refactor(docs): update editor status and welcome screen logic in documentation
- Revised the editor status section to reflect the current state of various editors, including stability notes and testing requirements. - Clarified the welcome screen visibility logic in the documentation, emphasizing its behavior when no ROM is loaded and the conditions for manual control. - Enhanced the overall structure and clarity of the development guide to better inform contributors about the project's status and UI management practices. Benefits: - Provides a clearer understanding of the current capabilities and testing needs of the editors. - Improves documentation accuracy regarding UI behavior, aiding developers in troubleshooting and feature implementation.
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# E2 - Development Guide
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This guide outlines the core architectural patterns, UI systems, and best practices for developing and maintaining the yaze editor.
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This guide summarizes the architecture and implementation standards used across the editor codebase.
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## Editor Status
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## Editor Status (October 2025)
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- **Overworld Editor**: Production ready
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- **Message Editor**: Production ready (requires testing of recent rendering fixes)
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- **Emulator**: Production ready
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- **Dungeon Editor**: EXPERIMENTAL - Requires thorough testing
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- **Graphics Editor**: EXPERIMENTAL - Recent rendering pipeline changes need validation
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- **Palette Editor**: Production ready
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- **Sprite Editor**: EXPERIMENTAL
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- **Assembly Editor**: Production ready
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| Editor | State | Notes |
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|-------------------|--------------|-------|
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| Overworld | Stable | Full feature set; continue regression testing after palette fixes. |
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| Message | Stable | Re-test rendering after recent palette work. |
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| Emulator | Stable | UI and core subsystems aligned with production builds. |
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| Palette | Stable | Serves as the source of truth for palette helpers. |
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| Assembly | Stable | No outstanding refactors. |
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| Dungeon | Experimental | Requires thorough manual coverage before release. |
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| Graphics | Experimental | Large rendering changes in flight; validate texture pipeline. |
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| Sprite | Experimental | UI patterns still migrating to the new card system. |
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### Screen Editor Progress (October 2025)
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### Screen Editor Notes
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- **Title screen**: Palette and graphics group loading work, but vanilla ROM
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tilemap parsing still fails. ZScream-format ROMs render correctly; the
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outstanding task is implementing a vanilla DMA parser so the welcome screen
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appears. Tile painting is blocked until the display bug is resolved.
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- **Overworld map**: Mode 7 tileset conversion, interleaved tilemap loading, and
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Light/Dark world palette switching all function. Painting and custom map
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import/export are stable; queue up tile painting enhancements when time
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permits.
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- **Dungeon map**: Map loading and palette rendering are in good shape. Add the
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tile painting workflow and ROM write-back to finish the feature.
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- **Title screen**: Vanilla ROM tilemap parsing remains broken. Implement a DMA
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parser and confirm the welcome screen renders before enabling painting.
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- **Overworld map**: Mode 7 tiling, palette switching, and custom map import/export are in place. The next milestone is faster tile painting.
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- **Dungeon map**: Rendering is wired up; tile painting and ROM write-back are still pending.
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## 1. Core Architectural Patterns
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