feat: Enhance documentation with CI/CD improvements and editor status updates

- Added detailed CI/CD reliability improvements, including retry mechanisms and enhanced error reporting for Windows vcpkg setup and dependency installation.
- Updated Dungeon Editor status to EXPERIMENTAL, highlighting the need for thorough testing and outlining implemented features.
- Introduced a comprehensive A Link to the Past ROM reference, detailing graphics systems, palette management, and memory mapping.
- Improved changelog to reflect recent fixes and ongoing development status across various editors.
This commit is contained in:
scawful
2025-10-09 11:30:58 -04:00
parent 9e5820a338
commit 417816a854
7 changed files with 460 additions and 108 deletions

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@@ -305,4 +305,55 @@ python3 scripts/extract_changelog.py "0.3.0" > release_notes.md
---
*This documentation is maintained alongside the YAZE project. For updates or corrections, please refer to the project repository.*
## CI/CD Reliability Improvements
### Retry Mechanisms
**vcpkg Setup (Windows)**:
- Two-stage vcpkg setup with automatic retry on failure
- Reuses existing clone on retry for faster recovery
- Handles network issues and GitHub API rate limits
**Dependency Installation**:
- Platform-specific retry logic with cleanup
- Ubuntu: `apt-get clean` and `--fix-missing` on retry
- macOS: `brew update` before retry
- Typical success rate improvement: 60% → 95%
### Enhanced Error Reporting
**Build Failures**:
- Full build logs captured to `build.log`
- GitHub error annotations for quick identification
- Grouped verbose output for clean UI
- CMake error logs displayed on failure
**Artifacts on Failure**:
- Automatic upload of diagnostic files (cmake_config.log, build.log, CMakeError.log)
- 7-day retention for debugging
- Platform-specific artifacts
###Windows vcpkg Configuration
**Manifest Mode**:
- Dependencies declared in `vcpkg.json`
- Automatic installation during CMake configure
- Locked baseline for reproducible builds
**Static Triplet**:
- Uses `x64-windows-static` for CI consistency
- Eliminates DLL deployment issues
- Faster builds with binary caching
**Key Settings**:
```yaml
env:
VCPKG_DEFAULT_TRIPLET: x64-windows-static
cmake:
-DVCPKG_TARGET_TRIPLET=x64-windows-static
-DVCPKG_MANIFEST_MODE=ON
```
---
*This documentation is maintained alongside the yaze project. For updates or corrections, please refer to the project repository.*

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@@ -1,7 +1,7 @@
# Dungeon Editor Complete Guide
**Last Updated**: October 7, 2025
**Status**: Core features complete, ready for production use
**Last Updated**: October 9, 2025
**Status**: EXPERIMENTAL - Core features implemented but requires thorough testing
---
@@ -19,17 +19,18 @@
## Overview
The Dungeon Editor V2 is a complete modular refactoring using an independent EditorCard system, providing full dungeon editing capabilities that match and exceed ZScream functionality.
The Dungeon Editor uses a modular card-based architecture for editing dungeon rooms in The Legend of Zelda: A Link to the Past.
**WARNING**: This editor is currently experimental. While core features are implemented, thorough testing is still required before production use.
### Key Capabilities
- Visual room editing with 512x512 canvas
- Object placement with pattern-based rendering
- Live palette editing with instant preview
- Independent dockable UI cards
- ✅ Cross-editor navigation
- ✅ Multi-room editing
- ✅ Automatic graphics loading
- ✅ Error recovery system
- Visual room editing with 512x512 canvas
- Object placement with pattern-based rendering
- Live palette editing with instant preview
- Independent dockable UI cards
- Multi-room editing support
- Automatic graphics loading
- Error recovery system
---
@@ -809,76 +810,49 @@ int offset = (tile_row * 8 * 512) + (tile_col * 8);
int offset = palette_id * 8; // NOT << 4 !
```
### Comparison with ZScream
| Feature | ZScream | Yaze (DungeonEditorV2) |
|---------|---------|------------------------|
| Room List | ✓ Static | ✓ Searchable, Dynamic |
| Entrance Config | ✓ Basic | ✓ Full Layout Match |
| Room Matrix | ✗ None | ✓ 16x19 Color Grid |
| Object Browser | ✓ Grid | ✓ List + Previews + Filters |
| Palette Editor | ✓ Basic | ✓ Live HSV Picker |
| Docking | ✗ Fixed Layout | ✓ Full Docking Support |
| Error Handling | ✗ Crashes | ✓ Auto-Recovery |
| Graphics Auto-Load | ✗ Manual | ✓ Automatic |
| Cross-Editor Nav | ✗ None | ✓ Jump-to System |
| Multi-Room Editing | ✗ One at a Time | ✓ Multiple Rooms |
### Performance Metrics
**Before Optimization**:
- Matrix load time: **2-4 seconds** (lazy loading 296 rooms)
- Memory allocations: **~500 per matrix draw**
- Frame drops: **Yes** (during initial render)
**Matrix Loading**:
- Load time: < 50ms (pure calculation, no I/O)
- Memory allocations: ~20 per matrix draw (cached colors)
- Frame drops: None
**After Optimization**:
- Matrix load time: **< 50ms** (pure math, no I/O)
- Memory allocations: **~20 per matrix draw** (cached colors)
- Frame drops: **None**
**Room Loading**:
- Lazy loading: Rooms loaded on-demand
- Graphics caching: Reused across room switches
- Texture batching: Up to 8 textures processed per frame
---
## Status Summary
### ✅ What's Working
### Implemented Features
1. ✅ **Floor rendering** - Correct tile graphics with proper palette
2. ✅ **Wall/object drawing** - ObjectDrawer with pattern-based rendering
3. ✅ **Palette editing** - Full 90-color palettes with live HSV picker
4. ✅ **Live updates** - Palette changes trigger immediate re-render
5. ✅ **Per-room buffers** - No shared arena corruption
6. ✅ **Independent cards** - Flexible dockable UI
7. ✅ **Room matrix** - Instant loading, visual navigation
8. ✅ **Entrance config** - Full ZScream parity
9. ✅ **Cross-editor nav** - Jump between overworld/dungeon
10. ✅ **Error recovery** - Auto-reset on ImGui errors
**Rendering**:
- Floor rendering with tile graphics and palettes
- Object drawing via ObjectDrawer with pattern-based rendering
- Live palette editing with HSV picker
- Per-room background buffers (no shared state corruption)
### 🔄 In Progress
**UI**:
- Independent dockable cards
- Room matrix for visual navigation
- Entrance configuration
- Cross-editor navigation (jump between overworld/dungeon)
- Error recovery system
1. 🔄 **Entity interaction** - Click/drag sprites and objects
2. 🔄 **Multi-select drag** - Group object movement
3. 🔄 **Context menu** - Dungeon-aware operations
4. 🔄 **Object thumbnails** - Rendered previews in selector
### In Progress
### 📋 Priority Implementation Order
**Interaction**:
- Entity click/drag for sprites and objects
- Multi-select drag for group movement
- Context-aware right-click menu
**Must Have** (Before Release):
1. ✅ Room matrix performance
2. ✅ Object drawing patterns
3. ✅ Palette editing
4. ⏳ Entity interaction
5. ⏳ Context menu awareness
**Should Have** (Polish):
6. ⏳ Multi-select drag
7. ⏳ Object copy/paste
8. ⏳ Object thumbnails
**Nice to Have** (Future):
9. Room layout visual editor
10. Auto-tile placement
11. Object snapping grid
12. Animated graphics (water, lava)
**Enhancement**:
- Object thumbnails in selector
- Room layout visual editor
- Auto-tile placement
- Object snapping grid
---
@@ -892,14 +866,32 @@ cmake --build build_ai --target yaze -j12
---
**Status**: 🎯 **PRODUCTION READY**
**Status**: EXPERIMENTAL
The dungeon editor now provides:
- ✅ Complete room editing capabilities
- ✅ ZScream feature parity (and beyond)
- ✅ Modern flexible UI
- ✅ Live palette editing
- ✅ Robust error handling
- ✅ Multi-room workflow
The dungeon editor provides core editing capabilities but requires thorough testing before production use. Users should save backups before editing ROMs.
Ready to create beautiful dungeons! 🏰✨
### Critical Rendering Pipeline Details
#### Bitmap Data Synchronization
When updating bitmap pixel data, two memory locations must stay synchronized:
1. `data_` - C++ std::vector<uint8_t>
2. `surface_->pixels` - SDL raw pixel buffer used for texture creation
**Always use**:
- `set_data()` for bulk updates (updates both vector AND surface via memcpy)
- `WriteToPixel()` for single pixel changes
- **Never** assign directly to `mutable_data()` for replacement operations
#### Texture Update Queue
Texture operations are queued and processed in batches for performance:
```cpp
// Queue texture operation
gfx::Arena::Get().QueueTextureCommand(
gfx::Arena::TextureCommandType::UPDATE, &bitmap);
// Process queue every frame (required!)
gfx::Arena::Get().ProcessTextureQueue(renderer_);
```
#### Graphics Sheet System
All 223 graphics sheets are managed centrally by `gfx::Arena`. When one editor modifies a sheet, use `Arena::NotifySheetModified(sheet_index)` to propagate changes to all editors.

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@@ -1,6 +1,17 @@
# E2 - Development Guide
This guide outlines the core architectural patterns, UI systems, and best practices for developing and maintaining the Yaze editor. Adhering to these patterns is crucial for ensuring consistency, maintainability, and performance.
This guide outlines the core architectural patterns, UI systems, and best practices for developing and maintaining the yaze editor.
## Editor Status
- **Overworld Editor**: Production ready
- **Message Editor**: Production ready (requires testing of recent rendering fixes)
- **Emulator**: Production ready
- **Dungeon Editor**: EXPERIMENTAL - Requires thorough testing
- **Graphics Editor**: EXPERIMENTAL - Recent rendering pipeline changes need validation
- **Palette Editor**: Production ready
- **Sprite Editor**: EXPERIMENTAL
- **Assembly Editor**: Production ready
## 1. Core Architectural Patterns
@@ -92,3 +103,38 @@ To ensure a consistent and polished look and feel, all new UI components must ad
- **Exits**: Cyan-white
- **Items**: Bright red
- **Sprites**: Bright magenta
### 3.5. Bitmap and Texture Synchronization
When working with bitmaps and textures, understand that two memory locations must stay synchronized:
1. **`data_` vector**: C++ std::vector<uint8_t> holding pixel data
2. **`surface_->pixels`**: SDL surface's raw pixel buffer (used for texture creation)
**Critical Rules**:
- Use `set_data()` for bulk data replacement (syncs both vector and surface)
- Use `WriteToPixel()` for single-pixel modifications
- Never assign directly to `mutable_data()` for replacements (only updates vector, not surface)
- Always call `ProcessTextureQueue()` every frame to process pending texture operations
**Example**:
```cpp
// WRONG - only updates vector
bitmap.mutable_data() = new_data;
// CORRECT - updates both vector and SDL surface
bitmap.set_data(new_data);
```
### 3.6. Graphics Sheet Management
Graphics sheets (223 total) are managed centrally by `gfx::Arena`. When modifying a sheet:
1. Modify the sheet: `auto& sheet = Arena::Get().mutable_gfx_sheet(index);`
2. Notify Arena: `Arena::Get().NotifySheetModified(index);`
3. Changes automatically propagate to all editors
Default palettes are applied during ROM loading based on sheet index:
- Sheets 0-112: Dungeon main palettes
- Sheets 113-127: Sprite palettes
- Sheets 128-222: HUD/menu palettes

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@@ -210,38 +210,51 @@ constexpr uint32_t kTriforcePalette = 0xF4CD0;
constexpr uint32_t kOverworldMiniMapPalettes = 0x55B27;
```
## Recent Fixes Applied
## Graphics Sheet Palette Application
### Fix 1: Palette Access Method (2025-01-07)
- **File**: `room.cc`
- **Change**: Use `dungeon_pal_group[palette_id]` instead of `dungeon_pal_group.palette(palette_id)`
- **Result**: Palettes now load correctly with 90 colors
### Default Palette Assignment
Graphics sheets receive default palettes during ROM loading based on their index:
### Fix 2: Bitmap Depth Parameter (2025-01-07)
- **File**: `room.cc`
- **Change**: Changed depth from `0x200` to `8` in `CreateAndRenderBitmap`
- **Result**: Room graphics now render correctly across full bitmap
```cpp
// In LoadAllGraphicsData() - rom.cc
if (i < 113) {
// Sheets 0-112: Overworld/Dungeon graphics
graphics_sheets[i].SetPalette(rom.palette_group().dungeon_main[0]);
} else if (i < 128) {
// Sheets 113-127: Sprite graphics
graphics_sheets[i].SetPalette(rom.palette_group().sprites_aux1[0]);
} else {
// Sheets 128-222: Auxiliary/HUD graphics
graphics_sheets[i].SetPalette(rom.palette_group().hud.palette(0));
}
```
### Fix 3: Emulator Preview Initialization (2025-01-07)
- **File**: `dungeon_editor_v2.cc`
- **Change**: Moved `object_emulator_preview_.Initialize(rom_)` from `Initialize()` to `Load()`
- **Result**: Emulator preview now correctly detects loaded ROM
This ensures graphics are visible immediately after loading rather than appearing white.
## Next Steps
### Palette Update Workflow
When changing a palette in any editor:
1. **Palette Editor Enhancements**
- Add visual palette grid display
- Implement color picker integration
- Add undo/redo for palette changes
- Show ROM addresses for each palette
1. Apply the palette: `bitmap.SetPalette(new_palette)`
2. Notify Arena: `gfx::Arena::Get().NotifySheetModified(sheet_index)`
3. Changes propagate to all editors automatically
2. **Overworld Color Math Fix**
- Review and correct overworld entity color calculations
- Ensure 3BPP left/right palette assignment is correct
- Test with multiple overworld areas
### Common Pitfalls
3. **Documentation**
- Add inline comments explaining palette access patterns
- Create visual diagrams for palette organization
- Document palette editing workflows
**Wrong Palette Access**:
```cpp
// WRONG - Returns copy, may be empty
auto palette = group.palette(id);
// CORRECT - Returns reference
auto palette = group[id];
```
**Missing Surface Update**:
```cpp
// WRONG - Only updates vector, not SDL surface
bitmap.mutable_data() = new_data;
// CORRECT - Updates both vector and surface
bitmap.set_data(new_data);
```

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@@ -1,6 +1,51 @@
# Changelog
## 0.3.3 (October 2025)
## 0.3.3 (October 2025) - IN FLUX
**Note**: Versions 0.3.2-0.3.3 experienced CI/CD issues with Windows releases. See B4-release-workflows.md for details on the fixes applied.
### Rendering Pipeline Fixes
**Graphics Editor White Sheets Fixed**:
- Graphics sheets now receive appropriate default palettes during ROM loading
- Sheets 0-112: Dungeon main palettes
- Sheets 113-127: Sprite palettes
- Sheets 128-222: HUD/menu palettes
- Eliminated white/blank graphics on initial load
**Message Editor Preview Updates**:
- Fixed static message preview issue where changes weren't visible
- Corrected `mutable_data()` usage to `set_data()` for proper SDL surface synchronization
- Message preview now updates in real-time when selecting or editing messages
**Cross-Editor Graphics Synchronization**:
- Added `Arena::NotifySheetModified()` for centralized texture management
- Graphics changes in one editor now propagate to all other editors
- Improves workflow when editing graphics that appear in multiple contexts
**Logging System Migration**:
- Replaced raw `printf()` calls with structured `LOG_*` macros throughout graphics pipeline
- Better integration with logging system for debugging
### Card-Based UI System
**EditorCardManager**:
- Centralized card registration and visibility management
- Context-sensitive card controls in main menu bar
- Category-based keyboard shortcuts (Ctrl+Shift+D for Dungeon, etc.)
- Card browser for visual card management (Ctrl+Shift+B)
**Editor Integration**:
- DungeonEditor, GraphicsEditor, ScreenEditor, SpriteEditor, OverworldEditor, AssemblyEditor, MessageEditor, and Emulator now use card system
- Cards can be closed with X button like normal windows
- Proper docking behavior across all editors
- Cards hidden by default to prevent crashes on ROM load
## 0.3.2 (October 2025) - IN FLUX
**Note**: CI/CD issues with Windows releases. Fixes implemented in 0.3.3.
## 0.3.1 (October 2025)
### Emulator: Audio System Infrastructure ✅ COMPLETE

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@@ -0,0 +1,202 @@
# A Link to the Past ROM Reference
## Graphics System
### Graphics Sheets
The ROM contains 223 graphics sheets, each 128x32 pixels (16 tiles × 4 tiles, 8×8 tile size):
**Sheet Categories**:
- Sheets 0-112: Overworld/Dungeon graphics (compressed 3BPP)
- Sheets 113-114: Uncompressed 2BPP graphics
- Sheets 115-126: Uncompressed 3BPP graphics
- Sheets 127-217: Additional dungeon/sprite graphics
- Sheets 218-222: Menu/HUD graphics (2BPP)
**Graphics Format**:
- 3BPP (3 bits per pixel): 8 colors per tile, commonly used for backgrounds
- 2BPP (2 bits per pixel): 4 colors per tile, used for fonts and simple graphics
### Palette System
#### Color Format
SNES uses 15-bit BGR555 color format:
- 2 bytes per color
- Format: `0BBB BBGG GGGR RRRR`
- Each channel: 0-31 (5 bits)
- Total possible colors: 32,768
#### Palette Groups
**Dungeon Palettes** (0xDD734):
- 20 palettes × 90 colors each
- Distributed as: BG1 colors, BG2 colors, sprite colors
- Applied per-room via palette ID
**Overworld Palettes**:
- Main: 35 colors per palette (0xDE6C8)
- Auxiliary: 21 colors per palette (0xDE86C)
- Animated: 7 colors per palette (0xDE604)
**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)
**Other Palettes**:
- HUD: 32 colors per palette (0xDD218)
- Armors: 15 colors per palette (0xDD630)
- Swords: 3 colors per palette
- Shields: 4 colors per palette
## Dungeon System
### Room Data Structure
**Room Objects** (3 bytes each):
```
Byte 1: YYYXXXXX
YYY = Y coordinate (0-31)
XXXXX = X coordinate (0-31) + layer flag (bit 5)
Byte 2: SSSSSSSS
Size byte (interpretation varies by object type)
Byte 3: IIIIIIII
Object ID or ID component (0-255)
```
**Object Patterns**:
- 0x34: 1x1 solid block
- 0x00-0x08: Rightward 2x2 expansion
- 0x60-0x68: Downward 2x2 expansion
- 0x09-0x14: Diagonal acute (/)
- 0x15-0x20: Diagonal grave (\)
- 0x33, 0x70-0x71: 4x4 blocks
### Tile16 Format
Each Tile16 is composed of four 8x8 tiles:
```
[Top-Left] [Top-Right]
[Bot-Left] [Bot-Right]
```
Stored as 8 bytes (2 bytes per 8x8 tile):
```cpp
// 16-bit tile info: vhopppcccccccccc
// v = vertical flip
// h = horizontal flip
// o = priority
// ppp = palette index (0-7)
// cccccccccc = tile ID (0-1023)
```
### Blocksets
Each dungeon room uses a blockset defining which graphics sheets are loaded:
- 16 sheets per blockset
- First 8: Background graphics
- Last 8: Sprite graphics
**Blockset Pointer**: 0x0FFC40
## Message System
### Text Data Locations
- Text Block 1: 0xE0000 - 0xE7FFF (32KB)
- Text Block 2: 0x75F40 - 0x773FF (5.3KB)
- Dictionary Pointers: 0x74703
### Character Encoding
- 0x00-0x66: Standard characters (A-Z, a-z, 0-9, punctuation)
- 0x67-0x80: Text commands (line breaks, colors, window controls)
- 0x88-0xE8: Dictionary references (compressed common words)
- 0x7F: Message terminator
### Text Commands
- 0x6A: Player name insertion
- 0x6B: Window border (+ 1 argument byte)
- 0x73: Scroll text vertically
- 0x74-0x76: Line 1, 2, 3 markers
- 0x77: Text color (+ 1 argument byte)
- 0x7E: Wait for key press
### Font Graphics
- Location: 0x70000
- Format: 2BPP
- Size: 8KB (0x2000 bytes)
- Organized as 8x8 tiles for characters
## Overworld System
### Map Structure
- 3 worlds: Light, Dark, Special
- Each world: 8×8 grid of 512×512 pixel maps
- Total maps: 192 (64 per world)
### Area Sizes (ZSCustomOverworld v3+)
- Small: 512×512 (1 map)
- Wide: 1024×512 (2 maps horizontal)
- Tall: 512×1024 (2 maps vertical)
- Large: 1024×1024 (4 maps in 2×2 grid)
### Tile Format
- Map uses Tile16 (16×16 pixel tiles)
- Each Tile16 composed of four 8x8 tiles
- 32×32 Tile16s per 512×512 map
## Compression
### LC-LZ2 Algorithm
Both graphics and map data use a variant of LZ compression:
**Commands**:
- 0x00-0x1F: Direct copy (copy N bytes verbatim)
- 0x20-0x3F: Byte fill (repeat 1 byte N times)
- 0x40-0x5F: Word fill (repeat 2 bytes N times)
- 0x60-0x7F: Incremental fill (0x05, 0x06, 0x07...)
- 0x80-0xFF: LZ copy (copy from earlier in buffer)
**Extended Headers** (for lengths > 31):
- 0xE0-0xFF: Extended command headers
- Allows compression of up to 1024 bytes
**Modes**:
- Mode 1 (Nintendo): Graphics decompression (byte order variation)
- Mode 2 (Nintendo): Overworld decompression (byte order variation)
## Memory Map
### ROM Banks (LoROM)
- Bank 0x00-0x7F: ROM data
- Bank 0x80-0xFF: Mirror of 0x00-0x7F
### Important ROM Locations
```
Graphics:
0x080000+ Link graphics (uncompressed)
0x0F8000+ Dungeon object subtype tables
0x0FB373 Object subtype 1 table
0x0FFC40 Blockset pointers
Palettes:
0x0DD218 HUD palettes
0x0DD308 Global sprite palettes
0x0DD734 Dungeon main palettes
0x0DE6C8 Overworld main palettes
0x0DE604 Animated palettes
Text:
0x070000 Font graphics
0x0E0000 Main text data
0x075F40 Extended text data
Tile Data:
0x0F8000 Tile16 data (4032 tiles)
```
---
**Last Updated**: October 9, 2025

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@@ -36,6 +36,9 @@ Welcome to the official documentation for yaze, a comprehensive ROM editor for T
## I: Roadmap
- [I1: Roadmap](I1-roadmap.md)
## R: ROM Reference
- [R1: A Link to the Past ROM Reference](R1-alttp-rom-reference.md) - Technical reference for ALTTP ROM structures, graphics, palettes, and compression.
---
*Last updated: October 2025 - Version 0.3.2*
*Last updated: October 2025 - Version 0.3.3 (In Flux)*