feat: Introduce Dungeon Object Emulator Preview and Object Drawing Enhancements

- Added DungeonObjectEmulatorPreview for rendering dungeon objects using the SNES emulator, allowing real-time visualization of object graphics.
- Implemented ObjectDrawer class to handle drawing of various object types to background buffers, utilizing game-specific patterns.
- Updated DungeonCanvasViewer to integrate object rendering and improve background layer management.
- Enhanced DungeonEditorV2 to support the new emulator preview, providing a more interactive editing experience.
- Improved error handling and logging for better debugging during object rendering operations.
This commit is contained in:
scawful
2025-10-06 23:39:45 -04:00
parent 7f71fd9e80
commit eda582f740
13 changed files with 757 additions and 56 deletions

View File

@@ -7,6 +7,7 @@
#include "app/gui/canvas.h"
#include "app/gui/input.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/object_drawer.h"
#include "app/zelda3/dungeon/object_renderer.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/sprite/sprite.h"
@@ -111,10 +112,13 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
room.LoadObjects();
}
// Render background layers with proper positioning
// NOTE: Don't draw objects here - RenderRoomBackgroundLayers() already does it
// via room.RenderRoomGraphics() which calls RenderObjectsToBackground()
// Render background layers from arena buffers
RenderRoomBackgroundLayers(room_id);
// Render room objects with proper graphics
// Render room objects with proper graphics (old system as fallback)
if (current_palette_id_ < current_palette_group_.size()) {
auto room_palette = current_palette_group_[current_palette_id_];
@@ -652,31 +656,45 @@ absl::Status DungeonCanvasViewer::UpdateRoomBackgroundLayers(int room_id) {
void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
if (room_id < 0 || room_id >= 128) {
printf("[Canvas] Invalid room_id: %d\n", room_id);
return;
}
if (!rom_ || !rom_->is_loaded()) {
printf("[Canvas] ROM not loaded\n");
return;
}
if (!rooms_) {
printf("[Canvas] Rooms pointer is null\n");
return;
}
// Get canvas dimensions to limit rendering
// Get canvas dimensions
int canvas_width = canvas_.width();
int canvas_height = canvas_.height();
// Validate canvas dimensions
printf("[Canvas] Canvas size: %dx%d\n", canvas_width, canvas_height);
if (canvas_width <= 0 || canvas_height <= 0) {
printf("[Canvas] Invalid canvas dimensions\n");
return;
}
// Render the room's background layers using the graphics arena
// BG1 (background layer 1) - main room graphics
// Render BG1 (background layer 1) - main room graphics
auto& bg1_bitmap = gfx::Arena::Get().bg1().bitmap();
printf("[Canvas] BG1: active=%d, size=%dx%d, texture=%p\n",
bg1_bitmap.is_active(), bg1_bitmap.width(), bg1_bitmap.height(),
(void*)bg1_bitmap.texture());
if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0 && bg1_bitmap.height() > 0) {
// Scale the background to fit the canvas
// Ensure texture exists
if (!bg1_bitmap.texture()) {
printf("[Canvas] WARNING: BG1 has no texture, creating...\n");
core::Renderer::Get().RenderBitmap(&bg1_bitmap);
}
// Scale to fit canvas
float scale_x = static_cast<float>(canvas_width) / bg1_bitmap.width();
float scale_y = static_cast<float>(canvas_height) / bg1_bitmap.height();
float scale = std::min(scale_x, scale_y);
@@ -686,13 +704,21 @@ void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
int offset_x = (canvas_width - scaled_width) / 2;
int offset_y = (canvas_height - scaled_height) / 2;
printf("[Canvas] Drawing BG1 at offset=(%d,%d), scaled_size=%dx%d, scale=%.2f\n",
offset_x, offset_y, scaled_width, scaled_height, scale);
canvas_.DrawBitmap(bg1_bitmap, offset_x, offset_y, scale, 255);
} else {
printf("[Canvas] BG1 not ready for rendering\n");
}
// BG2 (background layer 2) - sprite graphics (overlay)
// Render BG2 (background layer 2) - sprite graphics (overlay)
auto& bg2_bitmap = gfx::Arena::Get().bg2().bitmap();
if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0 && bg2_bitmap.height() > 0) {
// Scale the background to fit the canvas
if (!bg2_bitmap.texture()) {
core::Renderer::Get().RenderBitmap(&bg2_bitmap);
}
float scale_x = static_cast<float>(canvas_width) / bg2_bitmap.width();
float scale_y = static_cast<float>(canvas_height) / bg2_bitmap.height();
float scale = std::min(scale_x, scale_y);
@@ -702,8 +728,13 @@ void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
int offset_x = (canvas_width - scaled_width) / 2;
int offset_y = (canvas_height - scaled_height) / 2;
canvas_.DrawBitmap(bg2_bitmap, offset_x, offset_y, scale, 200); // Semi-transparent overlay
printf("[Canvas] Drawing BG2 at offset=(%d,%d), scaled_size=%dx%d, scale=%.2f\n",
offset_x, offset_y, scaled_width, scaled_height, scale);
canvas_.DrawBitmap(bg2_bitmap, offset_x, offset_y, scale, 200);
}
printf("[Canvas] RenderRoomBackgroundLayers complete\n");
}
} // namespace yaze::editor

View File

@@ -11,15 +11,11 @@
namespace yaze::editor {
using ImGui::BeginTable;
using ImGui::EndTable;
using ImGui::TableHeadersRow;
using ImGui::TableNextColumn;
using ImGui::TableNextRow;
using ImGui::TableSetupColumn;
// No table layout needed - all cards are independent
void DungeonEditorV2::Initialize() {
// No complex initialization needed - components handle themselves
// Don't initialize emulator preview yet - ROM might not be loaded
// Will be initialized in Load() instead
}
absl::Status DungeonEditorV2::Load() {
@@ -52,20 +48,35 @@ absl::Status DungeonEditorV2::Load() {
object_selector_.SetCurrentPaletteId(current_palette_id_);
object_selector_.set_rooms(&rooms_);
// NOW initialize emulator preview with loaded ROM
object_emulator_preview_.Initialize(rom_);
is_loaded_ = true;
return absl::OkStatus();
}
absl::Status DungeonEditorV2::Update() {
if (!is_loaded_) {
ImGui::Text("Loading...");
// Show minimal loading message in parent window
ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Dungeon Editor Loading...");
ImGui::TextWrapped("Independent editor cards will appear once ROM data is loaded.");
return absl::OkStatus();
}
// Minimize parent window content - just show a toolbar
DrawToolset();
gui::VerticalSpacing(2.0f);
ImGui::Separator();
ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f),
"Editor cards are independent windows - dock them anywhere!");
ImGui::TextWrapped(
"Room Selector, Object Selector, and Room cards can be freely arranged. "
"This parent window can be minimized or closed.");
// Render all independent cards (these create their own top-level windows)
object_emulator_preview_.Render();
DrawLayout();
return absl::OkStatus();
}
@@ -98,32 +109,33 @@ void DungeonEditorV2::DrawToolset() {
}
void DungeonEditorV2::DrawLayout() {
// Simple 3-column layout as designed
if (BeginTable("##DungeonEditTable", 3,
ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersInnerV,
ImVec2(0, 0))) {
TableSetupColumn("Room Selector", ImGuiTableColumnFlags_WidthFixed, 250);
TableSetupColumn("Canvas", ImGuiTableColumnFlags_WidthStretch);
TableSetupColumn("Object Selector", ImGuiTableColumnFlags_WidthFixed, 300);
TableHeadersRow();
TableNextRow();
// Column 1: Room Selector (fully delegated)
TableNextColumn();
room_selector_.Draw();
// Column 2: Canvas area for active room cards
TableNextColumn();
// This column is now just a docking space. The cards themselves are independent windows.
// Column 3: Object Selector (fully delegated)
TableNextColumn();
object_selector_.Draw();
EndTable();
// NO TABLE LAYOUT - All independent dockable EditorCards
// 1. Room Selector Card (independent, dockable)
{
static bool show_room_selector = true;
gui::EditorCard selector_card(
MakeCardTitle("Room Selector").c_str(),
ICON_MD_LIST, &show_room_selector);
if (selector_card.Begin()) {
room_selector_.Draw();
}
selector_card.End();
}
// Draw active rooms as individual, dockable EditorCards
// 2. Object Selector/Manager Card (independent, dockable)
{
static bool show_object_selector = true;
gui::EditorCard object_card(
MakeCardTitle("Object Selector").c_str(),
ICON_MD_CATEGORY, &show_object_selector);
if (object_card.Begin()) {
object_selector_.Draw();
}
object_card.End();
}
// 3. Active Room Cards (independent, dockable, no inheritance)
for (int i = 0; i < active_rooms_.Size; i++) {
int room_id = active_rooms_[i];
bool open = true;
@@ -138,13 +150,13 @@ void DungeonEditorV2::DrawLayout() {
std::string card_name_str = absl::StrFormat("%s###RoomCard%d",
MakeCardTitle(base_name).c_str(), room_id);
const char* card_name = card_name_str.c_str();
gui::EditorCard room_card(card_name, ICON_MD_GRID_ON, &open);
// Each room card is COMPLETELY independent - no parent windows
gui::EditorCard room_card(card_name_str.c_str(), ICON_MD_GRID_ON, &open);
if (room_card.Begin()) {
DrawRoomTab(room_id);
}
room_card.End(); // ALWAYS call End after Begin
room_card.End();
if (!open) {
active_rooms_.erase(active_rooms_.Data + i);

View File

@@ -13,6 +13,7 @@
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/dungeon/room_entrance.h"
#include "app/gui/editor_layout.h"
#include "app/gui/widgets/dungeon_object_emulator_preview.h"
#include "imgui/imgui.h"
namespace yaze {
@@ -39,7 +40,8 @@ class DungeonEditorV2 : public Editor {
room_loader_(rom),
room_selector_(rom),
canvas_viewer_(rom),
object_selector_(rom) {
object_selector_(rom),
object_emulator_preview_() {
type_ = EditorType::kDungeon;
}
@@ -62,6 +64,7 @@ class DungeonEditorV2 : public Editor {
room_selector_.set_rom(rom);
canvas_viewer_.SetRom(rom);
object_selector_.SetRom(rom);
object_emulator_preview_.Initialize(rom);
}
Rom* rom() const { return rom_; }
@@ -105,6 +108,7 @@ class DungeonEditorV2 : public Editor {
DungeonRoomSelector room_selector_;
DungeonCanvasViewer canvas_viewer_;
DungeonObjectSelector object_selector_;
gui::DungeonObjectEmulatorPreview object_emulator_preview_;
bool is_loaded_ = false;
};

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@@ -767,6 +767,7 @@ class Cpu {
}
auto mutable_log_instructions() -> bool* { return &log_instructions_; }
bool stopped() const { return stopped_; }
private:
void compare(uint16_t register_value, uint16_t memory_value) {

View File

@@ -321,7 +321,6 @@ class Ppu {
// Set pixel output format (0 = BGRX, 1 = XBGR)
void SetPixelFormat(uint8_t format) { pixelOutputFormat = format; }
private:
int GetPixelForMode7(int x, int layer, bool priority);
const int cyclesPerScanline = 341; // SNES PPU has 341 cycles per scanline
@@ -343,6 +342,9 @@ class Ppu {
// cgram access
uint16_t cgram[0x100];
private:
uint8_t cgram_pointer_;
bool cgram_second_write_;
uint8_t cgram_buffer_;

View File

@@ -3,6 +3,7 @@ set(
app/gui/modules/asset_browser.cc
app/gui/modules/text_editor.cc
app/gui/widgets/agent_chat_widget.cc
app/gui/widgets/dungeon_object_emulator_preview.cc
app/gui/widgets/collaboration_panel.cc
app/gui/canvas.cc
app/gui/canvas_utils.cc

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@@ -0,0 +1,296 @@
#include "app/gui/widgets/dungeon_object_emulator_preview.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/dungeon/room_object.h"
#include "app/gui/widgets/widget_auto_register.h"
#include "app/core/window.h"
#include <cstdio>
namespace yaze {
namespace gui {
DungeonObjectEmulatorPreview::DungeonObjectEmulatorPreview() {
snes_instance_ = std::make_unique<emu::Snes>();
object_texture_ = SDL_CreateTexture(core::Renderer::Get().renderer(),
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING, 256, 256);
}
DungeonObjectEmulatorPreview::~DungeonObjectEmulatorPreview() {
if (object_texture_) {
SDL_DestroyTexture(object_texture_);
}
}
void DungeonObjectEmulatorPreview::Initialize(Rom* rom) {
rom_ = rom;
if (rom_ && rom_->is_loaded()) {
auto rom_data = rom_->vector();
snes_instance_->Init(rom_data);
}
}
void DungeonObjectEmulatorPreview::Render() {
if (!show_window_) return;
if (ImGui::Begin("Dungeon Object Emulator Preview", &show_window_, ImGuiWindowFlags_AlwaysAutoResize)) {
AutoWidgetScope scope("DungeonEditor/EmulatorPreview");
// ROM status indicator
if (rom_ && rom_->is_loaded()) {
ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), "ROM: Loaded ✓");
} else {
ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "ROM: Not loaded ✗");
}
ImGui::Separator();
RenderControls();
ImGui::Separator();
// Preview image with border
if (object_texture_) {
ImGui::BeginChild("PreviewRegion", ImVec2(260, 260), true, ImGuiWindowFlags_NoScrollbar);
ImGui::Image((ImTextureID)object_texture_, ImVec2(256, 256));
ImGui::EndChild();
} else {
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "No texture available");
}
// Debug info section
ImGui::Separator();
ImGui::Text("Execution:");
ImGui::Indent();
ImGui::Text("Cycles: %d %s", last_cycle_count_,
last_cycle_count_ >= 100000 ? "(TIMEOUT)" : "");
ImGui::Unindent();
// Status with color coding
ImGui::Text("Status:");
ImGui::Indent();
if (last_error_.empty()) {
ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), "✓ OK");
} else {
ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "✗ %s", last_error_.c_str());
}
ImGui::Unindent();
// Help text
ImGui::Separator();
ImGui::TextWrapped("This tool uses the SNES emulator to render objects by "
"executing the game's native drawing routines from bank $01.");
}
ImGui::End();
}
void DungeonObjectEmulatorPreview::RenderControls() {
ImGui::Text("Object Configuration:");
ImGui::Indent();
// Object ID with hex display
AutoInputInt("Object ID", &object_id_, 1, 10, ImGuiInputTextFlags_CharsHexadecimal);
ImGui::SameLine();
ImGui::TextDisabled("($%03X)", object_id_);
// Room context
AutoInputInt("Room Context", &room_id_, 1, 10);
ImGui::SameLine();
ImGui::TextDisabled("(for graphics/palette)");
// Position controls
AutoSliderInt("X Position", &object_x_, 0, 63);
AutoSliderInt("Y Position", &object_y_, 0, 63);
ImGui::Unindent();
// Render button - large and prominent
ImGui::Separator();
if (ImGui::Button("Render Object", ImVec2(-1, 0))) {
TriggerEmulatedRender();
}
// Quick test buttons
if (ImGui::BeginPopup("QuickTests")) {
if (ImGui::MenuItem("Floor tile (0x00)")) { object_id_ = 0x00; TriggerEmulatedRender(); }
if (ImGui::MenuItem("Wall N (0x60)")) { object_id_ = 0x60; TriggerEmulatedRender(); }
if (ImGui::MenuItem("Door (0xF0)")) { object_id_ = 0xF0; TriggerEmulatedRender(); }
ImGui::EndPopup();
}
if (ImGui::Button("Quick Tests...", ImVec2(-1, 0))) {
ImGui::OpenPopup("QuickTests");
}
}
void DungeonObjectEmulatorPreview::TriggerEmulatedRender() {
if (!rom_ || !rom_->is_loaded()) {
last_error_ = "ROM not loaded";
return;
}
last_error_.clear();
last_cycle_count_ = 0;
// 1. Reset and configure the SNES state
snes_instance_->Reset(true);
auto& cpu = snes_instance_->cpu();
auto& ppu = snes_instance_->ppu();
auto& memory = snes_instance_->memory();
// 2. Load room context (graphics, palettes)
zelda3::Room default_room = zelda3::LoadRoomFromRom(rom_, room_id_);
// 3. Load palette into CGRAM
auto dungeon_main_pal_group = rom_->palette_group().dungeon_main;
// Validate and clamp palette ID
int palette_id = default_room.palette;
if (palette_id < 0 || palette_id >= static_cast<int>(dungeon_main_pal_group.size())) {
printf("[EMU] Warning: Room palette %d out of bounds, using palette 0\n", palette_id);
palette_id = 0;
}
auto palette = dungeon_main_pal_group[palette_id];
for (size_t i = 0; i < palette.size() && i < 256; ++i) {
ppu.cgram[i] = palette[i].snes();
}
// 4. Load graphics into VRAM
default_room.LoadRoomGraphics(default_room.blockset);
default_room.CopyRoomGraphicsToBuffer();
const auto& gfx_buffer = default_room.get_gfx_buffer();
for (size_t i = 0; i < gfx_buffer.size() / 2 && i < 0x8000; ++i) {
ppu.vram[i] = gfx_buffer[i * 2] | (gfx_buffer[i * 2 + 1] << 8);
}
// 5. CRITICAL: Initialize tilemap buffers in WRAM
// Game uses $7E:2000 for BG1 tilemap buffer, $7E:4000 for BG2
for (uint32_t i = 0; i < 0x2000; i++) {
snes_instance_->Write(0x7E2000 + i, 0x00); // BG1 tilemap buffer
snes_instance_->Write(0x7E4000 + i, 0x00); // BG2 tilemap buffer
}
// 6. Setup PPU registers for dungeon rendering
snes_instance_->Write(0x002105, 0x09); // BG Mode 1 (4bpp for BG1/2)
snes_instance_->Write(0x002107, 0x40); // BG1 tilemap at VRAM $4000 (32x32)
snes_instance_->Write(0x002108, 0x48); // BG2 tilemap at VRAM $4800 (32x32)
snes_instance_->Write(0x002109, 0x00); // BG1 chr data at VRAM $0000
snes_instance_->Write(0x00210A, 0x00); // BG2 chr data at VRAM $0000
snes_instance_->Write(0x00212C, 0x03); // Enable BG1+BG2 on main screen
snes_instance_->Write(0x002100, 0x0F); // Screen display on, full brightness
// 7. Setup WRAM variables for drawing context
snes_instance_->Write(0x7E00AF, room_id_ & 0xFF);
snes_instance_->Write(0x7E049C, 0x00);
snes_instance_->Write(0x7E049E, 0x00);
// 8. Create object and encode to bytes
zelda3::RoomObject obj(object_id_, object_x_, object_y_, 0, 0);
auto bytes = obj.EncodeObjectToBytes();
const uint32_t object_data_addr = 0x7E1000;
snes_instance_->Write(object_data_addr, bytes.b1);
snes_instance_->Write(object_data_addr + 1, bytes.b2);
snes_instance_->Write(object_data_addr + 2, bytes.b3);
snes_instance_->Write(object_data_addr + 3, 0xFF); // Terminator
snes_instance_->Write(object_data_addr + 4, 0xFF);
// 9. Setup object pointer in WRAM
snes_instance_->Write(0x7E00B7, object_data_addr & 0xFF);
snes_instance_->Write(0x7E00B8, (object_data_addr >> 8) & 0xFF);
snes_instance_->Write(0x7E00B9, (object_data_addr >> 16) & 0xFF);
// 10. Setup CPU state
cpu.PB = 0x01;
cpu.DB = 0x7E;
cpu.D = 0x0000;
cpu.SetSP(0x01FF);
cpu.status = 0x30; // 8-bit mode
// Calculate X register (tilemap position)
cpu.X = (object_y_ * 0x80) + (object_x_ * 2);
cpu.Y = 0; // Object data offset
// 11. Lookup the object's drawing handler
uint16_t handler_offset = 0;
auto rom_data = rom_->data();
uint32_t table_addr = 0;
if (object_id_ < 0x100) {
table_addr = 0x018200 + (object_id_ * 2);
} else if (object_id_ < 0x200) {
table_addr = 0x018470 + ((object_id_ - 0x100) * 2);
} else {
table_addr = 0x0185F0 + ((object_id_ - 0x200) * 2);
}
if (table_addr < rom_->size() - 1) {
uint8_t lo = rom_data[table_addr];
uint8_t hi = rom_data[table_addr + 1];
handler_offset = lo | (hi << 8);
} else {
last_error_ = "Object ID out of bounds for handler lookup";
return;
}
if (handler_offset == 0x0000) {
char buf[256];
snprintf(buf, sizeof(buf), "Object $%04X has no drawing routine", object_id_);
last_error_ = buf;
return;
}
// 12. Setup return address and jump to handler
const uint16_t return_addr = 0x8000;
snes_instance_->Write(0x018000, 0x6B); // RTL instruction (0x6B not 0x60!)
// Push return address for RTL (3 bytes: bank, high, low)
uint16_t sp = cpu.SP();
snes_instance_->Write(0x010000 | sp--, 0x01); // Bank byte
snes_instance_->Write(0x010000 | sp--, (return_addr - 1) >> 8); // High
snes_instance_->Write(0x010000 | sp--, (return_addr - 1) & 0xFF); // Low
cpu.SetSP(sp);
// Jump to handler (offset is relative to RoomDrawObjectData base)
cpu.PC = handler_offset;
printf("[EMU] Rendering object $%04X at (%d,%d), handler=$%04X\n",
object_id_, object_x_, object_y_, handler_offset);
// 13. Run emulator with timeout
int max_cycles = 100000;
int cycles = 0;
while (cycles < max_cycles) {
if (cpu.PB == 0x01 && cpu.PC == return_addr) {
break; // Hit return address
}
snes_instance_->RunCycle();
cycles++;
}
last_cycle_count_ = cycles;
printf("[EMU] Completed after %d cycles, PC=$%02X:%04X\n",
cycles, cpu.PB, cpu.PC);
if (cycles >= max_cycles) {
last_error_ = "Timeout: exceeded max cycles";
return;
}
// 14. Force PPU to render the tilemaps
ppu.HandleFrameStart();
for (int line = 0; line < 224; line++) {
ppu.RunLine(line);
}
ppu.HandleVblank();
// 15. Get the rendered pixels from PPU
void* pixels = nullptr;
int pitch = 0;
if (SDL_LockTexture(object_texture_, nullptr, &pixels, &pitch) == 0) {
snes_instance_->SetPixels(static_cast<uint8_t*>(pixels));
SDL_UnlockTexture(object_texture_);
}
}
} // namespace gui
} // namespace yaze

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@@ -0,0 +1,40 @@
#ifndef YAZE_APP_GUI_WIDGETS_DUNGEON_OBJECT_EMULATOR_PREVIEW_H_
#define YAZE_APP_GUI_WIDGETS_DUNGEON_OBJECT_EMULATOR_PREVIEW_H_
#include "app/emu/snes.h"
#include "app/rom.h"
namespace yaze {
namespace gui {
class DungeonObjectEmulatorPreview {
public:
DungeonObjectEmulatorPreview();
~DungeonObjectEmulatorPreview();
void Initialize(Rom* rom);
void Render();
private:
void RenderControls();
void TriggerEmulatedRender();
Rom* rom_ = nullptr;
std::unique_ptr<emu::Snes> snes_instance_;
SDL_Texture* object_texture_ = nullptr;
int object_id_ = 0;
int room_id_ = 0;
int object_x_ = 16;
int object_y_ = 16;
bool show_window_ = true;
// Debug info
int last_cycle_count_ = 0;
std::string last_error_;
};
} // namespace gui
} // namespace yaze
#endif // YAZE_APP_GUI_WIDGETS_DUNGEON_OBJECT_EMULATOR_PREVIEW_H_

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@@ -0,0 +1,220 @@
#include "object_drawer.h"
#include <cstdio>
#include "absl/strings/str_format.h"
#include "app/gfx/snes_tile.h"
namespace yaze {
namespace zelda3 {
ObjectDrawer::ObjectDrawer(Rom* rom) : rom_(rom) {}
absl::Status ObjectDrawer::DrawObject(const RoomObject& object,
gfx::BackgroundBuffer& bg1,
gfx::BackgroundBuffer& bg2) {
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
}
// Ensure object has tiles loaded
auto mutable_obj = const_cast<RoomObject&>(object);
mutable_obj.set_rom(rom_);
mutable_obj.EnsureTilesLoaded();
// Get tiles - silently skip objects that can't load tiles
if (object.tiles().empty()) {
// Many objects may not have tiles loaded yet - this is normal
// Just skip them rather than failing the whole draw operation
return absl::OkStatus();
}
const auto& tile = object.tiles()[0]; // Base tile for object
// Select buffer based on layer
auto& target_bg = (object.layer_ == RoomObject::LayerType::BG2) ? bg2 : bg1;
// Dispatch to pattern-specific drawing based on object ID
// This is reverse-engineered from the game's drawing routines
if (object.id_ == 0x34) {
// Object 0x34: 1x1 solid block (simplest)
Draw1x1Solid(object, target_bg, tile);
}
else if (object.id_ >= 0x00 && object.id_ <= 0x08) {
// Objects 0x00-0x08: Rightward 2x2 patterns
DrawRightwards2x2(object, target_bg, tile);
}
else if (object.id_ >= 0x60 && object.id_ <= 0x68) {
// Objects 0x60-0x68: Downward 2x2 patterns
DrawDownwards2x2(object, target_bg, tile);
}
else if (object.id_ >= 0x09 && object.id_ <= 0x14) {
// Objects 0x09-0x14: Diagonal acute patterns
DrawDiagonalAcute(object, target_bg, tile);
}
else if (object.id_ >= 0x15 && object.id_ <= 0x20) {
// Objects 0x15-0x20: Diagonal grave patterns
DrawDiagonalGrave(object, target_bg, tile);
}
else if (object.id_ == 0x33 || (object.id_ >= 0x70 && object.id_ <= 0x71)) {
// 4x4 block objects
Draw4x4Block(object, target_bg, tile);
}
else {
// Default: Draw as simple 1x1 at position
Draw1x1Solid(object, target_bg, tile);
}
return absl::OkStatus();
}
absl::Status ObjectDrawer::DrawObjectList(
const std::vector<RoomObject>& objects,
gfx::BackgroundBuffer& bg1,
gfx::BackgroundBuffer& bg2) {
int drawn_count = 0;
int skipped_count = 0;
for (const auto& object : objects) {
auto status = DrawObject(object, bg1, bg2);
if (status.ok()) {
drawn_count++;
} else {
skipped_count++;
// Only print errors that aren't "no tiles" (which is common and expected)
if (status.code() != absl::StatusCode::kOk) {
// Skip silently - many objects don't have tiles loaded yet
}
}
}
if (drawn_count > 0 || skipped_count > 0) {
printf("[ObjectDrawer] Drew %d objects, skipped %d\n", drawn_count, skipped_count);
}
return absl::OkStatus();
}
// ============================================================================
// Pattern Drawing Implementations
// ============================================================================
void ObjectDrawer::Draw1x1Solid(const RoomObject& obj,
gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile) {
// Simple 1x1 tile placement
WriteTile16(bg, obj.x_, obj.y_, tile);
}
void ObjectDrawer::DrawRightwards2x2(const RoomObject& obj,
gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile) {
// Pattern: Draws 2x2 tiles rightward
// Size byte determines how many times to repeat
int repeat_count = (obj.size_ & 0x0F) + 1; // Low nibble = width
for (int i = 0; i < repeat_count; i++) {
// Each iteration draws a 2x2 tile16
int tile_x = obj.x_ + (i * 2); // Each tile16 is 2x2 8x8 tiles
int tile_y = obj.y_;
WriteTile16(bg, tile_x, tile_y, tile);
}
}
void ObjectDrawer::DrawDownwards2x2(const RoomObject& obj,
gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile) {
// Pattern: Draws 2x2 tiles downward
// Size byte determines how many times to repeat
int repeat_count = ((obj.size_ >> 4) & 0x0F) + 1; // High nibble = height
for (int i = 0; i < repeat_count; i++) {
int tile_x = obj.x_;
int tile_y = obj.y_ + (i * 2);
WriteTile16(bg, tile_x, tile_y, tile);
}
}
void ObjectDrawer::DrawDiagonalAcute(const RoomObject& obj,
gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile) {
// Pattern: Diagonal line going down-right (/)
int length = (obj.size_ & 0x0F) + 1;
for (int i = 0; i < length; i++) {
int tile_x = obj.x_ + i;
int tile_y = obj.y_ + i;
WriteTile16(bg, tile_x, tile_y, tile);
}
}
void ObjectDrawer::DrawDiagonalGrave(const RoomObject& obj,
gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile) {
// Pattern: Diagonal line going down-left (\)
int length = (obj.size_ & 0x0F) + 1;
for (int i = 0; i < length; i++) {
int tile_x = obj.x_ - i;
int tile_y = obj.y_ + i;
WriteTile16(bg, tile_x, tile_y, tile);
}
}
void ObjectDrawer::Draw4x4Block(const RoomObject& obj,
gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile) {
// Pattern: 4x4 tile16 block (8x8 8x8 tiles total)
for (int yy = 0; yy < 4; yy++) {
for (int xx = 0; xx < 4; xx++) {
int tile_x = obj.x_ + (xx * 2);
int tile_y = obj.y_ + (yy * 2);
WriteTile16(bg, tile_x, tile_y, tile);
}
}
}
// ============================================================================
// Utility Methods
// ============================================================================
void ObjectDrawer::WriteTile16(gfx::BackgroundBuffer& bg, int tile_x, int tile_y,
const gfx::Tile16& tile) {
// A Tile16 is 2x2 8x8 tiles, so we write 4 tile entries
// Top-left (tile0)
if (IsValidTilePosition(tile_x, tile_y)) {
bg.SetTileAt(tile_x, tile_y, gfx::TileInfoToWord(tile.tile0_));
}
// Top-right (tile1)
if (IsValidTilePosition(tile_x + 1, tile_y)) {
bg.SetTileAt(tile_x + 1, tile_y, gfx::TileInfoToWord(tile.tile1_));
}
// Bottom-left (tile2)
if (IsValidTilePosition(tile_x, tile_y + 1)) {
bg.SetTileAt(tile_x, tile_y + 1, gfx::TileInfoToWord(tile.tile2_));
}
// Bottom-right (tile3)
if (IsValidTilePosition(tile_x + 1, tile_y + 1)) {
bg.SetTileAt(tile_x + 1, tile_y + 1, gfx::TileInfoToWord(tile.tile3_));
}
}
bool ObjectDrawer::IsValidTilePosition(int tile_x, int tile_y) const {
return tile_x >= 0 && tile_x < kMaxTilesX &&
tile_y >= 0 && tile_y < kMaxTilesY;
}
} // namespace zelda3
} // namespace yaze

View File

@@ -0,0 +1,84 @@
#ifndef YAZE_APP_ZELDA3_DUNGEON_OBJECT_DRAWER_H
#define YAZE_APP_ZELDA3_DUNGEON_OBJECT_DRAWER_H
#include <vector>
#include "absl/status/status.h"
#include "app/gfx/background_buffer.h"
#include "app/gfx/snes_tile.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/room_object.h"
namespace yaze {
namespace zelda3 {
/**
* @brief Draws dungeon objects to background buffers using game patterns
*
* This class interprets object IDs and draws them to BG1/BG2 buffers
* using the patterns extracted from the game's drawing routines.
*
* Architecture:
* 1. Load tile data from ROM for the object
* 2. Determine drawing pattern (rightward, downward, diagonal, special)
* 3. Write tiles to BackgroundBuffer according to pattern
* 4. Handle size bytes for repeating patterns
*/
class ObjectDrawer {
public:
explicit ObjectDrawer(Rom* rom);
/**
* @brief Draw a room object to background buffers
* @param object The object to draw
* @param bg1 Background layer 1 buffer
* @param bg2 Background layer 2 buffer
* @return Status of the drawing operation
*/
absl::Status DrawObject(const RoomObject& object,
gfx::BackgroundBuffer& bg1,
gfx::BackgroundBuffer& bg2);
/**
* @brief Draw all objects in a room
* @param objects Vector of room objects
* @param bg1 Background layer 1 buffer
* @param bg2 Background layer 2 buffer
* @return Status of the drawing operation
*/
absl::Status DrawObjectList(const std::vector<RoomObject>& objects,
gfx::BackgroundBuffer& bg1,
gfx::BackgroundBuffer& bg2);
private:
// Pattern-specific drawing methods
void DrawRightwards2x2(const RoomObject& obj, gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile);
void DrawDownwards2x2(const RoomObject& obj, gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile);
void DrawDiagonalAcute(const RoomObject& obj, gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile);
void DrawDiagonalGrave(const RoomObject& obj, gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile);
void Draw1x1Solid(const RoomObject& obj, gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile);
void Draw4x4Block(const RoomObject& obj, gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile);
// Utility methods
void WriteTile16(gfx::BackgroundBuffer& bg, int tile_x, int tile_y,
const gfx::Tile16& tile);
bool IsValidTilePosition(int tile_x, int tile_y) const;
Rom* rom_;
// Canvas dimensions in tiles (64x64 = 512x512 pixels)
static constexpr int kMaxTilesX = 64;
static constexpr int kMaxTilesY = 64;
};
} // namespace zelda3
} // namespace yaze
#endif // YAZE_APP_ZELDA3_DUNGEON_OBJECT_DRAWER_H

View File

@@ -310,30 +310,38 @@ void Room::RenderRoomGraphics() {
int num_palettes = dungeon_pal_group.size();
int palette_id = palette;
std::printf("5a. Dungeon palette group has %d palettes total\n", num_palettes);
// Validate palette ID and fall back to palette 0 if invalid
if (palette_id < 0 || palette_id >= num_palettes) {
//palette_id = 0;
std::printf("5a. WARNING: palette_id %d is out of bounds [0, %d), using palette 0\n",
palette_id, num_palettes);
palette_id = 0;
}
// Load the 90-color dungeon palette directly
// The palette contains colors for BG layers - sprite colors are handled separately
auto bg1_palette = dungeon_pal_group.palette(palette_id);
auto bg1_palette = dungeon_pal_group[palette_id]; // Use operator[] to get a proper reference
std::printf("5a. Palette loaded: room palette_id=%d (requested=%d), size=%zu colors\n",
palette_id, palette, bg1_palette.size());
// CRITICAL: Apply palette to bitmaps BEFORE creating/updating textures
bg1_bmp.SetPaletteWithTransparent(bg1_palette, 0);
bg2_bmp.SetPaletteWithTransparent(bg1_palette, 0);
std::printf("5b. Palette applied to bitmaps\n");
// CRITICAL: Only apply palette if it's valid
if (bg1_palette.size() > 0) {
bg1_bmp.SetPaletteWithTransparent(bg1_palette, 0);
bg2_bmp.SetPaletteWithTransparent(bg1_palette, 0);
std::printf("5b. Palette applied to bitmaps\n");
} else {
std::printf("5b. WARNING: Palette is empty, skipping SetPalette\n");
}
// ALWAYS recreate textures when palette changes (UpdateBitmap doesn't update palette!)
std::printf("6. Recreating bitmap textures with new palette\n");
core::Renderer::Get().CreateAndRenderBitmap(
0x200, 0x200, 0x200, gfx::Arena::Get().bg1().bitmap().vector(),
0x200, 0x200, 8, gfx::Arena::Get().bg1().bitmap().vector(),
gfx::Arena::Get().bg1().bitmap(), bg1_palette);
core::Renderer::Get().CreateAndRenderBitmap(
0x200, 0x200, 0x200, gfx::Arena::Get().bg2().bitmap().vector(),
0x200, 0x200, 8, gfx::Arena::Get().bg2().bitmap().vector(),
gfx::Arena::Get().bg2().bitmap(), bg1_palette);
std::printf("7. BG1 has texture: %d\n", bg1_bmp.texture() != nullptr);

View File

@@ -347,6 +347,7 @@ class Room {
auto& mutable_blocks() { return blocks_; }
auto rom() { return rom_; }
auto mutable_rom() { return rom_; }
const std::array<uint8_t, 0x4000>& get_gfx_buffer() const { return current_gfx16_; }
private:
Rom* rom_;

View File

@@ -14,6 +14,7 @@ set(
app/zelda3/dungeon/room_object.cc
app/zelda3/dungeon/object_parser.cc
app/zelda3/dungeon/object_renderer.cc
app/zelda3/dungeon/object_drawer.cc
app/zelda3/dungeon/room_layout.cc
app/zelda3/dungeon/room_diagnostic.cc
app/zelda3/dungeon/room_visual_diagnostic.cc