imgui-frontend-engineer: update docs and plans

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scawful
2025-12-28 10:51:31 -06:00
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commit 8d011bf094
9 changed files with 331 additions and 13 deletions

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**STOP:** Before posting, verify your **Agent ID** in [personas.md](personas.md). Use only canonical IDs.
**Guidelines:** Keep entries concise (<=5 lines). Archive completed work weekly. Target <=40 active entries.
### 2025-12-26 imgui-frontend-engineer Mobile layout + nav pass
- TASK: Improve iPad layout (responsive welcome cards + panel width clamps), add mobile nav switcher, tune iOS touch sizing, and track per-edge safe areas.
- SCOPE: src/app/editor/ui/welcome_screen.*, src/app/editor/menu/right_panel_manager.cc, src/app/editor/menu/activity_bar.cc, src/app/editor/layout/layout_coordinator.cc, src/app/editor/ui/ui_coordinator.*, src/app/platform/ios/ios_window_backend.mm, src/app/platform/ios/ios_platform_state.*
- STATUS: COMPLETE
- NOTES: Compact layout uses floating nav button; right/side panels clamp to viewport; safe-area insets stored for per-edge use.
### 2025-12-25 imgui-frontend-engineer iOS touch + safe area tuning
- TASK: Add touch target padding + safe-area padding for ImGui on iOS.
- SCOPE: src/app/platform/ios/ios_window_backend.mm
- STATUS: COMPLETE
- NOTES: TouchExtraPadding targets 44pt min; DisplaySafeAreaPadding uses max safe-area insets.
### 2025-12-25 imgui-frontend-engineer Dashboard responsive layout pass
- TASK: Rebuild dashboard/editor selection grid layout for responsive sizing + theme-based colors.
- SCOPE: src/app/editor/ui/dashboard_panel.cc, src/app/editor/ui/editor_selection_dialog.cc
- STATUS: COMPLETE
- NOTES: z3ed CLI not available; tracking sub-steps locally.
### 2025-12-24 imgui-frontend-engineer Graphics palette tint regression
- TASK: Fix red-tinted palettes across graphics previews (LoadAssets/Tile16).
- SCOPE: src/app/gfx/types/snes_color.cc, src/app/gfx/types/snes_palette.cc, src/app/editor/overworld/tile16_editor.*
- STATUS: COMPLETE
- NOTES: Corrected CGX palette conversion to avoid 0-255 vs 0-1 misuse; removed redundant set_rgb in palette constructors; restored palette-row offset mapping to skip HUD rows. Follow-up: tile16 palette pipeline preserves encoded CGRAM offsets end-to-end (tile8 + tile16 + previews) unless auto-normalize is enabled, and remaps rows using sheet base.
### 2025-12-06 ai-infra-architect Overworld Editor Refactoring Phase 2
- TASK: Critical bug fixes and Tile16 Editor polish
- SCOPE: src/app/editor/overworld/, src/app/gfx/render/
@@ -10,6 +34,36 @@
- NOTES: Fixed tile cache (copy vs move), centralized zoom constants, re-enabled live preview, scaled entity hit detection, restored Tile16 Editor window, fixed SNES palette offset (+1), added palette remapping for source canvas viewing, visual sheet/palette indicators, diagnostic function. Simplified scratch space to single slot. Added toolbar panel toggles.
- NEXT: Phase 2 Week 2 - Toolset improvements (eyedropper, flood fill, eraser tools)
### 2025-12-24 snes-emulator-expert Overworld palette tint regression
- TASK: Investigate red-tinted overworld palette regression after history compaction.
- SCOPE: src/app/overworld/, src/app/gfx/, src/zelda3/overworld/
- STATUS: COMPLETE
- NOTES: Tile16 palette row mapping now uses ROM palette indices directly (no HUD row offset); adjusted remap logging/comments.
### 2025-12-23 imgui-frontend-engineer Merge blockers + GLFW/iOS plan
- TASK: Patch merge blockers (dungeon map reserved writes, Asar temp cleanup, 2BPP save guard) and draft GLFW+iOS integration plan with lab/orchestration notes.
- SCOPE: src/zelda3/screen/dungeon_map.cc, src/core/asar_wrapper.cc, src/app/editor/graphics/*, docs/internal.
- STATUS: COMPLETE
- INITIATIVE_DOC: docs/internal/agents/initiative-glfw-ios-backend.md
- NOTES: z3ed CLI not available in environment; tracking sub-steps locally.
### 2025-12-24 imgui-frontend-engineer iOS rebuild phase 0
- TASK: Start iOS-first execution; stabilize native file picker for iOS.
- SCOPE: src/app/platform/file_dialog.mm, src/ios/*, src/app/platform/ios/ios_host.mm, src/app/gfx/backend/metal_renderer.mm
- STATUS: ACTIVE
- NOTES: Added typed file dialog options + iOS picker type support; stubbed ios_host + metal_renderer, wired Metal renderer into factory/CMake, switched iOS main loop to IOSHost, added Xcode project + Info.plist updates (file sharing + sfc/smc UTTypes), added iOS window backend/platform state + Metal ImGui wiring, and fixed iOS framework links (SDKROOT + ModelIO + forced iOS linker flags). Continuing to split atomic commits + review remaining iOS/mobile changes.
### 2025-12-24 backend-infra-engineer iOS thin app + XcodeGen
- TASK: CMake-built iOS static libs + generated Xcode app shell.
- SCOPE: CMake presets/platform defs, cmake/dependencies, src/ios/project.yml, scripts/ios.
- STATUS: COMPLETE (added iOS presets + bundle target + XcodeGen spec + build-ios.sh; legacy pbxproj still in repo).
### 2025-12-24 backend-infra-engineer iOS file dialog async + bundle assets
- TASK: Fix iOS file picker re-entrancy and ensure bundled assets are discoverable.
- SCOPE: src/app/platform/file_dialog.*, src/app/editor/editor_manager.cc, src/app/editor/ui/ui_coordinator.cc, src/util/platform_paths.cc, src/ios/project.yml.
- STATUS: COMPLETE
- NOTES: Added async open dialog API; iOS ROM/project flows now async; assets copied into bundle for fonts/themes; iOS config/docs paths use sandbox via YAZE_IOS guard (avoid /.yaze).
### 2025-12-22 zelda3-hacking-expert Dungeon map save parity + palette wiring
- TASK: Align dungeon map save flow with ZScream reference and unblock rom-dependent editor tests.
- SCOPE: src/zelda3/screen/dungeon_map.cc, test/e2e/rom_dependent/screen_editor_save_test.cc, test/integration/zelda3/dungeon_graphics_transparency_test.cc, src/zelda3/game_data.cc, src/app/gfx/util/palette_manager.cc.
@@ -22,6 +76,18 @@
- STATUS: IN_PROGRESS
- NOTES: Replaced vanilla ROM with clean padded copy; fixed test SaveRomToFile to overwrite test copies; aligned expanded tile16 detection.
### 2025-12-22 imgui-frontend-engineer Lab target for layout designer
- TASK: Move layout designer into a standalone lab target and decouple it from the main editor UI.
- SCOPE: src/lab/, src/lab/layout_designer/, editor menu, CMake, docs/internal/architecture.
- STATUS: COMPLETE
- NOTES: Added YAZE_BUILD_LAB option + `lab` executable, moved layout designer into src/lab/, removed main editor menu hook, and updated layout designer docs for lab usage.
### 2025-12-22 backend-infra-engineer Local nightly install workflow
- TASK: Create isolated nightly build/install flow for yaze + z3ed + yaze-mcp distinct from dev builds.
- SCOPE: scripts/, CMakeUserPresets.json.example, docs/public/build/quick-reference.md, scripts/README.md
- STATUS: COMPLETE
- NOTES: Added scripts/install-nightly.sh with wrapper commands; documented nightly flow + env overrides in quick-reference/install-options.
### 2025-12-21 backend-infra-engineer Codebase size reduction review
- TASK: Audit repo size + build configuration outputs; propose shrink plan (submodules, build dirs, deps cache).
- SCOPE: build*/ , ext/, vcpkg*, assets/, roms/, CMakePresets.json

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# Initiative: GLFW Backend + iOS Rebuild + Lab Orchestration
Status: DRAFT
Owner: imgui-frontend-engineer
Created: 2025-12-23
Last Reviewed: 2025-12-23
Next Review: 2026-01-06
Validation/Exit Criteria:
- GLFW backend can run the editor shell with ImGui viewports enabled and stable.
- iOS app boots, loads a ROM via native document picker, and renders the editor UI.
- Lab target supports backend selection and layout import/export for rapid UX iteration.
- Editor orchestration is separated from editor implementations and reusable across desktop/iOS/lab.
## Goals
- Add a GLFW + OpenGL backend option to unlock ImGui viewports for experimentation.
- Rebuild the iOS host app with native iOS integrations and the ImGui editor system.
- Use the lab target as the sandbox for layout and orchestration experiments.
- Decouple UX orchestration from editor logic for fine-grained control.
## Scope
- Window backend abstraction updates needed for non-SDL windows.
- OpenGL renderer path that satisfies `IRenderer` requirements (textures + blits).
- iOS host refactor (metal + imgui backend, document picker, app lifecycle hooks).
- Lab target improvements (backend selection, layout import/export, viewport stress tests).
## Non-Goals
- Full emulator input parity on GLFW (defer to follow-up once input backend is defined).
- Complete SDL removal (GLFW remains optional).
- Shipping viewports as the default on desktop.
## Phased Plan
### Phase 1: Backend Abstraction and GLFW Entry Point
- Define a backend-neutral native window handle and remove SDL-only assumptions in the renderer init path.
- Introduce `WindowBackendType::GLFW` and `RendererBackendType::OpenGL`.
- Add `GLFWWindowBackend` using `imgui_impl_glfw` + `imgui_impl_opengl3`.
- Add OpenGL renderer that can handle `CreateTexture`, `UpdateTexture`, and `RenderCopy`.
### Phase 2: Lab Target Expansion
- Add backend selection flags to the lab target for quick viewport testing.
- Add layout import/export round-trip and preset management.
- Add viewport stress scenes (multi-dock + texture-heavy panels).
### Phase 3: iOS App Rebuild
- New iOS host app with Metal-backed ImGui renderer and full app lifecycle support.
- Native integrations: document picker, share sheet, background/foreground safe handling.
- Mobile layout presets and a touch-first panel navigation surface.
### Phase 4: Orchestration Decoupling
- Extract `UIOrchestrator` that owns dockspace/menu/panel visibility.
- Keep editors focused on data/model and panel registration.
- Expose per-panel visibility and orchestration state for fine-grained control.
## Risks / Constraints
- `IRenderer` currently assumes SDL types; refactor must avoid breaking existing SDL2/SDL3 paths.
- OpenGL renderer must handle palette-indexed textures sourced from SDL surfaces.
- iOS input and file access require security-scoped bookmarks and careful threading.
## Dependencies
- GLFW + OpenGL toolchain availability on macOS.
- ImGui OpenGL backend support (no GL loader assumed, use platform headers).
- iOS signing and entitlements for file access.
## Milestones
- M1: GLFW backend runs lab target with viewports enabled.
- M2: OpenGL renderer draws tilemaps and editor textures.
- M3: iOS app boots with ROM load and core UI flow.
- M4: Orchestration decoupling merged and used by lab/iOS.

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This document serves as the central hub for all testing infrastructure in the yaze project. It coordinates testing strategies across local development, CI/CD, and release validation workflows.
**ROM policy**: GitHub CI runs without ROMs and skips ROM-dependent suites. Run ROM tests locally with `YAZE_ENABLE_ROM_TESTS=ON` and `YAZE_TEST_ROM_*` paths, or force-skip with `YAZE_SKIP_ROM_TESTS=1`.
## Quick Links
- **Developer Quick Start**: [Testing Quick Start Guide](../../public/developer/testing-quick-start.md)

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# Yaze MCP Unification Plan
**Status:** Draft
**Goal:** Create a high-quality, unified toolset for AI-assisted debugging in Zelda3 ROM hacking.
## 1. Backend Consolidation (C++)
### A. Move `EmulatorServiceImpl` to `yaze_grpc_support`
- Relocate `src/cli/service/agent/emulator_service_impl.{cc,h}` to `src/app/service/`.
- Update `src/app/service/grpc_support.cmake` to include these files.
- This allows the GUI application to link against the emulator control logic.
### B. Update `YazeGRPCServer`
- Modify `YazeGRPCServer::Initialize` to accept a `yaze::emu::Emulator*`.
- In `BuildServer()`, register the `EmulatorServiceImpl`.
- Result: A single gRPC port (default 50052) handles ROM I/O, GUI automation, AND Emulator control.
## 2. MCP Server Enhancements (Python)
### A. Semantic Translation (Knowledge Graph)
- Integrate `hafs` knowledge base.
- Add a lookup layer: if a tool returns an address (e.g., `$028000`), the MCP server should look up the label in `symbols.json` and append it: `$02:8000 [Module07_Underworld]`.
- Allow tools to accept labels directly: `read_memory("Link_X_Coord")` -> `read_memory("$7EF36D")`.
### B. Visualization Support
- Implement `capture_screenshot` using the `CanvasAutomationService`.
- Return high-resolution PNGs to the AI agent for visual debugging of sprite positions and menu states.
### C. Watchpoint History Analysis
- Improve `get_watchpoint_history` to provide a summary of *why* memory changed (e.g., "Address $7EF36D changed from $00 to $01 during `Link_MoveX`").
## 3. Sandboxed Test Suites
### A. Headless Validation
- Use `z3ed` (the CLI) to run the unified gRPC server in a headless mode.
- Create a suite of Python scripts that use the MCP tools to verify common scenarios:
- Can I set a breakpoint and have it hit?
- Can I read Link's health and modify it?
- Can I step through a routine and verify the CPU flags change?
### B. Integration with ALTTP ROMs
- Provide a set of "Golden State" snapshots for vanilla ALTTP.
- Test routines against these snapshots to ensure the MCP tools provide consistent and accurate data across different game regions.

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@@ -65,6 +65,15 @@ cd build-wasm && npx http-server .
- When creating packages (Homebrew/Chocolatey/winget), pin the release URL and checksum and align dependencies to the CMake presets (`mac-*/lin-*/win-*`).
- Keep CLI and GUI in the same archive to avoid mismatched versions; CLI entry is `z3ed`, GUI entry is `yaze`.
## Local Nightly (Self-Build)
For an isolated nightly build separate from your dev tree, use:
```bash
scripts/install-nightly.sh
```
This installs into `~/.local/yaze/nightly/current` and exposes wrapper commands
(`yaze-nightly`, `z3ed-nightly`, `yaze-mcp-nightly`).
Re-run the script to update to the latest commit.
## Quick Links
- Build quick reference: `docs/public/build/quick-reference.md`
- CMake presets: `CMakePresets.json`

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@@ -50,6 +50,7 @@ YAZE uses CMake presets for consistent builds. Configure with `cmake --preset <n
- **macOS**: `mac-dbg`, `mac-dbg-v`, `mac-rel`, `mac-dev`, `mac-ai`, `mac-ai-fast`, `mac-uni`, `mac-sdl3`, `mac-test`
- **Windows**: `win-dbg`, `win-dbg-v`, `win-rel`, `win-dev`, `win-ai`, `win-z3ed`, `win-arm`, `win-arm-rel`, `win-vs-dbg`, `win-vs-rel`, `win-vs-ai`, `win-sdl3`, `win-test`
- **Linux**: `lin-dbg`, `lin-dbg-v`, `lin-rel`, `lin-dev`, `lin-ai`, `lin-sdl3`, `lin-test`
- **iOS**: `ios-debug`, `ios-release` (device builds for the thin Xcode shell)
- **CI**: `ci-linux`, `ci-macos`, `ci-windows`, `ci-windows-ai`
- **WASM**: `wasm-debug`, `wasm-release`, `wasm-crash-repro`, `wasm-ai`
@@ -59,6 +60,21 @@ YAZE uses CMake presets for consistent builds. Configure with `cmake --preset <n
---
### iOS (Device) Build Flow
Use the thin iOS shell backed by CMake-built static libs:
```bash
scripts/build-ios.sh # builds ios-debug + generates Xcode project
scripts/build-ios.sh ios-release
```
This generates `src/ios/yaze_ios.xcodeproj` and a bundled static library at
`build-ios/ios/libyaze_ios_bundle.a`. Open the Xcode project and run on device.
Requires `xcodegen` (`brew install xcodegen`) and the iOS SDK from Xcode.
---
## 3. Build Directory Policy
| Build Type | Default Directory |
@@ -88,6 +104,46 @@ For AI-enabled builds, use the `*-ai` presets and specify only the targets you n
cmake --build --preset mac-ai --target yaze z3ed
```
### Local Nightly Install (Isolated)
Use `scripts/install-nightly.sh` to keep a separate clone and install prefix for
nightly builds so your dev `build/` stays untouched.
```bash
scripts/install-nightly.sh
```
Wrappers are created under `~/.local/bin`:
- `yaze-nightly` (GUI)
- `yaze-nightly-grpc` (GUI + gRPC for MCP)
- `z3ed-nightly` (CLI)
- `yaze-mcp-nightly` (MCP server; expects `~/Code/yaze-mcp/venv`)
How it works:
- Clones `origin` into `$YAZE_NIGHTLY_REPO` (default `~/Code/yaze-nightly`) and keeps it clean.
- Builds into `$YAZE_NIGHTLY_BUILD_DIR` (default `~/Code/yaze-nightly/build-nightly`).
- Installs into `$YAZE_NIGHTLY_PREFIX/releases/<timestamp>` and updates `.../current` symlink.
- Writes wrapper scripts to `$YAZE_NIGHTLY_BIN_DIR` (default `~/.local/bin`).
Updating:
```bash
scripts/install-nightly.sh # re-pulls and installs a new release
```
Removing:
```bash
rm -rf ~/.local/yaze/nightly ~/.local/bin/yaze-nightly* ~/.local/bin/z3ed-nightly ~/.local/bin/yaze-mcp-nightly
```
Key overrides:
```bash
export YAZE_NIGHTLY_REPO="$HOME/Code/yaze-nightly"
export YAZE_NIGHTLY_PREFIX="$HOME/.local/yaze/nightly"
export YAZE_NIGHTLY_BUILD_TYPE=RelWithDebInfo
export YAZE_GRPC_PORT=50051
export YAZE_MCP_REPO="$HOME/Code/yaze-mcp"
```
### Shared Dependency Caches (Recommended)
Set shared caches once per machine to avoid re-downloading dependencies after

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This guide summarizes the architecture and implementation standards used across the editor codebase.
## Editor Status (November 2025)
## Editor Status (December 2025)
| Editor | State | Panels | Notes |
|-------------------|--------------|--------|-------|
| Overworld | Stable | 8 | Full feature set with tile16 editor, scratch space. |
| Message | Stable | 4 | Message list, editor, font atlas, dictionary panels. |
| Emulator | Stable | 10 | CPU, PPU, Memory debuggers; AI agent integration. |
| Palette | Stable | 11 | Source of truth for palette helpers. |
| Assembly | Stable | 2 | File browser and editor panels. |
| Dungeon | Stable | 8 | Room selector, matrix, graphics, object editor. |
| Graphics | Stable | 4 | Sheet editor, browser, player animations. |
| Sprite | Stable | 2 | Vanilla and custom sprite panels. |
| Screen | Stable | 5 | Dungeon maps, inventory, title screen, etc. |
| Music | Experimental | 3 | Tracker, instrument editor, assembly view. |
**Status rubric**:
- **Stable**: Core workflows function reliably; remaining TODOs are UX polish.
- **Beta**: Core workflows exist, but important features are incomplete or experimental.
- **Experimental**: WIP, flagged experimental in UI, or has major TODOs in core paths.
| Editor | State | Evidence |
|--------|-------|----------|
| Overworld | Stable | E2E coverage; TODOs for v3 settings UI and entity deletion. |
| Dungeon | Stable | E2E coverage; TODOs for usage tracker, selection preview, and rendering TODOs in `src/zelda3/dungeon`. |
| Message | Stable | TODO: replace workflow in message editor. |
| Palette | Stable | TODO: JSON export/import and notifications. |
| Graphics | Beta | Explicit experimental section; screen editor marked WIP. |
| Sprite | Stable | Core sprite panels present; no WIP markers in editor code. |
| Screen | Experimental | `screen_editor.h` labeled WIP; title/inventory TODOs. |
| Emulator | Beta | Debug UI + PPU TODOs; save-state UI not fully wired. |
| Assembly | Beta | TODOs in assembly editor and project file editor. |
| Hex | Beta | Memory editor lacks search and richer UX; see `src/app/editor/code`. |
| Agent | Experimental | Chain mode labeled experimental; collaboration TODOs. |
| Music | Experimental | Sample import/export and BRR tooling TODOs; serialization incomplete. |
| Settings | Beta | Settings/project manager and layout serialization TODOs. |
### Recent Improvements (v0.3.9)
@@ -30,6 +38,67 @@ This guide summarizes the architecture and implementation standards used across
- **Dungeon object rendering**: Regression with object visibility
- **ZSOW v3 palettes**: Large-area palette issues being investigated
## Codebase Map
```text
yaze/
├── src/
│ ├── app/ # Desktop app (editors, gfx, emu, UI)
│ ├── zelda3/ # Domain data + ROM parsing (overworld, dungeon, music)
│ ├── rom/ # Core ROM container, transactions, diagnostics
│ ├── cli/ # z3ed CLI + agent tooling
│ ├── lab/ # Sandbox targets (layout designer, UI experiments)
│ ├── web/ # WASM UI + browser integration
│ ├── core/ # Shared core utilities/patch logic
│ └── util/ # Logging, file IO, helpers
├── incl/ # Public C API headers
├── test/ # Unit/integration/e2e/benchmarks
├── tools/ # Dev tools and build helpers
├── assets/ # Built-in assets (no ROMs)
├── cmake/ # Build system and dependency wiring
├── scripts/ # Automation helpers
└── docs/ # Documentation (public/internal)
```
```mermaid
flowchart TD
app[src/app] --> zelda3[src/zelda3]
zelda3 --> rom[src/rom]
app --> gfx[src/app/gfx]
app --> emu[src/app/emu]
cli[src/cli] --> rom
cli --> zelda3
web[src/web] --> app
tools[src/tools] --> rom
```
## ROM Operations and Data Flow
- **Load**: `RomFileManager`/`SessionCoordinator` load ROMs into `Rom` and hydrate `zelda3::GameData`.
- **Read/Write**: `Rom` provides byte/word/long access; `Transaction` batches edits safely.
- **Domain parse**: `zelda3::*` modules interpret ROM data (overworld, dungeon rooms, sprites, music).
- **Edit**: Editors mutate domain models, then persist via save helpers (overworld, dungeon maps, palettes).
- **Patch/compare**: Asar wrapper, ROM diff tools, and doctor commands validate or patch data.
- **Test**: `TestRomManager` resolves ROMs locally; CI runs without ROMs and skips ROM-dependent suites.
## UX/UI Feature Map
- **Card-based layout**: EditorCardRegistry + LayoutManager for dockable panels and presets.
- **Session-aware UI**: Multi-session coordinator, per-editor panel visibility, activity bar.
- **Command tooling**: Command palette, shortcut manager, action registry.
- **Theming**: Shared palette + semantic color tokens via AgentUI theme helpers.
- **Agent UI**: Chat panels, tool execution, and multimodal test harnesses.
- **Layout designer**: WYSIWYG layout tooling for panel arrangements.
## Density Reduction Opportunities
- **Quarantine legacy ROM code**: `src/rom/rom_old.*` can move to a legacy target or be removed if unused.
- **Make WIP editors optional**: Gate agent UI and music editor behind build flags; layout designer now ships via the lab target.
- **Split editor system**: `yaze_editor_system_{panels,session,shortcuts}` targets now isolate editor system components.
- **Isolate experimental UI**: Layout designer now lives under `src/lab/` and builds via `YAZE_BUILD_LAB` (default OFF).
- **De-duplicate editor panels**: Consolidate shared panel patterns across dungeon/overworld/screen.
- **Reduce build surface**: Make emulator and web UI optional in minimal builds.
## 1. Core Architectural Patterns
These patterns, established during the Overworld Editor refactoring, should be applied to all new and existing editor components.

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@@ -41,6 +41,8 @@ test/
| **E2E** | Simulate user workflows | GUI + ROM | Slow |
| **Benchmarks** | Measure performance | None | Variable |
**ROM policy**: GitHub CI does not run ROM-dependent tests. Run them locally with `YAZE_ENABLE_ROM_TESTS=ON` and `YAZE_TEST_ROM_*` paths. Use `YAZE_SKIP_ROM_TESTS=1` to force-skip ROM suites.
### Unit Tests
Fast, isolated tests with no external dependencies. Run in CI on every commit.
@@ -101,6 +103,8 @@ ctest --preset dev # Stable tests
ctest --preset all # All tests
```
ROM-dependent CTest suites are local-only and will be skipped when ROMs are not configured.
---
## Writing Tests

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@@ -12,6 +12,8 @@ The `z3ed` AI agent now supports **mock ROM mode** for testing without requiring
- **Contributors** - Test the agent without needing to provide ROMs
- **Automated testing** - Consistent, reproducible test environments
GitHub CI does not run ROM-dependent editor tests; those must be exercised locally with real ROMs.
## How Mock ROM Mode Works
Mock ROM mode creates a minimal but valid ROM structure with: