Public Attributes | |
| std::vector< uint8_t > | data |
| bool | is_compressed = false |
| bool | decompression_succeeded = false |
| bool | is_bpp3 = false |
| uint32_t | pc_offset = 0 |
Loads all 223 graphics sheets from the ROM into bitmap format.
ALTTP uses 223 graphics sheets (kNumGfxSheets) stored in three formats:
Sheet Categories:
Compression Format: Graphics data is compressed using Nintendo's LC-LZ2 algorithm. Each sheet is decompressed to a 0x800 (2048) byte buffer, then converted from SNES planar format to linear 8BPP for easier manipulation.
Graphics Buffer: All sheet data is also appended to data.graphics_buffer for legacy compatibility. Sheets that fail to load are filled with 0xFF bytes to maintain correct indexing.
| rom | The loaded ROM to read graphics from |
| data | The GameData structure to populate with graphics |
Definition at line 340 of file game_data.cc.
| std::vector<uint8_t> yaze::zelda3::SheetLoadResult::data |
Definition at line 341 of file game_data.cc.
Referenced by yaze::zelda3::LoadSheetRaw(), and yaze::zelda3::ProcessSheetBitmap().
| bool yaze::zelda3::SheetLoadResult::is_compressed = false |
Definition at line 342 of file game_data.cc.
Referenced by yaze::zelda3::LoadSheetRaw().
| bool yaze::zelda3::SheetLoadResult::decompression_succeeded = false |
Definition at line 343 of file game_data.cc.
Referenced by yaze::zelda3::LoadSheetRaw().
| bool yaze::zelda3::SheetLoadResult::is_bpp3 = false |
Definition at line 344 of file game_data.cc.
Referenced by yaze::zelda3::LoadSheetRaw(), and yaze::zelda3::ProcessSheetBitmap().
| uint32_t yaze::zelda3::SheetLoadResult::pc_offset = 0 |
Definition at line 345 of file game_data.cc.
Referenced by yaze::zelda3::LoadSheetRaw().