yaze 0.2.2
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rom.cc File Reference
#include "rom.h"
#include <algorithm>
#include <array>
#include <chrono>
#include <cstddef>
#include <cstdint>
#include <cstring>
#include <ctime>
#include <filesystem>
#include <fstream>
#include <string>
#include <vector>
#include "absl/status/status.h"
#include "absl/status/statusor.h"
#include "absl/strings/str_cat.h"
#include "absl/strings/string_view.h"
#include "app/core/features.h"
#include "app/core/platform/renderer.h"
#include "app/gfx/compression.h"
#include "app/gfx/snes_color.h"
#include "app/gfx/snes_palette.h"
#include "app/gfx/snes_tile.h"
#include "util/hex.h"
#include "util/log.h"
#include "util/macro.h"

Go to the source code of this file.

Classes

class  yaze::Renderer
 The Renderer class represents the renderer for the Yaze application. More...
 

Namespaces

namespace  yaze
 Main namespace for the application.
 

Functions

uint32_t yaze::GetGraphicsAddress (const uint8_t *data, uint8_t addr, uint32_t ptr1, uint32_t ptr2, uint32_t ptr3)
 
absl::StatusOr< std::vector< uint8_t > > yaze::Load2BppGraphics (const Rom &rom)
 Loads 2bpp graphics from Rom data.
 
absl::StatusOr< std::array< gfx::Bitmap, kNumLinkSheets > > yaze::LoadLinkGraphics (const Rom &rom)
 Loads the players 4bpp graphics sheet from Rom data.
 
absl::StatusOr< std::array< gfx::Bitmap, kNumGfxSheets > > yaze::LoadAllGraphicsData (Rom &rom, bool defer_render=false)
 This function iterates over all graphics sheets in the Rom and loads them into memory. Depending on the sheet's index, it may be uncompressed or compressed using the LC-LZ2 algorithm. The uncompressed sheets are 3 bits per pixel (BPP), while the compressed sheets are 4 BPP. The loaded graphics data is converted to 8 BPP and stored in a bitmap.
 
absl::Status yaze::SaveAllGraphicsData (Rom &rom, std::array< gfx::Bitmap, kNumGfxSheets > &gfx_sheets)
 

Variables

constexpr int yaze::Uncompressed3BPPSize = 0x0600