1#ifndef YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H
2#define YAZE_APP_ZELDA3_SCREEN_DUNGEON_MAP_H
7#include "absl/status/status.h"
43 const std::vector<std::array<uint8_t, 25>> &
floor_rooms,
44 const std::vector<std::array<uint8_t, 25>> &
floor_gfx)
56 std::array<gfx::Bitmap, 4> &sheets,
58 std::vector<uint8_t> &gfx_bin_data);
The Rom class is used to load, save, and modify Rom data.
Represents a tilesheet, which is a collection of tiles stored in a bitmap.
Zelda 3 specific classes and functions.
constexpr int kCrystalVertices
constexpr int kDungeonMapDataStart
constexpr int kDungeonMapExpCheck
absl::Status LoadDungeonMapTile16(const std::vector< uint8_t > &gfx_data, bool bin_mode)
absl::Status LoadDungeonMapGfxFromBinary(Rom &rom, std::array< gfx::Bitmap, 4 > &sheets, gfx::Tilesheet &tile16_sheet, std::vector< uint8_t > &gfx_bin_data)
constexpr int kDungeonMapFloors
constexpr int kDungeonMapTile16
constexpr int kDungeonMapTile16Expanded
constexpr int kDungeonMapBossRooms
constexpr int kDungeonMapRoomsPtr
constexpr int kTriforceVertices
constexpr int kTriforceFaces
constexpr int kDungeonMapGfxPtr
Main namespace for the application.
DungeonMap(unsigned short boss_room, unsigned char nbr_of_floor, unsigned char nbr_of_basement, const std::vector< std::array< uint8_t, 25 > > &floor_rooms, const std::vector< std::array< uint8_t, 25 > > &floor_gfx)
unsigned char nbr_of_floor
std::vector< std::array< uint8_t, 25 > > floor_gfx
std::vector< std::array< uint8_t, 25 > > floor_rooms
unsigned char nbr_of_basement