yaze 0.3.2
Link to the Past ROM Editor
 
Loading...
Searching...
No Matches
title_screen.h
Go to the documentation of this file.
1#ifndef YAZE_APP_ZELDA3_SCREEN_H
2#define YAZE_APP_ZELDA3_SCREEN_H
3
4#include "absl/status/status.h"
9#include "rom/rom.h"
10#include "zelda3/game_data.h"
11
12namespace yaze {
13namespace zelda3 {
14
26 public:
32 absl::Status Create(Rom* rom, GameData* game_data = nullptr);
33
34 // Accessors for layer data
35 auto& bg1_buffer() { return tiles_bg1_buffer_; }
36 auto& bg2_buffer() { return tiles_bg2_buffer_; }
37 auto& oam_buffer() { return oam_data_; }
38
39 // Mutable accessors for editing
42
43 // Accessors for bitmaps
44 auto& bg1_bitmap() { return tiles_bg1_bitmap_; }
45 auto& bg2_bitmap() { return tiles_bg2_bitmap_; }
46 auto& oam_bitmap() { return oam_bg_bitmap_; }
47 auto& tiles8_bitmap() { return tiles8_bitmap_; }
49 auto& blockset() { return tile16_blockset_; }
50
51 // Palette access
52 auto& palette() { return palette_; }
53
54 // Save changes back to ROM
55 absl::Status Save(Rom* rom);
56
61 absl::Status RenderBG1Layer();
62
67 absl::Status RenderBG2Layer();
68
74 absl::Status RenderCompositeLayer(bool show_bg1, bool show_bg2);
75
76 private:
81 absl::Status BuildTileset(Rom* rom);
82
87 absl::Status LoadTitleScreen(Rom* rom);
88
90
91 std::array<uint16_t, 0x1000> tiles_bg1_buffer_; // BG1 tilemap (32x32 tiles)
92 std::array<uint16_t, 0x1000> tiles_bg2_buffer_; // BG2 tilemap (32x32 tiles)
93
95
96 gfx::Bitmap tiles_bg1_bitmap_; // Rendered BG1 layer
97 gfx::Bitmap tiles_bg2_bitmap_; // Rendered BG2 layer
98 gfx::Bitmap oam_bg_bitmap_; // Rendered OAM layer
99 gfx::Bitmap tiles8_bitmap_; // 8x8 tile graphics
100 gfx::Bitmap title_composite_bitmap_; // Composite BG1+BG2 with transparency
101
102 gfx::Tilemap tile16_blockset_; // 16x16 tile blockset
103 gfx::SnesPalette palette_; // Title screen palette
104 GameData* game_data_ = nullptr; // GameData for palette access
105};
106
107} // namespace zelda3
108} // namespace yaze
109
110#endif // YAZE_APP_ZELDA3_SCREEN_H
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
Definition rom.h:24
Represents a bitmap image optimized for SNES ROM hacking.
Definition bitmap.h:67
Object Attribute Memory tile abstraction container.
Definition snes_tile.h:168
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::SnesPalette palette_
gfx::Bitmap title_composite_bitmap_
std::array< uint16_t, 0x1000 > tiles_bg1_buffer_
absl::Status Create(Rom *rom, GameData *game_data=nullptr)
Initialize and load title screen data from ROM.
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.
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.
Tilemap structure for SNES tile-based graphics management.
Definition tilemap.h:118