1#ifndef YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H
2#define YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H
7#include "absl/status/status.h"
52 std::vector<std::array<uint8_t, kNumRooms>>
floor_gfx;
56 const std::vector<std::array<uint8_t, kNumRooms>>&
floor_rooms,
57 const std::vector<std::array<uint8_t, kNumRooms>>&
floor_gfx)
66 std::array<std::vector<std::array<std::string, kNumRooms>>,
kNumDungeons>;
96 const std::vector<uint8_t>& gfx_data,
117 std::array<gfx::Bitmap, 4>& sheets,
118 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 kDungeonMapBossFloors
constexpr int kDungeonMapDataReservedEnd
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.
constexpr int kDungeonMapDataReservedStart
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 kDungeonMapDataLimit
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