1#ifndef YAZE_APP_ZELDA3_SCREEN_MENU_TILEMAP_SOURCES_H
2#define YAZE_APP_ZELDA3_SCREEN_MENU_TILEMAP_SOURCES_H
12#include "absl/status/statusor.h"
49 const Rom& rom,
const emu::debug::SymbolProvider& symbols,
50 const std::string& label);
58 const GameData& game_data);
67 const std::string& path,
size_t byte_offset = 2);
94 std::string_view text, std::string_view label =
"Menu_Palette");
102 const std::string& path,
const std::string& label =
"Menu_Palette");
109 const std::string& project_dir,
const std::string& code_folder =
"");
125 const std::string& path);
Zelda 3 specific classes and functions.
absl::StatusOr< std::array< gfx::SnesColor, 32 > > ResolveMenuPaletteFromHud(const GameData &game_data)
uint16_t Hexto555(uint32_t rgb)
absl::StatusOr< std::array< gfx::SnesColor, 32 > > ResolveMenuPaletteFromFile(const std::string &path, size_t byte_offset)
absl::StatusOr< std::vector< uint8_t > > ResolveMenuChrFromRom(const Rom &rom)
std::optional< std::string > FindMenuPaletteAsm(const std::string &project_dir, const std::string &code_folder)
absl::StatusOr< std::vector< uint16_t > > ParseMenuPaletteAsmText(std::string_view text_in, std::string_view label_in)
absl::StatusOr< std::vector< uint8_t > > ResolveMenuChrFromFile(const std::string &path)
absl::StatusOr< std::array< gfx::SnesColor, 32 > > ResolveMenuPaletteFromAsm(const std::string &path, const std::string &label)
absl::StatusOr< std::array< gfx::SnesColor, 32 > > ResolveMenuPaletteFromSymbol(const Rom &rom, const emu::debug::SymbolProvider &symbols, const std::string &label)