- Updated the testing guide to clarify the testing framework's organization and execution methods, improving user understanding.
- Refactored CMakeLists to include new platform-specific files, ensuring proper integration of the rendering backend.
- Modified main application files to utilize the new IRenderer interface, enhancing flexibility in rendering operations.
- Implemented deferred texture management in various components, allowing for more efficient graphics handling and improved performance.
- Introduced new methods for texture creation and updates, streamlining the rendering process across the application.
- Enhanced logging and error handling in the rendering pipeline to facilitate better debugging and diagnostics.
- Introduced a complete guide for the Dungeon Editor, detailing features, architecture, and usage instructions, ensuring users can effectively utilize the tool for dungeon creation.
- Added an Overworld Agent Guide to facilitate AI interaction with the overworld editor, covering tools, commands, and best practices for automation and AI-generated edits.
- Included a migration plan for transitioning from SDL2 to SDL3, outlining the necessary steps for refactoring the rendering architecture to support modern graphics APIs.
- Enhanced the palette system overview, detailing SNES color formats, palette organization, and common issues, providing developers with essential insights for effective color management.
- Updated the emulator development guide to reflect the latest status and improvements, confirming production readiness and outlining future enhancements.
- Removed direct renderer calls from LoadLinkGraphics and LoadAllGraphicsData to prepare for future renderer refactor.
- Added LockTexture and UnlockTexture methods to IRenderer and SDL2Renderer for direct pixel access, enhancing texture management capabilities.
- Updated CMake configuration to include the new SDL2Renderer source file, ensuring proper integration within the graphics backend.
- Added IRenderer interface to define abstract rendering operations, decoupling application logic from specific rendering APIs.
- Implemented SDL2Renderer class, providing concrete methods for texture management, rendering primitives, and lifecycle management using SDL2.
- Introduced texture creation, updating, and destruction methods, along with rendering functions to clear the screen and present frames.
- Enhanced backend access for third-party library integration, ensuring flexibility in rendering operations.
- Added a custom assertion handler for ImGui to log assertion failures instead of crashing the application.
- Implemented a mechanism to back up and reset ImGui workspace settings after multiple assertion failures.
- Updated the window creation process to set the custom assertion handler conditionally based on build configuration.
- Enhanced the welcome screen to truncate project names for better display in the UI.
- Introduced ObjectEditorCard to consolidate object selection, emulator preview, and interaction controls into a single interface.
- Updated DungeonCanvasViewer to support object interaction context and handle mouse input for object selection and placement.
- Enhanced DungeonEditorV2 with new room graphics card for visualizing room graphics and improved layout for better user experience.
- Refactored existing components to accommodate the new unified editor, streamlining the workflow for managing dungeon objects.
- Added JumpToDungeonRoom and JumpToOverworldMap methods to facilitate quick navigation between dungeon and overworld editors.
- Introduced SwitchToEditor method to manage editor tab activation based on the selected editor type.
- Enhanced DungeonEditorV2 with room and entrance selection capabilities, improving user experience and workflow efficiency.
- Updated header files to declare new methods and ensure proper integration within the editor management system.
- Added critical logging for graphics buffer management in LoadAllGraphicsData to prevent data corruption during ROM loads.
- Updated logging levels from INFO to DEBUG across various components for consistency and to reduce log verbosity.
- Refactored texture creation and palette application logic to allow editors to manage their own rendering, improving flexibility and user experience.
- Improved background buffer handling to ensure fresh bitmap creation only when necessary, optimizing performance.
- Enhanced debugging output for canvas and performance tracking, aiding in better diagnostics during development.
- Introduced a new PaletteEditorWidget for visual editing of dungeon palettes, allowing users to select and modify colors.
- Integrated palette editor into DungeonEditorV2, enabling real-time updates and re-rendering of rooms upon palette changes.
- Enhanced GUI layout to include a dedicated palette editor card, improving user experience and accessibility.
- Implemented callback functionality to notify when palette changes occur, ensuring seamless integration with room rendering.
- Updated DungeonCanvasViewer to check and render room-specific graphics, improving rendering efficiency.
- Enhanced LoadAndRenderRoomGraphics to include detailed logging for better debugging.
- Refactored room rendering methods to utilize individual background buffers instead of global arena buffers, ensuring accurate graphics representation.
- Improved room diagnostic functionality to verify background buffer states specific to each room.
- Added critical checks and logging in BackgroundBuffer to ensure proper tile rendering and bitmap management.
- 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.
- Added validation checks for ROM file existence and size constraints (minimum 32KB, maximum 8MB) during loading.
- Integrated a new disassembly viewer to track and display executed instructions, enhancing debugging capabilities.
- Updated CPU class to manage disassembly viewer instances, allowing for real-time instruction logging.
- Improved emulator's CMake configuration to include new source files related to the disassembly viewer.
- Enhanced pixel handling in the PPU to support BGRX format for better compatibility with SDL.
- Introduced a new editor type for the emulator, allowing users to access emulator functionalities directly from the editor manager.
- Updated the editor selection dialog to include the emulator option with appropriate descriptions and shortcuts.
- Enhanced the emulator interface with modern theming and improved layout for better user experience.
- Implemented various UI components for performance monitoring, AI agent integration, and save state management, enriching the emulator's capabilities.
- Added frame rate tracking to the emulator, calculating and displaying current FPS in the UI.
- Enhanced audio management by monitoring queued audio frames and ensuring the audio buffer is filled appropriately.
- Updated texture handling to align with the PPU output format, improving visual consistency.
- Refactored timing management to cap time accumulation, preventing performance issues during frame processing.
- Introduced a comprehensive Emulator Development Guide detailing the YAZE SNES emulator's architecture, usage, and debugging journey.
- Documented current emulator status, usage methods, architecture details, critical bug fixes, logging system, and future work.
- Removed the gRPC Integration Complete document as it is no longer relevant to the current documentation structure.
- Updated index to include the new Emulator Development Guide for better navigation.
- Refactored SDL initialization process to enhance clarity and error handling, ensuring proper setup of video, audio, and event subsystems.
- Utilized RAII smart pointers for window and renderer management, improving resource cleanup during shutdown.
- Updated audio buffer allocation to use unique_ptr for automatic memory management.
- Enhanced logging for emulator state and initialization, providing better insights during execution.
- Streamlined timing management and frame processing logic for improved performance and maintainability.
- Decreased logging limits in Snes, Apu, and Spc700 classes to prevent overflow crashes during execution.
- Updated comments in the APU boot ROM for clarity regarding the hardware dump and critical fixes.
- Enhanced logging to provide better insights while maintaining system stability.
- Added deadlock detection in the emulator's main loop to identify when the CPU is stuck, enhancing debugging capabilities.
- Updated logging during emulator shutdown to provide clearer status messages, including final CPU state and resource cleanup.
- Refactored audio and texture cleanup processes to ensure proper resource management during shutdown.
- Added a new unified layout system that integrates chat and status panels for improved user experience.
- Implemented EnhancedChatComponent and EnhancedStatusPanel to manage chat interactions and display system information.
- Updated CMake configuration to include new source files for the unified layout, ensuring proper build setup.
- Refactored existing TUI components to support the new layout structure, enhancing modularity and maintainability.
- Renamed command-line flags for improved clarity and consistency, enhancing usability for ROM loading, GUI options, and state management.
- Adjusted default maximum frames for emulator execution to 180, optimizing performance settings.
- Refactored CMake configuration to reflect changes in source file structure, ensuring proper build setup for the emulator application.
- Added command-line flags for ROM loading, GUI toggling, state loading, and dumping, improving emulator flexibility.
- Implemented state management in the Snes class with loadState and saveState methods for saving and restoring emulator state.
- Updated the main emulator loop to handle frame counting and logging, providing better insights during execution.
- Refactored CMake configuration to streamline build options for the emulator application.
- Updated APU boot ROM comments for clarity and completeness, including details on multi-byte transfer acknowledgments.
- Improved logging in APU and SPC700 classes to provide comprehensive tracing during execution, particularly for transfer protocols and MOVS instructions.
- Refactored MOVS, MOVSX, and MOVSY methods to use consistent address handling, enhancing readability and maintainability.
- Added conditional logging for specific addresses to aid in debugging and tracking state changes during instruction execution.
- Updated Emulator::Run method to accept a Rom* parameter, improving flexibility in ROM handling.
- Refactored texture creation and ROM data initialization to utilize the new parameter.
- Enhanced logging in Snes class to provide detailed information during initialization, reset, and frame processing, aiding in debugging and performance monitoring.
- Introduced cycle tracking in Apu and Spc700 classes for accurate synchronization and debugging.
- Added unit tests for APU DSP functionality and IPL ROM handshake to ensure reliability and correctness of audio processing.
- Added TimingManager class to provide precise timing for animations and frame pacing, addressing issues with ImGui::GetIO().DeltaTime.
- Updated event handling in the window management to use SDL_PollEvent for improved responsiveness.
- Integrated TimingManager into EditorManager, BackgroundRenderer, and WelcomeScreen for consistent delta time usage across the application.
- Enhanced animation updates to utilize accurate frame timing, improving visual performance and user experience.
- Introduced retro-style animations including pulsing borders, scanline effects, and glitch animations to the Agent Chat History Popup, enhancing visual appeal.
- Updated message display with terminal-inspired styling, including color-coded sender labels and retro separators.
- Improved header design with a pulsing glow effect and animated status indicators for unread messages, enriching user interaction.
- Refactored drawing methods to accommodate new visual effects while maintaining existing functionality.
- Integrated SDL for image loading in the Agent Chat Widget, allowing for dynamic screenshot previews.
- Updated the screenshot capture functionality to save selected regions and display previews, improving user interaction.
- Refactored theme color usage to utilize the new text_secondary_color for consistent styling across the widget.
- Added error handling for image loading and rendering processes, enhancing robustness and user feedback.
- Introduced a new Automation Panel in the Agent Chat Widget, providing users with real-time automation status, quick action buttons, and a list of recent automation actions.
- Implemented connection status indicators and refresh functionality for automation state, enhancing user interaction and feedback.
- Updated the header file to declare the new RenderAutomationPanel method, ensuring proper integration within the widget's UI structure.
- Added new command handlers for dialogue inspection tools: `dialogue-list`, `dialogue-read`, and `dialogue-search`, allowing users to interact with dialogue messages in the ROM.
- Introduced music data tools: `music-list`, `music-info`, and `music-tracks`, enabling users to retrieve information about music tracks and their properties.
- Implemented sprite property tools: `sprite-list`, `sprite-properties`, and `sprite-palette`, providing access to sprite details and color palettes.
- Updated the command dispatcher to support the new tools, enhancing the functionality and usability of the CLI for users working with ROM data.
- Introduced a new YAML file, `oracle_of_secrets_labels.yaml`, containing structured data for items, masks, dungeons, bosses, NPCs, and SRAM/WRAM variables specific to the Oracle of Secrets ROM hack.
- Added a system prompt file, `oracle_of_secrets_system_prompt.txt`, outlining the role of the AI assistant, project context, task generation, key data sources, and best practices for user interactions.
- These additions enhance the functionality and usability of the z3ed tool for users working with the Oracle of Secrets project.
- Added new GUI automation tools: gui-discover, gui-click, gui-place-tile, and gui-screenshot, enabling users to interact with the YAZE GUI programmatically.
- Implemented command handlers for each tool, allowing for automated GUI interactions such as clicking buttons, placing tiles, and capturing screenshots.
- Updated documentation to include usage instructions and examples for the new GUI tools, enhancing user experience and accessibility.
- Ensured compatibility with the test harness by requiring YAZE to run with the `--enable-test-harness` flag for GUI automation functionalities.
- Implemented vim-style line editing in the simple chat interface, allowing users to navigate and edit text using familiar vim commands.
- Introduced an autocomplete system in the FTXUI chat, providing real-time command suggestions and fuzzy matching for improved user experience.
- Updated documentation to reflect new features and usage instructions for vim mode and autocomplete functionality.
- Enhanced the TUI with autocomplete UI components for better interaction and command input.
- Added a helper method, MakeCardTitle, to generate session-aware titles for editor cards based on the current session context.
- Updated various editor files to utilize the new MakeCardTitle method, ensuring consistent card naming across multiple sessions.
- Refactored card initialization in AssemblyEditor, GraphicsEditor, DungeonEditorV2, OverworldEditor, and SpriteEditor to support dynamic session titles, enhancing user experience and clarity.
- Removed PushID and PopID calls in EditorManager to prevent ID stack corruption, relying on window titles for uniqueness.
- Updated ImGui window size and position settings to use FirstUseEver for maximizing on first open, enhancing user experience.
- Replaced AgentUI::PopPanelStyle with ImGui::PopStyleColor in multiple locations for consistency in style management.
- Ensured all EditorCard instances consistently call End after Begin, improving code clarity and preventing potential rendering issues.
- Introduced a new "Getting Started" guide to help users set up and use the YAZE software effectively.
- Added detailed "Testing Guide" outlining the testing framework and best practices for contributors.
- Created "Build Instructions" for macOS, Linux, and Windows, including environment verification and quick start with CMake presets.
- Documented the architecture and networking aspects of YAZE, focusing on service-oriented design and gRPC integration.
- Updated the index to reflect new documentation structure and improve navigation.
- Implemented Canvas Automation API integration in OverworldEditor, allowing for automated tile operations and enhanced control.
- Simplified editing modes in the toolbar, consolidating functionality for a more intuitive user experience.
- Updated entity editing shortcuts and context menu interactions to streamline entity management.
- Adjusted drawing methods to ensure consistent rendering without scale application, improving performance and clarity.
- Added comments for future enhancements regarding entity operations submenu.
- Introduced a gRPC service wrapper for CanvasAutomationServiceImpl, enabling seamless integration of canvas operations with gRPC.
- Added a helper function to convert absl::Status to grpc::Status, ensuring consistent error handling across service calls.
- Updated UnifiedGRPCServer to initialize and register the Canvas Automation service, enhancing the server's capabilities for handling canvas-related requests.
- Refactored service initialization to accommodate the new canvas service, improving modularity and maintainability of the server code.
- Introduced a new language definition for the 65816 assembly language, improving syntax highlighting and code editing capabilities.
- Updated the AssemblyEditor to utilize the new language definition and integrated a toolset for file management actions, enhancing user experience.
- Refactored the file handling logic to support dynamic file opening and saving, ensuring better resource management within the editor.
- Removed deprecated tab view code, transitioning to a more modular card-based layout for active files, improving UI responsiveness and organization.
- Replaced instances of "cli/tui.h" with "cli/tui/tui.h" across multiple TUI source files, enhancing file organization and clarity.
- Updated include paths in general_commands.cc to reflect the new structure, ensuring consistency across the codebase.
- Updated CMakeLists.txt to reflect new file paths for CLI components, enhancing project organization.
- Replaced instances of the deprecated z3ed.h with cli.h across multiple handler files, improving code consistency and maintainability.
- Organized CLI source files into a dedicated directory structure for better modularity and clarity.
- Updated CMakeLists.txt to include additional proto files for canvas automation, enhancing the build process for gRPC services.
- Refactored file_util.cc to use the core namespace for feature flags, improving code clarity and consistency.
- Added new unit tests for CanvasAutomationAPI, covering various functionalities such as coordinate conversion, tile operations, and selection management, ensuring robust testing for canvas automation features.
- Introduced a new CLI structure by creating cli.cc and cli.h files, enhancing command organization and modularity.
- Updated command handling to improve the setup and execution of various CLI commands, including AI agent interactions and ROM operations.
- Replaced the deprecated modern_cli.h with a more streamlined approach, ensuring better maintainability and clarity in command definitions.
- Adjusted CMake configuration to reflect the new file structure and included additional proto files for gRPC services, supporting enhanced functionality.
- Enhanced the TUI components for improved user experience, including better navigation and command execution flow.
- Modified CMake configuration to include additional proto files for gRPC services, enhancing the build process for canvas automation features.
- Adjusted the number of buttons in the Toolset to improve UI layout.
- Introduced a new constructor for EditorCard to manage open state, enhancing flexibility in editor card management.
- Introduced a new gRPC service for canvas automation, enabling remote control of canvas operations for AI agents, GUI testing, and collaborative editing.
- Added proto definitions for canvas automation, including tile operations, selection management, and view control functionalities.
- Implemented the CanvasAutomationServiceImpl class to handle various canvas operations, ensuring a robust interface for automation tasks.
- Updated CMake configuration to include new proto files and service implementations, enhancing the build system for the canvas automation features.
- Replaced static context menu setup in OverworldEditor with dynamic configuration based on the current map state, improving usability and responsiveness.
- Introduced TileSelectorWidget for better tile selection management, allowing for a more intuitive user experience when selecting tiles.
- Updated canvas controls to include zoom in and zoom out functionalities, enhancing the editor's navigation capabilities.
- Cleaned up legacy context menu code and improved overall organization for better maintainability and clarity.
- Expanded the testing guide with detailed sections on widget registration, state introspection, and integration with AI agents for automated testing.
- Added a new comprehensive readme for the z3ed agent, outlining its architecture, capabilities, and quick start instructions for AI-driven ROM hacking.
- Updated the changelog to reflect recent enhancements in GUI and UX, including a theme system and modular architecture for the Overworld Editor.
- Removed outdated networking documentation to streamline resources and improve clarity.
- Added file utility header for improved resource path management.
- Enhanced ASM file handling by utilizing GetResourcePath for better compatibility across deployment scenarios.
- Cleaned up code formatting and comments for clarity, ensuring consistent indentation and readability.
- Deprecated feature flag for ZSCustomOverworld ASM application, simplifying the logic for version gating.
- Introduced a new assembly file for SNES hardware registers, defining key memory addresses and structures for the PPU and DMA channels.
- Included detailed comments and references for better understanding and usage of the hardware registers.
- Updated the yaze.asm file to disable custom mosaic settings, ensuring compatibility with the new hardware register definitions.
- Changed static asm_version declarations to non-static to ensure fresh reads from ROM, reflecting upgrades accurately.
- Improved comments to clarify the importance of reading the asm_version dynamically.
- Enhanced the DrawToolset method in OverworldEditor to include a new ROM Upgrade Popup for applying ASM patches, improving user experience and functionality.