#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.
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namespace | yaze |
| Main namespace for the application.
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uint32_t | yaze::GetGraphicsAddress (const uint8_t *data, uint8_t addr, uint32_t ptr1, uint32_t ptr2, uint32_t ptr3) |
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absl::StatusOr< std::vector< uint8_t > > | yaze::Load2BppGraphics (const Rom &rom) |
| Loads 2bpp graphics from Rom data.
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absl::StatusOr< std::array< gfx::Bitmap, kNumLinkSheets > > | yaze::LoadLinkGraphics (const Rom &rom) |
| Loads the players 4bpp graphics sheet from Rom data.
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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.
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absl::Status | yaze::SaveAllGraphicsData (Rom &rom, std::array< gfx::Bitmap, kNumGfxSheets > &gfx_sheets) |
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