yaze 0.3.2
Link to the Past ROM Editor
 
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graphics_save_plan.h
Go to the documentation of this file.
1#ifndef YAZE_APP_EDITOR_GRAPHICS_GRAPHICS_SAVE_PLAN_H
2#define YAZE_APP_EDITOR_GRAPHICS_GRAPHICS_SAVE_PLAN_H
3
4#include <cstdint>
5#include <string>
6#include <vector>
7
8#include "absl/status/status.h"
10
11namespace yaze {
12class Rom;
13
14namespace editor {
15
19 uint16_t sheet_id = 0;
20 std::string refusal; // empty when the sheet can be saved
22 uint32_t old_pc = 0;
23 uint32_t new_pc = 0;
24 size_t old_stored_size = 0;
25 size_t new_stored_size = 0;
26};
27
32absl::Status VerifyWrittenSheetPixels(
33 const Rom& rom, uint16_t sheet_id,
34 const std::vector<uint8_t>& expected_pixels,
35 const zelda3::GfxSheetPointerTables& tables);
36
39
40} // namespace editor
41} // namespace yaze
42
43#endif // YAZE_APP_EDITOR_GRAPHICS_GRAPHICS_SAVE_PLAN_H
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
Locates graphics sheets in the ROM and writes edited sheets back.
std::string DescribeGraphicsSavePlanEntry(const GraphicsSavePlanEntry &entry)
"Sheet 0x92: in place at 0x0AED16, 1476 -> 1473 bytes".
absl::Status VerifyWrittenSheetPixels(const Rom &rom, uint16_t sheet_id, const std::vector< uint8_t > &expected_pixels, const zelda3::GfxSheetPointerTables &tables)
zelda3::GfxSheetPlacement placement
PC offsets of the bank, high and low byte pointer tables.