yaze 0.3.2
Link to the Past ROM Editor
 
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title_screen.h
Go to the documentation of this file.
1#ifndef YAZE_APP_ZELDA3_SCREEN_H
2#define YAZE_APP_ZELDA3_SCREEN_H
3
4#include "absl/status/status.h"
9#include "app/rom.h"
10
11namespace yaze {
12namespace zelda3 {
13
25 public:
30 absl::Status Create(Rom* rom);
31
32 // Accessors for layer data
33 auto& bg1_buffer() { return tiles_bg1_buffer_; }
34 auto& bg2_buffer() { return tiles_bg2_buffer_; }
35 auto& oam_buffer() { return oam_data_; }
36
37 // Mutable accessors for editing
40
41 // Accessors for bitmaps
42 auto& bg1_bitmap() { return tiles_bg1_bitmap_; }
43 auto& bg2_bitmap() { return tiles_bg2_bitmap_; }
44 auto& oam_bitmap() { return oam_bg_bitmap_; }
45 auto& tiles8_bitmap() { return tiles8_bitmap_; }
47 auto& blockset() { return tile16_blockset_; }
48
49 // Palette access
50 auto& palette() { return palette_; }
51
52 // Save changes back to ROM
53 absl::Status Save(Rom* rom);
54
59 absl::Status RenderBG1Layer();
60
65 absl::Status RenderBG2Layer();
66
72 absl::Status RenderCompositeLayer(bool show_bg1, bool show_bg2);
73
74 private:
79 absl::Status BuildTileset(Rom* rom);
80
85 absl::Status LoadTitleScreen(Rom* rom);
86
88
89 std::array<uint16_t, 0x1000> tiles_bg1_buffer_; // BG1 tilemap (32x32 tiles)
90 std::array<uint16_t, 0x1000> tiles_bg2_buffer_; // BG2 tilemap (32x32 tiles)
91
93
94 gfx::Bitmap tiles_bg1_bitmap_; // Rendered BG1 layer
95 gfx::Bitmap tiles_bg2_bitmap_; // Rendered BG2 layer
96 gfx::Bitmap oam_bg_bitmap_; // Rendered OAM layer
97 gfx::Bitmap tiles8_bitmap_; // 8x8 tile graphics
98 gfx::Bitmap title_composite_bitmap_; // Composite BG1+BG2 with transparency
99
100 gfx::Tilemap tile16_blockset_; // 16x16 tile blockset
101 gfx::SnesPalette palette_; // Title screen palette
102};
103
104} // namespace zelda3
105} // namespace yaze
106
107#endif // YAZE_APP_ZELDA3_SCREEN_H
The Rom class is used to load, save, and modify Rom data.
Definition rom.h:74
Represents a bitmap image optimized for SNES ROM hacking.
Definition bitmap.h:66
Object Attribute Memory tile abstraction container.
Definition snes_tile.h:165
Represents a palette of colors for the Super Nintendo Entertainment System (SNES).
TitleScreen manages the title screen graphics and tilemap data.
std::array< uint16_t, 0x1000 > tiles_bg2_buffer_
gfx::OamTile oam_data_[10]
gfx::SnesPalette palette_
gfx::Bitmap title_composite_bitmap_
std::array< uint16_t, 0x1000 > tiles_bg1_buffer_
absl::Status RenderCompositeLayer(bool show_bg1, bool show_bg2)
Render composite layer with BG1 on top of BG2 with transparency.
absl::Status BuildTileset(Rom *rom)
Build the tile16 blockset from ROM graphics.
absl::Status Save(Rom *rom)
absl::Status RenderBG2Layer()
Render BG2 tilemap into bitmap pixels Converts tile IDs from tiles_bg2_buffer_ into pixel data.
absl::Status Create(Rom *rom)
Initialize and load title screen data from ROM.
absl::Status RenderBG1Layer()
Render BG1 tilemap into bitmap pixels Converts tile IDs from tiles_bg1_buffer_ into pixel data.
absl::Status LoadTitleScreen(Rom *rom)
Load title screen tilemap data from ROM.
Main namespace for the application.
Definition controller.cc:20
Tilemap structure for SNES tile-based graphics management.
Definition tilemap.h:109