Refactor CMake and enhance API documentation for YAZE

- Updated CMakeLists.txt to set a minimum required version of 3.5 and removed older policy settings for improved compatibility.
- Enhanced yaze.h and zelda.h with detailed documentation, including versioning information and API descriptions, to improve clarity for developers.
- Added new functions for version compatibility checks and improved error handling in the YAZE API.
- Refactored existing structures and enums for better readability and maintainability, ensuring a more consistent coding style.
This commit is contained in:
scawful
2025-09-25 12:00:03 -04:00
parent 4c6342cb73
commit 77ceb0256b
6 changed files with 1139 additions and 238 deletions

View File

@@ -1,6 +1,17 @@
#ifndef ZELDA_H
#define ZELDA_H
/**
* @file zelda.h
* @brief The Legend of Zelda: A Link to the Past - Data Structures and Constants
*
* This header defines data structures and constants specific to
* The Legend of Zelda: A Link to the Past ROM format and game data.
*
* @version 0.3.0
* @author YAZE Team
*/
#ifdef __cplusplus
extern "C" {
#endif
@@ -9,40 +20,126 @@ extern "C" {
#include <stdint.h>
/**
* @brief Different versions of the game supported by yaze.
* @defgroup rom_types ROM Types and Versions
* @{
*/
enum zelda3_version {
US = 1, // US version
JP = 2, // JP version
SD = 3, // Super Donkey Proto (Experimental)
RANDO = 4, // Randomizer (Unimplemented)
};
/**
* @brief Pointers for each version of the game.
* @brief Different versions of the game supported by YAZE
*
* YAZE supports multiple regional versions and ROM hacks of
* The Legend of Zelda: A Link to the Past.
*/
struct zelda3_version_pointers {
uint32_t kGfxAnimatedPointer;
uint32_t kOverworldGfxGroups1;
uint32_t kOverworldGfxGroups2;
uint32_t kCompressedAllMap32PointersHigh;
uint32_t kCompressedAllMap32PointersLow;
uint32_t kOverworldMapPaletteGroup;
uint32_t kOverlayPointers;
uint32_t kOverlayPointersBank;
uint32_t kOverworldTilesType;
uint32_t kOverworldGfxPtr1;
uint32_t kOverworldGfxPtr2;
uint32_t kOverworldGfxPtr3;
uint32_t kMap32TileTL;
uint32_t kMap32TileTR;
uint32_t kMap32TileBL;
uint32_t kMap32TileBR;
uint32_t kSpriteBlocksetPointer;
uint32_t kDungeonPalettesGroups;
};
typedef enum zelda3_version {
ZELDA3_VERSION_UNKNOWN = 0, /**< Unknown or unsupported version */
ZELDA3_VERSION_US = 1, /**< US/North American version */
ZELDA3_VERSION_JP = 2, /**< Japanese version */
ZELDA3_VERSION_EU = 3, /**< European version */
ZELDA3_VERSION_PROTO = 4, /**< Prototype/development version */
ZELDA3_VERSION_RANDOMIZER = 5, /**< Randomizer ROM (experimental) */
// Legacy aliases for backward compatibility
US = ZELDA3_VERSION_US, /**< @deprecated Use ZELDA3_VERSION_US */
JP = ZELDA3_VERSION_JP, /**< @deprecated Use ZELDA3_VERSION_JP */
SD = ZELDA3_VERSION_PROTO, /**< @deprecated Use ZELDA3_VERSION_PROTO */
RANDO = ZELDA3_VERSION_RANDOMIZER, /**< @deprecated Use ZELDA3_VERSION_RANDOMIZER */
} zelda3_version;
/**
* @brief Detect ROM version from header data
*
* @param rom_data Pointer to ROM data
* @param size Size of ROM data in bytes
* @return Detected version, or ZELDA3_VERSION_UNKNOWN if not recognized
*/
zelda3_version zelda3_detect_version(const uint8_t* rom_data, size_t size);
/**
* @brief Get version name as string
*
* @param version Version enum value
* @return Human-readable version name
*/
const char* zelda3_version_to_string(zelda3_version version);
/**
* @brief ROM data pointers for different game versions
*
* Contains memory addresses where specific data structures are located
* within the ROM. These addresses vary between different regional versions.
*/
typedef struct zelda3_version_pointers {
// New Google C++ style names
uint32_t gfx_animated_pointer; /**< Animated graphics pointer */
uint32_t overworld_gfx_groups1; /**< Overworld graphics group 1 */
uint32_t overworld_gfx_groups2; /**< Overworld graphics group 2 */
uint32_t compressed_map32_pointers_high; /**< Map32 high pointers */
uint32_t compressed_map32_pointers_low; /**< Map32 low pointers */
uint32_t overworld_map_palette_group; /**< Map palette groups */
uint32_t overlay_pointers; /**< Overlay data pointers */
uint32_t overlay_pointers_bank; /**< Overlay bank number */
uint32_t overworld_tiles_type; /**< Tile type definitions */
uint32_t overworld_gfx_ptr1; /**< Graphics pointer 1 */
uint32_t overworld_gfx_ptr2; /**< Graphics pointer 2 */
uint32_t overworld_gfx_ptr3; /**< Graphics pointer 3 */
uint32_t map32_tile_tl; /**< 32x32 tile top-left */
uint32_t map32_tile_tr; /**< 32x32 tile top-right */
uint32_t map32_tile_bl; /**< 32x32 tile bottom-left */
uint32_t map32_tile_br; /**< 32x32 tile bottom-right */
uint32_t sprite_blockset_pointer; /**< Sprite graphics pointer */
uint32_t dungeon_palettes_groups; /**< Dungeon palette groups */
// Legacy aliases for backward compatibility (deprecated)
uint32_t kGfxAnimatedPointer; /**< @deprecated Use gfx_animated_pointer */
uint32_t kOverworldGfxGroups1; /**< @deprecated Use overworld_gfx_groups1 */
uint32_t kOverworldGfxGroups2; /**< @deprecated Use overworld_gfx_groups2 */
uint32_t kCompressedAllMap32PointersHigh; /**< @deprecated Use compressed_map32_pointers_high */
uint32_t kCompressedAllMap32PointersLow; /**< @deprecated Use compressed_map32_pointers_low */
uint32_t kOverworldMapPaletteGroup; /**< @deprecated Use overworld_map_palette_group */
uint32_t kOverlayPointers; /**< @deprecated Use overlay_pointers */
uint32_t kOverlayPointersBank; /**< @deprecated Use overlay_pointers_bank */
uint32_t kOverworldTilesType; /**< @deprecated Use overworld_tiles_type */
uint32_t kOverworldGfxPtr1; /**< @deprecated Use overworld_gfx_ptr1 */
uint32_t kOverworldGfxPtr2; /**< @deprecated Use overworld_gfx_ptr2 */
uint32_t kOverworldGfxPtr3; /**< @deprecated Use overworld_gfx_ptr3 */
uint32_t kMap32TileTL; /**< @deprecated Use map32_tile_tl */
uint32_t kMap32TileTR; /**< @deprecated Use map32_tile_tr */
uint32_t kMap32TileBL; /**< @deprecated Use map32_tile_bl */
uint32_t kMap32TileBR; /**< @deprecated Use map32_tile_br */
uint32_t kSpriteBlocksetPointer; /**< @deprecated Use sprite_blockset_pointer */
uint32_t kDungeonPalettesGroups; /**< @deprecated Use dungeon_palettes_groups */
} zelda3_version_pointers;
/**
* @brief Get version-specific pointers
*
* @param version ROM version
* @return Pointer to version-specific address structure
*/
const zelda3_version_pointers* zelda3_get_version_pointers(zelda3_version version);
const static zelda3_version_pointers zelda3_us_pointers = {
// New style names
0x10275, // gfx_animated_pointer
0x5D97, // overworld_gfx_groups1
0x6073, // overworld_gfx_groups2
0x1794D, // compressed_map32_pointers_high
0x17B2D, // compressed_map32_pointers_low
0x75504, // overworld_map_palette_group
0x77664, // overlay_pointers
0x0E, // overlay_pointers_bank
0x71459, // overworld_tiles_type
0x4F80, // overworld_gfx_ptr1
0x505F, // overworld_gfx_ptr2
0x513E, // overworld_gfx_ptr3
0x18000, // map32_tile_tl
0x1B400, // map32_tile_tr
0x20000, // map32_tile_bl
0x23400, // map32_tile_br
0x5B57, // sprite_blockset_pointer
0x75460, // dungeon_palettes_groups
// Legacy k-prefixed names (same values for backward compatibility)
0x10275, // kGfxAnimatedPointer
0x5D97, // kOverworldGfxGroups1
0x6073, // kOverworldGfxGroups2
@@ -64,6 +161,27 @@ const static zelda3_version_pointers zelda3_us_pointers = {
};
const static zelda3_version_pointers zelda3_jp_pointers = {
// New style names
0x10624, // gfx_animated_pointer
0x5DD7, // overworld_gfx_groups1
0x60B3, // overworld_gfx_groups2
0x176B1, // compressed_map32_pointers_high
0x17891, // compressed_map32_pointers_low
0x67E74, // overworld_map_palette_group
0x3FAF4, // overlay_pointers
0x07, // overlay_pointers_bank
0x7FD94, // overworld_tiles_type
0x4FC0, // overworld_gfx_ptr1
0x509F, // overworld_gfx_ptr2
0x517E, // overworld_gfx_ptr3
0x18000, // map32_tile_tl
0x1B3C0, // map32_tile_tr
0x20000, // map32_tile_bl
0x233C0, // map32_tile_br
0x5B97, // sprite_blockset_pointer
0x67DD0, // dungeon_palettes_groups
// Legacy k-prefixed names (same values for backward compatibility)
0x10624, // kGfxAnimatedPointer
0x5DD7, // kOverworldGfxGroups1
0x60B3, // kOverworldGfxGroups2
@@ -84,119 +202,296 @@ const static zelda3_version_pointers zelda3_jp_pointers = {
0x67DD0, // kDungeonPalettesGroups
};
/**
* @brief ROM data structure
*
* Represents a loaded Zelda 3 ROM with its data and metadata.
*/
typedef struct zelda3_rom {
const char* filename;
uint8_t* data;
uint64_t size;
void* impl; // yaze::Rom*
const char* filename; /**< Original filename (can be NULL) */
uint8_t* data; /**< ROM data (read-only for external users) */
uint64_t size; /**< Size of ROM data in bytes */
zelda3_version version; /**< Detected ROM version */
bool is_modified; /**< True if ROM has been modified */
void* impl; /**< Internal implementation pointer */
} zelda3_rom;
zelda3_rom* yaze_load_rom(const char* filename);
void yaze_unload_rom(zelda3_rom* rom);
void yaze_save_rom(zelda3_rom* rom, const char* filename);
/** @} */
/**
* @brief Primitive of a message.
* @defgroup rom_functions ROM File Operations
* @{
*/
/**
* @brief Load a ROM file
*
* @param filename Path to ROM file
* @return Loaded ROM structure, or NULL on error
*/
zelda3_rom* yaze_load_rom(const char* filename);
/**
* @brief Unload and free ROM data
*
* @param rom ROM to unload
*/
void yaze_unload_rom(zelda3_rom* rom);
/**
* @brief Save ROM to file
*
* @param rom ROM to save
* @param filename Output filename
* @return YAZE_OK on success, error code on failure
*/
int yaze_save_rom(zelda3_rom* rom, const char* filename);
/**
* @brief Create a copy of ROM data
*
* @param rom Source ROM
* @return Copy of ROM, or NULL on error
*/
zelda3_rom* yaze_copy_rom(const zelda3_rom* rom);
/** @} */
/**
* @defgroup messages Message Data Structures
* @{
*/
/**
* @brief In-game text message data
*
* Represents a text message from the game, including both raw
* ROM data and parsed/decoded text content.
*/
typedef struct zelda3_message {
uint8_t id;
uint8_t address;
uint8_t *raw_string;
uint8_t *contents_parsed;
uint8_t *data;
uint8_t *data_parsed;
uint16_t id; /**< Message ID (0-65535) */
uint32_t rom_address; /**< Address in ROM where message data starts */
uint16_t length; /**< Length of message data in bytes */
uint8_t* raw_data; /**< Raw message data from ROM */
char* parsed_text; /**< Decoded text content (UTF-8) */
bool is_compressed; /**< True if message uses compression */
uint8_t encoding_type; /**< Text encoding type used */
} zelda3_message;
/** @} */
/**
* @brief Primitive of an overworld map.
* @defgroup overworld Overworld Data Structures
* @{
*/
/**
* @brief Overworld map data
*
* Represents a single screen/area in the overworld, including
* graphics, palette, music, and sprite information.
*/
typedef struct zelda3_overworld_map {
uint8_t id; /**< ID of the overworld map. */
uint8_t parent_id;
uint8_t quadrant_id;
uint8_t world_id;
uint8_t game_state;
uint8_t area_graphics;
uint8_t area_palette;
uint8_t sprite_graphics[3];
uint8_t sprite_palette[3];
uint8_t area_music[4];
uint8_t static_graphics[16];
uint16_t id; /**< Map ID (0-159 for most ROMs) */
uint8_t parent_id; /**< Parent map ID for sub-areas */
uint8_t quadrant_id; /**< Quadrant within parent (0-3) */
uint8_t world_id; /**< World number (Light/Dark) */
uint8_t game_state; /**< Game state requirements */
/* Graphics and Visual Properties */
uint8_t area_graphics; /**< Area graphics set ID */
uint8_t area_palette; /**< Area palette set ID */
uint8_t main_palette; /**< Main palette ID */
uint8_t animated_gfx; /**< Animated graphics ID */
/* Sprite Configuration */
uint8_t sprite_graphics[3]; /**< Sprite graphics sets */
uint8_t sprite_palette[3]; /**< Sprite palette sets */
/* Audio Configuration */
uint8_t area_music[4]; /**< Music tracks for different states */
/* Extended Graphics (ZSCustomOverworld) */
uint8_t static_graphics[16]; /**< Static graphics assignments */
uint8_t custom_tileset[8]; /**< Custom tileset assignments */
/* Screen Properties */
uint16_t area_specific_bg_color; /**< Background color override */
uint16_t subscreen_overlay; /**< Subscreen overlay settings */
/* Flags and Metadata */
bool is_large_map; /**< True for 32x32 maps */
bool has_special_gfx; /**< True if uses special graphics */
} zelda3_overworld_map;
/**
* @brief Primitive of the overworld.
* @brief Complete overworld data
*
* Contains all overworld maps and related data for the entire game world.
*/
typedef struct zelda3_overworld {
void* impl; // yaze::Overworld*
zelda3_overworld_map** maps; /**< Pointer to the overworld maps. */
void* impl; /**< Internal implementation pointer */
zelda3_overworld_map** maps; /**< Array of overworld maps */
int map_count; /**< Number of maps in array */
zelda3_version rom_version; /**< ROM version this data came from */
bool has_zsco_features; /**< True if ZSCustomOverworld features detected */
} zelda3_overworld;
/** @} */
/**
* @defgroup dungeon Dungeon Data Structures
* @{
*/
/**
* @brief Dungeon sprite definition
*
* Represents a sprite that can appear in dungeon rooms.
*/
typedef struct dungeon_sprite {
const char* name;
uint8_t id;
uint8_t subtype;
const char* name; /**< Sprite name (for debugging/display) */
uint8_t id; /**< Sprite type ID */
uint8_t subtype; /**< Sprite subtype/variant */
uint8_t x; /**< X position in room */
uint8_t y; /**< Y position in room */
uint8_t layer; /**< Layer (0=background, 1=foreground) */
uint16_t properties; /**< Additional sprite properties */
} dungeon_sprite;
typedef enum background2 {
Off,
Parallax,
Dark,
OnTop,
Translucent,
Addition,
Normal,
Transparent,
DarkRoom
} background2;
/**
* @brief Background layer 2 effects
*
* Defines the different visual effects that can be applied to
* background layer 2 in dungeon rooms.
*/
typedef enum zelda3_bg2_effect {
ZELDA3_BG2_OFF = 0, /**< Background layer 2 disabled */
ZELDA3_BG2_PARALLAX = 1, /**< Parallax scrolling effect */
ZELDA3_BG2_DARK = 2, /**< Dark overlay effect */
ZELDA3_BG2_ON_TOP = 3, /**< Layer appears on top */
ZELDA3_BG2_TRANSLUCENT = 4, /**< Semi-transparent overlay */
ZELDA3_BG2_ADDITION = 5, /**< Additive blending */
ZELDA3_BG2_NORMAL = 6, /**< Normal blending */
ZELDA3_BG2_TRANSPARENT = 7, /**< Fully transparent */
ZELDA3_BG2_DARK_ROOM = 8 /**< Dark room effect */
} zelda3_bg2_effect;
// Legacy aliases for backward compatibility
typedef zelda3_bg2_effect background2;
#define Off ZELDA3_BG2_OFF
#define Parallax ZELDA3_BG2_PARALLAX
#define Dark ZELDA3_BG2_DARK
#define OnTop ZELDA3_BG2_ON_TOP
#define Translucent ZELDA3_BG2_TRANSLUCENT
#define Addition ZELDA3_BG2_ADDITION
#define Normal ZELDA3_BG2_NORMAL
#define Transparent ZELDA3_BG2_TRANSPARENT
#define DarkRoom ZELDA3_BG2_DARK_ROOM
/**
* @brief Dungeon door object
*
* Represents a door or passage between rooms.
*/
typedef struct object_door {
short id;
uint8_t x;
uint8_t y;
uint8_t size;
uint8_t type;
uint8_t layer;
uint16_t id; /**< Door ID for reference */
uint8_t x; /**< X position in room (0-63) */
uint8_t y; /**< Y position in room (0-63) */
uint8_t size; /**< Door size (width/height) */
uint8_t type; /**< Door type (normal, locked, etc.) */
uint8_t layer; /**< Layer (0=background, 1=foreground) */
uint8_t key_type; /**< Required key type (0=none) */
bool is_locked; /**< True if door requires key */
} object_door;
/**
* @brief Staircase connection
*
* Represents stairs or holes that connect different rooms or levels.
*/
typedef struct staircase {
uint8_t id;
uint8_t room;
const char* label;
uint8_t id; /**< Staircase ID */
uint8_t room; /**< Target room ID (for backward compatibility) */
const char* label; /**< Description (for debugging) */
} staircase;
/**
* @brief Treasure chest
*
* Represents a chest containing an item.
*/
typedef struct chest {
uint8_t x;
uint8_t y;
uint8_t item;
bool picker;
bool big_chest;
uint8_t x; /**< X position in room */
uint8_t y; /**< Y position in room */
uint8_t item; /**< Item ID (for backward compatibility) */
bool picker; /**< Legacy field */
bool big_chest; /**< True for large chests */
} chest;
/**
* @brief Legacy chest data structure
*
* @deprecated Use chest structure instead
*/
typedef struct chest_data {
uint8_t id;
bool size;
uint8_t id; /**< Chest ID */
bool size; /**< True for big chest */
} chest_data;
/**
* @brief Room transition destination
*
* Defines where the player goes when using stairs, holes, or other transitions.
*/
typedef struct destination {
uint8_t index;
uint8_t target;
uint8_t target_layer;
uint8_t index; /**< Entrance index */
uint8_t target; /**< Target room ID */
uint8_t target_layer; /**< Target layer */
} destination;
/** @} */
/**
* @brief Complete dungeon room data
*
* Contains all objects, sprites, and properties for a single dungeon room.
*/
typedef struct zelda3_dungeon_room {
background2 bg2;
dungeon_sprite* sprites;
object_door* doors;
staircase* staircases;
chest* chests;
chest_data* chests_in_room;
destination pits;
destination stairs[4];
uint16_t id; /**< Room ID (0-295) */
background2 bg2; /**< Background layer 2 effect (legacy) */
/* Room Contents */
dungeon_sprite* sprites; /**< Array of sprites in room */
int sprite_count; /**< Number of sprites */
object_door* doors; /**< Array of doors */
int door_count; /**< Number of doors */
staircase* staircases; /**< Array of staircases */
int staircase_count; /**< Number of staircases */
chest* chests; /**< Array of chests */
int chest_count; /**< Number of chests */
/* Room Connections */
destination pits; /**< Pit fall destination */
destination stairs[4]; /**< Stair destinations (up to 4) */
/* Room Properties */
uint8_t floor_type; /**< Floor graphics type */
uint8_t wall_type; /**< Wall graphics type */
uint8_t palette_id; /**< Room palette ID */
uint8_t music_track; /**< Background music track */
/* Flags */
bool is_dark; /**< True if room requires lamp */
bool has_water; /**< True if room contains water */
bool blocks_items; /**< True if room blocks certain items */
} zelda3_dungeon_room;
/** @} */
#ifdef __cplusplus
}
#endif