[x] The camera always centers on the current unit
[x] All units are always visible
[x] Tiles can be impassible, walls or walkable
-[ ] Tiles may cost extra movement to pass
-[ ] Every map map may have up to 8 named npcs (saved as killed flag in sram based on map-id)
-[ ] Every map may have 4 containers containing up to 4 itmes each. (collected flag saved in sram based on map-id)
-[ ] Every map can call a custom load routine and save routine based on map-id (look up from a table)
-[ ] Every map gets 8 bytes of save data
-[ ] Every map has an exit table
-[ ] Tiles that are flagged as exit have all the rest of their flags point into the exit table
+[x] Every map has an exit table
+[x] Tiles that are flagged as exit have all the rest of their flags point into the exit table
[ ] Exits may be locked
-[ ] Doors may be opened and can unveil more of the map
-[ ] Implement partial map redraws. Allow queueing up a map redraw which then is processed over several frames. Allow setting a start address, tiles per row and rows to redraw.
+[x] Doors may be opened and can unveil more of the map
+[x] Implement partial map redraws. Allow queueing up a map redraw which then is processed over several frames. Allow setting a start address, tiles per row and rows to redraw.
# Items
[ ] Display active unit player stats hp, mp and fatigue
[x] Only center camera on player
-[ ] Implement shadow UI tileset similar to how a map is kept in ram
-[ ] Allow queueing up a redraw of the UI
+[x] Implement shadow UI tileset similar to how a map is kept in ram
+[x] Allow queueing up a redraw of the UI
## Randomness
## Map-gen
-[ ] 9 maps are hard-coded with exit tables
-[ ] Each map has their walls or exit tiles set up on the edge
-[ ] on non-wall tiles rooms are generated
+[x] 9 maps are hard-coded with exit tables
+[x] Each map has their walls or exit tiles set up on the edge
+[x] on non-wall tiles rooms are generated
[ ] The player cannot return to previous floors
-[ ] The enemies that may appear on each floor should be randomized from a list
+[x] The enemies that may appear on each floor should be randomized from a list
[ ] Some enemies are hard-coded to appear
[ ] Some floors can have hard-coded maps that load in
[ ] Chest tiles are placed randomly
-[ ] Enemies are placed randomly
-[ ] Map-gen places small rooms
-[ ] It searches for a spot where empty tiles are large enough for the room to fit
-[ ] It places doors to a wall it finds nearby.
-[ ] It repeats this until no more rooms can be placed
-[ ] Lastly all empty tiles are replaced with floor tiles
+[x] Enemies are placed randomly
+[x] Map-gen places small rooms
+[x] It searches for a spot where empty tiles are large enough for the room to fit
+[x] It places doors to a wall it finds nearby.
+[x] It repeats this until no more rooms can be placed
[ ] Each level has its onw post generation step that can be run
[ ] Each level has a hard-cided post step that places the exit to the next level
[ ] Each level has a shortcut to town (previous entrance)