docs: Add comprehensive Dungeon Editor technical guide
- Introduced a new DUNGEON_EDITOR_COMPLETE_GUIDE.md that details the features, architecture, and usage of the Dungeon Editor. - Documented critical bug fixes, including segfaults and loading order issues, along with their resolutions. - Enhanced the guide with a structured overview, quick start instructions, and troubleshooting tips for users. - Updated the architecture section to reflect the new card-based system and self-contained room management. - Included detailed testing commands and expected outputs to assist developers in verifying functionality.
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@@ -551,7 +551,7 @@ absl::Status HandleDungeonDescribeRoomCommand(
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room.blockset, room.spriteset, room.palette);
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std::cout << absl::StrFormat(
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" \"floors\": {\"primary\": %u, \"secondary\": %u},\n",
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room.floor1, room.floor2);
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room.floor1(), room.floor2());
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std::cout << absl::StrFormat(
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" \"message_id\": \"0x%03X\",\n", room.message_id_);
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std::cout << absl::StrFormat(
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@@ -625,7 +625,7 @@ absl::Status HandleDungeonDescribeRoomCommand(
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room.blockset, room.spriteset, room.palette);
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std::cout << absl::StrFormat(
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" Floors → Main:%u Alt:%u Message ID:0x%03X Hole warp:0x%02X\n",
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room.floor1, room.floor2, room.message_id_, room.holewarp);
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room.floor1(), room.floor2(), room.message_id_, room.holewarp);
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if (!stairs.empty()) {
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std::cout << " Staircases:\n";
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for (const auto& stair : stairs) {
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