1#ifndef YAZE_ZELDA3_OVERWORLD_TILE16_RENDERER_H
2#define YAZE_ZELDA3_OVERWORLD_TILE16_RENDERER_H
8#include "absl/status/status.h"
25 const std::vector<Tile8PixelData>& tile8_pixels);
28 const std::vector<gfx::Bitmap>& tile8_bitmaps);
34 const std::vector<Tile8PixelData>& tile8_pixels,
37 const gfx::Tile16& tile_data,
const std::vector<gfx::Bitmap>& tile8_bitmaps,
Represents a bitmap image optimized for SNES ROM hacking.
Tile composition of four 8x8 tiles.
Zelda 3 specific classes and functions.
absl::Status RenderTile16BitmapFromMetadata(const gfx::Tile16 &tile_data, const std::vector< Tile8PixelData > &tile8_pixels, gfx::Bitmap *output_bitmap)
int ComputeTile16Count(const gfx::Tilemap *tile16_blockset)
std::vector< uint8_t > RenderTile16PixelsFromMetadata(const gfx::Tile16 &tile_data, const std::vector< Tile8PixelData > &tile8_pixels)
void BlitTile16BitmapToAtlas(gfx::Bitmap *destination, int tile_id, const gfx::Bitmap &source_bitmap)
std::array< uint8_t, 64 > Tile8PixelData
Room transition destination.
Tilemap structure for SNES tile-based graphics management.