yaze 0.2.2
Link to the Past ROM Editor
 
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dungeon_map.cc File Reference
#include "dungeon_map.h"
#include <fstream>
#include <vector>
#include "app/core/platform/file_dialog.h"
#include "app/core/platform/renderer.h"
#include "app/gfx/bitmap.h"
#include "app/gfx/snes_tile.h"
#include "app/gfx/tilemap.h"
#include "app/snes.h"
#include "util/hex.h"

Go to the source code of this file.

Namespaces

namespace  yaze
 Main namespace for the application.
 
namespace  yaze::zelda3
 Zelda 3 specific classes and functions.
 

Functions

absl::StatusOr< std::vector< DungeonMap > > yaze::zelda3::LoadDungeonMaps (Rom &rom, DungeonMapLabels &dungeon_map_labels)
 Load the dungeon maps from the ROM.
 
absl::Status yaze::zelda3::SaveDungeonMaps (Rom &rom, std::vector< DungeonMap > &dungeon_maps)
 Save the dungeon maps to the ROM.
 
absl::Status yaze::zelda3::LoadDungeonMapTile16 (gfx::Tilemap &tile16_blockset, Rom &rom, const std::vector< uint8_t > &gfx_data, bool bin_mode)
 Load the dungeon map tile16 from the ROM.
 
absl::Status yaze::zelda3::SaveDungeonMapTile16 (gfx::Tilemap &tile16_blockset, Rom &rom)
 Save the dungeon map tile16 to the ROM.
 
absl::Status yaze::zelda3::LoadDungeonMapGfxFromBinary (Rom &rom, gfx::Tilemap &tile16_blockset, std::array< gfx::Bitmap, 4 > &sheets, std::vector< uint8_t > &gfx_bin_data)
 Load the dungeon map gfx from binary.