yaze 0.3.2
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Dungeon Functions

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_roomyaze_load_all_rooms (const zelda3_rom *rom, int *room_count)
 Load all dungeon rooms from ROM.
 
const zelda3_dungeon_roomyaze_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.
 

Detailed Description

Macro Definition Documentation

◆ Off

#define Off   ZELDA3_BG2_OFF

Definition at line 382 of file zelda.h.

◆ Parallax

#define Parallax   ZELDA3_BG2_PARALLAX

Definition at line 383 of file zelda.h.

◆ Dark

#define Dark   ZELDA3_BG2_DARK

Definition at line 384 of file zelda.h.

◆ OnTop

#define OnTop   ZELDA3_BG2_ON_TOP

Definition at line 385 of file zelda.h.

◆ Translucent

#define Translucent   ZELDA3_BG2_TRANSLUCENT

Definition at line 386 of file zelda.h.

◆ Addition

#define Addition   ZELDA3_BG2_ADDITION

Definition at line 387 of file zelda.h.

◆ Normal

#define Normal   ZELDA3_BG2_NORMAL

Definition at line 388 of file zelda.h.

◆ Transparent

#define Transparent   ZELDA3_BG2_TRANSPARENT

Definition at line 389 of file zelda.h.

◆ DarkRoom

#define DarkRoom   ZELDA3_BG2_DARK_ROOM

Definition at line 390 of file zelda.h.

Typedef Documentation

◆ dungeon_sprite

Dungeon sprite definition.

Represents a sprite that can appear in dungeon rooms.

◆ zelda3_bg2_effect

Background layer 2 effects.

Defines the different visual effects that can be applied to background layer 2 in dungeon rooms.

◆ background2

Definition at line 381 of file zelda.h.

◆ object_door

typedef struct object_door object_door

Dungeon door object.

Represents a door or passage between rooms.

◆ staircase

typedef struct staircase staircase

Staircase connection.

Represents stairs or holes that connect different rooms or levels.

◆ chest

typedef struct chest chest

Treasure chest.

Represents a chest containing an item.

◆ chest_data

typedef struct chest_data chest_data

Legacy chest data structure.

Deprecated:
Use chest structure instead

◆ destination

typedef struct destination destination

Room transition destination.

Defines where the player goes when using stairs, holes, or other transitions.

Enumeration Type Documentation

◆ zelda3_bg2_effect

Background layer 2 effects.

Defines the different visual effects that can be applied to background layer 2 in dungeon rooms.

Enumerator
ZELDA3_BG2_OFF 

Background layer 2 disabled

ZELDA3_BG2_PARALLAX 

Parallax scrolling effect

ZELDA3_BG2_DARK 

Dark overlay effect

ZELDA3_BG2_ON_TOP 

Layer appears on top

ZELDA3_BG2_TRANSLUCENT 

Semi-transparent overlay

ZELDA3_BG2_ADDITION 

Additive blending

ZELDA3_BG2_NORMAL 

Normal blending

ZELDA3_BG2_TRANSPARENT 

Fully transparent

ZELDA3_BG2_DARK_ROOM 

Dark room effect

Definition at line 368 of file zelda.h.

Function Documentation

◆ yaze_load_all_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.

Parameters
romThe ROM to load rooms from
room_countPointer to store the number of rooms loaded
Returns
Array of room structures, or NULL on error
Note
Caller must free the returned array when done

◆ yaze_load_room()

const zelda3_dungeon_room * yaze_load_room ( const zelda3_rom rom,
int  room_id 
)

Load a specific dungeon room.

Parameters
romROM to load from
room_idRoom ID to load (0-295 for most ROMs)
Returns
Pointer to room data, or NULL on error

◆ yaze_free_rooms()

void yaze_free_rooms ( zelda3_dungeon_room rooms,
int  room_count 
)

Free dungeon room data.

Parameters
roomsArray of rooms to free
room_countNumber of rooms in array