Classes | |
| struct | dungeon_sprite |
| Dungeon sprite definition. More... | |
| struct | object_door |
| Dungeon door object. More... | |
| struct | staircase |
| Staircase connection. More... | |
| struct | chest |
| Treasure chest. More... | |
| struct | chest_data |
| Legacy chest data structure. More... | |
| struct | destination |
| Room transition destination. More... | |
Macros | |
| #define | Off ZELDA3_BG2_OFF |
| #define | Parallax ZELDA3_BG2_PARALLAX |
| #define | Dark ZELDA3_BG2_DARK |
| #define | OnTop ZELDA3_BG2_ON_TOP |
| #define | Translucent ZELDA3_BG2_TRANSLUCENT |
| #define | Addition ZELDA3_BG2_ADDITION |
| #define | Normal ZELDA3_BG2_NORMAL |
| #define | Transparent ZELDA3_BG2_TRANSPARENT |
| #define | DarkRoom ZELDA3_BG2_DARK_ROOM |
Typedefs | |
| typedef struct dungeon_sprite | dungeon_sprite |
| Dungeon sprite definition. | |
| typedef enum zelda3_bg2_effect | zelda3_bg2_effect |
| Background layer 2 effects. | |
| typedef zelda3_bg2_effect | background2 |
| typedef struct object_door | object_door |
| Dungeon door object. | |
| typedef struct staircase | staircase |
| Staircase connection. | |
| typedef struct chest | chest |
| Treasure chest. | |
| typedef struct chest_data | chest_data |
| Legacy chest data structure. | |
| typedef struct destination | destination |
| Room transition destination. | |
Enumerations | |
| enum | zelda3_bg2_effect { ZELDA3_BG2_OFF = 0 , ZELDA3_BG2_PARALLAX = 1 , ZELDA3_BG2_DARK = 2 , ZELDA3_BG2_ON_TOP = 3 , ZELDA3_BG2_TRANSLUCENT = 4 , ZELDA3_BG2_ADDITION = 5 , ZELDA3_BG2_NORMAL = 6 , ZELDA3_BG2_TRANSPARENT = 7 , ZELDA3_BG2_DARK_ROOM = 8 } |
| Background layer 2 effects. More... | |
Functions | |
| zelda3_dungeon_room * | yaze_load_all_rooms (const zelda3_rom *rom, int *room_count) |
| Load all dungeon rooms from ROM. | |
| const zelda3_dungeon_room * | yaze_load_room (const zelda3_rom *rom, int room_id) |
| Load a specific dungeon room. | |
| void | yaze_free_rooms (zelda3_dungeon_room *rooms, int room_count) |
| Free dungeon room data. | |
| #define Off ZELDA3_BG2_OFF |
| #define Parallax ZELDA3_BG2_PARALLAX |
| #define Dark ZELDA3_BG2_DARK |
| #define OnTop ZELDA3_BG2_ON_TOP |
| #define Translucent ZELDA3_BG2_TRANSLUCENT |
| #define Addition ZELDA3_BG2_ADDITION |
| #define Normal ZELDA3_BG2_NORMAL |
| #define Transparent ZELDA3_BG2_TRANSPARENT |
| #define DarkRoom ZELDA3_BG2_DARK_ROOM |
| typedef struct dungeon_sprite dungeon_sprite |
Dungeon sprite definition.
Represents a sprite that can appear in dungeon rooms.
| typedef enum zelda3_bg2_effect zelda3_bg2_effect |
Background layer 2 effects.
Defines the different visual effects that can be applied to background layer 2 in dungeon rooms.
| typedef zelda3_bg2_effect background2 |
| typedef struct object_door object_door |
Dungeon door object.
Represents a door or passage between rooms.
Staircase connection.
Represents stairs or holes that connect different rooms or levels.
| typedef struct chest_data chest_data |
Legacy chest data structure.
| typedef struct destination destination |
Room transition destination.
Defines where the player goes when using stairs, holes, or other transitions.
| enum zelda3_bg2_effect |
Background layer 2 effects.
Defines the different visual effects that can be applied to background layer 2 in dungeon rooms.
| zelda3_dungeon_room * yaze_load_all_rooms | ( | const zelda3_rom * | rom, |
| int * | room_count | ||
| ) |
Load all dungeon rooms from ROM.
Loads and parses all dungeon room data from the ROM.
| rom | The ROM to load rooms from |
| room_count | Pointer to store the number of rooms loaded |
| const zelda3_dungeon_room * yaze_load_room | ( | const zelda3_rom * | rom, |
| int | room_id | ||
| ) |
Load a specific dungeon room.
| rom | ROM to load from |
| room_id | Room ID to load (0-295 for most ROMs) |
| void yaze_free_rooms | ( | zelda3_dungeon_room * | rooms, |
| int | room_count | ||
| ) |
Free dungeon room data.
| rooms | Array of rooms to free |
| room_count | Number of rooms in array |