yaze 0.3.2
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tile16_stamp.h
Go to the documentation of this file.
1#ifndef YAZE_ZELDA3_OVERWORLD_TILE16_STAMP_H
2#define YAZE_ZELDA3_OVERWORLD_TILE16_STAMP_H
3
4#include <cstdint>
5#include <vector>
6
7#include "absl/status/statusor.h"
9
10namespace yaze::zelda3 {
11
16
21 int stamp_size = 1; // 1x, 2x, or 4x (non-1/2 values use 4x behavior)
23
24 uint8_t palette_id = 0;
25 bool x_flip = false;
26 bool y_flip = false;
27 bool priority = false;
28
31 int max_tile8_id = 1023;
32 int max_tile16_id = 0x0FFF;
33};
34
35absl::StatusOr<std::vector<Tile16StampMutation>> BuildTile16StampMutations(
36 const Tile16StampRequest& request);
37
38} // namespace yaze::zelda3
39
40#endif // YAZE_ZELDA3_OVERWORLD_TILE16_STAMP_H
Tile composition of four 8x8 tiles.
Definition snes_tile.h:142
Zelda 3 specific classes and functions.
absl::StatusOr< std::vector< Tile16StampMutation > > BuildTile16StampMutations(const Tile16StampRequest &request)