22 std::array<uint8_t, 16>
sheets = { 0 };
44 void LoadObject(uint32_t routine_ptr, std::array<uint8_t, 16>& sheet_ids);
Implementation of the Memory interface for emulating memory in a SNES system.
Represents a bitmap image.
Represents a palette of colors for the Super Nintendo Entertainment System (SNES).
auto mutable_memory()
Gets a mutable pointer to the memory implementation.
std::vector< uint8_t > tilemap_
auto memory()
Gets the memory implementation.
void UpdateObjectBitmap()
Updates the bitmap with the rendered object.
std::vector< uint8_t > rom_data_
void RenderObject(uint32_t routine_ptr)
Executes the object drawing routine.
gfx::Bitmap * bitmap()
Gets the rendered bitmap.
void SetPalette(const gfx::SnesPalette &palette, size_t transparent_index=0)
Sets the palette for the rendered object.
DungeonObjectRenderer()=default
emu::CpuCallbacks cpu_callbacks_
void LoadObject(uint32_t routine_ptr, std::array< uint8_t, 16 > &sheet_ids)
Loads and renders a dungeon object.
void ConfigureObject()
Configures the CPU state for object rendering.
Zelda 3 specific classes and functions.
Main namespace for the application.
Simulates the SNES VRAM for object rendering.
std::vector< gfx::SnesPalette > palettes
std::array< uint8_t, 16 > sheets