1#ifndef YAZE_APP_ZELDA3_SCREEN_H
2#define YAZE_APP_ZELDA3_SCREEN_H
4#include "absl/status/status.h"
The Rom class is used to load, save, and modify Rom data.
Represents a bitmap image optimized for SNES ROM hacking.
Object Attribute Memory tile abstraction container.
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::Bitmap tiles8_bitmap_
gfx::SnesPalette palette_
auto & composite_bitmap()
gfx::Bitmap title_composite_bitmap_
gfx::Tilemap tile16_blockset_
gfx::Bitmap tiles_bg2_bitmap_
auto & mutable_bg1_buffer()
std::array< uint16_t, 0x1000 > tiles_bg1_buffer_
auto & mutable_bg2_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.
gfx::Bitmap oam_bg_bitmap_
gfx::Bitmap tiles_bg1_bitmap_
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.
Tilemap structure for SNES tile-based graphics management.