Fix Menu System issues: Journal tilemap, Ocarina selector, and input regression

- Fixed: Journal tilemap not updating by ensuring 5 (Palette/Refresh) flag is set in Menu_Journal and other submenus.
- Fixed: Ocarina menu not clearing main menu selector by realigning Menu_ItemCursorPositions to match Menu_AddressIndex, resolving a data mismatch.
- Fixed: Input entirely breaking in the menu (regression from previous commit) by reverting bash116 update flag from 3 back to 2, which seems to prevent VBlank timing issues.
- Updated Docs/GEMINI.md with recent debugging insights covering processor status mismatch, input polling, VRAM update flags, data table mismatches, and custom NMI handlers.
This commit is contained in:
scawful
2025-11-22 17:50:29 -05:00
parent 2b504d987f
commit 3ceab24c7c
4 changed files with 81 additions and 32 deletions

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@@ -399,6 +399,35 @@ For specific debugging scenarios:
### 5.5. Recent Debugging Insights
During recent development and bug-fixing tasks, several critical patterns and debugging insights have emerged:
- **Processor Status Mismatch (M/X flags) and BRK (`$00` opcode):**
- A common cause of crashes is calling a routine expecting a different processor mode (e.g., 16-bit Accumulator) than the current CPU state (e.g., 8-bit Accumulator).
- Specifically, if an `AND.w #$00FF` instruction is encountered while the A-register is in 8-bit mode (`SEP #$20` active), the assembler may generate `29 FF 00`. The CPU will execute `29 FF` (AND immediate byte), and then interpret the trailing `00` as a `BRK` instruction, leading to a crash.
- **Resolution:** Always explicitly set the processor state (`REP #$30` for 16-bit, `SEP #$30` for 8-bit) at the entry of routines that depend on a specific mode, and consider `PHP`/`PLP` for state preservation if the routine needs to temporarily change modes or be called from various contexts.
- **Input Polling Registers for Continuous Actions:**
- For features requiring continuous input (e.g., holding a button to navigate in a menu or turn pages), use the joypad register that tracks **all pressed buttons** (`$F2` / `JOY1B_ALL`).
- Avoid using registers that only signal **new button presses** (`$F6` / `JOY1B_NEW`), as these will only trigger an action for a single frame, making continuous interaction impossible.
- **Resolution:** Pair `$F2` checks with a delay timer (`$0207` in our context) to prevent rapid-fire actions.
- **VRAM Update Flags (`$0116`, `$15`, `$17`) for Menu Graphics:**
- The variable `$0116` acts as a crucial trigger for the vanilla NMI handler (`NMI_DoUpdates`) to perform VRAM updates. **Bit 0 of `$0116` must be set (`$01`, or part of `$21`, `$23`, `$25`, etc.)** for standard tilemap and OAM buffer uploads to occur. Values like `$22` (where bit 0 is clear) may be ignored by the vanilla NMI handler for general VRAM updates.
- The `$15` flag (often referred to as the Palette/Refresh flag) should often be set alongside `$17` (NMI module selection) to ensure consistent and complete VRAM refreshes, especially for full-screen updates.
- **Resolution:** When a menu state needs to update its tilemap or OAM visually, ensure `$0116` has bit 0 set, and consider setting `$15` for comprehensive refreshes.
- **Data Table Mismatches (Logical vs. Visual Indexing):**
- In UI-heavy features (like inventory or submenus), a misalignment between a table defining the *logical order* of items (e.g., `Menu_AddressIndex`) and a table defining their *visual positions* (e.g., `Menu_ItemCursorPositions`) can lead to subtle bugs.
- **Symptom:** A cursor might appear in the wrong place, or attempting to clear a cursor from one item might inadvertently clear another, resulting in visual artifacts.
- **Resolution:** Rigorously align item indices across all related data tables, ensuring a 1:1 mapping between logical item order and visual screen coordinates.
- **Custom NMI Handlers and Vanilla System Integration:**
- Be aware that extensive custom systems (like ZScream's overworld graphics streaming) may replace or heavily modify vanilla NMI routines. These custom handlers might be designed to process their *own* DMA requests and could potentially ignore standard vanilla flags (`$0116`, `$15`) or input registers.
- **Symptom:** Standard game elements (like menus) may fail to update graphics or respond to input if the custom NMI handler does not explicitly integrate or defer to the vanilla update logic.
- **Resolution:** If a custom NMI handler is in place, it must either pass control to the vanilla NMI handler when appropriate (e.g., when the game is in a menu state), or manually replicate the necessary vanilla update logic (e.g., checking `$0116` and initiating DMA for menu buffers).
## 6. Verification Policy
- **Bugs and Features:** Never mark a bug fix or feature implementation as `DONE` until it has been thoroughly tested and verified in an emulator. This ensures stability and prevents regressions.

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@@ -125,8 +125,8 @@ Menu_UploadRight:
JSR DrawLocationName
SEP #$30
LDA.b #$23 : STA.w $0116
LDA.b #$01 : STA.b $17
LDA.b #$22 : STA.w $0116
LDA.b #$01 : STA.b $17 : STA.b $15
INC.w $0200
RTS
}
@@ -154,7 +154,7 @@ Menu_UploadLeft:
;-----------------------
LDA.b #$22 : STA.w $0116
LDA.b #$01 : STA.b $17 : STA.b $15 ; added for palette
LDA.b #$01 : STA.b $17 : STA.b $15 : STA.b $15 ; added for palette
INC.w $0200
RTS
}
@@ -197,14 +197,17 @@ Menu_CheckForSpecialMenus:
LDA.b $F6 : BIT.b #$80 : BEQ +
STZ.w $020B
LDA.b #$0C : STA.w $0200 ; Magic Bag
JSR Menu_DeleteCursor ; Ensure cursor is deleted
SEC : RTS ; Return Carry Set
+
LDA.w $0202 : CMP.b #$0D : BNE ++
LDA.b $F6 : BIT.b #$80 : BEQ ++
LDA.b #$0D : STA.w $0200
LDA.b #$01 : STA.w CurrentSong ; Initialize song selection
JSR Menu_DeleteCursor
JSR Menu_DrawSongMenu
SEP #$30
JMP .exit
SEC : RTS ; Return Carry Set
++
LDA.w $0202 : CMP.b #$0E : BNE ++
LDA.b $F6 : BIT.b #$80 : BEQ ++
@@ -212,7 +215,7 @@ Menu_CheckForSpecialMenus:
JSR Menu_DeleteCursor
JSL Menu_DrawJournal
SEP #$30
JMP .exit
SEC : RTS ; Return Carry Set
++
LDA.b $F6 : BIT.b #$40 : BEQ +++
@@ -220,11 +223,10 @@ Menu_CheckForSpecialMenus:
JSR Menu_DrawRingBox
STZ.w $020B
LDA.b #$09 : STA.w $0200 ; Ring Box
JMP .exit
SEC : RTS ; Return Carry Set
+++
.exit
RTS
CLC : RTS ; Return Carry Clear
}
@@ -241,6 +243,7 @@ Menu_ItemScreen:
LSR : BCS .move_down
LSR : BCS .move_up
JSR Menu_CheckForSpecialMenus
BCS .exit ; Skip drawing cursor if submenu opened
.do_no_input
BRA .no_inputs
@@ -278,7 +281,7 @@ Menu_ItemScreen:
SEP #$20
.exit
LDA.b #$22 : STA.w $0116
LDA.b #$01 : STA.b $17
LDA.b #$01 : STA.b $17 : STA.b $15
RTS
}
@@ -511,7 +514,7 @@ Menu_InitiateScrollDown:
DEX : BNE .loop4
LDA.b #$24 : STA.w $0116
LDA.b #$01 : STA.b $17
LDA.b #$01 : STA.b $17 : STA.b $15
LDA.b #$08 : STA.w $0200
LDA.b #$12 : STA.w $012F ; play menu exit sound effect
@@ -572,7 +575,7 @@ Menu_MagicBag:
; Trigger VRAM tilemap upload
LDA.b #$22 : STA.w $0116
LDA.b #$01 : STA.b $17
LDA.b #$01 : STA.b $17 : STA.b $15
RTS
}
@@ -714,7 +717,7 @@ Menu_SongMenu:
SEP #$20
LDA.b #$22 : STA.w $0116
LDA.b #$01 : STA.b $17
LDA.b #$01 : STA.b $17 : STA.b $15
RTS
}
@@ -770,7 +773,7 @@ Menu_RingBox:
SEP #$20
LDA.b #$22 : STA.w $0116
LDA.b #$01 : STA.b $17
LDA.b #$01 : STA.b $17 : STA.b $15
RTS
}
@@ -857,7 +860,7 @@ Menu_Journal:
JSR Submenu_Return
LDA.b #$22 : STA.w $0116
LDA.b #$01 : STA.b $17
LDA.b #$01 : STA.b $17 : STA.b $15
RTS
}
@@ -866,7 +869,7 @@ Menu_SubmenuReturn:
STZ.w $0116 ; Clear VRAM flag to prevent partial upload
JSR Menu_RefreshInventoryScreen
LDA.b #$22 : STA.w $0116
LDA.b #$01 : STA.b $17 : STA.b $15
LDA.b #$01 : STA.b $17 : STA.b $15 : STA.b $15
LDA.b #$04 : STA.w $0200 ; Set state to Item Screen
RTS
}

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@@ -7,20 +7,32 @@
Journal_Handler:
{
PHB : PHK : PLB
; Check for L button press
LDA.b $F6 : BIT.b #$20 : BEQ .check_right
; Check timer
LDA.w $0207 : BEQ .process_input
DEC.w $0207
JMP .exit
.process_input
; Check for L button press (using F2 for continuous poll with timer)
LDA.b $F2 : BIT.b #$20 : BEQ .check_right
REP #$30
JSR Journal_PrevPage
JSL Menu_DrawJournal
BRA .draw_page
SEP #$30
LDA.b #$0A : STA.w $0207 ; Set delay
JMP .exit
.check_right
; Check for R button press
LDA.b $F6 : BIT.b #$10 : BEQ .draw_page
LDA.b $F2 : BIT.b #$10 : BEQ .exit
REP #$30
JSR Journal_NextPage
JSL Menu_DrawJournal
.draw_page
SEP #$30
LDA.b #$0A : STA.w $0207 ; Set delay
.exit
SEP #$30
PLB
RTL
@@ -250,6 +262,7 @@ Entry_MakuTree:
Menu_DrawJournal:
{
PHB : PHK : PLB
REP #$30
; Logic to choose background based on page number?
; For now just cycle them 1-2-3-1-2-3

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@@ -47,31 +47,35 @@ Menu_AddressIndex:
; =========================================================
Menu_ItemCursorPositions:
; Row 1
dw menu_offset(6,2) ; bow
dw menu_offset(6,5) ; boom
dw menu_offset(6,8) ; hookshot
dw menu_offset(6,12) ; bombs
dw menu_offset(6,15) ; deku mask
dw menu_offset(6,15) ; powder
dw menu_offset(6,18) ; bottle1
; Row 2
dw menu_offset(9,2) ; hammer
dw menu_offset(9,5) ; lamp
dw menu_offset(9,8) ; fire rod
dw menu_offset(9,12) ; ice rod
dw menu_offset(9,15) ; goron
dw menu_offset(9,15) ; mirror
dw menu_offset(9,18) ; bottle2
dw menu_offset(12,2) ; shovel
dw menu_offset(12,5) ; feather
; Row 3
dw menu_offset(12,2) ; ocarina
dw menu_offset(12,5) ; book
dw menu_offset(12,8) ; somaria
dw menu_offset(12,12) ; byrna / fishing rod
dw menu_offset(12,15) ; bunny hood
dw menu_offset(12,12) ; fishing
dw menu_offset(12,15) ; feather
dw menu_offset(12,18) ; bottle3
dw menu_offset(15,2) ; powder
dw menu_offset(15,5) ; book
dw menu_offset(15,8) ; flute
dw menu_offset(15,12) ; mirror
; Row 4
dw menu_offset(15,2) ; deku mask
dw menu_offset(15,5) ; zora mask
dw menu_offset(15,8) ; wolf mask
dw menu_offset(15,12) ; bunny hood
dw menu_offset(15,15) ; stone mask
dw menu_offset(15,18) ; bottle4