yaze 0.3.2
Link to the Past ROM Editor
 
Loading...
Searching...
No Matches
hyrule_magic.h
Go to the documentation of this file.
1#ifndef YAZE_APP_ZELDA3_HYRULE_MAGIC_H
2#define YAZE_APP_ZELDA3_HYRULE_MAGIC_H
3
4#include <cstdint>
5#include <cstring>
6
7namespace yaze {
8namespace zelda3 {
13void stle16b_i(uint8_t *const p_arr, size_t const p_index,
14 uint16_t const p_val);
15
16void stle16b(uint8_t *const p_arr, uint16_t const p_val);
17
23uint16_t ldle16b_i(uint8_t const *const p_arr, size_t const p_index);
24
25// Load little endian halfword (16-bit) dereferenced from
26uint16_t ldle16b(uint8_t const *const p_arr);
27
28} // namespace zelda3
29} // namespace yaze
30
31#endif // YAZE_APP_ZELDA3_HYRULE_MAGIC_H
void stle16b_i(uint8_t *const p_arr, size_t const p_index, uint16_t const p_val)
Store little endian 16-bit value using a byte pointer, offset by an index before dereferencing.
uint16_t ldle16b_i(uint8_t const *const p_arr, size_t const p_index)
Load little endian halfword (16-bit) dereferenced from an arrays of bytes. This version provides an i...
uint16_t ldle16b(uint8_t const *const p_arr)
void stle16b(uint8_t *const p_arr, uint16_t const p_val)
Main namespace for the application.