yaze 0.3.2
Link to the Past ROM Editor
 
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sprite_asset.h
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1#ifndef YAZE_CORE_SPRITE_ASSET_H_
2#define YAZE_CORE_SPRITE_ASSET_H_
3
4#include <array>
5#include <cstdint>
6#include <string>
7
9
10namespace yaze::project {
12 std::string group = "auto";
13 int index = 0;
14};
15
16// One 128x32 slot of decoded sprite pixels. File and ROM offsets address raw
17// SNES planar bytes, never compressed streams or an inferred expansion table.
19 std::string kind = "sheet"; // sheet, bin, raw_rom
20 std::string path; // Project-relative or absolute BIN path.
21 uint32_t offset = 0; // Byte offset; raw_rom uses headerless PC offsets.
22 int bpp = 3;
23};
24
25// Stored in the project, leaving the upstream ZSM binary format unchanged.
26// zsm_path identifies the saved asset; catalog_key is optional provenance.
28 std::string zsm_path;
29 std::string catalog_key;
30 std::string draw_adapter = "literal_v1";
31 std::string source_path;
32 std::string source_label;
33 std::string source_sha256;
34 std::array<uint8_t, 8> sheets = {0, 10, 6, 7, 0, 0, 0, 0};
35 std::array<SpriteGraphicsSource, 8> graphics_sources;
36 std::array<SpritePaletteBinding, 8> palette_rows;
38};
39
40} // namespace yaze::project
41#endif
std::array< uint8_t, 8 > sheets
std::array< SpritePaletteBinding, 8 > palette_rows
std::array< SpriteGraphicsSource, 8 > graphics_sources