feat: Add Static Room Layout Pointers to Dungeon ROM Addresses
- Introduced a static array of pointers for the 8 predefined room layouts, enhancing the structure and accessibility of room layout data. - Included the necessary header for std::array to support the new data structure.
This commit is contained in:
@@ -2,6 +2,7 @@
|
||||
#define YAZE_APP_ZELDA3_DUNGEON_ROM_ADDRESSES_H
|
||||
|
||||
#include <cstdint>
|
||||
#include <array> // Added for std::array
|
||||
|
||||
namespace yaze {
|
||||
namespace zelda3 {
|
||||
@@ -93,6 +94,12 @@ constexpr uint16_t kStairsObjects[] = {0x139, 0x138, 0x13B, 0x12E, 0x12D};
|
||||
// - Object array is terminated by 0xFFFF (no layers)
|
||||
// - In normal room, 0xFFFF goes to next layer (layers 0, 1, 2)
|
||||
|
||||
// Static pointers for the 8 predefined room layouts
|
||||
static const std::array<int, 8> kRoomLayoutPointers = {
|
||||
0x47EF04, 0xAFEF04, 0xF0EF04, 0x4CF004,
|
||||
0xA8F004, 0xECF004, 0x48F104, 0xA4F104,
|
||||
};
|
||||
|
||||
} // namespace zelda3
|
||||
} // namespace yaze
|
||||
|
||||
|
||||
Reference in New Issue
Block a user