Housekeeping
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@@ -20,6 +20,26 @@ namespace app {
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namespace zelda3 {
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namespace dungeon {
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// public static int room_object_layout_pointer = 0x882D;
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// public static int room_object_pointer = 0x874C; // Long pointer
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// oh eh
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// in bank 01 ? lol
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// those are pointer of pointers
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// 0x882D -> readlong() -> 2FEF04 (04EF2F -> toPC->026F2F) ->
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// that's all the layout "room" pointers
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// 47EF04 ; layout00 ptr
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// AFEF04 ; layout01 ptr
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// F0EF04 ; layout02 ptr
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// 4CF004 ; layout03 ptr
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// A8F004 ; layout04 ptr
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// ECF004 ; layout05 ptr
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// 48F104 ; layout06 ptr
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// A4F104 ; layout07 ptr
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// also they are not exactly the same as rooms
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// the object array is terminated by a 0xFFFF there's no layers
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// in normal room when you encounter a 0xFFFF it goes to the next layer
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constexpr int entrance_gfx_group = 0x5D97;
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constexpr int dungeons_main_bg_palette_pointers = 0xDEC4B; // JP Same
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constexpr int dungeons_palettes = 0xDD734;
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@@ -45,7 +65,6 @@ constexpr int torches_length_pointer = 0x88C1;
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constexpr int sprite_blockset_pointer = 0x5B57;
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constexpr int sprites_data = 0x4D8B0;
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constexpr int sprites_data_empty_room = 0x4D8AE;
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constexpr int sprites_end_data = 0x4EC9E;
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constexpr int pit_pointer = 0x394AB;
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@@ -67,14 +86,6 @@ constexpr int dungeon_spr_ptrs = 0x090000;
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constexpr ushort stairsObjects[] = {0x139, 0x138, 0x13B, 0x12E, 0x12D};
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void DrawDungeonRoomBG1(std::vector<uint8_t>& tiles_bg1_buffer,
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std::vector<uint8_t>& current_gfx16,
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std::vector<uint8_t>& room_bg1_ptr);
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void DrawDungeonRoomBG2(std::vector<uint8_t>& tiles_bg2_buffer,
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std::vector<uint8_t>& current_gfx16,
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std::vector<uint8_t>& room_bg2_ptr);
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class DungeonDestination {
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public:
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DungeonDestination() = default;
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@@ -139,6 +150,7 @@ class Room : public SharedROM {
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uint8_t spriteset = 0;
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uint8_t palette = 0;
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uint8_t layout = 0;
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uint8_t holewarp = 0;
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uint16_t message_id_ = 0;
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@@ -170,6 +182,7 @@ class Room : public SharedROM {
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std::array<uint8_t, 16> blocks_;
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std::array<uchar, 16> ChestList;
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std::array<gfx::Bitmap, 3> background_bmps_;
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std::vector<zelda3::Sprite> sprites_;
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std::vector<StaircaseRooms> staircaseRooms;
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