1#ifndef YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H
2#define YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H
7#include "absl/status/status.h"
48 std::vector<std::array<uint8_t, kNumRooms>>
floor_gfx;
52 const std::vector<std::array<uint8_t, kNumRooms>>&
floor_rooms,
53 const std::vector<std::array<uint8_t, kNumRooms>>&
floor_gfx)
62 std::array<std::vector<std::array<std::string, kNumRooms>>,
kNumDungeons>;
92 const std::vector<uint8_t>& gfx_data,
113 std::array<gfx::Bitmap, 4>& sheets,
114 std::vector<uint8_t>& gfx_bin_data);
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
Zelda 3 specific classes and functions.
absl::Status LoadDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom, GameData *game_data, const std::vector< uint8_t > &gfx_data, bool bin_mode)
Load the dungeon map tile16 from the ROM.
constexpr int kCrystalVertices
constexpr int kDungeonMapDataStart
constexpr int kDungeonMapExpCheck
constexpr int kDungeonMapFloors
constexpr int kDungeonMapTile16
constexpr int kDungeonMapTile16Expanded
absl::Status SaveDungeonMapTile16(gfx::Tilemap &tile16_blockset, Rom &rom)
Save the dungeon map tile16 to the ROM.
absl::Status LoadDungeonMapGfxFromBinary(Rom &rom, GameData *game_data, gfx::Tilemap &tile16_blockset, std::array< gfx::Bitmap, 4 > &sheets, std::vector< uint8_t > &gfx_bin_data)
Load the dungeon map gfx from binary.
constexpr int kDungeonMapBossRooms
constexpr int kDungeonMapRoomsPtr
constexpr int kNumDungeonMapTile16
constexpr int kTriforceVertices
constexpr int kTriforceFaces
constexpr int kNumDungeons
std::array< std::vector< std::array< std::string, kNumRooms > >, kNumDungeons > DungeonMapLabels
absl::StatusOr< std::vector< DungeonMap > > LoadDungeonMaps(Rom &rom, DungeonMapLabels &dungeon_map_labels)
Load the dungeon maps from the ROM.
constexpr int kDungeonMapGfxPtr
absl::Status SaveDungeonMaps(Rom &rom, std::vector< DungeonMap > &dungeon_maps)
Save the dungeon maps to the ROM.
Tilemap structure for SNES tile-based graphics management.
DungeonMap represents the map menu for a dungeon.
unsigned char nbr_of_floor
DungeonMap(unsigned short boss_room, unsigned char nbr_of_floor, unsigned char nbr_of_basement, const std::vector< std::array< uint8_t, kNumRooms > > &floor_rooms, const std::vector< std::array< uint8_t, kNumRooms > > &floor_gfx)
std::vector< std::array< uint8_t, kNumRooms > > floor_rooms
unsigned char nbr_of_basement
std::vector< std::array< uint8_t, kNumRooms > > floor_gfx