The DS version of SM64 used the bottom screen for a map (as well as other HUD (HDD?) elements). Rather than having a blank screen, or configuration, we could/should leverage the bottom screen for a map in the 3DS port too.
Considerations
Any assets being distributed as part of the repo need to be free from (Nintendo) copyright. If we wish to use any sprites/assets from either N64 or DS versions they should be extracted from the ROM at compile-time.
TBD: are Blender exports of levels subject to copyright?
Progress:
Versions:
There are a couple ways to do this, lets call them "1.0" and "2.0". Ideally lessons learnt doing 1.0 will transfer to 2.0
1.0
This is the 'lets just get something working' version
[ ] Create PNG backgrounds (256x256) for each level (WIP)
[x] UNKNOWN_1
[x] UNKNOWN_2
[x] UNKNOWN_3
[ ] BBH
[x] CCM
[x] Area 1
[x] Area 2
[ ] CASTLE
[x] Area 1
[ ] Area 2
[x] Area 3
[ ] HMC
[ ] SSL
[ ] Area 1
[ ] Area 2
[ ] Area 3
[X] BOB; done by me, happy to take improvements
[ ] SL
[ ] Area 1
[ ] Area 2
[ ] WDW
[ ] Area 1
[ ] Area 2
[ ] JRB
[x] Area 1
[ ] Area 2
[ ] THI
[ ] Area 1
[ ] Area 2
[ ] Area 3
[ ] TTC
[ ] RR
[x] CASTLE_GROUNDS
[x] Moat
[x] Drained
[ ] BITDW
[ ] VCUTM
[ ] BITFS
[ ] SA
[ ] BITS
[ ] LLL
[x] Area 1; done by me, happy to take improvements
[ ] Area 2
[ ] DDD
[ ] Area 1
[ ] Area 2
[x] WF; done by me, happy to take improvements
[ ] ENDING
[ ] CASTLE_COURTYARD
[ ] PSS
[ ] COTMC
[ ] TOTWC
[x] BOWSER_1
[ ] WMOTR
[x] UNKNOWN_32
[ ] BOWSER_2
[ ] BOWSER_3
[x] UNKNOWN_35
[ ] TTM
[ ] Area 1
[ ] Area 2
[ ] Area 3
[ ] Area 4
[x] UNKNOWN_37
[x] UNKNOWN_38
[x] Draw the correct background based on the current level being played
[x] Draw the correct background based on the current AREA of the level being played
[x] Determine Mario's X/Y world position and map (via scale/offset) into 0-256 and 0-256 coords
[x] Overlay some kind of 'red dot' for Mario's position
[x] Sprite for Mario rather than square
[x] Background colour to fill transparent areas per DS version
[x] Display arrow for direction Mario is facing
2.0
[ ] Use higher resolution png (512x512? 1024x1024? e.g, tile 4x 256x256 to make a 512x512 map)
[ ] TOGGLE: Rotate map based on Mario's direction (Mario always at origin 0,0, (or 160,120 - i.e. centre of the screen))
[ ] Zoom png based on user input?
[ ] Overlay assets, stars? other points of interest?
[ ] Change minimap based on x/y/z location of Mario e.g. Castle and BBH, levels with multiple vertical levels.
Zoom feature could come handy since, using SM64DS Editor, you can render all objects/enemies of the field on a map. I would be an useful map-guide feature.
Intro
The DS version of SM64 used the bottom screen for a map (as well as other HUD (HDD?) elements). Rather than having a blank screen, or configuration, we could/should leverage the bottom screen for a map in the 3DS port too.
Considerations
Any assets being distributed as part of the repo need to be free from (Nintendo) copyright. If we wish to use any sprites/assets from either N64 or DS versions they should be extracted from the ROM at compile-time.
TBD: are Blender exports of levels subject to copyright?
Progress:
Versions:
There are a couple ways to do this, lets call them "1.0" and "2.0". Ideally lessons learnt doing 1.0 will transfer to 2.0
1.0
This is the 'lets just get something working' version
2.0