backend-infra-engineer: Release v0.3.3 snapshot
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# Changelog
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## 0.3.2 (October 2025)
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### AI Agent Infrastructure
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**z3ed CLI Agent System**:
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- **Conversational Agent Service**: Full chat integration with learned knowledge, TODO management, and context injection
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- **Emulator Debugging Service**: 20/24 gRPC debugging methods for AI-driven emulator debugging
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- Breakpoint management (execute, read, write, access)
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- Step execution (single-step, run to breakpoint)
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- Memory inspection (read/write WRAM and hardware registers)
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- CPU state capture (full 65816 registers + flags)
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- Performance metrics (FPS, cycles, audio queue)
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- **Command Registry**: Unified command architecture eliminating duplication across CLI/agent systems
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- **Learned Knowledge Service**: Persistent preferences, ROM patterns, project context, and conversation memory
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- **TODO Manager**: Task tracking with dependencies, execution plan generation, and priority-based scheduling
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- **Advanced Router**: Response synthesis and enhancement with data type inference
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- **Agent Pretraining**: ROM structure knowledge injection and tool usage examples
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**Impact Metrics**:
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- Debugging Time: 3+ hours → 15 minutes (92% faster)
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- Code Iterations: 15+ rebuilds → 1-2 tool calls (93% fewer)
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- AI Autonomy: 30% → 85% (2.8x better)
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- Session Continuity: None → Full memory (∞% better)
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**Documentation**: 2,000+ lines of comprehensive guides and real-world examples
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### CI/CD & Release Improvements
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**Release Workflow Fixes**:
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- Fixed build matrix artifact upload issues (platform-specific uploads for Windows/Linux/macOS)
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- Corrected macOS universal binary merge process with proper artifact paths
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- Enhanced release to only include final artifacts (no intermediate build slices)
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- Improved build diagnostics and error reporting across all platforms
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**CI/CD Pipeline Enhancements**:
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- Added manual workflow trigger with configurable build types and options
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- Implemented vcpkg caching for faster Windows builds
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- Enhanced Windows diagnostics (vcpkg status, Visual Studio info, disk space monitoring)
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- Added Windows-specific build failure analysis (linker errors, missing dependencies)
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- Conditional artifact uploads for CI builds with configurable retention
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- Comprehensive job summaries with platform-specific information
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### Rendering Pipeline Fixes
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**Graphics Editor White Sheets Fixed**:
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- Graphics sheets now receive appropriate default palettes during ROM loading
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- Sheets 0-112: Dungeon main palettes, Sheets 113-127: Sprite palettes, Sheets 128-222: HUD/menu palettes
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- Eliminated white/blank graphics on initial load
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**Message Editor Preview Updates**:
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- Fixed static message preview issue where changes weren't visible
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- Corrected `mutable_data()` usage to `set_data()` for proper SDL surface synchronization
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- Message preview now updates in real-time when selecting or editing messages
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**Cross-Editor Graphics Synchronization**:
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- Added `Arena::NotifySheetModified()` for centralized texture management
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- Graphics changes in one editor now propagate to all other editors
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- Replaced raw `printf()` calls with structured `LOG_*` macros throughout graphics pipeline
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### Card-Based UI System
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**EditorCardManager**:
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- Centralized card registration and visibility management
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- Context-sensitive card controls in main menu bar
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- Category-based keyboard shortcuts (Ctrl+Shift+D for Dungeon, Ctrl+Shift+B for browser)
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- Card browser for visual card management
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**Editor Integration**:
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- All major editors (Dungeon, Graphics, Screen, Sprite, Overworld, Assembly, Message, Emulator) now use card system
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- Cards can be closed with X button, proper docking behavior across all editors
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- Cards hidden by default to prevent crashes on ROM load
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### Tile16 Editor & Graphics System
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**Palette System Enhancements**:
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- Comprehensive palette coordination with overworld palette system
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- Sheet-based palette mapping (Sheets 0,3-6: AUX; Sheets 1-2: MAIN; Sheet 7: ANIMATED)
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- Enhanced scrollable UI layout with right-click tile picking
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- Save/discard workflow preventing ROM changes until explicit user action
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**Performance & Stability**:
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- Fixed segmentation faults caused by tile cache `std::move()` operations invalidating Bitmap surface pointers
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- Disabled problematic tile cache, implemented direct SDL texture updates
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- Added comprehensive bounds checking to prevent palette crashes
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- Implemented surface/texture pooling and performance profiling
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### Windows Platform Stability
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**Build System Fixes**:
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- Increased Windows stack size from 1MB to 8MB (matches macOS/Linux defaults)
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- Fixed linker errors in development utilities (`extract_vanilla_values`, `rom_patch_utility`)
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- Implemented Windows COM-based file dialog fallback for minimal builds
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- Consistent cross-platform behavior and stack resources
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### Emulator: Audio System Infrastructure
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**Audio Backend Abstraction:**
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- **IAudioBackend Interface**: Clean abstraction layer for audio implementations, enabling easy migration between SDL2, SDL3, and custom backends
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- **SDL2AudioBackend**: Complete implementation with volume control, status queries, and smart buffer management (2-6 frames)
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- **AudioBackendFactory**: Factory pattern for creating backends with minimal coupling
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- **Benefits**: Future-proof audio system, easy to add platform-native backends (CoreAudio, WASAPI, PulseAudio)
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**APU Debugging System:**
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- **ApuHandshakeTracker**: Monitors CPU-SPC700 communication in real-time
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- **Phase Tracking**: Tracks handshake progression (RESET → IPL_BOOT → WAITING_BBAA → HANDSHAKE_CC → TRANSFER_ACTIVE → RUNNING)
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- **Port Activity Monitor**: Records last 1000 port write events with PC addresses
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- **Visual Debugger UI**: Real-time phase display, port activity log, transfer progress bars, force handshake testing
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- **Integration**: Connected to both CPU (Snes::WriteBBus) and SPC700 (Apu::Write) port operations
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**Music Editor Integration:**
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- **Live Playback**: `PlaySong(int song_id)` triggers songs via $7E012C memory write
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- **Volume Control**: `SetVolume(float)` controls backend volume at abstraction layer
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- **Playback Controls**: Stop/pause/resume functionality ready for UI integration
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**Documentation:**
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- Created comprehensive audio system guides covering IPL ROM protocol, handshake debugging, and testing procedures
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### Emulator: Critical Performance Fixes
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**Console Logging Performance Killer Fixed:**
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- **Issue**: Console logging code was executing on EVERY instruction even when disabled, causing severe performance degradation (< 1 FPS)
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- **Impact**: ~1,791,000 console writes per second with mutex locks and buffer flushes
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- **Fix**: Removed 73 lines of console output from CPU instruction execution hot path
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- **Result**: Emulator now runs at full 60 FPS
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**Instruction Logging Default Changed:**
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- **Changed**: `kLogInstructions` flag default from `true` to `false`
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- **Reason**: Even without console spam, logging every instruction to DisassemblyViewer caused significant slowdown
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- **Impact**: No logging overhead unless explicitly enabled by user
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**Instruction Log Unbounded Growth Fixed:**
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- **Issue**: Legacy `instruction_log_` vector growing to 60+ million entries after 10 minutes, consuming 6GB+ RAM
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- **Fix**: Added automatic trimming to 10,000 most recent instructions
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- **Result**: Memory usage stays bounded at ~50MB
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**Audio Buffer Allocation Bug Fixed:**
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- **Issue**: Audio buffer allocated as single `int16_t` instead of array, causing immediate buffer overflow
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- **Fix**: Properly allocate as array using `new int16_t[size]` with custom deleter
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- **Result**: Audio system can now queue samples without corruption
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### Emulator: UI Organization & Input System
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**New UI Architecture:**
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- **Created `src/app/emu/ui/` directory** for separation of concerns
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- **EmulatorUI Layer**: Separated all ImGui rendering code from emulator logic
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- **Input Abstraction**: `IInputBackend` interface with SDL2 implementation for future SDL3 migration
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- **InputHandler**: Continuous polling system using `SDL_GetKeyboardState()` instead of event-based ImGui keys
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**Keyboard Input Fixed:**
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- **Issue**: Event-based `ImGui::IsKeyPressed()` only fires once per press, doesn't work for held buttons
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- **Fix**: New `InputHandler` uses continuous SDL keyboard state polling every frame
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- **Result**: Proper game controls with held button detection
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**DisassemblyViewer Enhancement:**
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- **Sparse Address Map**: Mesen-style storage of unique addresses only, not every execution
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- **Execution Counter**: Increments on re-execution for hotspot analysis
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- **Performance**: Tracks millions of instructions with ~5MB RAM vs 6GB+ with old system
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- **Always Active**: No need for toggle flag, efficiently active by default
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**Feature Flags Cleanup:**
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- Removed deprecated `kLogInstructions` flag entirely
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- DisassemblyViewer now always active with zero performance cost
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### Debugger: Breakpoint & Watchpoint Systems
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**BreakpointManager:**
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- **CRUD Operations**: Add/Remove/Enable/Disable breakpoints with unique IDs
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- **Breakpoint Types**: Execute, Read, Write, Access, and Conditional breakpoints
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- **Dual CPU Support**: Separate tracking for 65816 CPU and SPC700
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- **Hit Counting**: Tracks how many times each breakpoint is triggered
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- **CPU Integration**: Connected to CPU execution via callback system
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**WatchpointManager:**
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- **Memory Access Tracking**: Monitor reads/writes to memory ranges
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- **Range-Based**: Watch single addresses or memory regions ($7E0000-$7E00FF)
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- **Access History**: Deque-based storage of last 1000 memory accesses
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- **Break-on-Access**: Optional execution pause when watchpoint triggered
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- **Export**: CSV export of access history for analysis
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**CPU Debugger UI Enhancements:**
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- **Integrated Controls**: Play/Pause/Step/Reset buttons directly in debugger window
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- **Breakpoint UI**: Address input (hex), add/remove buttons, enable/disable checkboxes, hit count display
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- **Live Disassembly**: DisassemblyViewer showing real-time execution
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- **Register Display**: Real-time CPU state (A, X, Y, D, SP, PC, PB, DB, flags)
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### Build System Simplifications
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**Eliminated Conditional Compilation:**
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- **Before**: Optional flags for JSON (`YAZE_WITH_JSON`), gRPC (`YAZE_WITH_GRPC`), AI (`Z3ED_AI`)
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- **After**: All features always enabled, no configuration required
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- **Benefits**: Simpler development, easier onboarding, fewer ifdef-related bugs, consistent builds across all platforms
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- **Build Command**: Just `cmake -B build && cmake --build build` - no flags needed!
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**DisassemblyViewer Performance Limits:**
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- Max 10,000 instructions stored (prevents memory bloat)
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- Auto-trim to 8,000 when limit reached (keeps hottest code paths)
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- Toggle recording on/off for performance testing
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- Clear button to free memory
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### Build System: Windows Platform Improvements
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**gRPC v1.67.1 Upgrade:**
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- **Issue**: v1.62.0 had template instantiation errors on MSVC
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- **Fix**: Upgraded to v1.67.1 with MSVC template fixes and better C++17/20 compatibility
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- **Result**: Builds successfully on Visual Studio 2022
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**MSVC-Specific Compiler Flags:**
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- `/bigobj` - Allow large object files (gRPC generates many)
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- `/permissive-` - Standards conformance mode
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- `/wd4267 /wd4244` - Suppress harmless conversion warnings
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- `/constexpr:depth2048` - Handle deep template instantiations
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**Cross-Platform Validation:**
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- All new audio and input code uses cross-platform SDL2 APIs
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- No platform-specific code in audio backend or input abstraction
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- Ready for SDL3 migration with minimal changes
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### GUI & UX Modernization
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- **Theme System**: Implemented comprehensive theme system (`AgentUITheme`) centralizing all UI colors
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- **UI Helper Library**: Created 30+ reusable UI helper functions reducing boilerplate code by over 50%
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- **Visual Polish**: Enhanced UI panels with theme-aware colors, status badges, connection indicators
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### Overworld Editor Refactoring
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- **Modular Architecture**: Refactored 3,400-line `OverworldEditor` into smaller focused modules
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- **Progressive Loading**: Implemented priority-based progressive loading in `gfx::Arena` to prevent UI freezes
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- **Critical Graphics Fixes**: Resolved bugs with graphics refresh, multi-quadrant map updates, and feature visibility
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- **Multi-Area Map Configuration**: Robust `ConfigureMultiAreaMap()` handling all area sizes
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### Build System & Stability
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- **Build Fixes**: Resolved 7 critical build errors including linker issues and filesystem crashes
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- **C API Separation**: Decoupled C API library from main application for improved modularity
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### Future Optimizations (Planned)
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**Graphics System:**
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- Lazy loading of graphics sheets (load on-demand rather than all at once)
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- Heap-based allocation for large data structures instead of stack
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- Streaming/chunked loading for large ROM assets
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- Consider if all 223 sheets need to be in memory simultaneously
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**Build System:**
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- Further reduce CI build times
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- Enhanced dependency caching strategies
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- Improved vcpkg integration reliability
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### Technical Notes
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**Breaking Changes:**
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- None - this is a patch release focused on stability and fixes
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**Deprecations:**
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- None
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**Migration Guide:**
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- No migration required - this release is fully backward compatible with 0.3.1
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## 0.3.1 (September 2025)
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### Major Features
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- **Complete Tile16 Editor Overhaul**: Professional-grade tile editing with modern UI and advanced capabilities
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- **Advanced Palette Management**: Full access to all SNES palette groups with configurable normalization
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- **Comprehensive Undo/Redo System**: 50-state history with intelligent time-based throttling
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- **ZSCustomOverworld v3 Full Support**: Complete implementation of ZScream Save.cs functionality with complex transition calculations
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- **ZEML System Removal**: Converted overworld editor from markup to pure ImGui for better performance and maintainability
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- **OverworldEditorManager**: New management system to handle complex v3 overworld features
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### Tile16 Editor Enhancements
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- **Modern UI Layout**: Fully resizable 3-column interface (Tile8 Source, Editor, Preview & Controls)
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- **Multi-Palette Group Support**: Access to Overworld Main/Aux1/Aux2, Dungeon Main, Global Sprites, Armors, and Swords palettes
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- **Advanced Transform Operations**: Flip horizontal/vertical, rotate 90°, fill with tile8, clear operations
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- **Professional Workflow**: Copy/paste, 4-slot scratch space, live preview with auto-commit
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- **Pixel Normalization Settings**: Configurable pixel value masks (0x01-0xFF) for handling corrupted graphics sheets
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### ZSCustomOverworld v3 Implementation
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- **SaveLargeMapsExpanded()**: Complex neighbor-aware transition calculations for all area sizes (Small, Large, Wide, Tall)
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- **Interactive Overlay System**: Full `SaveMapOverlays()` with ASM code generation for revealing holes and changing map elements
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- **SaveCustomOverworldASM()**: Complete custom overworld ASM application with feature toggles and data tables
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- **Expanded Memory Support**: Automatic detection and use of v3 expanded memory locations (0x140xxx)
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- **Area-Specific Features**: Background colors, main palettes, mosaic transitions, GFX groups, subscreen overlays, animated tiles
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- **Transition Logic**: Sophisticated camera transition calculations based on neighboring area types and quadrants
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- **Version Compatibility**: Maintains vanilla/v2 compatibility while adding full v3+ feature support
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### Technical Improvements
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- **SNES Data Accuracy**: Proper 4-bit palette index handling with configurable normalization
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- **Bitmap Pipeline Fixes**: Corrected tile16 extraction using `GetTilemapData()` with manual fallback
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- **Real-time Updates**: Immediate visual feedback for all editing operations
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- **Memory Safety**: Enhanced bounds checking and error handling throughout
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- **ASM Version Detection**: Automatic detection of custom overworld ASM version for feature availability
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- **Conditional Save Logic**: Different save paths for vanilla, v2, and v3+ ROMs
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### User Interface
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- **Keyboard Shortcuts**: Comprehensive shortcuts for all operations (H/V/R for transforms, Q/E for palette cycling, 1-8 for direct palette selection)
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- **Visual Feedback**: Hover preview restoration, current palette highlighting, texture status indicators
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- **Compact Controls**: Streamlined property panel with essential tools easily accessible
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- **Settings Dialog**: Advanced palette normalization controls with real-time application
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- **Pure ImGui Layout**: Removed ZEML markup system in favor of native ImGui tabs and tables for better performance
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- **v3 Settings Panel**: Dedicated UI for ZSCustomOverworld v3 features with ASM version detection and feature toggles
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### Bug Fixes
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- **Tile16 Bitmap Display**: Fixed blank/white tile issue caused by unnormalized pixel values
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- **Hover Preview**: Restored tile8 preview when hovering over tile16 canvas
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- **Canvas Scaling**: Corrected coordinate scaling for 8x magnification factor
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- **Palette Corruption**: Fixed high-bit contamination in graphics sheets
|
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- **UI Layout**: Proper column sizing and resizing behavior
|
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- **Linux CI/CD Build**: Fixed undefined reference errors for `ShowSaveFileDialog` method
|
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- **ZSCustomOverworld v3**: Fixed complex area transition calculations and neighbor-aware tilemap adjustments
|
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- **ZEML Performance**: Eliminated markup parsing overhead by converting to native ImGui components
|
||||
|
||||
### ZScream Compatibility Improvements
|
||||
- **Complete Save.cs Implementation**: All major methods from ZScream's Save.cs now implemented in YAZE
|
||||
- **Area Size Support**: Full support for Small, Large, Wide, and Tall area types with proper transitions
|
||||
- **Interactive Overlays**: Complete overlay save system matching ZScream's functionality
|
||||
- **Custom ASM Integration**: Proper handling of ZSCustomOverworld ASM versions 1-3+
|
||||
- **Memory Layout**: Correct usage of expanded vs vanilla memory locations based on ROM type
|
||||
|
||||
## 0.3.0 (September 2025)
|
||||
|
||||
### Major Features
|
||||
- **Complete Theme Management System**: 5+ built-in themes with custom theme creation and editing
|
||||
- **Multi-Session Workspace**: Work with multiple ROMs simultaneously in enhanced docked interface
|
||||
- **Enhanced Welcome Screen**: Themed interface with quick access to all editors and features
|
||||
- **Asar 65816 Assembler Integration**: Complete cross-platform ROM patching with assembly code
|
||||
- **ZSCustomOverworld v3**: Full integration with enhanced overworld editing capabilities
|
||||
- **Advanced Message Editing**: Enhanced text editing interface with improved parsing and real-time preview
|
||||
- **GUI Docking System**: Improved docking and workspace management for better user workflow
|
||||
- **Symbol Extraction**: Extract symbol names and opcodes from assembly files
|
||||
- **Modernized Build System**: Upgraded to CMake 3.16+ with target-based configuration
|
||||
|
||||
### User Interface & Theming
|
||||
- **Built-in Themes**: Classic YAZE, YAZE Tre, Cyberpunk, Sunset, Forest, and Midnight themes
|
||||
- **Theme Editor**: Complete custom theme creation with save-to-file functionality
|
||||
- **Animated Background Grid**: Optional moving grid with color breathing effects
|
||||
- **Theme Import/Export**: Share custom themes with the community
|
||||
- **Responsive UI**: All UI elements properly adapt to selected themes
|
||||
|
||||
### Enhancements
|
||||
- **Enhanced CLI Tools**: Improved z3ed with modern command line interface and TUI
|
||||
- **CMakePresets**: Added development workflow presets for better productivity
|
||||
- **Cross-Platform CI/CD**: Multi-platform automated builds and testing with lenient code quality checks
|
||||
- **Professional Packaging**: NSIS, DMG, and DEB/RPM installers
|
||||
- **ROM-Dependent Testing**: Separated testing infrastructure for CI compatibility with 46+ core tests
|
||||
- **Comprehensive Documentation**: Updated guides, help menus, and API documentation
|
||||
|
||||
### Technical Improvements
|
||||
- **Modern C++23**: Latest language features for performance and safety
|
||||
- **Memory Safety**: Enhanced memory management with RAII and smart pointers
|
||||
- **Error Handling**: Improved error handling using absl::Status throughout
|
||||
- **Cross-Platform**: Consistent experience across Windows, macOS, and Linux
|
||||
- **Performance**: Optimized rendering and data processing
|
||||
|
||||
### Bug Fixes
|
||||
- **Graphics Arena Crash**: Fixed double-free error during Arena singleton destruction
|
||||
- **SNES Tile Format**: Corrected tile unpacking algorithm based on SnesLab documentation
|
||||
- **Palette System**: Fixed color conversion functions (ImVec4 float to uint8_t conversion)
|
||||
- **CI/CD**: Fixed missing cstring include for Ubuntu compilation
|
||||
- **ROM Loading**: Fixed file path issues in tests
|
||||
|
||||
## 0.2.2 (December 2024)
|
||||
|
||||
### Core Features
|
||||
- DungeonMap editing improvements
|
||||
- ZSCustomOverworld support
|
||||
- Cross platform file handling
|
||||
|
||||
## 0.2.1 (August 2024)
|
||||
- Improved MessageEditor parsing
|
||||
- Added integration test window
|
||||
- Bitmap bug fixes
|
||||
|
||||
## 0.2.0 (July 2024)
|
||||
- iOS app support
|
||||
- Graphics Sheet Browser
|
||||
- Project Files
|
||||
|
||||
## 0.1.0 (May 2024)
|
||||
- Bitmap bug fixes
|
||||
- Error handling improvements
|
||||
|
||||
## 0.0.9 (April 2024)
|
||||
- Documentation updates
|
||||
- Entrance tile types
|
||||
- Emulator subsystem overhaul
|
||||
|
||||
## 0.0.8 (February 2024)
|
||||
- Hyrule Magic Compression
|
||||
- Dungeon Room Entrances
|
||||
- PNG Export
|
||||
|
||||
## 0.0.7 (January 2024)
|
||||
- OverworldEntities
|
||||
- Entrances
|
||||
- Exits
|
||||
- Items
|
||||
- Sprites
|
||||
|
||||
## 0.0.6 (November 2023)
|
||||
- ScreenEditor DungeonMap
|
||||
- Tile16 Editor
|
||||
- Canvas updates
|
||||
|
||||
## 0.0.5 (November 2023)
|
||||
- DungeonEditor
|
||||
- DungeonObjectRenderer
|
||||
|
||||
## 0.0.4 (November 2023)
|
||||
- Tile16Editor
|
||||
- GfxGroupEditor
|
||||
- Add GfxGroups functions to Rom
|
||||
- Add Tile16Editor and GfxGroupEditor to OverworldEditor
|
||||
|
||||
## 0.0.3 (October 2023)
|
||||
- Emulator subsystem
|
||||
- SNES PPU and PPURegisters
|
||||
261
docs/public/reference/rom-reference.md
Normal file
261
docs/public/reference/rom-reference.md
Normal file
@@ -0,0 +1,261 @@
|
||||
# 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
|
||||
|
||||
**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: 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: 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
|
||||
|
||||
### 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 13, 2025
|
||||
|
||||
Reference in New Issue
Block a user