yaze 0.3.2
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Dungeon Functions

Classes

struct  dungeon_sprite
 Dungeon sprite definition. More...
 
struct  object_door
 Dungeon door object. More...
 
struct  staircase
 Staircase connection. More...
 
struct  chest
 Treasure chest. More...
 
struct  chest_data
 Legacy chest data structure. More...
 
struct  destination
 Room transition destination. More...
 

Macros

#define Off   ZELDA3_BG2_OFF
 
#define Parallax   ZELDA3_BG2_PARALLAX
 
#define Dark   ZELDA3_BG2_DARK
 
#define OnTop   ZELDA3_BG2_ON_TOP
 
#define Translucent   ZELDA3_BG2_TRANSLUCENT
 
#define Addition   ZELDA3_BG2_ADDITION
 
#define Normal   ZELDA3_BG2_NORMAL
 
#define Transparent   ZELDA3_BG2_TRANSPARENT
 
#define DarkRoom   ZELDA3_BG2_DARK_ROOM
 

Typedefs

typedef struct dungeon_sprite dungeon_sprite
 Dungeon sprite definition.
 
typedef enum zelda3_bg2_effect zelda3_bg2_effect
 Background layer 2 effects.
 
typedef zelda3_bg2_effect background2
 
typedef struct object_door object_door
 Dungeon door object.
 
typedef struct staircase staircase
 Staircase connection.
 
typedef struct chest chest
 Treasure chest.
 
typedef struct chest_data chest_data
 Legacy chest data structure.
 
typedef struct destination destination
 Room transition destination.
 

Enumerations

enum  zelda3_bg2_effect {
  ZELDA3_BG2_OFF = 0 , ZELDA3_BG2_PARALLAX = 1 , ZELDA3_BG2_DARK = 2 , ZELDA3_BG2_ON_TOP = 3 ,
  ZELDA3_BG2_TRANSLUCENT = 4 , ZELDA3_BG2_ADDITION = 5 , ZELDA3_BG2_NORMAL = 6 , ZELDA3_BG2_TRANSPARENT = 7 ,
  ZELDA3_BG2_DARK_ROOM = 8
}
 Background layer 2 effects. More...
 

Functions

zelda3_dungeon_roomyaze_load_all_rooms (const zelda3_rom *rom, int *room_count)
 Load all dungeon rooms from ROM.
 
const zelda3_dungeon_roomyaze_load_room (const zelda3_rom *rom, int room_id)
 Load a specific dungeon room.
 
void yaze_free_rooms (zelda3_dungeon_room *rooms, int room_count)
 Free dungeon room data.
 

Detailed Description

Macro Definition Documentation

◆ Off

#define Off   ZELDA3_BG2_OFF

Definition at line 383 of file zelda.h.

◆ Parallax

#define Parallax   ZELDA3_BG2_PARALLAX

Definition at line 384 of file zelda.h.

◆ Dark

#define Dark   ZELDA3_BG2_DARK

Definition at line 385 of file zelda.h.

◆ OnTop

#define OnTop   ZELDA3_BG2_ON_TOP

Definition at line 386 of file zelda.h.

◆ Translucent

#define Translucent   ZELDA3_BG2_TRANSLUCENT

Definition at line 387 of file zelda.h.

◆ Addition

#define Addition   ZELDA3_BG2_ADDITION

Definition at line 388 of file zelda.h.

◆ Normal

#define Normal   ZELDA3_BG2_NORMAL

Definition at line 389 of file zelda.h.

◆ Transparent

#define Transparent   ZELDA3_BG2_TRANSPARENT

Definition at line 390 of file zelda.h.

◆ DarkRoom

#define DarkRoom   ZELDA3_BG2_DARK_ROOM

Definition at line 391 of file zelda.h.

Typedef Documentation

◆ dungeon_sprite

typedef struct dungeon_sprite dungeon_sprite

Dungeon sprite definition.

Represents a sprite that can appear in dungeon rooms.

◆ zelda3_bg2_effect

Background layer 2 effects.

Defines the different visual effects that can be applied to background layer 2 in dungeon rooms.

◆ background2

Definition at line 382 of file zelda.h.

◆ object_door

typedef struct object_door object_door

Dungeon door object.

Represents a door or passage between rooms.

◆ staircase

typedef struct staircase staircase

Staircase connection.

Represents stairs or holes that connect different rooms or levels.

◆ chest

typedef struct chest chest

Treasure chest.

Represents a chest containing an item.

◆ chest_data

typedef struct chest_data chest_data

Legacy chest data structure.

Deprecated
Use chest structure instead

◆ destination

typedef struct destination destination

Room transition destination.

Defines where the player goes when using stairs, holes, or other transitions.

Enumeration Type Documentation

◆ zelda3_bg2_effect

Background layer 2 effects.

Defines the different visual effects that can be applied to background layer 2 in dungeon rooms.

Enumerator
ZELDA3_BG2_OFF 

Background layer 2 disabled

ZELDA3_BG2_PARALLAX 

Parallax scrolling effect

ZELDA3_BG2_DARK 

Dark overlay effect

ZELDA3_BG2_ON_TOP 

Layer appears on top

ZELDA3_BG2_TRANSLUCENT 

Semi-transparent overlay

ZELDA3_BG2_ADDITION 

Additive blending

ZELDA3_BG2_NORMAL 

Normal blending

ZELDA3_BG2_TRANSPARENT 

Fully transparent

ZELDA3_BG2_DARK_ROOM 

Dark room effect

Definition at line 369 of file zelda.h.

Function Documentation

◆ yaze_load_all_rooms()

zelda3_dungeon_room * yaze_load_all_rooms ( const zelda3_rom * rom,
int * room_count )

Load all dungeon rooms from ROM.

Loads and parses all dungeon room data from the ROM.

Parameters
romThe ROM to load rooms from
room_countPointer to store the number of rooms loaded
Returns
Array of room structures, or NULL on error
Note
Caller must free the returned array when done

Definition at line 236 of file yaze.cc.

References zelda3_dungeon_room::id, and zelda3_rom::impl.

◆ yaze_load_room()

const zelda3_dungeon_room * yaze_load_room ( const zelda3_rom * rom,
int room_id )

Load a specific dungeon room.

Parameters
romROM to load from
room_idRoom ID to load (0-295 for most ROMs)
Returns
Pointer to room data, or NULL on error

◆ yaze_free_rooms()

void yaze_free_rooms ( zelda3_dungeon_room * rooms,
int room_count )

Free dungeon room data.

Parameters
roomsArray of rooms to free
room_countNumber of rooms in array