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convert.lua
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#!/usr/bin/lua
--[[
Convert a graphical dungeon into one for Pico-8 Lua Minima.
X = wall block = 3
# = pit = 2
~ = under pit = 1
space = open area = 0
Note that pits and under pits are now ignored by Minima. We're using
them to track location of ladders for ease-of-use, but they don't
really do anything. Likewise periods can be used to map out points
of interest, but they get ignored by this converter.
--]]
dungeons = {
-- Nibiru
{
{
"XXXXXXXXXX",
"X X",
"X XXXXXX#X",
"X X X",
"X X X X",
"X XXXXXX X",
"X X X X",
"X X XXXX X",
"X X X",
"XXXXXXXXXX"
}, {
"XXXXXXXXXX",
"X X",
"XX X X X~X",
"X X X X",
"X X X X",
"X XX XXX X",
"X X X",
"X XXXX X X",
"X #X X",
"XXXXXXXXXX"
}, {
"XXXXXXXXXX",
"X# X",
"XXX X X X",
"X XXXX X",
"X X X X",
"X X X XX X",
"X X X X",
"XXX XXXX X",
"X ~X. X",
"XXXXXXXXXX"
}, {
"XXXXXXXXXX",
"X~X X X X",
"X X X XX X",
"X X",
"XXX XXXXXX",
"X X",
"XXX XX X X",
"X X X X",
"X X X XX X",
"XXXXXXXXXX"
}
},
-- Purgatory
{
{
"XXXXXXXXXX",
"X X X# X",
"X XXX XX X",
"X X X",
"X X XXX X",
"XXX XX X",
"X X X X",
"X X XXXX X",
"X X X",
"XXXXXXXXXX"
}, {
"XXXXXXXXXX",
"X X X ~ X",
"X X X XX X",
"X X X",
"X XXXX X X",
"X X XXX X",
"X XX X",
"X X#XX XXX",
"X X X",
"XXXXXXXXXX"
}, {
"XXXXXXXXXX",
"X X X",
"X X X XX X",
"X#X X X",
"XXXXX XX X",
"X X. X",
"X XXX X X",
"X X~X XX X",
"X X X X",
"XXXXXXXXXX"
}, {
"XXXXXXXXXX",
"X X",
"XX X X X X",
"X~ X X X",
"XX X X X X",
"X X X",
"XX X X X X",
"X X X X",
"XX X X X X",
"XXXXXXXXXX"
}
},
-- Sheol
{
{
"XXXXXXXXXX",
"X X X",
"X XXX#X X",
"X XXXX X",
"X X X X",
"X X XXX XX",
"X X X",
"XXXXXXXX X",
"X X",
"XXXXXXXXXX"
}, {
"XXXXXXXXXX",
"X X X",
"X X X~XX X",
"X X XXX",
"X XXXXXX#X",
"X XXX X",
"X XX X",
"X X XX XXX",
"X X X",
"XXXXXXXXXX"
}, {
"XXXXXXXXXX",
"X X X",
"X X X XX X",
"X X XX X",
"X X X X ~X",
"X X X XXXX",
"X X X .X X",
"X X X XX X",
"X # X",
"XXXXXXXXXX"
}, {
"XXXXXXXXXX",
"X X",
"X XXX XX X",
"X X X X",
"X X XX X X",
"X X X X",
"X X X X",
"X XXXXXX X",
"X ~ X",
"XXXXXXXXXX"
}
},
-- The Upper Levels
{
{
"XXXXXXXXXX",
"X X X",
"X#XX X X#X",
"XXXX X XXX",
"X X X X",
"X XXXX X X",
"X X X X X",
"X X X X",
"X X X",
"XXXXXXXXXX"
}, {
"XXXXXXXXXX",
"X X X",
"X~XX X X~X",
"X XXXX XX",
"X X# XX X",
"X XX X XX",
"X X X X X",
"X XX X X#X",
"X X X",
"XXXXXXXXXX"
}, {
"XXXXXXXXXX",
"X X X",
"XX X X XXX",
"X X X X",
"X X~ XXX X",
"X XXXX X",
"X X XXX",
"X X XX X~X",
"X X#X X",
"XXXXXXXXXX"
}
}
}
-- Work dungeon by dungeon...
for dungeonIdx, dungeon in pairs(dungeons) do
-- Floor by floor...
print("levels={")
for floorIdx, floor in pairs(dungeon) do
if floorIdx == 1 then
print(' {')
end
-- We actually ignore the outer edge. It's required to be wall.
table.remove(floor, 1)
table.remove(floor)
-- We turn each row of each floor into a single hex code.
for rowIdx, row in pairs(floor) do
local rowNum = 0
local row = string.sub(row, 2, -2)
local comma = ''
for colNum = 1, #row do
local col = string.sub(row, colNum, colNum)
rowNum = rowNum * 4
if col == 'X' then
-- it's a wall
rowNum = rowNum + 3
elseif col == '#' then
-- it's a pit
rowNum = rowNum + 2
elseif col == '~' then
-- it's the underside of a pit
rowNum = rowNum + 1
end
-- anything that isn't an X, #, or ~ gets ignored.
if rowIdx < #floor then
comma = ','
end
end
print(string.format(" 0x%04x%s", rowNum, comma))
end
local nextGroupStart = ''
if floorIdx < #dungeon then
nextGroupStart = ',{'
end
print(string.format(' }%s', nextGroupStart))
end
print('}\n')
end