yaze 0.2.2
Link to the Past ROM Editor
 
Loading...
Searching...
No Matches
hyrule_magic.h
Go to the documentation of this file.
1#ifndef YAZE_APP_ZELDA3_HYRULE_MAGIC_H
2#define YAZE_APP_ZELDA3_HYRULE_MAGIC_H
3
4#include <cstdint>
5#include <cstring>
6#include <string>
7#include <vector>
8
9#include "absl/strings/str_cat.h"
10#include "absl/strings/str_format.h"
11
12namespace yaze {
13namespace zelda3 {
18void stle16b_i(uint8_t *const p_arr, size_t const p_index,
19 uint16_t const p_val);
20
21void stle16b(uint8_t *const p_arr, uint16_t const p_val);
22
28uint16_t ldle16b_i(uint8_t const *const p_arr, size_t const p_index);
29
30// Load little endian halfword (16-bit) dereferenced from
31uint16_t ldle16b(uint8_t const *const p_arr);
32
33} // namespace zelda3
34} // namespace yaze
35
36#endif // YAZE_APP_ZELDA3_HYRULE_MAGIC_H
Zelda 3 specific classes and functions.
void stle16b_i(uint8_t *const p_arr, size_t const p_index, uint16_t const p_val)
Store little endian 16-bit value using a byte pointer, offset by an index before dereferencing.
uint16_t ldle16b_i(uint8_t const *const p_arr, size_t const p_index)
Load little endian halfword (16-bit) dereferenced from an arrays of bytes. This version provides an i...
uint16_t ldle16b(uint8_t const *const p_arr)
void stle16b(uint8_t *const p_arr, uint16_t const p_val)
Main namespace for the application.
Definition controller.cc:18