feat(docs): add comprehensive refactoring plans for test dashboard and zelda3 library

- Introduced detailed refactoring plans for the in-app test dashboard and the zelda3 library, addressing architectural issues and improving modularity.
- The test dashboard plan outlines a decoupled architecture, enhancing maintainability and build efficiency.
- The zelda3 library plan proposes a migration to a core shared library structure, improving incremental build times and clarifying domain boundaries.

Benefits:
- Enhances the overall structure and maintainability of the codebase.
- Facilitates future development and testing efforts by establishing clear architectural guidelines.
This commit is contained in:
scawful
2025-10-13 12:45:30 -04:00
parent defbdce4a2
commit 0e23da21dd
8 changed files with 619 additions and 227 deletions

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@@ -25,29 +25,88 @@ SNES uses 15-bit BGR555 color format:
- Each channel: 0-31 (5 bits)
- Total possible colors: 32,768
**Conversion Formulas:**
```cpp
// From BGR555 to RGB888 (0-255 range)
uint8_t red = (snes_color & 0x1F) * 8;
uint8_t green = ((snes_color >> 5) & 0x1F) * 8;
uint8_t blue = ((snes_color >> 10) & 0x1F) * 8;
// From RGB888 to BGR555
uint16_t snes_color = ((r / 8) & 0x1F) |
(((g / 8) & 0x1F) << 5) |
(((b / 8) & 0x1F) << 10);
```
#### 16-Color Row Structure
The SNES organizes palettes in **rows of 16 colors**:
- Each row starts with a **transparent color** at indices 0, 16, 32, 48, 64, etc.
- Palettes must respect these boundaries for proper display
- Multiple sub-palettes can share a row if they're 8 colors or less
#### Palette Groups
**Dungeon Palettes** (0xDD734):
- 20 palettes × 90 colors each
- Structure: 5 full rows (0-79) + 10 colors (80-89)
- Transparent at: indices 0, 16, 32, 48, 64
- Distributed as: BG1 colors, BG2 colors, sprite colors
- Applied per-room via palette ID
**Overworld Palettes**:
- Main: 35 colors per palette (0xDE6C8)
- Structure: 2 full rows (0-15, 16-31) + 3 colors (32-34)
- Transparent at: 0, 16
- Auxiliary: 21 colors per palette (0xDE86C)
- Structure: 1 full row (0-15) + 5 colors (16-20)
- Transparent at: 0
- Animated: 7 colors per palette (0xDE604)
- Overlay palette (no transparent)
**Sprite Palettes**:
- Global sprites: 60 colors (0xDD308)
- Auxiliary 1: 7 colors per palette (0xDD39E)
- Auxiliary 2: 7 colors per palette (0xDD446)
- Auxiliary 3: 7 colors per palette (0xDD4E0)
- Global sprites: 2 palettes of 60 colors each
- Light World: 0xDD218
- Dark World: 0xDD290
- Structure: 4 rows per set (0-15, 16-31, 32-47, 48-59)
- Transparent at: 0, 16, 32, 48
- Auxiliary 1: 12 palettes × 7 colors (0xDD39E)
- Auxiliary 2: 11 palettes × 7 colors (0xDD446)
- Auxiliary 3: 24 palettes × 7 colors (0xDD4E0)
- Note: Aux palettes store 7 colors; transparent added at runtime
**Other Palettes**:
- HUD: 32 colors per palette (0xDD218)
- Armors: 15 colors per palette (0xDD630)
- Swords: 3 colors per palette
- Shields: 4 colors per palette
- HUD: 2 palettes × 32 colors (0xDD218)
- Structure: 2 full rows (0-15, 16-31)
- Transparent at: 0, 16
- Armors: 5 palettes × 15 colors (0xDD630)
- 15 colors + transparent at runtime = full 16-color row
- Swords: 4 palettes × 3 colors (overlay, no transparent)
- Shields: 3 palettes × 4 colors (overlay, no transparent)
- Grass: 3 individual hardcoded colors (LW, DW, Special)
- 3D Objects: 2 palettes × 8 colors (Triforce, Crystal)
- Overworld Mini Map: 2 palettes × 128 colors
- Structure: 8 full rows (0-127)
- Transparent at: 0, 16, 32, 48, 64, 80, 96, 112
#### Palette Application to Graphics
**8-Color Sub-Palettes:**
- Index 0: Transparent (not rendered)
- Indices 1-7: Visible colors
- Each tile/sprite references a specific 8-color sub-palette
**Graphics Format:**
- 2BPP: 4 colors per tile (uses indices 0-3)
- 3BPP: 8 colors per tile (uses indices 0-7)
- 4BPP: 16 colors per tile (uses indices 0-15)
**Rendering Process:**
1. Load compressed graphics sheet from ROM
2. Decompress and convert to indexed pixels (values 0-7 for 3BPP)
3. Select appropriate palette group for room/area
4. Map pixel indices to actual colors from palette
5. Upload to GPU texture
## Dungeon System
@@ -198,5 +257,5 @@ Tile Data:
---
**Last Updated**: October 9, 2025
**Last Updated**: October 13, 2025