yaze
0.3.2
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object_draw_code.h
Go to the documentation of this file.
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#ifndef YAZE_ZELDA3_DUNGEON_OBJECT_DRAW_CODE_H
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#define YAZE_ZELDA3_DUNGEON_OBJECT_DRAW_CODE_H
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#include <cstdint>
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#include <vector>
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namespace
yaze
{
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class
Rom;
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}
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namespace
yaze::zelda3
{
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struct
ObjectDrawCode
{
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int
object_id
= -1;
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uint32_t
routine_start
= 0;
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// Exclusive estimate: the next dispatched routine's start, at most 256
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// bytes on.
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uint32_t
routine_end
= 0;
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// The routine starts with JSL/JML into bank $20 or above, i.e. into code
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// outside the original 1 MB game (a ROM hack's replacement).
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bool
jumps_to_expanded_code
=
false
;
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uint32_t
jump_target
= 0;
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};
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std::vector<ObjectDrawCode>
ReadObjectDrawCode
(
const
Rom
& rom);
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}
// namespace yaze::zelda3
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#endif
// YAZE_ZELDA3_DUNGEON_OBJECT_DRAW_CODE_H
yaze::Rom
The Rom class is used to load, save, and modify Rom data. This is a generic SNES ROM container and do...
Definition
rom.h:49
yaze::zelda3
Zelda 3 specific classes and functions.
Definition
dungeon_entrance_camera.h:9
yaze::zelda3::ReadObjectDrawCode
std::vector< ObjectDrawCode > ReadObjectDrawCode(const Rom &rom)
Definition
object_draw_code.cc:31
yaze
Definition
patch_export_usage.cc:8
yaze::zelda3::ObjectDrawCode
Where the loaded ROM's code draws one room object.
Definition
object_draw_code.h:19
yaze::zelda3::ObjectDrawCode::object_id
int object_id
Definition
object_draw_code.h:20
yaze::zelda3::ObjectDrawCode::jump_target
uint32_t jump_target
Definition
object_draw_code.h:28
yaze::zelda3::ObjectDrawCode::routine_end
uint32_t routine_end
Definition
object_draw_code.h:24
yaze::zelda3::ObjectDrawCode::routine_start
uint32_t routine_start
Definition
object_draw_code.h:21
yaze::zelda3::ObjectDrawCode::jumps_to_expanded_code
bool jumps_to_expanded_code
Definition
object_draw_code.h:27
src
zelda3
dungeon
object_draw_code.h
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