yaze 0.2.0
Link to the Past ROM Editor
 
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title_screen.h
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1#ifndef YAZE_APP_ZELDA3_SCREEN_H
2#define YAZE_APP_ZELDA3_SCREEN_H
3
4#include <cstdint>
5
6
7#include "app/gfx/bitmap.h"
8#include "app/gfx/snes_tile.h"
9#include "app/rom.h"
10
11namespace yaze {
12namespace app {
13namespace zelda3 {
14namespace screen {
15
17 public:
18 void Create();
19
20 private:
21 void BuildTileset();
22 void LoadTitleScreen();
23
24 int sword_x_ = 0;
25 int mx_click_ = 0;
26 int my_click_ = 0;
27 int mx_dist_ = 0;
28 int my_dist_ = 0;
29 int last_x_ = 0;
30 int last_y_ = 0;
31 int x_in_ = 0;
32 int y_in_ = 0;
39 int num_floor_ = 0;
41 int current_floor_rooms; // [1][];
42 int current_floor_gfx; // [1][];
44 int copied_data_gfx; // 25
46 int addresses[7] = {0x53de4, 0x53e2c, 0x53e08, 0x53e50,
47 0x53e74, 0x53e98, 0x53ebc};
48 int addressesgfx[7] = {0x53ee0, 0x53f04, 0x53ef2, 0x53f16,
49 0x53f28, 0x53f3a, 0x53f4c};
50
51 ushort bossRoom = 0x000F;
53 ushort tilesBG1Buffer[0x1000]; // 0x1000
54 ushort tilesBG2Buffer[0x1000]; // 0x1000
55 uchar mapdata; // 64 * 64
56 uchar dwmapdata; // 64 * 64
57
58 bool mDown = false;
59 bool swordSelected = false;
60 bool darkWorld = false;
62 bool editedFromEditor = false;
63 bool mouseDown = false;
64 bool mdown = false;
65
67
71
76};
77
78} // namespace screen
79} // namespace zelda3
80} // namespace app
81} // namespace yaze
82
83#endif // YAZE_APP_ZELDA3_SCREEN_H
The Rom class is used to load, save, and modify Rom data.
Definition rom.h:136
Represents a bitmap image.
Definition bitmap.h:67
Object Attribute Memory tile abstraction container.
Definition snes_tile.h:158
unsigned char uchar
Definition constants.h:114
unsigned short ushort
Definition constants.h:112
Definition common.cc:22