Which graphics sheets back sprite OAM tiles 0x000-0x1FF. More...
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Classes | |
| struct | yaze::zelda3::SpriteTileIssue |
Namespaces | |
| namespace | yaze |
| namespace | yaze::zelda3 |
| Zelda 3 specific classes and functions. | |
Functions | |
| constexpr bool | yaze::zelda3::IsUnderworldSpriteset (int spriteset) |
| Dungeon rooms use spritesets 0x40-0x8F (room header value + 0x40). | |
| std::array< uint8_t, 8 > | yaze::zelda3::SpriteSheetSlots (const std::array< uint8_t, 4 > &spriteset_values, bool underworld) |
| The eight sheets for a spriteset's four values. | |
| constexpr int | yaze::zelda3::SpriteSlotForTile (int tile) |
Slot (0-7) holding 8x8 OAM tile tile (name-table bit included). | |
| std::vector< SpriteTileIssue > | yaze::zelda3::CheckSpriteTiles (const Rom &rom, const std::vector< int > &tiles, const std::array< uint8_t, 8 > &slots, const std::set< uint16_t > &reserved_sheets) |
Which graphics sheets back sprite OAM tiles 0x000-0x1FF.
The game fills eight 64-tile slots: slots 0-3 hold the static sprite sheets (0x73, 0x74 on the overworld or 0x7D in dungeons, 0x79, 0x7A), matching OverworldMap::LoadSpritesBlocksets and Room::LoadRoomGraphics; slots 4-7 hold the spriteset's four values + 0x73. OAM tiles with the name-table bit set (0x100-0x1FF) therefore come from the spriteset.
Definition in file sprite_sheet_slots.h.