backend-infra-engineer: Post v0.3.9-hotfix7 snapshot (build cleanup)
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# Draw Routine Fixes - Phase 2
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## Status
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**Owner:** ai-dungeon-specialist
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**Created:** 2025-12-07
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**Status:** Partial Complete - Build Verified
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## Summary
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This document tracks fixes for specific dungeon object draw routines and outline sizing issues identified during testing. These issues complement the Phase 1 diagonal/edge/spacing fixes.
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## Issues to Fix
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### Issue 1: Block 0x5E Draw Routine Inverted
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**Object:** 0x5E (RoomDraw_RightwardsBlock2x2spaced2_1to16)
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**Problem:** Draw routine is inverted for the simple block pattern
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**ASM Reference:** bank_01.asm line 363
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**Fix Required:** Review tile ordering and column-major vs row-major layout
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### Issue 2: Vertical Pegs Wrong Outline Shape
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**Objects:** 0x95 (DownwardsPots2x2), 0x96 (DownwardsHammerPegs2x2)
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**Problem:** Selection outline shows 2x2 square but should be vertical single row (1 tile wide)
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**ASM Reference:** RoomDraw_DownwardsPots2x2_1to16, RoomDraw_DownwardsHammerPegs2x2_1to16
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**Analysis:** The pots/pegs are 2x2 objects that repeat vertically with 2-row spacing (0x100). However, user reports they should display as 1-tile-wide vertical strips. Need to verify actual drawn dimensions from ASM.
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**Fix Required:** Update dimension calculations in CalculateObjectDimensions and ObjectDimensionTable
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### Issue 3: Thick Rail Horizontal/Vertical Draw Issues
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**Objects:** 0x5D (RightwardsBigRail1x3), 0x88 (DownwardsBigRail3x1)
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**Problem:** Repeats far left edge rather than inner parts of the thick rail
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**ASM Reference:** RoomDraw_RightwardsBigRail1x3_1to16plus5, RoomDraw_DownwardsBigRail3x1_1to16plus5
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**Analysis:** ASM shows:
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- First draws a 2x2 block, then advances tile pointer by 8
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- Then draws middle section (1x3 tiles per iteration)
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- Finally draws end cap (2 tiles)
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**Fix Required:** Fix draw routine to draw: left cap → middle repeating → right cap
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### Issue 4: Large Decor Outline Too Small, Draw Routine Repeats Incorrectly
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**Problem:** Large decoration objects have outlines that are too small and draw routines that repeat when they shouldn't
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**Fix Required:** Identify specific objects and verify repetition count logic (size+1 vs size)
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### Issue 5: Ceiling 0xC0 Doesn't Draw Properly
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**Object:** 0xC0 (RoomDraw_4x4BlocksIn4x4SuperSquare)
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**Problem:** Object doesn't draw at all or draws incorrectly
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**ASM Reference:** bank_01.asm lines 1779-1831
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**Analysis:** Uses complex 4x4 super-square pattern with 8 buffer pointers ($BF through $D4). Draws 4x4 blocks in a grid pattern based on size parameters B2 and B4.
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**Fix Required:** Implement proper super-square drawing routine
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### Issue 6: 0xF99 Chest Outline Correct But Draw Routine Repeats
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**Object:** 0xF99 (RoomDraw_Chest - Type 3 chest)
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**Problem:** Outline is correct but draw routine repeats when it shouldn't
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**ASM Reference:** RoomDraw_Chest at bank_01.asm line 4707
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**Analysis:** Chest should only draw once (single 2x2 pattern), not repeat based on size
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**Fix Required:** Remove size-based repetition from chest draw routine
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### Issue 7: Pit Edges Outlines Too Thin
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**Problem:** Pit edge outlines shouldn't be single tile thin based on direction
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**Objects:** Various pit edge objects
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**Fix Required:** Update pit edge dimension calculations to include proper width based on direction
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### Issue 8: 0x3D Tall Torches Wrong Top Half Graphics
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**Object:** 0x3D (mapped to RoomDraw_RightwardsPillar2x4spaced4_1to16)
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**Problem:** Bottom half draws correctly but top half with fire draws pegs instead
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**ASM Reference:** bank_01.asm line 330 - uses RoomDraw_RightwardsPillar2x4spaced4_1to16 (same as 0x39)
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**Analysis:** Object 0x3D and 0x39 share the same draw routine but use different tile data. Need to verify tile data offset is correct.
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**Fix Required:** Verify tile data loading for 0x3D or create dedicated draw routine
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## Implementation Status
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### Completed Fixes
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1. **Block 0x5E** ✅ - Fixed tile ordering in DrawRightwardsBlock2x2spaced2_1to16 to use column-major order
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2. **Thick Rails 0x5D/0x88** ✅ - Rewrote DrawRightwardsBigRail and DrawDownwardsBigRail to correctly draw cap-middle-cap pattern
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3. **Chest 0xF99** ✅ - Fixed chest to draw single 2x2 pattern without size-based repetition
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4. **Large Decor 0xFEB** ✅ - Created Single4x4 routine (routine 113) - no repetition, correct 32x32 outline
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5. **Water Grate 0xFED** ✅ - Created Single4x3 routine (routine 114) - no repetition, correct 32x24 outline
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6. **Big Chest 0xFB1** ✅ - Mapped to Single4x3 routine (routine 114) - no repetition
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7. **Blue Rupees 0xF92** ✅ - Created DrawRupeeFloor routine (routine 115) - special 6x8 pattern with gaps
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### Pending Investigation
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8. **Rails 0x022** - Uses RoomDraw_RightwardsHasEdge1x1_1to16_plus3 - needs internal rail drawing
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9. **Ceiling 0xC0** - Draw4x4BlocksIn4x4SuperSquare may have tile loading issue
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10. **Vertical Pegs 0x95/0x96** - Current dimensions look correct. May be UI display issue.
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11. **Pit Edges** - Need specific object IDs to investigate
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12. **Torches 0x3D** - May be ROM tile data issue (verify data at 0x807A)
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## New Routines Added
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- Routine 113: DrawSingle4x4 - Single 4x4 block, no repetition
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- Routine 114: DrawSingle4x3 - Single 4x3 block, no repetition
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- Routine 115: DrawRupeeFloor - Special 6x8 pattern with gaps at rows 2 and 5
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## Files Modified
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- `src/zelda3/dungeon/object_drawer.cc`
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- `src/zelda3/dungeon/object_drawer.h`
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- `docs/internal/agents/draw_routine_fixes_phase2.md`
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