Add Room class for Dungeon editing
Loads basic properties from the dungeon room header by the room ID.
This commit is contained in:
109
src/app/zelda3/dungeon/room.cc
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109
src/app/zelda3/dungeon/room.cc
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#include "room.h"
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#include "app/core/common.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/snes_tile.h"
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#include "app/rom.h"
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#include "gui/canvas.h"
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namespace yaze {
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namespace app {
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namespace zelda3 {
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namespace dungeon {
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void Room::LoadChests() {}
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void Room::LoadBlocks() {}
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void Room::LoadTorches() {}
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void Room::LoadSecrets() {}
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void Room::LoadObjectsFromArray(int loc) {}
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void Room::LoadSpritesFromArray(int loc) {}
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void Room::LoadRoomFromROM() {
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// Load dungeon header
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int headerPointer = core::SnesToPc(room_header_pointer);
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MessageID = messages_id_dungeon + (RoomID * 2);
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int hpos = core::SnesToPc((rom_[room_header_pointers_bank] << 16) |
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headerPointer + (RoomID * 2));
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hpos++;
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uchar b = rom_[hpos];
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Layer2Mode = (uchar)(b >> 5);
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// TODO(@scawful): Make LayerMerging object.
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// LayerMerging = LayerMergeType.ListOf[(b & 0x0C) >> 2];
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IsDark = (b & 0x01) == 0x01;
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hpos++;
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Palette = rom_[hpos];
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hpos++;
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BackgroundTileset = rom_[hpos];
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hpos++;
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SpriteTileset = rom_[hpos];
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hpos++;
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Layer2Behavior = rom_[hpos];
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hpos++;
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Tag1 = rom_[hpos];
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hpos++;
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Tag2 = rom_[hpos];
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hpos++;
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b = rom_[hpos];
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Pits.TargetLayer = (uchar)(b & 0x03);
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Stair1.TargetLayer = (uchar)((b >> 2) & 0x03);
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Stair2.TargetLayer = (uchar)((b >> 4) & 0x03);
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Stair3.TargetLayer = (uchar)((b >> 6) & 0x03);
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hpos++;
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Stair4.TargetLayer = (uchar)(rom_[hpos] & 0x03);
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hpos++;
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Pits.Target = rom_[hpos];
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hpos++;
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Stair1.Target = rom_[hpos];
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hpos++;
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Stair2.Target = rom_[hpos];
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hpos++;
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Stair3.Target = rom_[hpos];
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hpos++;
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Stair4.Target = rom_[hpos];
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hpos++;
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// Load room objects
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int objectPointer = core::SnesToPc(room_object_pointer);
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int room_address = objectPointer + (RoomID * 3);
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int objects_location = core::SnesToPc(room_address);
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LoadObjectsFromArray(objects_location);
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// Load sprites
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int spr_ptr = 0x040000 | rooms_sprite_pointer;
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int sprite_address =
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core::SnesToPc(dungeon_spr_ptrs | spr_ptr + (RoomID * 2));
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LoadSpritesFromArray(sprite_address);
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// Load other stuff
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LoadChests();
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LoadBlocks();
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LoadTorches();
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LoadSecrets();
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Resync();
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}
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} // namespace dungeon
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} // namespace zelda3
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} // namespace app
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} // namespace yaze
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129
src/app/zelda3/dungeon/room.h
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129
src/app/zelda3/dungeon/room.h
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#ifndef YAZE_APP_ZELDA3_DUNGEON_ROOM_H
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#define YAZE_APP_ZELDA3_DUNGEON_ROOM_H
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#include "app/core/common.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/snes_tile.h"
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#include "app/rom.h"
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#include "gui/canvas.h"
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namespace yaze {
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namespace app {
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namespace zelda3 {
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namespace dungeon {
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class DungeonDestination {
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public:
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DungeonDestination(uint8_t i) : Index(i) {}
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uint8_t Index;
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uint8_t Target = 0;
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uint8_t TargetLayer = 0;
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// RoomObject* AssociatedObject = nullptr;
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// bool IsAssociated() { return AssociatedObject != nullptr; }
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// int RealX() { return AssociatedObject ? AssociatedObject->RealX : 0; }
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// int RealY() { return AssociatedObject ? AssociatedObject->RealY : 0; }
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// void Reset() { AssociatedObject = nullptr; }
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std::string ToString() {
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return std::to_string(Index) + ": To " + std::to_string(Target);
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}
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};
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constexpr int dungeons_palettes_groups = 0x75460; // JP 0x67DD0
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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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constexpr int room_items_pointers = 0xDB69; // JP 0xDB67
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constexpr int rooms_sprite_pointer = 0x4C298; // JP Same //2byte bank 09D62E
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constexpr int room_header_pointer = 0xB5DD; // LONG
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constexpr int room_header_pointers_bank = 0xB5E7; // JP Same
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constexpr int gfx_groups_pointer = 0x6237;
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constexpr int room_object_layout_pointer = 0x882D;
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constexpr int room_object_pointer = 0x874C; // Long pointer
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constexpr int chests_length_pointer = 0xEBF6;
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constexpr int chests_data_pointer1 = 0xEBFB;
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constexpr int messages_id_dungeon = 0x3F61D;
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constexpr int blocks_length = 0x8896; // Word value
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constexpr int blocks_pointer1 = 0x15AFA;
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constexpr int blocks_pointer2 = 0x15B01;
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constexpr int blocks_pointer3 = 0x15B08;
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constexpr int blocks_pointer4 = 0x15B0F;
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constexpr int torch_data = 0x2736A; // JP 0x2704A
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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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constexpr int pit_count = 0x394A6;
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constexpr int doorPointers = 0xF83C0;
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// doors
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constexpr int door_gfx_up = 0x4D9E;
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constexpr int door_gfx_down = 0x4E06;
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constexpr int door_gfx_cavexit_down = 0x4E06;
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constexpr int door_gfx_left = 0x4E66;
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constexpr int door_gfx_right = 0x4EC6;
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constexpr int door_pos_up = 0x197E;
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constexpr int door_pos_down = 0x1996;
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constexpr int door_pos_left = 0x19AE;
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constexpr int door_pos_right = 0x19C6;
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constexpr int dungeon_spr_ptrs = 0x090000;
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class Room {
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public:
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Room() = default;
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private:
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void LoadChests();
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void LoadBlocks();
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void LoadTorches();
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void LoadSecrets();
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void Resync();
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void LoadObjectsFromArray(int loc);
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void LoadSpritesFromArray(int loc);
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void LoadRoomFromROM();
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DungeonDestination Pits;
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DungeonDestination Stair1;
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DungeonDestination Stair2;
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DungeonDestination Stair3;
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DungeonDestination Stair4;
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int RoomID = 0;
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int MessageID = 0;
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ushort MessageID;
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uchar BackgroundTileset;
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uchar SpriteTileset;
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uchar Layer2Behavior;
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uchar Palette;
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uchar Floor1Graphics;
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uchar Floor2Graphics;
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uchar Layer2Mode;
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// LayerMergeType LayerMerging;
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uchar Tag1;
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uchar Tag2;
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bool IsDark;
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ROM rom_;
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};
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} // namespace dungeon
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} // namespace zelda3
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} // namespace app
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} // namespace yaze
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#endif
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