Classes | |
| class | Blitter |
| Specialized drawing class used to render NES screen images. More... | |
| class | BlitOperationScope |
| class | EmptyScreenView |
| Used to represent empty screens, for example, outside the bounds of a room. More... | |
| class | NameTableRenderer |
| Renders a name table to a bitmap. This class can be inherited to customize the renderer for a custom ScreenView. More... | |
| class | NesPalette |
| Lists the colors that the NES can display. | |
| struct | SinglePalette |
| Represents a 4-color palette. Can be ROM-backed (wraps and modifies ROM data) or independent. More... | |
| struct | CompositePalette |
| Represents a 16-color composite of four 4-color palettes. This acts as a complete background or sprite palette. More... | |
| class | PatternTable |
| Provides functions to load ROM graphic data into a System.Drawing.Bitmap. More... | |
| class | PatternTableRenderer |
| Creates a 128 x 128 pixel, 32-bit bitmap containing a pattern table with a specified palette, suitable to present in UI. More... | |
| struct | pCpu |
| Represents a 16-bit CPU pointer. More... | |
| struct | WisePtr |
| Represents a pointer bound to a specific 16k bank of RAM addresses and a specific 16k bank of ROM, for easy conversion between Ptr16 values and ROM offsets. READ REMARKS. More... | |
| struct | pUhRom |
| Represents on offset within an unheadered ROM. More... | |
| struct | pHRom |
| Represents an offset within a headered rom. More... | |
| class | PointerTable |
| References a pointer table in a ROM image. More... | |
| class | Rom |
| Represents a headered ROM. Contains the ROM image and provides utility methods for dealing with the ROM. More... | |
| class | ScreenView |
| Represents a screen within a ScreenViewport. More... | |
| class | OnPaintEventArgs |
| Event args used for the ScreenView painting events. More... | |
| class | ScreenViewManager |
| Manages the automatic creation and destruction of screen editors for a ScreenViewport. More... | |
| class | ScreenViewport |
| Windows Forms control that allows a user to scroll around large game areas. More... | |
| class | SmallNameTable |
| Represents a combined nametable and attribute large enough to hold a (256, 256) background. More... | |
| class | SmallExtendedNameTable-g |
| Represents a small name table with extra data of an arbitrary type for each individual tile. More... | |
| struct | TileEntry |
| Represents the tile index and attribute data for a single background tile. More... | |
| struct | ExtendedTileEntry-g |
| Represents the tile index, attribute data, and extra data for a single background tile. More... | |
| class | SpriteDef |
| Defines a set of tile sprites to be combined into a larger composite sprite. More... | |
| struct | SpriteTile |
| Defines an on-screen sprite. More... | |
Enumerations | |
| enum | Bank16 { x0000, x4000 = 0x4000, x8000 = 0x8000, xC000 = 0xc000, x10000 = 0x1000, x14000 = 0x14000, x18000 = 0x18000, x1C000 = 0x1c000, x20000 = 0x20000 } |
Identifies the offset of 16k banks. More... | |
| enum | Bank32 { x0000, x8000 = 0x8000, x10000 = 0x1000, x18000 = 0x18000, x20000 = 0x20000 } |
Identifies the offset of 32k banks. More... | |
| enum | HighlightEffect { Invert, Lighten, LightenInvertBack, InvertBack } |
Enumerates possible highlight effects for objects in a ScreenControl. More... | |
| enum | ScreenViewCellType { Clipped, Full } |
Represents the possible cell sizes in a ScreenViewManager. More... | |
| enum | SpriteAlign { Top, Bottom } |
Specifies alignment for a sprite definition. More... | |
| enum Romulus::Nes::Bank16 |
Identifies the offset of 16k banks.
| enum Romulus::Nes::Bank32 |
Enumerates possible highlight effects for objects in a ScreenControl.
Represents the possible cell sizes in a ScreenViewManager.
1.7.1