backend-infra-engineer: Post v0.3.9-hotfix7 snapshot (build cleanup)
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# Draw Routine Fixes - Handoff Document
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**Status:** Handoff
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**Owner:** draw-routine-engineer
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**Created:** 2025-12-07
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**Last Session:** 2025-12-07
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---
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## Summary
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This session made significant progress on dungeon object draw routines. Many fixes were completed, but some objects still have minor issues requiring further investigation.
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---
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## Completed Fixes ✅
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| Object ID | Name | Fix Applied |
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|-----------|------|-------------|
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| 0x5E | Block | Fixed column-major tile ordering |
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| 0x5D/0x88 | Thick Rails | Fixed cap-middle-cap pattern |
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| 0xF99 | Chest | Changed to DrawSingle2x2 (no size-based repeat) |
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| 0xFB1 | Big Chest | Changed to DrawSingle4x3 (no repeat) |
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| 0xF92 | Blue Rupees | Implemented DrawRupeeFloor per ASM (3x8 pattern) |
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| 0xFED | Water Grate | Changed to DrawSingle4x3 (no repeat) |
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| 0x3A | Wall Decors | Fixed spacing from 6 to 8 tiles |
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| 0x39/0x3D | Pillars | Fixed spacing from 6 to 4 tiles |
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| 0xFEB | Large Decor | Now 64x64 (4x4 tile16s = 8x8 tile8s) |
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| 0x138-0x13B | Spiral Stairs | Fixed to 4x3 pattern per ASM |
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| 0xC0/0xC2 | SuperSquare Ceilings | Dimensions now use size parameter |
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| 0xFE6 | Pit | Uses DrawActual4x4 (32x32, no repeat) |
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| 0x55-0x56 | Wall Torches | Fixed to 1x8 column with 12-tile spacing |
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| 0x22 | Small Rails | Now CORNER+MIDDLE*count+END pattern |
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| 0x23-0x2E | Carpet Trim | Now CORNER+MIDDLE*count+END pattern |
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---
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## Known Issues - Need Further Work ⚠️
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### 1. Horizontal vs Vertical Rails Asymmetry
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**Objects:** 0x22 (horizontal) vs vertical counterparts
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**Issue:** Horizontal rails now work with CORNER+MIDDLE+END pattern, but vertical rails may not be updated to match.
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**Files to check:**
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- `DrawDownwardsHasEdge1x1_*` routines
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- Look for routines mapped to 0x8A-0x8E (vertical equivalents)
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### 2. Diagonal Ceiling Outlines (0xA0-0xA3)
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**Issue:** Draw routine is correct (triangular fill), but outline dimensions still too large for selection purposes.
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**Current state:**
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- Draw: `count = (size & 0x0F) + 4`
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- Outline: `count = (size & 0x0F) + 2` (still too big)
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**Suggestion:** May need special handling in selection code rather than dimension calculation, since triangles only fill half the bounding box.
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### 3. Torch Object 0x3D
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**Issue:** Top half draws pegs instead of fire graphics.
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**Likely cause:** ROM tile data issue - tiles at offset 0x807A may be incorrect or tile loading is wrong.
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**Uses same routine as pillars (0x39).**
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### 4. Vertical Pegs 0x95/0x96
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**Issue:** Outline appears square (2x2) but should be vertical single row.
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**May be UI/selection display issue rather than draw routine.**
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---
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## Pending Tasks 📋
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### High Priority
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1. **0xDC Chest Platform** - Complex routine with multiple segments, not currently working
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2. **Staircases audit** - Objects 0x12D-0x137, 0x21B-0x221, 0x226-0x229, 0x233
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### Medium Priority
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3. **Vertical rail patterns** - Match horizontal rail fixes
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4. **Pit edges** - Need specific object IDs to investigate
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### Low Priority
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5. **Diagonal ceiling selection** - May need UI-level fix
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---
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## Key Formulas Reference
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### Size Calculations (from ASM)
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| Pattern | Formula |
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|---------|---------|
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| GetSize_1to16 | `count = (size & 0x0F) + 1` |
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| GetSize_1to16_timesA | `count = (size & 0x0F + 1) * A` |
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| GetSize_1to15or26 | `count = size; if 0, count = 26` |
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| GetSize_1to15or32 | `count = size; if 0, count = 32` |
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| SuperSquare | `size_x = (size & 0x0F) + 1; size_y = ((size >> 4) & 0x0F) + 1` |
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### Rail Pattern Structure
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```
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[CORNER tile 0] -> [MIDDLE tile 1 × count] -> [END tile 2]
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```
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### Tile Ordering
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Most routines use **COLUMN-MAJOR** order: tiles advance down each column, then right.
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---
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## Files Modified
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- `src/zelda3/dungeon/object_drawer.cc` - Main draw routines and mappings
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- `src/zelda3/dungeon/object_drawer.h` - Added DrawActual4x4 declaration
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- `src/zelda3/dungeon/draw_routines/special_routines.cc` - Spiral stairs fix
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- `docs/internal/agents/draw_routine_tracker.md` - Tracking document
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---
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## Testing Notes
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- Log file at `logs/dungeon-object-draw.log` shows object draw data
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- Most testing was done on limited room set - need broader room testing
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- Use grep on log file to find specific object draws: `grep "obj=0xXX" logs/dungeon-object-draw.log`
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---
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## Next Steps for Continuation
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1. Test the rail fixes in rooms with both horizontal and vertical rails
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2. Find and fix the vertical rail equivalents (likely routines 23-28 or similar)
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3. Investigate 0xDC chest platform ASM in detail
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4. Consider UI-level fix for diagonal ceiling selection bounds
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