Classes | Enumerations

Package Romulus.Nes

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.

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enum  ScreenViewCellType { Clipped, Full }
 

Represents the possible cell sizes in a ScreenViewManager.

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enum  SpriteAlign { Top, Bottom }
 

Specifies alignment for a sprite definition.

More...

Enumeration Type Documentation

Identifies the offset of 16k banks.

Enumerator:
x0000 

Specifies a bank offset.

x4000 

Specifies a bank offset.

x8000 

Specifies a bank offset.

xC000 

Specifies a bank offset.

x10000 

Specifies a bank offset.

x14000 

Specifies a bank offset.

x18000 

Specifies a bank offset.

x1C000 

Specifies a bank offset.

x20000 

Specifies a bank offset.

Identifies the offset of 32k banks.

Enumerator:
x0000 

Specifies a bank offset.

x8000 

Specifies a bank offset.

x10000 

Specifies a bank offset.

x18000 

Specifies a bank offset.

x20000 

Specifies a bank offset.

Enumerates possible highlight effects for objects in a ScreenControl.

Enumerator:
Invert 

The object is inverted.

Lighten 

The object is displayed using lighter colors.

LightenInvertBack 

The object is displayed using lighter colors on an inverted background.

InvertBack 

The object is displayed on an inverted background.

Represents the possible cell sizes in a ScreenViewManager.

Enumerator:
Clipped 

The screen viewports will only show a 256, 240 portion of the rendered screen. The last 16 pixels will be cropped.

Full 

The screen viewports will show a full 256, 256 image.

Specifies alignment for a sprite definition.

Enumerator:
Top 

Indicates sprites aligned at the top edge.

Bottom 

Indicates sprites aligned at the bottom edge.

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