#ifndef YAZE_APP_ZELDA3_DUNGEON_ROOM_ENTRANCE_H #define YAZE_APP_ZELDA3_DUNGEON_ROOM_ENTRANCE_H #include #include "app/rom.h" namespace yaze { namespace app { namespace zelda3 { namespace dungeon { // ============================================================================ // Dungeon Entrances Related Variables // ============================================================================ // 0x14577 word value for each room constexpr int entrance_room = 0x14813; // 8 bytes per room, HU, FU, HD, FD, HL, FL, HR, FR constexpr int entrance_scrolledge = 0x1491D; // 0x14681 constexpr int entrance_yscroll = 0x14D45; // 0x14AA9 2 bytes each room constexpr int entrance_xscroll = 0x14E4F; // 0x14BB3 2 bytes constexpr int entrance_yposition = 0x14F59; // 0x14CBD 2bytes constexpr int entrance_xposition = 0x15063; // 0x14DC7 2bytes constexpr int entrance_cameraytrigger = 0x1516D; // 0x14ED1 2bytes constexpr int entrance_cameraxtrigger = 0x15277; // 0x14FDB 2bytes constexpr int entrance_blockset = 0x15381; // 0x150E5 1byte constexpr int entrance_floor = 0x15406; // 0x1516A 1byte constexpr int entrance_dungeon = 0x1548B; // 0x151EF 1byte (dungeon id) constexpr int entrance_door = 0x15510; // 0x15274 1byte // 1 byte, ---b ---a b = bg2, a = need to check constexpr int entrance_ladderbg = 0x15595; // 0x152F9 constexpr int entrance_scrolling = 0x1561A; // 0x1537E 1byte --h- --v- constexpr int entrance_scrollquadrant = 0x1569F; // 0x15403 1byte constexpr int entrance_exit = 0x15724; // 0x15488 2byte word constexpr int entrance_music = 0x1582E; // 0x15592 // word value for each room constexpr int startingentrance_room = 0x15B6E; // 0x158D2 // 8 bytes per room, HU, FU, HD, FD, HL, FL, HR, FR constexpr int startingentrance_scrolledge = 0x15B7C; // 0x158E0 constexpr int startingentrance_yscroll = 0x15BB4; // 0x14AA9 //2bytes each room constexpr int startingentrance_xscroll = 0x15BC2; // 0x14BB3 //2bytes constexpr int startingentrance_yposition = 0x15BD0; // 0x14CBD 2bytes constexpr int startingentrance_xposition = 0x15BDE; // 0x14DC7 2bytes constexpr int startingentrance_cameraytrigger = 0x15BEC; // 0x14ED1 2bytes constexpr int startingentrance_cameraxtrigger = 0x15BFA; // 0x14FDB 2bytes constexpr int startingentrance_blockset = 0x15C08; // 0x150E5 1byte constexpr int startingentrance_floor = 0x15C0F; // 0x1516A 1byte constexpr int startingentrance_dungeon = 0x15C16; // 0x151EF 1byte (dungeon id) constexpr int startingentrance_door = 0x15C2B; // 0x15274 1byte // 1 byte, ---b ---a b = bg2, a = need to check constexpr int startingentrance_ladderbg = 0x15C1D; // 0x152F9 // 1byte --h- --v- constexpr int startingentrance_scrolling = 0x15C24; // 0x1537E constexpr int startingentrance_scrollquadrant = 0x15C2B; // 0x15403 1byte constexpr int startingentrance_exit = 0x15C32; // 0x15488 //2byte word constexpr int startingentrance_music = 0x15C4E; // 0x15592 constexpr int startingentrance_entrance = 0x15C40; constexpr int items_data_start = 0xDDE9; // save purpose constexpr int items_data_end = 0xE6B2; // save purpose constexpr int initial_equipement = 0x271A6; // item id you get instead if you already have that item constexpr int chests_backupitems = 0x3B528; constexpr int chests_yoffset = 0x4836C; constexpr int chests_xoffset = 0x4836C + (76 * 1); constexpr int chests_itemsgfx = 0x4836C + (76 * 2); constexpr int chests_itemswide = 0x4836C + (76 * 3); constexpr int chests_itemsproperties = 0x4836C + (76 * 4); constexpr int chests_sramaddress = 0x4836C + (76 * 5); constexpr int chests_sramvalue = 0x4836C + (76 * 7); constexpr int chests_msgid = 0x442DD; constexpr int dungeons_startrooms = 0x7939; constexpr int dungeons_endrooms = 0x792D; constexpr int dungeons_bossrooms = 0x10954; // short value // Bed Related Values (Starting location) constexpr int bedPositionX = 0x039A37; // short value constexpr int bedPositionY = 0x039A32; // short value // short value (on 2 different bytes) constexpr int bedPositionResetXLow = 0x02DE53; constexpr int bedPositionResetXHigh = 0x02DE58; // short value (on 2 different bytes) constexpr int bedPositionResetYLow = 0x02DE5D; constexpr int bedPositionResetYHigh = 0x02DE62; constexpr int bedSheetPositionX = 0x0480BD; // short value constexpr int bedSheetPositionY = 0x0480B8; // short value class RoomEntrance { public: RoomEntrance() = default; RoomEntrance(ROM& rom, uint8_t entrance_id, bool is_spawn_point = false) : entrance_id_(entrance_id) { room_ = static_cast((rom[entrance_room + (entrance_id * 2) + 1] << 8) + rom[entrance_room + (entrance_id * 2)]); y_position_ = static_cast( (rom[entrance_yposition + (entrance_id * 2) + 1] << 8) + rom[entrance_yposition + (entrance_id * 2)]); x_position_ = static_cast( (rom[entrance_xposition + (entrance_id * 2) + 1] << 8) + rom[entrance_xposition + (entrance_id * 2)]); camera_x_ = static_cast( (rom[entrance_xscroll + (entrance_id * 2) + 1] << 8) + rom[entrance_xscroll + (entrance_id * 2)]); camera_y_ = static_cast( (rom[entrance_yscroll + (entrance_id * 2) + 1] << 8) + rom[entrance_yscroll + (entrance_id * 2)]); camera_trigger_y_ = static_cast( (rom[(entrance_cameraytrigger + (entrance_id * 2)) + 1] << 8) + rom[entrance_cameraytrigger + (entrance_id * 2)]); camera_trigger_x_ = static_cast( (rom[(entrance_cameraxtrigger + (entrance_id * 2)) + 1] << 8) + rom[entrance_cameraxtrigger + (entrance_id * 2)]); blockset_ = rom[entrance_blockset + entrance_id]; music_ = rom[entrance_music + entrance_id]; dungeon_id_ = rom[entrance_dungeon + entrance_id]; floor_ = rom[entrance_floor + entrance_id]; door_ = rom[entrance_door + entrance_id]; ladder_bg_ = rom[entrance_ladderbg + entrance_id]; scrolling_ = rom[entrance_scrolling + entrance_id]; scroll_quadrant_ = rom[entrance_scrollquadrant + entrance_id]; exit_ = static_cast((rom[entrance_exit + (entrance_id * 2) + 1] << 8) + rom[entrance_exit + (entrance_id * 2)]); camera_boundary_qn_ = rom[entrance_scrolledge + 0 + (entrance_id * 8)]; camera_boundary_fn_ = rom[entrance_scrolledge + 1 + (entrance_id * 8)]; camera_boundary_qs_ = rom[entrance_scrolledge + 2 + (entrance_id * 8)]; camera_boundary_fs_ = rom[entrance_scrolledge + 3 + (entrance_id * 8)]; camera_boundary_qw_ = rom[entrance_scrolledge + 4 + (entrance_id * 8)]; camera_boundary_fw_ = rom[entrance_scrolledge + 5 + (entrance_id * 8)]; camera_boundary_qe_ = rom[entrance_scrolledge + 6 + (entrance_id * 8)]; camera_boundary_fe_ = rom[entrance_scrolledge + 7 + (entrance_id * 8)]; if (is_spawn_point) { room_ = static_cast( (rom[startingentrance_room + (entrance_id * 2) + 1] << 8) + rom[startingentrance_room + (entrance_id * 2)]); y_position_ = static_cast( (rom[startingentrance_yposition + (entrance_id * 2) + 1] << 8) + rom[startingentrance_yposition + (entrance_id * 2)]); x_position_ = static_cast( (rom[startingentrance_xposition + (entrance_id * 2) + 1] << 8) + rom[startingentrance_xposition + (entrance_id * 2)]); camera_x_ = static_cast( (rom[startingentrance_xscroll + (entrance_id * 2) + 1] << 8) + rom[startingentrance_xscroll + (entrance_id * 2)]); camera_y_ = static_cast( (rom[startingentrance_yscroll + (entrance_id * 2) + 1] << 8) + rom[startingentrance_yscroll + (entrance_id * 2)]); camera_trigger_y_ = static_cast( (rom[startingentrance_cameraytrigger + (entrance_id * 2) + 1] << 8) + rom[startingentrance_cameraytrigger + (entrance_id * 2)]); camera_trigger_x_ = static_cast( (rom[startingentrance_cameraxtrigger + (entrance_id * 2) + 1] << 8) + rom[startingentrance_cameraxtrigger + (entrance_id * 2)]); blockset_ = rom[startingentrance_blockset + entrance_id]; music_ = rom[startingentrance_music + entrance_id]; dungeon_id_ = rom[startingentrance_dungeon + entrance_id]; floor_ = rom[startingentrance_floor + entrance_id]; door_ = rom[startingentrance_door + entrance_id]; ladder_bg_ = rom[startingentrance_ladderbg + entrance_id]; scrolling_ = rom[startingentrance_scrolling + entrance_id]; scroll_quadrant_ = rom[startingentrance_scrollquadrant + entrance_id]; exit_ = static_cast( ((rom[startingentrance_exit + (entrance_id * 2) + 1] & 0x01) << 8) + rom[startingentrance_exit + (entrance_id * 2)]); camera_boundary_qn_ = rom[startingentrance_scrolledge + 0 + (entrance_id * 8)]; camera_boundary_fn_ = rom[startingentrance_scrolledge + 1 + (entrance_id * 8)]; camera_boundary_qs_ = rom[startingentrance_scrolledge + 2 + (entrance_id * 8)]; camera_boundary_fs_ = rom[startingentrance_scrolledge + 3 + (entrance_id * 8)]; camera_boundary_qw_ = rom[startingentrance_scrolledge + 4 + (entrance_id * 8)]; camera_boundary_fw_ = rom[startingentrance_scrolledge + 5 + (entrance_id * 8)]; camera_boundary_qe_ = rom[startingentrance_scrolledge + 6 + (entrance_id * 8)]; camera_boundary_fe_ = rom[startingentrance_scrolledge + 7 + (entrance_id * 8)]; } } void Save(ROM& rom, int entrance_id, bool is_spawn_point = false) { if (!is_spawn_point) { rom.WriteShort(entrance_room + (entrance_id * 2), room_); rom.WriteShort(entrance_yposition + (entrance_id * 2), y_position_); rom.WriteShort(entrance_xposition + (entrance_id * 2), x_position_); rom.WriteShort(entrance_yscroll + (entrance_id * 2), camera_y_); rom.WriteShort(entrance_xscroll + (entrance_id * 2), camera_x_); rom.WriteShort(entrance_cameraxtrigger + (entrance_id * 2), camera_trigger_x_); rom.WriteShort(entrance_cameraytrigger + (entrance_id * 2), camera_trigger_y_); rom.WriteShort(entrance_exit + (entrance_id * 2), exit_); rom.Write(entrance_blockset + entrance_id, (uint8_t)(blockset_ & 0xFF)); rom.Write(entrance_music + entrance_id, (uint8_t)(music_ & 0xFF)); rom.Write(entrance_dungeon + entrance_id, (uint8_t)(dungeon_id_ & 0xFF)); rom.Write(entrance_door + entrance_id, (uint8_t)(door_ & 0xFF)); rom.Write(entrance_floor + entrance_id, (uint8_t)(floor_ & 0xFF)); rom.Write(entrance_ladderbg + entrance_id, (uint8_t)(ladder_bg_ & 0xFF)); rom.Write(entrance_scrolling + entrance_id, (uint8_t)(scrolling_ & 0xFF)); rom.Write(entrance_scrollquadrant + entrance_id, (uint8_t)(scroll_quadrant_ & 0xFF)); rom.Write(entrance_scrolledge + 0 + (entrance_id * 8), camera_boundary_qn_); rom.Write(entrance_scrolledge + 1 + (entrance_id * 8), camera_boundary_fn_); rom.Write(entrance_scrolledge + 2 + (entrance_id * 8), camera_boundary_qs_); rom.Write(entrance_scrolledge + 3 + (entrance_id * 8), camera_boundary_fs_); rom.Write(entrance_scrolledge + 4 + (entrance_id * 8), camera_boundary_qw_); rom.Write(entrance_scrolledge + 5 + (entrance_id * 8), camera_boundary_fw_); rom.Write(entrance_scrolledge + 6 + (entrance_id * 8), camera_boundary_qe_); rom.Write(entrance_scrolledge + 7 + (entrance_id * 8), camera_boundary_fe_); } else { rom.WriteShort(startingentrance_room + (entrance_id * 2), room_); rom.WriteShort(startingentrance_yposition + (entrance_id * 2), y_position_); rom.WriteShort(startingentrance_xposition + (entrance_id * 2), x_position_); rom.WriteShort(startingentrance_yscroll + (entrance_id * 2), camera_y_); rom.WriteShort(startingentrance_xscroll + (entrance_id * 2), camera_x_); rom.WriteShort(startingentrance_cameraxtrigger + (entrance_id * 2), camera_trigger_x_); rom.WriteShort(startingentrance_cameraytrigger + (entrance_id * 2), camera_trigger_y_); rom.WriteShort(startingentrance_exit + (entrance_id * 2), exit_); rom.Write(startingentrance_blockset + entrance_id, (uint8_t)(blockset_ & 0xFF)); rom.Write(startingentrance_music + entrance_id, (uint8_t)(music_ & 0xFF)); rom.Write(startingentrance_dungeon + entrance_id, (uint8_t)(dungeon_id_ & 0xFF)); rom.Write(startingentrance_door + entrance_id, (uint8_t)(door_ & 0xFF)); rom.Write(startingentrance_floor + entrance_id, (uint8_t)(floor_ & 0xFF)); rom.Write(startingentrance_ladderbg + entrance_id, (uint8_t)(ladder_bg_ & 0xFF)); rom.Write(startingentrance_scrolling + entrance_id, (uint8_t)(scrolling_ & 0xFF)); rom.Write(startingentrance_scrollquadrant + entrance_id, (uint8_t)(scroll_quadrant_ & 0xFF)); rom.Write(startingentrance_scrolledge + 0 + (entrance_id * 8), camera_boundary_qn_); rom.Write(startingentrance_scrolledge + 1 + (entrance_id * 8), camera_boundary_fn_); rom.Write(startingentrance_scrolledge + 2 + (entrance_id * 8), camera_boundary_qs_); rom.Write(startingentrance_scrolledge + 3 + (entrance_id * 8), camera_boundary_fs_); rom.Write(startingentrance_scrolledge + 4 + (entrance_id * 8), camera_boundary_qw_); rom.Write(startingentrance_scrolledge + 5 + (entrance_id * 8), camera_boundary_fw_); rom.Write(startingentrance_scrolledge + 6 + (entrance_id * 8), camera_boundary_qe_); rom.Write(startingentrance_scrolledge + 7 + (entrance_id * 8), camera_boundary_fe_); } } uint16_t entrance_id_; uint16_t x_position_; uint16_t y_position_; uint16_t camera_x_; uint16_t camera_y_; uint16_t camera_trigger_x_; uint16_t camera_trigger_y_; int16_t room_; uint8_t blockset_; uint8_t floor_; uint8_t dungeon_id_; uint8_t ladder_bg_; uint8_t scrolling_; uint8_t scroll_quadrant_; int16_t exit_; uint8_t music_; uint8_t door_; uint8_t camera_boundary_qn_; uint8_t camera_boundary_fn_; uint8_t camera_boundary_qs_; uint8_t camera_boundary_fs_; uint8_t camera_boundary_qw_; uint8_t camera_boundary_fw_; uint8_t camera_boundary_qe_; uint8_t camera_boundary_fe_; }; } // namespace dungeon } // namespace zelda3 } // namespace app } // namespace yaze #endif // YAZE_APP_ZELDA3_DUNGEON_ROOM_ENTRANCE_H