backend-infra-engineer: Release v0.3.2 snapshot
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docs/F1-dungeon-editor-guide.md
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# F2: Dungeon Editor v2 - Complete Guide
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**Last Updated**: October 10, 2025
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**Related**: [E2-development-guide.md](E2-development-guide.md), [E5-debugging-guide.md](E5-debugging-guide.md)
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---
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## Overview
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The Dungeon Editor uses a modern card-based architecture (DungeonEditorV2) with self-contained room rendering. This guide covers the architecture, recent refactoring work, and next development steps.
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### Key Features
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- **Visual room editing** with 512x512 canvas per room
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- **Object position visualization** - Colored outlines by layer (Red/Green/Blue)
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- **Per-room settings** - Independent BG1/BG2 visibility and layer types
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- **Flexible docking** - EditorCard system for custom workspace layouts
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- **Self-contained rooms** - Each room owns its bitmaps and palettes
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- **Overworld integration** - Double-click entrances to open dungeon rooms
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---
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### Architecture Improvements
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1. **Room Buffers Decoupled** - No dependency on Arena graphics sheets
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2. **ObjectRenderer Removed** - Standardized on ObjectDrawer (~1000 lines deleted)
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3. **LoadGraphicsSheetsIntoArena Removed** - Using per-room graphics (~66 lines)
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4. **Old Tab System Removed** - EditorCard is the standard
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5. **Texture Atlas Infrastructure** - Future-proof stub created
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6. **Test Suite Cleaned** - Deleted 1270 lines of redundant tests
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### UI Improvements
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- Room ID in card title: `[003] Room Name`
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- Properties reorganized into clean 4-column table
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- Compact layer controls (1 row instead of 3)
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- Room graphics canvas height fixed (1025px → 257px)
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- Object count in status bar
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---
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## Architecture
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### Component Overview
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```
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DungeonEditorV2 (UI Layer)
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├─ Card-based UI system
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├─ Room window management
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├─ Component coordination
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└─ Lazy loading
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DungeonEditorSystem (Backend Layer)
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├─ Sprite/Item/Entrance/Door/Chest management
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├─ Undo/Redo functionality
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├─ Room properties management
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└─ Dungeon-wide operations
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Room (Data Layer)
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├─ Self-contained buffers (bg1_buffer_, bg2_buffer_)
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├─ Object storage (tile_objects_)
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├─ Graphics loading
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└─ Rendering pipeline
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```
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### Room Rendering Pipeline
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TODO: Update this to latest code.
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```
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1. LoadRoomGraphics(blockset)
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└─> Reads blocks[] from ROM
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└─> Loads blockset data → current_gfx16_
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2. LoadObjects()
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└─> Parses object data from ROM
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└─> Creates tile_objects_[]
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└─> SETS floor1_graphics_, floor2_graphics_ ← CRITICAL!
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3. RenderRoomGraphics() [SELF-CONTAINED]
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├─> DrawFloor(floor1_graphics_, floor2_graphics_)
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├─> DrawBackground(current_gfx16_)
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├─> SetPalette(full_90_color_dungeon_palette)
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├─> RenderObjectsToBackground()
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│ └─> ObjectDrawer::DrawObjectList()
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└─> QueueTextureCommand(UPDATE/CREATE)
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4. DrawRoomBackgroundLayers(room_id)
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└─> ProcessTextureQueue() → GPU textures
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└─> canvas_.DrawBitmap(bg1, bg2)
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5. DrawObjectPositionOutlines(room)
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└─> Colored rectangles by layer
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└─> Object ID labels
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```
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### Room Structure (Bottom to Top)
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Understanding ALTTP dungeon composition is critical:
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```
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Room Composition:
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├─ Room Layout (BASE LAYER - immovable)
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│ ├─ Walls (structural boundaries, 7 configurations of squares in 2x2 grid)
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│ ├─ Floors (walkable areas, repeated tile pattern set to BG1/BG2)
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├─ Layer 0 Objects (floor decorations, some walls)
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├─ Layer 1 Objects (chests, decorations)
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└─ Layer 2 Objects (stairs, transitions)
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Doors: Positioned at room edges to connect rooms
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```
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**Key Insight**: Layouts are immovable base structure. Objects are placed ON TOP and can be moved/edited. This allows for large rooms, 4-quadrant rooms, tall/wide rooms, etc.
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---
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## Next Development Steps
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### High Priority (Must Do)
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#### 1. Door Rendering at Room Edges
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**What**: Render doors with proper patterns at room connections
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**Pattern Reference**: ZScream's door drawing patterns
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**Implementation**:
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```cpp
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void DungeonCanvasViewer::DrawDoors(const zelda3::Room& room) {
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// Doors stored in room data
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// Position at room edges (North/South/East/West)
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// Use current_gfx16_ graphics data
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// TODO: Get door data from room.GetDoors() or similar
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// TODO: Use ObjectDrawer patterns for door graphics
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// TODO: Draw at interpolation points between rooms
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}
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```
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---
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#### 2. Object Name Labels from String Array
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**File**: `dungeon_canvas_viewer.cc:416` (DrawObjectPositionOutlines)
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**What**: Show real object names instead of just IDs
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**Implementation**:
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```cpp
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// Instead of:
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std::string label = absl::StrFormat("0x%02X", obj.id_);
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// Use:
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std::string object_name = GetObjectName(obj.id_);
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std::string label = absl::StrFormat("%s\n0x%02X", object_name.c_str(), obj.id_);
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// Helper function:
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std::string GetObjectName(int16_t object_id) {
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// TODO: Reference ZScream's object name arrays
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// TODO: Map object ID → name string
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// Example: 0x10 → "Wall (North)"
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return "Object";
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}
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```
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---
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#### 4. Fix Plus Button to Select Any Room
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**File**: `dungeon_editor_v2.cc:228` (DrawToolset)
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**Current Issue**: Opens Room 0x00 (Ganon) always
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**Fix**:
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```cpp
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if (toolbar.AddAction(ICON_MD_ADD, "Open Room")) {
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// Show room selector dialog instead of opening room 0
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show_room_selector_ = true;
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// Or: show room picker popup
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ImGui::OpenPopup("SelectRoomToOpen");
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}
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// Add popup:
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if (ImGui::BeginPopup("SelectRoomToOpen")) {
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static int selected_room = 0;
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ImGui::InputInt("Room ID", &selected_room);
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if (ImGui::Button("Open")) {
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OnRoomSelected(selected_room);
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ImGui::CloseCurrentPopup();
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}
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ImGui::EndPopup();
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}
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```
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---
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### Medium Priority (Should Do)
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#### 6. Fix InputHexByte +/- Button Events
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**File**: `src/app/gui/input.cc` (likely)
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**Issue**: Buttons don't respond to clicks
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**Investigation Needed**:
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- Check if button click events are being captured
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- Verify event logic matches working examples
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- Keep existing event style if it works elsewhere
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### Lower Priority (Nice to Have)
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#### 9. Move Backend Logic to DungeonEditorSystem
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**What**: Separate UI (V2) from data operations (System)
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**Migration**:
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- Sprite management → DungeonEditorSystem
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- Item management → DungeonEditorSystem
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- Entrance/Door/Chest → DungeonEditorSystem
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- Undo/Redo → DungeonEditorSystem
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**Result**: DungeonEditorV2 becomes pure UI coordinator
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---
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## Quick Start
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### Build & Run
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```bash
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cd /Users/scawful/Code/yaze
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cmake --preset mac-ai -B build_ai
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cmake --build build_ai --target yaze -j12
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# Run dungeon editor
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./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon
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# Open specific room
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./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon --cards="Room 0x00"
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```
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---
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## Testing & Verification
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### Debug Commands
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```bash
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# Verify floor values load correctly
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./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "floor1="
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# Expected: floor1=4, floor2=8 (NOT 0!)
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# Check object rendering
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./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "Drawing.*objects"
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# Check object drawing details
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./build_ai/bin/yaze.app/Contents/MacOS/yaze --rom_file=zelda3.sfc --editor=Dungeon 2>&1 | grep "Writing Tile16"
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```
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## Related Documentation
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- **E2-development-guide.md** - Core architectural patterns
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- **E5-debugging-guide.md** - Debugging workflows
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- **F1-dungeon-editor-guide.md** - Original dungeon guide (may be outdated)
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---
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**Last Updated**: October 10, 2025
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**Contributors**: Dungeon Editor Refactoring Session
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