move zelda3 directory to src from app
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76
src/zelda3/screen/title_screen.h
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76
src/zelda3/screen/title_screen.h
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#ifndef YAZE_APP_ZELDA3_SCREEN_H
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#define YAZE_APP_ZELDA3_SCREEN_H
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_tile.h"
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#include "app/rom.h"
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namespace yaze {
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namespace zelda3 {
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class TitleScreen {
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public:
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void Create();
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private:
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void BuildTileset();
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void LoadTitleScreen();
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int sword_x_ = 0;
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int mx_click_ = 0;
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int my_click_ = 0;
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int mx_dist_ = 0;
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int my_dist_ = 0;
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int last_x_ = 0;
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int last_y_ = 0;
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int x_in_ = 0;
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int y_in_ = 0;
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int dungmap_selected_tile_ = 0;
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int dungmap_selected_ = 0;
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int selected_palette_ = 0;
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int total_floors_ = 0;
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int current_floor_ = 0;
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int num_basement_ = 0;
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int num_floor_ = 0;
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int selected_map_tile = 0;
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int current_floor_rooms; // [1][];
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int current_floor_gfx; // [1][];
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int copied_data_rooms; // 25
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int copied_data_gfx; // 25
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int pal_selected_;
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int addresses[7] = {0x53de4, 0x53e2c, 0x53e08, 0x53e50,
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0x53e74, 0x53e98, 0x53ebc};
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int addressesgfx[7] = {0x53ee0, 0x53f04, 0x53ef2, 0x53f16,
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0x53f28, 0x53f3a, 0x53f4c};
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uint16_t bossRoom = 0x000F;
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uint16_t selected_tile = 0;
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uint16_t tilesBG1Buffer[0x1000]; // 0x1000
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uint16_t tilesBG2Buffer[0x1000]; // 0x1000
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uint8_t mapdata; // 64 * 64
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uint8_t dwmapdata; // 64 * 64
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bool mDown = false;
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bool swordSelected = false;
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bool darkWorld = false;
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bool currentDungeonChanged = false;
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bool editedFromEditor = false;
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bool mouseDown = false;
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bool mdown = false;
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Rom rom_;
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gfx::OamTile oam_data[10];
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gfx::OamTile selected_oam_tile;
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gfx::OamTile last_selected_oam_tile;
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gfx::Bitmap tilesBG1Bitmap; // 0x80000
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gfx::Bitmap tilesBG2Bitmap; // 0x80000
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gfx::Bitmap oamBGBitmap; // 0x80000
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gfx::Bitmap tiles8Bitmap; // 0x20000
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};
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} // namespace zelda3
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} // namespace yaze
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#endif // YAZE_APP_ZELDA3_SCREEN_H
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