yaze 0.2.2
Link to the Past ROM Editor
 
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title_screen.h
Go to the documentation of this file.
1#ifndef YAZE_APP_ZELDA3_SCREEN_H
2#define YAZE_APP_ZELDA3_SCREEN_H
3
4#include "app/gfx/bitmap.h"
5#include "app/gfx/snes_tile.h"
6#include "app/rom.h"
7
8namespace yaze {
9namespace zelda3 {
10
12 public:
13 void Create();
14
15 private:
16 void BuildTileset();
17 void LoadTitleScreen();
18
19 int sword_x_ = 0;
20 int mx_click_ = 0;
21 int my_click_ = 0;
22 int mx_dist_ = 0;
23 int my_dist_ = 0;
24 int last_x_ = 0;
25 int last_y_ = 0;
26 int x_in_ = 0;
27 int y_in_ = 0;
34 int num_floor_ = 0;
36 int current_floor_rooms; // [1][];
37 int current_floor_gfx; // [1][];
39 int copied_data_gfx; // 25
41 int addresses[7] = {0x53de4, 0x53e2c, 0x53e08, 0x53e50,
42 0x53e74, 0x53e98, 0x53ebc};
43 int addressesgfx[7] = {0x53ee0, 0x53f04, 0x53ef2, 0x53f16,
44 0x53f28, 0x53f3a, 0x53f4c};
45
46 uint16_t bossRoom = 0x000F;
47 uint16_t selected_tile = 0;
48 uint16_t tilesBG1Buffer[0x1000]; // 0x1000
49 uint16_t tilesBG2Buffer[0x1000]; // 0x1000
50 uint8_t mapdata; // 64 * 64
51 uint8_t dwmapdata; // 64 * 64
52
53 bool mDown = false;
54 bool swordSelected = false;
55 bool darkWorld = false;
57 bool editedFromEditor = false;
58 bool mouseDown = false;
59 bool mdown = false;
60
62
66
71};
72
73} // namespace zelda3
74} // namespace yaze
75
76#endif // YAZE_APP_ZELDA3_SCREEN_H
The Rom class is used to load, save, and modify Rom data.
Definition rom.h:59
Represents a bitmap image.
Definition bitmap.h:66
Object Attribute Memory tile abstraction container.
Definition snes_tile.h:157
uint16_t tilesBG2Buffer[0x1000]
gfx::OamTile selected_oam_tile
gfx::OamTile oam_data[10]
uint16_t tilesBG1Buffer[0x1000]
gfx::OamTile last_selected_oam_tile
Zelda 3 specific classes and functions.
Main namespace for the application.
Definition controller.cc:18