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Allow custom charmaps #34
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Hello! Thank you for the PR. I really like the idea!
However, before reviewing the code itself, I would like to iterate on the design (mostly the syntax) a little.
Noteworthy also is that RGBDS v0.9.0 has added multi-value charmaps (CHARMAP "<br>", 13, 10
), which may be a little more complicated to handle, since you'd start needing leftmost-longest semantics. (As mentioned above, I haven't looked at the implementation, so I don't know if you have implemented such support.)
Hi @ISSOtm thank you for checking my pr and the suggestions! I had been waiting for multi character support to be added forever I can't believe I missed that! Makes the text look so much cleaner. Regarding the syntax I've compromised a little (or perhaps overdoing it?) by allowing "cm" or "charmap" and indexing or the character map name I added some warnings also if the user makes a typo or an out of range index, I'm happy for this to be handled a different way though. Let me know what you think! |
Allows user to set custom character map(s) using the RGBDS character mapping
Should hopefully satisfy issue #33 also? :)
To use this a path to the file containing the character map(s) is added to the command. This file will be copied to the disassembly and included in game.asm
To mark which text should use the custom character map ":cm" is added to the end of the text label otherwise it will use the default to handle text. Additionally ",[index]" may be used after this to specify which character map should be used if there are multiple.
Please see below for example using Dragon Warrior Monsters.
Command line
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Symbols
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Character map file
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Disassembly
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game.asm
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