- Added checkboxes for toggling visibility of title screen background layers (BG1 and BG2).
- Implemented a new method for rendering the composite view of the title screen.
- Introduced functionality for loading and saving custom maps from external binary files, enhancing user flexibility in map management.
Benefits:
- Improves user experience by allowing dynamic control over layer visibility during title screen editing.
- Expands the capabilities of the ScreenEditor with custom map handling, facilitating easier map modifications and sharing.
- Added functionality for managing the overworld map, including loading, rendering, and saving map data for both Light and Dark Worlds.
- Introduced new canvas components for overworld map editing, allowing users to select and paint tiles directly onto the map.
- Enhanced the ScreenEditor with controls for tile flipping and palette selection, improving the user interface for overworld map management.
Benefits:
- Expands the capabilities of the ScreenEditor, providing users with tools to edit and manage the overworld map effectively.
- Improves user experience by enabling intuitive tile editing and visual feedback during map modifications.
- Implemented a new tilemap system for 8x8 tiles in the ScreenEditor, allowing for on-demand texture creation and caching of tiles.
- Combined multiple sheets into a single tilemap, improving memory efficiency and rendering performance.
- Updated tile drawing logic to extract and cache tiles from the atlas, ensuring textures are created only when needed.
Benefits:
- Enhances performance by reducing unnecessary texture creation.
- Improves user experience with faster tile rendering and management in the editor.
- Implemented title screen editing capabilities, including loading and rendering of title screen layers.
- Added inventory item icon management, allowing for the display and selection of item icons within the inventory menu.
- Updated the inventory creation process to ensure proper ROM loading and error handling.
- Introduced new canvas components for title screen and inventory item icons, improving the user interface for editing.
Benefits:
- Enhances the functionality of the screen editor, providing users with tools to edit title screens and manage inventory icons effectively.
- Improves user experience by ensuring robust error handling and visual feedback during inventory management.
- Updated include paths for various GUI-related headers to improve organization and clarity.
- Introduced new components for better modularity, including PaletteEditorWidget and EditorCardManager.
- Refactored existing code to utilize the new components, ensuring consistency across the GUI subsystem.
Benefits:
- Enhances maintainability and readability of the GUI code.
- Facilitates future enhancements and optimizations within the GUI subsystem.
- Updated include paths for various graphics-related headers to improve organization and clarity.
- Introduced new types for SNES color, palette, and tile management, enhancing the structure of the graphics subsystem.
- Refactored existing code to utilize the new types, ensuring consistency across the codebase.
Benefits:
- Improves maintainability and readability of the graphics code.
- Facilitates future enhancements and optimizations within the graphics subsystem.
- Updated EditorManager to support new card-based editors, including Emulator, Hex, and Assembly editors.
- Added centralized registration of editor cards with EditorCardManager, improving visibility management.
- Implemented methods to retrieve editor types from categories and manage card visibility dynamically.
- Enhanced initialization processes for various editors to ensure proper card registration and default visibility settings.
Benefits:
- Improved user experience by organizing editor cards and providing quick access to new editor functionalities.
- Streamlined editor management, making it easier to switch between different editing contexts and enhancing overall workflow efficiency.
- Introduced new shortcut categories for graphics, screen, and sprite editors, improving accessibility and organization.
- Updated DungeonEditorV2 and other editor classes to register cards with the EditorCardManager, allowing for better control and visibility management.
- Refactored shortcut registration for dungeon, graphics, screen, and sprite editors, ensuring consistent user experience across the application.
- Improved initialization processes to handle dynamic card visibility and shortcuts effectively.
- 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.
- Added DrawDungeonMapScreen method to encapsulate the logic for rendering the dungeon map, improving code organization and readability.
- Refactored DrawDungeonMapsTabs to utilize the new DrawDungeonMapScreen method, reducing code duplication.
- Updated various drawing operations for better clarity and efficiency, including adjustments to tile rendering and grid display.
- Removed commented-out code to clean up the implementation.
- Replaced instances of Renderer::GetInstance() with Renderer::Get() for consistency across the codebase.
- Updated various rendering methods to streamline bitmap updates and enhance performance.
- Removed unused includes and comments to improve code clarity and maintainability.