getDimensions() local quads = {} for tile = 0, math.floor(width / 8) * math.floor(height / 8) - 1 do quads[tile] = love.graphics.newQuad( tile % TILES_PER_ROW * 8, math.floor(tile / TILES_PER_ROW) * 8, 8, 8, width, height) end return { image = image, quads = quads, width = width, height = height } end function MagnetTrainRide:tileSheet() if self.sheet == nil then self.sheet = sheetFor(self.tileset and self.tileset.image) or false end return self.sheet or nil end -- The player's own overworld sheet: six 16x16 frames stacked vertically, of -- which MagnetTrain.SHEET_FRAME names the two the cutscene requests. Quads -- are cut per 8x8 sub-tile rather than by the sheet's 16-pixel width, because -- the OAM data addresses the four tiles of a frame individually. function MagnetTrainRide:playerSheet() local sprites = self.data and self.data.gen2Sprites local def = sprites and (sprites.SPRITE_CHRIS or sprites.SPRITE_KRIS) local path = def and def.image if not path then return nil end local ok, image = pcall(Assets.image, path) if not (ok and image) then return nil end image:setFilter("nearest", "nearest") return { image = image } end -- The quad for one vtile of the two loaded blocks. A 2x2 frame is stored -- top-left, top-right, bottom-left, bottom-right, which is the order -- .OAMData_MagnetTrainRed's four `dbsprite` rows walk. function MagnetTrainRide:playerQuad(vtile) local sheet = self.spriteSheet if not sheet then return nil end local frame = MagnetTrain.SHEET_FRAME[vtile - (vtile % 4)] if not frame then return nil end self.playerQuads = self.playerQuads or {} local quad = self.playerQuads[vtile] if not quad then local sub = vtile % 4 local w, h = sheet.image:getDimensions() quad = love.graphics.newQuad( (sub % 2) * 8, frame * 16 + math.floor(sub / 2) * 8, 8, 8, w, h) self.playerQuads[vtile] = quad end return quad end -------------------------------------------------------------------------- -- The baked background -------------------------------------------------------------------------- -- DrawMagnetTrain plus SetMagnetTrainPals, rendered once into a 256x144 -- canvas. Tiles are drawn palette group by palette group so the three -- palettes cost three shader switches rather than one per tile. function MagnetTrainRide:background() if self.bgCanvas ~= nil then return self.bgCanvas or nil end self.bgCanvas = false local rows = self.ride:tilemap() local sheet = self:tileSheet() if not (rows and sheet) then return nil end local ok, canvas = pcall(love.graphics.newCanvas, BG_W, SCREEN_H) if not ok then return nil end canvas:setFilter("nearest", "nearest") local groups = {} for row = 1, #rows do for col = 1, #rows[row] do local slot = MagnetTrain.paletteSlot(col - 1, row - 1) groups[slot] = groups[slot] or {} local list = groups[slot] list[#list + 1] = { rows[row][col], (col - 1) * 8, (row - 1) * 8 } end end local G = love.graphics local previous = G.getCanvas() -- A canvas does not reset the transform: without this the map lands under -- the renderer's letterbox scale and off the edge. G.push() G.origin() G.setCanvas(canvas) G.clear(0, 0, 0, 1) G.setColor(1, 1, 1, 1) local shader = GbcPalette.available() for slot, list in pairs(groups) do local colors = self:palette(slot) if shader and colors then GbcPalette.use(colors) end for _, cell in ipairs(list) do local quad = sheet.quads[cell[1]] if quad then G.draw(sheet.image, quad, cell[2], cell[3]) end end end if shader then GbcPalette.clear() end G.setCanvas(previous) G.pop() self.bgCanvas = canvas return canvas end -------------------------------------------------------------------------- -- Frame -------------------------------------------------------------------------- function MagnetTrainRide:playSfx(name) local audio = self.data and self.data.audio local sfx = audio and audio.sfx if sfx and sfx[Sound.resolve(self.data, name)] then Sound.play(self.data, name) end end function MagnetTrainRide:finish() if self.finished then return end self.finished = true if self.onDone then self.onDone() end end function MagnetTrainRide:update(_dt) if self.finished then return end local sfx = self.ride:update() if sfx then self:playSfx(sfx) end if self.ride:done() then -- MagnetTrain's .done tears the screen back down and returns to the -- script, which then runs `warpcheck` and `newloadmap MAPSETUP_TRAIN`. self:finish() end end function MagnetTrainRide:drawBackground() local canvas = self:background() if not canvas then return end local G = love.graphics G.setColor(1, 1, 1, 1) self.bandQuad = self.bandQuad or love.graphics.newQuad(0, 0, BG_W, 1, BG_W, SCREEN_H) for _, band in ipairs(self.ride:bands()) do local top, bottom, scx = band[1], band[2], band[3] % BG_W local height = bottom - top + 1 self.bandQuad:setViewport(0, top, BG_W, height, BG_W, SCREEN_H) G.draw(canvas, self.bandQuad, -scx, top) G.draw(canvas, self.bandQuad, -scx + BG_W, top) end end -- MapObjectPals' PAL_OW_RED, the palette every .OAMData_MagnetTrainRed entry -- names. function MagnetTrainRide:playerPalette() local palettes = self.data and self.data.gen2Palettes local sprites = self.data and self.data.gen2Sprites if not palettes then return nil end return Palettes.spritePalette(palettes, Palettes.clockDaytime(), sprites and sprites.SPRITE_CHRIS) end function MagnetTrainRide:drawPlayer() local sheet = self.spriteSheet if not sheet then return end local oam = self.ride:playerOam() if #oam == 0 then return end local G = love.graphics local shader = GbcPalette.available() local colors = shader and self:playerPalette() if colors then GbcPalette.use(colors) end G.setColor(1, 1, 1, 1) for _, entry in ipairs(oam) do local quad = self:playerQuad(entry.tile) if quad then G.draw(sheet.image, quad, entry.x + (entry.xflip and 8 or 0), entry.y, 0, entry.xflip and -1 or 1, 1) end end if colors then GbcPalette.clear() end end -- The backdrop is BG colour 0 of the gray palette the train body uses; on the -- cart it is what shows wherever nothing was drawn. function MagnetTrainRide:backdrop() return GbcPalette.color(self:palette(MagnetTrain.PAL_BG_GRAY), 1) or BLACK end function MagnetTrainRide:drawPanel() local G = love.graphics local backdrop = self:backdrop() G.setColor(backdrop[1] / 255, backdrop[2] / 255, backdrop[3] / 255, 1) G.rectangle("fill", 0, 0, SCREEN_W, SCREEN_H) G.setColor(1, 1, 1, 1) self:drawBackground() self:drawPlayer() G.setColor(1, 1, 1, 1) end function MagnetTrainRide:draw() self:drawPanel() end -- MagnetTrain_LoadGFX_PlayMusic opens on ClearBGPalettes / ClearSprites -- (engine/events/magnet_train.asm:101-103), so nothing of the station is left -- behind the ride. The surround has to be the same gray backdrop the panel -- computes: a white letterbox would frame the train in a colour the cart never -- puts on this screen. function MagnetTrainRide:drawsWidescreen() return true end function MagnetTrainRide:drawWidescreen(winW, winH) local G = love.graphics local backdrop = self:backdrop() G.setColor(backdrop[1] / 255, backdrop[2] / 255, backdrop[3] / 255, 1) G.rectangle("fill", 0, 0, winW, winH) G.setColor(1, 1, 1, 1) local scale = Chrome.fitScale(winW, winH) local ox, oy = Chrome.fitOrigin(winW, winH, scale) G.push() G.translate(ox, oy) G.scale(scale, scale) self:drawPanel() G.pop() end return MagnetTrainRide