backend-infra-engineer: Post v0.3.9-hotfix7 snapshot (build cleanup)

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scawful
2025-12-22 00:20:49 +00:00
parent 2934c82b75
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1259 changed files with 239160 additions and 43801 deletions

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# Handoff: Dungeon Object Rendering Investigation
**Date**: 2025-11-26
**Status**: Fixes applied, awaiting user testing verification
**Plan File**: `/Users/scawful/.claude/plans/lexical-painting-tulip.md`
---
## Context
User reported that dungeon object rendering "still doesn't look right" after previous fixes. Investigation revealed a palette index out-of-bounds bug and UI accessibility issues with the emulator preview.
## Fixes Applied This Session
### 1. Palette Index Clamping (`src/zelda3/dungeon/object_drawer.cc:1091-1099`)
**Problem**: Tiles using palette indices 6-7 caused out-of-bounds color access.
- Dungeon palettes have 90 colors = 6 sub-palettes × 15 colors each (indices 0-5)
- SNES tilemaps allow palette 0-7, but palette 7 → offset 105 > 90 colors
**Fix**:
```cpp
uint8_t pal = tile_info.palette_ & 0x07;
if (pal > 5) {
pal = pal % 6; // Wrap palettes 6,7 to 0,1
}
uint8_t palette_offset = pal * 15;
```
### 2. Emulator Preview UI Accessibility
**Problem**: User said "emulator object render preview is difficult to access in the UI" - was buried in Object Editor → Preview tab → Enable checkbox.
**Fix**: Added standalone card registration:
- `src/app/editor/dungeon/dungeon_editor_v2.h`: Added `show_emulator_preview_` flag
- `src/app/editor/dungeon/dungeon_editor_v2.cc`: Registered "SNES Object Preview" card (priority 65, shortcut Ctrl+Shift+V)
- `src/app/gui/widgets/dungeon_object_emulator_preview.h`: Added `set_visible()` / `is_visible()` methods
## Previous Fixes (Same Investigation)
1. **Dirty flag bug** (`room.cc`): `graphics_dirty_` was cleared before use for floor/bg draw logic. Fixed with `was_graphics_dirty` capture pattern.
2. **Incorrect floor mappings** (`object_drawer.cc`): Removed mappings for objects 0x0C3-0x0CA, 0x0DF to routine 19 (tile count mismatch).
3. **BothBG routines** (`object_drawer.cc`): Routines 3, 9, 17, 18 now draw to both bg1 and bg2.
## Files Modified
```
src/zelda3/dungeon/object_drawer.cc # Palette clamping, BothBG fix, floor mappings
src/zelda3/dungeon/room.cc # Dirty flag bug fix
src/app/editor/dungeon/dungeon_editor_v2.cc # Emulator preview card registration
src/app/editor/dungeon/dungeon_editor_v2.h # show_emulator_preview_ flag
src/app/gui/widgets/dungeon_object_emulator_preview.h # Visibility methods
```
## Awaiting User Verification
User explicitly stated: "Let's look deeper into this and not claim these phases are complete without me saying so"
**Testing needed**:
1. Do objects with palette 6-7 now render correctly?
2. Is the "SNES Object Preview" card accessible from View menu?
3. Does dungeon rendering look correct overall?
## Related Documentation
- Master plan: `docs/internal/plans/dungeon-object-rendering-master-plan.md`
- Handler analysis: `docs/internal/alttp-object-handlers.md`
- Phase plan: `/Users/scawful/.claude/plans/lexical-painting-tulip.md`
## If Issues Persist
Investigate these areas:
1. **Graphics sheet loading** - Verify 8BPP data is being read correctly
2. **Tile ID calculation** - Check if tile IDs are being parsed correctly from ROM
3. **Object-to-routine mapping** - Many objects still unmapped (only ~24% coverage)
4. **Draw routine implementations** - Some routines may have incorrect tile patterns
## Build Status
Build successful: `cmake --build build --target yaze -j8`