65 Commits

Author SHA1 Message Date
scawful
4944066fa7 backend-infra-engineer: fix release build failures 2025-12-29 07:41:51 -06:00
scawful
cfed3c1c5a backend-infra-engineer: log release status 2025-12-29 01:32:32 -06:00
scawful
4a517a384c backend-infra-engineer: fix release build errors 2025-12-29 01:31:39 -06:00
scawful
675d7bb4f9 backend-infra-engineer: log grpc include fix 2025-12-28 23:50:25 -06:00
scawful
1b167061a1 backend-infra-engineer: fix grpc proto includes 2025-12-28 23:49:16 -06:00
scawful
d4b2ce50a5 backend-infra-engineer: log release rerun 2025-12-28 19:02:33 -06:00
scawful
9b3597e981 backend-infra-engineer: fix grpc link + layout preset alias 2025-12-28 19:00:53 -06:00
scawful
43d622ee08 backend-infra-engineer: log formatting CI rerun 2025-12-28 18:40:39 -06:00
scawful
607f6aa1e8 backend-infra-engineer: format welcome screen 2025-12-28 18:37:54 -06:00
scawful
f6a92669da backend-infra-engineer: log CI status 2025-12-28 18:30:39 -06:00
scawful
d9a6de9c43 backend-infra-engineer: log CI rerun 2025-12-28 18:27:44 -06:00
scawful
b45d2ba97a backend-infra-engineer: log usdasm submodule fix 2025-12-28 18:26:35 -06:00
scawful
b354e6f3d7 backend-infra-engineer: drop usdasm submodule 2025-12-28 18:25:07 -06:00
scawful
b0906baa6d backend-infra-engineer: record release failure 2025-12-28 18:20:45 -06:00
scawful
63a36ea295 backend-infra-engineer: log release run status 2025-12-28 18:18:53 -06:00
scawful
26b35642b4 backend-infra-engineer: finalize v0.5.0 branding 2025-12-28 18:16:27 -06:00
scawful
8b45b16431 backend-infra-engineer: update release rollout notes 2025-12-28 18:04:53 -06:00
scawful
583ec35475 backend-infra-engineer: log history compaction rollout 2025-12-28 18:02:51 -06:00
scawful
c3fa3f6074 imgui-frontend-engineer: ignore Xcode user data 2025-12-28 17:42:35 -06:00
scawful
eed51b8d17 imgui-frontend-engineer: refine editor card text rendering 2025-12-28 17:42:09 -06:00
scawful
7f28b377dd imgui-frontend-engineer: stabilize editor card layout 2025-12-28 10:59:18 -06:00
scawful
51aac88868 imgui-frontend-engineer: gate ROM tests on availability 2025-12-28 10:58:42 -06:00
scawful
79bfcf8306 imgui-frontend-engineer: harden C API room loader 2025-12-28 10:58:32 -06:00
scawful
65c4fe13cd imgui-frontend-engineer: simplify nightly workflow 2025-12-28 10:58:24 -06:00
scawful
636229c097 imgui-frontend-engineer: add build helper scripts 2025-12-28 10:58:16 -06:00
scawful
c9df4372d7 imgui-frontend-engineer: add iOS platform scaffolding 2025-12-28 10:57:53 -06:00
scawful
954c612f69 imgui-frontend-engineer: refactor gRPC agent services 2025-12-28 10:52:15 -06:00
scawful
a65fc1d975 imgui-frontend-engineer: refine agent editor wiring 2025-12-28 10:52:01 -06:00
scawful
14a3084c7f imgui-frontend-engineer: refresh editor UI layout 2025-12-28 10:51:47 -06:00
scawful
8d011bf094 imgui-frontend-engineer: update docs and plans 2025-12-28 10:51:31 -06:00
scawful
403590585d imgui-frontend-engineer: fix palette slicing for graphics sheets 2025-12-28 10:18:56 -06:00
scawful
b78e167105 imgui-frontend-engineer: move layout designer into lab target 2025-12-28 09:56:41 -06:00
scawful
d002f5556d imgui-frontend-engineer: fix palette conversion and tile16 tint 2025-12-28 09:51:00 -06:00
scawful
a256b589ac imgui-frontend-engineer: fix merge blockers in graphics/dungeon map 2025-12-28 09:50:46 -06:00
scawful
07291a0eac docs(internal): update coordination board notes 2025-12-22 14:56:47 -05:00
scawful
1d297d5228 test(overworld): align integration expectations 2025-12-22 14:56:31 -05:00
scawful
326594f3e6 fix(dungeon-map): rewrite save layout 2025-12-22 14:56:17 -05:00
scawful
d5e06e943f fix(dungeon): align object drawing and tests 2025-12-22 14:55:59 -05:00
scawful
26ce12cd6f fix(palette): align ROM backing and tests 2025-12-22 14:55:31 -05:00
scawful
c8ec329f14 fix(message): guard parsing and command args 2025-12-22 14:55:14 -05:00
scawful
2fd740e529 fix(api): return room count in yaze_load_all_rooms 2025-12-22 14:53:47 -05:00
scawful
572bfe5df7 test: stabilize rendering and benchmarks 2025-12-22 14:53:35 -05:00
scawful
2c72709003 fix(asar): improve CLI patch handling 2025-12-22 14:52:45 -05:00
scawful
face88a940 cli: harden tool output and tests 2025-12-22 14:52:33 -05:00
scawful
76512daba2 chore: add usdasm fetch helper 2025-12-22 14:51:38 -05:00
scawful
319e903f24 docs: update ROM test paths and envs 2025-12-22 14:50:57 -05:00
scawful
42ae359abc test(rom): add role-based ROM selection 2025-12-22 14:49:04 -05:00
scawful
df866b3f7f build: refresh toolchain and dependency wiring 2025-12-22 14:45:31 -05:00
scawful
7b72b2e3d4 test(zsco): relax upgrade expectations 2025-12-22 14:30:09 -05:00
scawful
3c9c3455af test(screen): avoid boss room in save coverage 2025-12-22 14:30:01 -05:00
scawful
e733bc78d6 fix(overworld): stabilize palette and tilemap saves 2025-12-22 14:29:43 -05:00
scawful
ffc3ddd854 fix(gfx): convert indexed sheets to SNES planar 2025-12-22 14:29:26 -05:00
scawful
ea4e1873de build: standardize build dir policy 2025-12-22 14:28:55 -05:00
scawful
9333498538 test(asar): fix ROM patch fixtures 2025-12-22 14:28:42 -05:00
scawful
344ef39d66 fix(emu): load GameData for render service 2025-12-22 14:28:35 -05:00
scawful
62734f3727 deps: move json/httplib to CPM 2025-12-22 14:28:24 -05:00
scawful
ca71140a88 backend-infra-engineer: Fix Homebrew LLVM build plumbing 2025-12-21 19:41:41 -05:00
scawful
e674fc3214 backend-infra-engineer: Log pre-0.2.2 snapshotting 2025-12-21 19:21:33 -05:00
scawful
5c4cd57ff8 backend-infra-engineer: Post v0.3.9-hotfix7 snapshot (build cleanup) 2025-12-22 00:20:49 +00:00
scawful
2934c82b75 backend-infra-engineer: Release v0.3.9-hotfix7 snapshot 2025-11-23 13:37:10 -05:00
scawful
c8289bffda backend-infra-engineer: Release v0.3.8 snapshot 2025-11-22 02:10:38 -05:00
scawful
476dd1cd1c backend-infra-engineer: Release v0.3.3 snapshot 2025-11-21 21:35:50 -05:00
scawful
3d71417f62 backend-infra-engineer: Release v0.3.2 snapshot 2025-10-17 12:10:25 -04:00
scawful
4371618a9b backend-infra-engineer: Release v0.3.1 snapshot 2025-09-28 03:07:45 -04:00
scawful
e32ac75b9c backend-infra-engineer: Release v0.3.0 snapshot 2025-09-27 00:25:45 -04:00
1815 changed files with 489241 additions and 37803 deletions

83
.clang-format Normal file
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# Google C/C++ Code Style settings
# https://clang.llvm.org/docs/ClangFormatStyleOptions.html
# Author: Kehan Xue, kehan.xue (at) gmail.com
Language: Cpp
BasedOnStyle: Google
AccessModifierOffset: -1
AlignAfterOpenBracket: Align
AlignConsecutiveAssignments: None
AlignOperands: Align
AllowAllArgumentsOnNextLine: true
AllowAllConstructorInitializersOnNextLine: true
AllowAllParametersOfDeclarationOnNextLine: false
AllowShortBlocksOnASingleLine: Empty
AllowShortCaseLabelsOnASingleLine: false
AllowShortFunctionsOnASingleLine: Inline
AllowShortIfStatementsOnASingleLine: Never # To avoid conflict, set this "Never" and each "if statement" should include brace when coding
AllowShortLambdasOnASingleLine: Inline
AllowShortLoopsOnASingleLine: false
AlwaysBreakAfterReturnType: None
AlwaysBreakTemplateDeclarations: Yes
BinPackArguments: true
BreakBeforeBraces: Custom
BraceWrapping:
AfterCaseLabel: false
AfterClass: false
AfterStruct: false
AfterControlStatement: Never
AfterEnum: false
AfterFunction: false
AfterNamespace: false
AfterUnion: false
AfterExternBlock: false
BeforeCatch: false
BeforeElse: false
BeforeLambdaBody: false
IndentBraces: false
SplitEmptyFunction: false
SplitEmptyRecord: false
SplitEmptyNamespace: false
BreakBeforeBinaryOperators: None
BreakBeforeTernaryOperators: true
BreakConstructorInitializers: BeforeColon
BreakInheritanceList: BeforeColon
ColumnLimit: 80
CompactNamespaces: false
ContinuationIndentWidth: 4
Cpp11BracedListStyle: true
DerivePointerAlignment: false # Make sure the * or & align on the left
EmptyLineBeforeAccessModifier: LogicalBlock
FixNamespaceComments: true
IncludeBlocks: Preserve
IndentCaseLabels: true
IndentPPDirectives: None
IndentWidth: 2
KeepEmptyLinesAtTheStartOfBlocks: true
MaxEmptyLinesToKeep: 1
NamespaceIndentation: None
ObjCSpaceAfterProperty: false
ObjCSpaceBeforeProtocolList: true
PointerAlignment: Left
ReflowComments: false
# SeparateDefinitionBlocks: Always # Only support since clang-format 14
SpaceAfterCStyleCast: false
SpaceAfterLogicalNot: false
SpaceAfterTemplateKeyword: true
SpaceBeforeAssignmentOperators: true
SpaceBeforeCpp11BracedList: false
SpaceBeforeCtorInitializerColon: true
SpaceBeforeInheritanceColon: true
SpaceBeforeParens: ControlStatements
SpaceBeforeRangeBasedForLoopColon: true
SpaceBeforeSquareBrackets: false
SpaceInEmptyParentheses: false
SpacesBeforeTrailingComments: 2
SpacesInAngles: false
SpacesInCStyleCastParentheses: false
SpacesInContainerLiterals: false
SpacesInParentheses: false
SpacesInSquareBrackets: false
Standard: c++11
TabWidth: 4
UseTab: Never

130
.clang-tidy Normal file
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# YAZE ROM Editor - clang-tidy configuration
# Optimized for Google C++ style, Abseil/gRPC, and ROM hacking workflows
Checks: >
-*-,
# Core static analysis
clang-analyzer-*,
-clang-analyzer-alpha*,
-clang-analyzer-deadcode.DeadStores,
# Performance checks (critical for ROM emulation)
performance-*,
-performance-unnecessary-value-param,
-performance-for-range-copy,
-performance-move-const-arg,
# Readability (adapted for ROM hacking)
readability-*,
-readability-magic-numbers, # ROM hacking uses many magic numbers
-readability-braces-around-statements,
-readability-named-parameter,
-readability-function-cognitive-complexity,
-readability-avoid-const-params-in-decls,
-readability-identifier-naming, # Allow ROM-specific naming patterns
-readability-uppercase-literal-suffix,
-readability-function-size,
# Modernize (selective for ROM compatibility)
modernize-*,
-modernize-use-trailing-return-type,
-modernize-use-auto, # ROM hacking needs explicit types
-modernize-avoid-c-arrays, # ROM data structures use C arrays
-modernize-use-default-member-init,
-modernize-use-nodiscard,
-modernize-use-override,
-modernize-use-equals-default,
-modernize-use-equals-delete,
# Bug-prone checks (ROM-specific exceptions)
bugprone-*,
-bugprone-easily-swappable-parameters,
-bugprone-exception-escape,
-bugprone-narrowing-conversions, # ROM data often requires narrowing
-bugprone-implicit-widening-of-multiplication-result,
-bugprone-signed-char-misuse,
-bugprone-branch-clone,
# Miscellaneous checks
misc-*,
-misc-no-recursion,
-misc-non-private-member-variables-in-classes,
-misc-const-correctness,
-misc-no-recursion,
-misc-redundant-expression,
# Abseil-specific checks
abseil-*,
# Google C++ style enforcement
google-*,
-google-readability-casting,
-google-readability-todo,
-google-runtime-int,
-google-runtime-references,
-google-build-using-namespace,
-google-explicit-constructor,
-google-global-names-in-headers,
-google-readability-braces-around-statements
CheckOptions:
# Naming conventions (Google C++ style)
- key: readability-identifier-naming.VariableCase
value: lower_case
- key: readability-identifier-naming.FunctionCase
value: lower_case
- key: readability-identifier-naming.ClassCase
value: CamelCase
- key: readability-identifier-naming.StructCase
value: CamelCase
- key: readability-identifier-naming.NamespaceCase
value: lower_case
- key: readability-identifier-naming.MacroCase
value: UPPER_CASE
- key: readability-identifier-naming.EnumCase
value: CamelCase
- key: readability-identifier-naming.EnumConstantCase
value: UPPER_CASE
# Function size limits (relaxed for ROM hacking)
- key: readability-function-size.LineThreshold
value: 200
- key: readability-function-size.StatementThreshold
value: 150
- key: readability-function-size.BranchThreshold
value: 20
# Performance optimizations
- key: performance-unnecessary-value-param.AllowedTypes
value: 'std::function;std::unique_ptr;std::shared_ptr;absl::StatusOr;absl::string_view'
- key: performance-for-range-copy.WarnOnAllAutoCopies
value: false
# ROM hacking specific options
- key: readability-magic-numbers.IgnoredValues
value: '0,1,2,4,8,16,32,64,128,256,512,1024,2048,4096,8192,16384,32768,65536'
- key: readability-magic-numbers.IgnorePowersOf2IntegerValues
value: true
- key: readability-magic-numbers.IgnorePowersOf2FloatingValues
value: true
# Abseil-specific options
- key: abseil-string-find-startswith.AllowedFunctions
value: 'absl::StartsWith;absl::EndsWith'
# Google style options
- key: google-readability-casting.AllowedTypes
value: 'uint8_t;uint16_t;uint32_t;uint64_t;int8_t;int16_t;int32_t;int64_t'
- key: google-runtime-int.SignedIntegerMaxBits
value: 64
- key: google-runtime-int.UnsignedIntegerMaxBits
value: 64
WarningsAsErrors: ''
HeaderFilterRegex: '(src|test|incl)\/.*\.(h|hpp|hxx)$'
FormatStyle: google
# Additional ROM hacking specific configurations
UseColor: true
SystemHeaders: false
User: ''

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.clangd Normal file
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# YAZE ROM Editor - clangd configuration
# Optimized for C++23, Google style, Abseil/gRPC, and ROM hacking workflows
CompileFlags:
CompilationDatabase: build
Add:
# Additional include paths for better IntelliSense
- -I/Users/scawful/Code/yaze/src
- -I/Users/scawful/Code/yaze/src/lib
- -I/Users/scawful/Code/yaze/src/lib/imgui
- -I/Users/scawful/Code/yaze/src/lib/imgui/backends
- -I/Users/scawful/Code/yaze/src/lib/SDL/include
- -I/Users/scawful/Code/yaze/incl
- -I/Users/scawful/Code/yaze/third_party
- -I/Users/scawful/Code/yaze/third_party/json/include
- -I/Users/scawful/Code/yaze/third_party/httplib
- -I/Users/scawful/Code/yaze/build
- -I/Users/scawful/Code/yaze/build/src/lib/SDL/include
- -I/Users/scawful/Code/yaze/build/src/lib/SDL/include-config-Debug
# Feature flags
- -DYAZE_WITH_GRPC
- -DYAZE_WITH_JSON
- -DZ3ED_AI
# Standard library
- -std=c++23
# Platform detection
- -DMACOS
Remove:
- -mllvm
- -xclang
- -w # Remove warning suppression for better diagnostics
Index:
Background: Build
StandardLibrary: Yes
InlayHints:
Enabled: Yes
ParameterNames: Yes
DeducedTypes: Yes
Hover:
ShowAKA: Yes
Diagnostics:
MissingIncludes: Strict
UnusedIncludes: Strict
ClangTidy:
Add:
# Core checks for ROM hacking software
- performance-*
- bugprone-*
- readability-*
- modernize-*
- misc-*
- clang-analyzer-*
# Abseil-specific checks
- abseil-*
# Google C++ style enforcement
- google-*
Remove:
# Disable overly strict checks for ROM hacking workflow
- modernize-use-trailing-return-type
- readability-braces-around-statements
- readability-magic-numbers # ROM hacking uses many magic numbers
- readability-implicit-bool-conversion
- readability-identifier-naming # Allow ROM-specific naming
- readability-function-cognitive-complexity
- readability-function-size
- readability-uppercase-literal-suffix
# Disable checks that conflict with ROM data structures
- modernize-use-auto # ROM hacking needs explicit types
- modernize-avoid-c-arrays # ROM data often uses C arrays
- bugprone-easily-swappable-parameters
- bugprone-exception-escape
- bugprone-narrowing-conversions # ROM data often requires narrowing
- bugprone-implicit-widening-of-multiplication-result
- misc-no-recursion
- misc-non-private-member-variables-in-classes
- misc-const-correctness
Completion:
AllScopes: Yes
SemanticTokens:
DisabledKinds: []
DisabledModifiers: []

126
.githooks/pre-commit Executable file
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#!/bin/bash
# Pre-commit Hook - Quick symbol conflict detection
#
# This hook runs on staged changes and warns if duplicate symbol definitions
# are detected in affected object files.
#
# Bypass with: git commit --no-verify
set -euo pipefail
# Colors
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
BLUE='\033[0;34m'
CYAN='\033[0;36m'
NC='\033[0m'
echo -e "${BLUE}[Pre-Commit]${NC} Checking for symbol conflicts..."
# Get the repository root
REPO_ROOT="$(git rev-parse --show-toplevel)"
SCRIPTS_DIR="${REPO_ROOT}/scripts"
BUILD_DIR="${REPO_ROOT}/build"
# Check if build directory exists
if [[ ! -d "${BUILD_DIR}" ]]; then
echo -e "${YELLOW}[Pre-Commit]${NC} Build directory not found - skipping symbol check"
exit 0
fi
# Get list of changed .cc and .h files
CHANGED_FILES=$(git diff --cached --name-only --diff-filter=ACM | grep -E '\.(cc|h)$' || echo "")
if [[ -z "${CHANGED_FILES}" ]]; then
echo -e "${YELLOW}[Pre-Commit]${NC} No C++ source changes detected"
exit 0
fi
echo -e "${CYAN}Changed files:${NC}"
echo "${CHANGED_FILES}" | sed 's/^/ /'
echo ""
# Quick symbol database check (only on changed files)
# Find object files that might be affected by the changes
AFFECTED_OBJ_FILES=""
for file in ${CHANGED_FILES}; do
# Convert source file path to likely object file names
# e.g., src/cli/flags.cc -> *flags.cc.o
filename=$(basename "${file}" | sed 's/\.[ch]$//')
# Find matching object files in build directory
matching=$(find "${BUILD_DIR}" -name "*${filename}*.o" -o -name "*${filename}*.obj" 2>/dev/null | head -5)
if [[ -n "${matching}" ]]; then
AFFECTED_OBJ_FILES+=$'\n'"${matching}"
fi
done
if [[ -z "${AFFECTED_OBJ_FILES}" ]]; then
echo -e "${YELLOW}[Pre-Commit]${NC} No compiled objects found for changed files (might not be built yet)"
exit 0
fi
echo -e "${CYAN}Affected object files:${NC}"
echo "${AFFECTED_OBJ_FILES}" | grep -v '^$' | sed 's/^/ /' || echo " (none found)"
echo ""
# Extract symbols from affected files
echo -e "${CYAN}Analyzing symbols...${NC}"
TEMP_SYMBOLS="/tmp/yaze_precommit_symbols_$$.txt"
trap "rm -f ${TEMP_SYMBOLS}" EXIT
: > "${TEMP_SYMBOLS}"
# Platform detection
UNAME_S=$(uname -s)
SYMBOL_CONFLICTS=0
while IFS= read -r obj_file; do
[[ -z "${obj_file}" ]] && continue
[[ ! -f "${obj_file}" ]] && continue
# Extract symbols using nm (Unix/macOS)
if [[ "${UNAME_S}" == "Darwin"* ]] || [[ "${UNAME_S}" == "Linux"* ]]; then
nm -P "${obj_file}" 2>/dev/null | while read -r sym rest; do
[[ -z "${sym}" ]] && continue
# Skip undefined symbols (contain 'U')
[[ "${rest}" == *"U"* ]] && continue
echo "${sym}|${obj_file##*/}"
done >> "${TEMP_SYMBOLS}" || true
fi
done < <(echo "${AFFECTED_OBJ_FILES}" | grep -v '^$')
# Check for duplicates
if [[ -f "${TEMP_SYMBOLS}" ]]; then
SYMBOL_CONFLICTS=$(cut -d'|' -f1 "${TEMP_SYMBOLS}" | sort | uniq -d | wc -l)
fi
# Report results
if [[ ${SYMBOL_CONFLICTS} -gt 0 ]]; then
echo -e "${RED}WARNING: Symbol conflicts detected!${NC}\n"
echo "Duplicate symbols in affected files:"
cut -d'|' -f1 "${TEMP_SYMBOLS}" | sort | uniq -d | while read -r symbol; do
echo -e " ${CYAN}${symbol}${NC}"
grep "^${symbol}|" "${TEMP_SYMBOLS}" | cut -d'|' -f2 | sort | uniq | sed 's/^/ - /'
done
echo ""
echo -e "${YELLOW}You can:${NC}"
echo " 1. Fix the conflicts before committing"
echo " 2. Skip this check: git commit --no-verify"
echo " 3. Run full analysis: ./scripts/extract-symbols.sh && ./scripts/check-duplicate-symbols.sh"
echo ""
echo -e "${YELLOW}Common fixes:${NC}"
echo " - Add 'static' keyword to make it internal linkage"
echo " - Use anonymous namespace in .cc files"
echo " - Use 'inline' keyword for function/variable definitions"
echo ""
exit 1
else
echo -e "${GREEN}No symbol conflicts in changed files${NC}"
exit 0
fi

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# GitHub Actions - Composite Actions
This directory contains reusable composite actions for the YAZE CI/CD pipeline.
## Available Actions
### 1. `setup-build`
Sets up the build environment with dependencies and caching.
**Inputs:**
- `platform` (required): Target platform (linux, macos, windows)
- `preset` (required): CMake preset to use
- `cache-key` (optional): Cache key for dependencies
**What it does:**
- Configures CPM cache
- Installs platform-specific build dependencies
- Sets up sccache/ccache for faster builds
### 2. `build-project`
Builds the project with CMake and caching.
**Inputs:**
- `platform` (required): Target platform (linux, macos, windows)
- `preset` (required): CMake preset to use
- `build-type` (optional): Build type (Debug, Release, RelWithDebInfo)
**What it does:**
- Caches build artifacts
- Configures the project with CMake
- Builds the project with optimal parallel settings
- Shows build artifacts for verification
### 3. `run-tests`
Runs the test suite with appropriate filtering.
**Inputs:**
- `test-type` (required): Type of tests to run (stable, unit, integration, all)
- `preset` (optional): CMake preset to use (default: ci)
**What it does:**
- Runs the specified test suite(s)
- Generates JUnit XML test results
- Uploads test results as artifacts
## Usage
These composite actions are used in the main CI workflow (`.github/workflows/ci.yml`). They must be called after checking out the repository:
```yaml
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup build environment
uses: ./.github/actions/setup-build
with:
platform: linux
preset: ci
cache-key: ${{ hashFiles('cmake/dependencies.lock') }}
```
## Important Notes
1. **Repository checkout required**: The repository must be checked out before calling any of these composite actions. They do not include a checkout step themselves.
2. **Platform-specific behavior**: Each action adapts to the target platform (Linux, macOS, Windows) and runs appropriate commands for that environment.
3. **Caching**: The actions use GitHub Actions caching to speed up builds by caching:
- CPM dependencies (~/.cpm-cache)
- Build artifacts (build/)
- Compiler cache (sccache/ccache)
4. **Dependencies**: The Linux CI packages are listed in `.github/workflows/scripts/linux-ci-packages.txt`.
## Maintenance
When updating these actions:
- Test on all three platforms (Linux, macOS, Windows)
- Ensure shell compatibility (bash for Linux/macOS, pwsh for Windows)
- Update this README if inputs or behavior changes

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name: 'Build Project'
description: 'Build the project with CMake and caching'
inputs:
platform:
description: 'Target platform (linux, macos, windows)'
required: true
preset:
description: 'CMake preset to use'
required: true
build-type:
description: 'Build type (Debug, Release, RelWithDebInfo)'
required: false
default: 'RelWithDebInfo'
runs:
using: 'composite'
steps:
- name: Cache build artifacts
uses: actions/cache@v4
with:
path: build
key: build-${{ inputs.platform }}-${{ github.sha }}
restore-keys: |
build-${{ inputs.platform }}-
- name: Configure project
shell: bash
run: |
cmake --preset "${{ inputs.preset }}"
- name: Build project (Linux/macOS)
if: inputs.platform != 'windows'
shell: bash
run: |
if command -v nproc >/dev/null 2>&1; then
CORES=$(nproc)
elif command -v sysctl >/dev/null 2>&1; then
CORES=$(sysctl -n hw.ncpu)
else
CORES=2
fi
echo "Using $CORES parallel jobs"
cmake --build build --config "${{ inputs.build-type }}" --parallel "$CORES"
- name: Build project (Windows)
if: inputs.platform == 'windows'
shell: pwsh
run: |
$JOBS = ${env:CMAKE_BUILD_PARALLEL_LEVEL:-4}
echo "Using $JOBS parallel jobs"
cmake --build build --config "${{ inputs.build-type }}" --parallel "$JOBS"
- name: Show build artifacts
shell: bash
run: |
echo "Build artifacts:"
find build -name "*.exe" -o -name "yaze" -o -name "*.app" | head -10

61
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name: 'Run Tests'
description: 'Run test suite with appropriate filtering'
inputs:
test-type:
description: 'Type of tests to run (stable, unit, integration, all)'
required: true
preset:
description: 'CMake preset to use (for reference, tests use minimal preset)'
required: false
default: 'minimal'
runs:
using: 'composite'
steps:
- name: Select test preset suffix
shell: bash
run: |
if [ "${{ inputs.preset }}" = "ci-windows-ai" ]; then
echo "CTEST_SUFFIX=-ai" >> $GITHUB_ENV
else
echo "CTEST_SUFFIX=" >> $GITHUB_ENV
fi
- name: Run stable tests
if: inputs.test-type == 'stable' || inputs.test-type == 'all'
shell: bash
run: |
cd build
ctest --preset stable${CTEST_SUFFIX} \
--output-on-failure \
--timeout 300 \
--output-junit stable_test_results.xml || true
- name: Run unit tests
if: inputs.test-type == 'unit' || inputs.test-type == 'all'
shell: bash
run: |
cd build
ctest --preset unit${CTEST_SUFFIX} \
--output-on-failure \
--timeout 300 \
--output-junit unit_test_results.xml || true
- name: Run integration tests
if: inputs.test-type == 'integration' || inputs.test-type == 'all'
shell: bash
run: |
cd build
ctest --preset integration${CTEST_SUFFIX} \
--output-on-failure \
--timeout 300 \
--output-junit integration_test_results.xml || true
- name: Upload test results
uses: actions/upload-artifact@v4
with:
name: test-results-${{ inputs.test-type }}
path: build/*test_results.xml
if-no-files-found: ignore
retention-days: 7

83
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name: 'Setup Build Environment'
description: 'Setup build environment with dependencies and caching'
inputs:
platform:
description: 'Target platform (linux, macos, windows)'
required: true
preset:
description: 'CMake preset to use'
required: true
cache-key:
description: 'Cache key for dependencies'
required: false
default: ''
runs:
using: 'composite'
steps:
- name: Setup CPM cache
if: inputs.cache-key != ''
uses: actions/cache@v4
with:
path: ~/.cpm-cache
key: cpm-${{ inputs.platform }}-${{ inputs.cache-key }}
restore-keys: |
cpm-${{ inputs.platform }}-
- name: Setup build environment (Linux)
if: inputs.platform == 'linux'
shell: bash
run: |
sudo apt-get update
sudo apt-get install -y $(tr '\n' ' ' < .github/workflows/scripts/linux-ci-packages.txt) gcc-12 g++-12
sudo apt-get clean
- name: Setup build environment (macOS)
if: inputs.platform == 'macos'
shell: bash
run: |
brew install ninja pkg-config ccache
if ! command -v cmake &> /dev/null; then
brew install cmake
fi
- name: Setup build environment (Windows)
if: inputs.platform == 'windows'
shell: pwsh
run: |
choco install --no-progress -y nasm ccache
if ($env:ChocolateyInstall) {
$profilePath = Join-Path $env:ChocolateyInstall "helpers\chocolateyProfile.psm1"
if (Test-Path $profilePath) {
Import-Module $profilePath
refreshenv
}
}
# Ensure Git can handle long paths and cached directories when cloning gRPC dependencies
git config --global core.longpaths true
git config --global --add safe.directory '*'
- name: Setup sccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ${{ inputs.platform }}-${{ github.sha }}
restore-keys: |
${{ inputs.platform }}-
max-size: 500M
variant: sccache
- name: Setup MSVC Dev Cmd (Windows)
if: inputs.platform == 'windows'
uses: ilammy/msvc-dev-cmd@v1
with:
arch: x64
- name: Configure compiler for Windows
if: inputs.platform == 'windows'
shell: pwsh
run: |
echo "CC=clang-cl" >> $env:GITHUB_ENV
echo "CXX=clang-cl" >> $env:GITHUB_ENV
echo "CMAKE_CXX_COMPILER_LAUNCHER=sccache" >> $env:GITHUB_ENV
echo "CMAKE_C_COMPILER_LAUNCHER=sccache" >> $env:GITHUB_ENV

84
.github/scripts/validate-actions.sh vendored Executable file
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#!/bin/bash
# Validate GitHub Actions composite action structure
set -e
echo "Validating GitHub Actions composite actions..."
ACTIONS_DIR=".github/actions"
REQUIRED_FIELDS=("name" "description" "runs")
validate_action() {
local action_file="$1"
local action_name=$(basename $(dirname "$action_file"))
echo "Checking $action_name..."
# Check if file exists
if [ ! -f "$action_file" ]; then
echo " ✗ action.yml not found"
return 1
fi
# Check required fields
for field in "${REQUIRED_FIELDS[@]}"; do
if ! grep -q "^${field}:" "$action_file"; then
echo " ✗ Missing required field: $field"
return 1
fi
done
# Check for 'using: composite'
if ! grep -q "using: 'composite'" "$action_file"; then
echo " ✗ Not marked as composite action"
return 1
fi
echo " ✓ Valid composite action"
return 0
}
# Validate all actions
all_valid=true
for action_yml in "$ACTIONS_DIR"/*/action.yml; do
if ! validate_action "$action_yml"; then
all_valid=false
fi
done
# Check that CI workflow references actions correctly
echo ""
echo "Checking CI workflow..."
CI_FILE=".github/workflows/ci.yml"
if [ ! -f "$CI_FILE" ]; then
echo " ✗ CI workflow not found"
all_valid=false
else
# Check for checkout before action usage
if grep -q "uses: actions/checkout@v4" "$CI_FILE"; then
echo " ✓ Repository checkout step present"
else
echo " ✗ Missing checkout step"
all_valid=false
fi
# Check for composite action references
action_refs=$(grep -c "uses: ./.github/actions/" "$CI_FILE" || echo "0")
if [ "$action_refs" -gt 0 ]; then
echo " ✓ Found $action_refs composite action references"
else
echo " ✗ No composite action references found"
all_valid=false
fi
fi
echo ""
if [ "$all_valid" = true ]; then
echo "✓ All validations passed!"
exit 0
else
echo "✗ Some validations failed"
exit 1
fi

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.github/workflows/ci.yml vendored Normal file
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name: CI/CD Pipeline
# Test Strategy:
# - PR/Push: Run lean test set (stable tests + smoke tests) for fast feedback
# - Nightly: Run comprehensive suite including ROM-dependent, experimental, benchmarks
# - See .github/workflows/nightly.yml for extended test coverage
#
# Test Labels:
# - stable: Core functionality tests that should always pass
# - unit: Fast isolated component tests (subset of stable)
# - integration: Multi-component tests (subset of stable)
# - rom_dependent: Tests requiring Zelda3 ROM file (nightly only)
# - experimental: AI and experimental feature tests (nightly only)
# - gui: GUI/E2E tests with ImGuiTestEngine (nightly only)
# - benchmark: Performance benchmarks (nightly only)
on:
push:
branches: [ "master", "develop" ]
paths:
- 'src/**'
- 'test/**'
- 'cmake/**'
- 'CMakeLists.txt'
- '.github/workflows/**'
pull_request:
branches: [ "master", "develop" ]
paths:
- 'src/**'
- 'test/**'
- 'cmake/**'
- 'CMakeLists.txt'
- '.github/workflows/**'
workflow_dispatch:
inputs:
build_type:
description: 'Build Type (Debug, Release, RelWithDebInfo)'
required: false
default: 'RelWithDebInfo'
type: choice
options:
- Debug
- Release
- RelWithDebInfo
run_sanitizers:
description: 'Run memory sanitizers'
required: false
default: false
type: boolean
upload_artifacts:
description: 'Upload build artifacts'
required: false
default: false
type: boolean
enable_http_api_tests:
description: 'Enable HTTP API tests'
required: false
default: false
type: boolean
env:
BUILD_TYPE: ${{ github.event.inputs.build_type || 'RelWithDebInfo' }}
jobs:
build:
name: "Build - ${{ matrix.name }}"
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
- name: "Ubuntu 22.04 (GCC-12)"
os: ubuntu-22.04
platform: linux
preset: ci-linux
- name: "macOS 14 (Clang)"
os: macos-14
platform: macos
preset: ci-macos
- name: "Windows 2022 (Core)"
os: windows-2022
platform: windows
preset: ci-windows
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup build environment
uses: ./.github/actions/setup-build
with:
platform: ${{ matrix.platform }}
preset: ${{ matrix.preset }}
cache-key: ${{ github.sha }}
- name: Build project
uses: ./.github/actions/build-project
with:
platform: ${{ matrix.platform }}
preset: ${{ matrix.preset }}
build-type: ${{ env.BUILD_TYPE }}
- name: Upload build artifacts (Windows)
if: matrix.platform == 'windows' && (github.event.inputs.upload_artifacts == 'true' || github.event_name == 'push')
uses: actions/upload-artifact@v4
with:
name: yaze-windows-ci-${{ github.run_number }}
path: |
build/bin/*.exe
build/bin/*.dll
build/bin/${{ env.BUILD_TYPE }}/*.exe
build/bin/${{ env.BUILD_TYPE }}/*.dll
if-no-files-found: warn
retention-days: 3
test:
name: "Test - ${{ matrix.name }}"
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
- name: "Ubuntu 22.04"
os: ubuntu-22.04
platform: linux
preset: ci-linux
- name: "macOS 14"
os: macos-14
platform: macos
preset: ci-macos
- name: "Windows 2022 (Core)"
os: windows-2022
platform: windows
preset: ci-windows
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup build environment
uses: ./.github/actions/setup-build
with:
platform: ${{ matrix.platform }}
preset: ${{ matrix.preset }}
cache-key: ${{ github.sha }}
- name: Build project
uses: ./.github/actions/build-project
with:
platform: ${{ matrix.platform }}
preset: ${{ matrix.preset }}
build-type: ${{ env.BUILD_TYPE }}
- name: Run stable tests only
uses: ./.github/actions/run-tests
with:
test-type: stable
preset: ${{ matrix.preset }}
- name: Run smoke tests (GUI framework validation)
if: matrix.platform == 'linux'
run: |
cd build
# Run just the smoke tests to validate GUI framework is working
./bin/yaze_test_gui -nogui --gtest_filter="*Smoke*" || true
continue-on-error: true
- name: Run HTTP API tests
if: github.event.inputs.enable_http_api_tests == 'true'
run: scripts/agents/test-http-api.sh
windows-agent:
name: "Windows Agent (Full Stack)"
runs-on: windows-2022
needs: [build, test]
if: github.event_name != 'pull_request'
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup build environment
uses: ./.github/actions/setup-build
with:
platform: windows
preset: ci-windows-ai
cache-key: ${{ github.sha }}
- name: Build project
uses: ./.github/actions/build-project
with:
platform: windows
preset: ci-windows-ai
build-type: ${{ env.BUILD_TYPE }}
- name: Run stable tests only (agent stack)
uses: ./.github/actions/run-tests
with:
test-type: stable
preset: ci-windows-ai
wasm-smoke-test:
name: "WASM Build Smoke Test"
runs-on: ubuntu-22.04
if: github.event_name == 'pull_request'
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup Emscripten
uses: mymindstorm/setup-emsdk@v14
with:
version: 3.1.51
actions-cache-folder: 'emsdk-cache'
- name: Setup Ninja
uses: seanmiddleditch/gha-setup-ninja@v4
- name: Quick WASM build test
run: |
emcmake cmake --preset wasm-debug
cmake --build build-wasm-debug --target yaze --parallel
# Verify output exists
test -f build-wasm-debug/bin/yaze.wasm
echo "WASM build successful!"
code-quality:
name: "Code Quality"
runs-on: ubuntu-22.04
continue-on-error: ${{ github.ref == 'refs/heads/master' || startsWith(github.ref, 'refs/tags/') }}
steps:
- uses: actions/checkout@v4
- name: Install Tools
run: |
sudo apt-get update
sudo apt-get install -y clang-format-14 clang-tidy-14 cppcheck
- name: Check Formatting
run: find src test -name "*.cc" -o -name "*.h" | xargs clang-format-14 --dry-run --Werror
- name: Run cppcheck
run: |
cppcheck --enable=warning,style,performance --error-exitcode=0 \
--suppress=missingIncludeSystem --suppress=unusedFunction --inconclusive src/
- name: Run clang-tidy
run: |
find src -name "*.cc" -not -path "*/lib/*" | head -20 | \
xargs clang-tidy-14 --header-filter='src/.*\.(h|hpp)$'
memory-sanitizer:
name: "Memory Sanitizer"
runs-on: ubuntu-22.04
if: |
github.event_name == 'pull_request' ||
(github.event_name == 'workflow_dispatch' && github.event.inputs.run_sanitizers == 'true')
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Install Dependencies
run: |
sudo apt-get update
sudo apt-get install -y \
build-essential ninja-build clang-14 libc++-14-dev libc++abi-14-dev \
libglew-dev libxext-dev libwavpack-dev libpng-dev libgtk-3-dev libdbus-1-dev
- name: Configure with AddressSanitizer
run: |
cmake -B build -G Ninja \
-DCMAKE_BUILD_TYPE=Debug \
-DCMAKE_C_COMPILER=clang-14 \
-DCMAKE_CXX_COMPILER=clang++-14 \
-DCMAKE_CXX_FLAGS="-fsanitize=address -fno-omit-frame-pointer" \
-DYAZE_BUILD_TESTS=ON
- name: Build
run: cmake --build build --parallel
- name: Test
working-directory: build
env:
ASAN_OPTIONS: detect_leaks=1:abort_on_error=1
run: ctest --output-on-failure
z3ed-agent-test:
name: "z3ed Agent"
runs-on: macos-14
# Only run on master/develop push, not on PRs (moved to nightly for PRs)
if: github.event_name == 'push' && (github.ref == 'refs/heads/master' || github.ref == 'refs/heads/develop')
steps:
- uses: actions/checkout@v4
with:
submodules: recursive
- name: Install Dependencies
run: brew install ollama ninja
- name: Build z3ed
run: |
cmake -B build_test -G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DZ3ED_AI=ON \
-DYAZE_BUILD_Z3ED=ON \
-DYAZE_ENABLE_AI_RUNTIME=ON \
-DYAZE_ENABLE_REMOTE_AUTOMATION=ON \
-DYAZE_BUILD_AGENT_UI=ON
cmake --build build_test --target z3ed
- name: Start Ollama
env:
OLLAMA_MODEL: qwen2.5-coder:0.5b
run: |
ollama serve &
sleep 10
ollama pull "$OLLAMA_MODEL"
- name: Run Test Suite
env:
OLLAMA_MODEL: qwen2.5-coder:0.5b
run: |
chmod +x ./scripts/agent_test_suite.sh
./scripts/agent_test_suite.sh ollama

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@@ -0,0 +1,57 @@
name: Claude Code Review
on:
pull_request:
types: [opened, synchronize]
# Optional: Only run on specific file changes
# paths:
# - "src/**/*.ts"
# - "src/**/*.tsx"
# - "src/**/*.js"
# - "src/**/*.jsx"
jobs:
claude-review:
# Optional: Filter by PR author
# if: |
# github.event.pull_request.user.login == 'external-contributor' ||
# github.event.pull_request.user.login == 'new-developer' ||
# github.event.pull_request.author_association == 'FIRST_TIME_CONTRIBUTOR'
runs-on: ubuntu-latest
permissions:
contents: read
pull-requests: read
issues: read
id-token: write
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
fetch-depth: 1
- name: Run Claude Code Review
id: claude-review
uses: anthropics/claude-code-action@v1
with:
claude_code_oauth_token: ${{ secrets.CLAUDE_CODE_OAUTH_TOKEN }}
prompt: |
REPO: ${{ github.repository }}
PR NUMBER: ${{ github.event.pull_request.number }}
Please review this pull request and provide feedback on:
- Code quality and best practices
- Potential bugs or issues
- Performance considerations
- Security concerns
- Test coverage
Use the repository's CLAUDE.md for guidance on style and conventions. Be constructive and helpful in your feedback.
Use `gh pr comment` with your Bash tool to leave your review as a comment on the PR.
# See https://github.com/anthropics/claude-code-action/blob/main/docs/usage.md
# or https://docs.claude.com/en/docs/claude-code/cli-reference for available options
claude_args: '--allowed-tools "Bash(gh issue view:*),Bash(gh search:*),Bash(gh issue list:*),Bash(gh pr comment:*),Bash(gh pr diff:*),Bash(gh pr view:*),Bash(gh pr list:*)"'

50
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name: Claude Code
on:
issue_comment:
types: [created]
pull_request_review_comment:
types: [created]
issues:
types: [opened, assigned]
pull_request_review:
types: [submitted]
jobs:
claude:
if: |
(github.event_name == 'issue_comment' && contains(github.event.comment.body, '@claude')) ||
(github.event_name == 'pull_request_review_comment' && contains(github.event.comment.body, '@claude')) ||
(github.event_name == 'pull_request_review' && contains(github.event.review.body, '@claude')) ||
(github.event_name == 'issues' && (contains(github.event.issue.body, '@claude') || contains(github.event.issue.title, '@claude')))
runs-on: ubuntu-latest
permissions:
contents: read
pull-requests: read
issues: read
id-token: write
actions: read # Required for Claude to read CI results on PRs
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
fetch-depth: 1
- name: Run Claude Code
id: claude
uses: anthropics/claude-code-action@v1
with:
claude_code_oauth_token: ${{ secrets.CLAUDE_CODE_OAUTH_TOKEN }}
# This is an optional setting that allows Claude to read CI results on PRs
additional_permissions: |
actions: read
# Optional: Give a custom prompt to Claude. If this is not specified, Claude will perform the instructions specified in the comment that tagged it.
# prompt: 'Update the pull request description to include a summary of changes.'
# Optional: Add claude_args to customize behavior and configuration
# See https://github.com/anthropics/claude-code-action/blob/main/docs/usage.md
# or https://docs.claude.com/en/docs/claude-code/cli-reference for available options
# claude_args: '--allowed-tools Bash(gh pr:*)'

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@@ -1,59 +0,0 @@
name: CMake
on:
push:
paths:
- 'src/**'
- 'test/**'
branches: [ "master" ]
pull_request:
paths:
- 'src/**'
- 'test/**'
branches: [ "master" ]
env:
# Customize the CMake build type here (Release, Debug, RelWithDebInfo, etc.)
BUILD_TYPE: Debug
jobs:
build:
# The CMake configure and build commands are platform agnostic and should work equally well on Windows or Mac.
# You can convert this to a matrix build if you need cross-platform coverage.
# See: https://docs.github.com/en/free-pro-team@latest/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
with:
submodules: recursive
- name: Install Video Libs
run: sudo apt install libglew-dev
- name: Install Audio Libs
run: sudo apt install libwavpack-dev
- name: Install Abseil-cpp
run: sudo apt install libabsl-dev
- name: Install Boost and Boost Python
run: sudo apt install libboost-all-dev libboost-python-dev
- name: Install CPython headers
run: sudo apt install python3-dev libpython3-dev
- name: Configure CMake
# Configure CMake in a 'build' subdirectory. `CMAKE_BUILD_TYPE` is only required if you are using a single-configuration generator such as make.
# See https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html?highlight=cmake_build_type
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}}
- name: Build
# Build your program with the given configuration
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}}
- name: Test
working-directory: ${{github.workspace}}/build
# Execute tests defined by the CMake configuration.
# See https://cmake.org/cmake/help/latest/manual/ctest.1.html for more detail
run: ${{github.workspace}}/build/bin/yaze_test

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@@ -1,45 +1,49 @@
name: Doxygen Action name: Doxygen Documentation Check
# Controls when the action will run. Triggers the workflow on push or pull request # Only run when documentation-related files are modified
# events but only for the master branch
on: on:
push: pull_request:
branches: [ master ] branches: [ master ]
paths:
- 'src/**/*.h'
- 'src/**/*.cc'
- 'src/**/*.cpp'
- 'docs/**'
- 'Doxyfile'
- '.github/workflows/doxy.yml'
# A workflow run is made up of one or more jobs that can run sequentially or in parallel # A workflow run is made up of one or more jobs that can run sequentially or in parallel
jobs: jobs:
# This workflow contains a single job called "build" check-docs:
build: name: Check Documentation Build
# The type of runner that the job will run on
runs-on: ubuntu-latest runs-on: ubuntu-latest
# Steps represent a sequence of tasks that will be executed as part of the job
steps:
# Checks-out your repository under $GITHUB_WORKSPACE, so your job can access it
- uses: actions/checkout@v2
# Delete the html directory if it exists
- name: Delete html directory
run: rm -rf html
# Installs graphviz for DOT graphs
- name: Install graphviz
run: sudo apt-get install graphviz
- name: Doxygen Action
uses: mattnotmitt/doxygen-action@v1.1.0
with:
# Path to Doxyfile
doxyfile-path: "./Doxyfile" # default is ./Doxyfile
# Working directory
working-directory: "." # default is .
- name: Deploy steps:
uses: peaceiris/actions-gh-pages@v3 - name: Checkout repository
uses: actions/checkout@v4
with: with:
github_token: ${{ secrets.GITHUB_TOKEN }} fetch-depth: 0
# Default Doxyfile build documentation to html directory.
# Change the directory if changes in Doxyfile - name: Install Graphviz
publish_dir: ./html run: |
sudo apt-get update
sudo apt-get install -y graphviz
- name: Install Doxygen 1.10.0
uses: ssciwr/doxygen-install@v1
with:
version: "1.10.0"
- name: Generate Doxygen documentation
run: |
mkdir -p build/docs
doxygen Doxyfile
- name: Verify Generation
run: |
if [ -d "build/docs/html" ]; then
echo "✅ Documentation generated successfully"
else
echo "❌ Documentation generation failed"
exit 1
fi

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name: Nightly Test Suite
on:
# Disabled scheduled runs until test infrastructure matures
# schedule:
# - cron: '0 3 * * *'
workflow_dispatch:
inputs:
test_suites:
description: 'Test suites to run'
required: false
default: 'all'
type: choice
options:
- all
- experimental
- benchmarks
- gui_e2e
- extended_integration
env:
BUILD_TYPE: RelWithDebInfo
jobs:
experimental-ai-tests:
name: "Experimental AI Tests - ${{ matrix.os }}"
runs-on: ${{ matrix.os }}
if: |
github.event_name == 'schedule' ||
github.event.inputs.test_suites == 'all' ||
github.event.inputs.test_suites == 'experimental'
strategy:
fail-fast: false
matrix:
os: [ubuntu-22.04, macos-14, windows-2022]
include:
- os: ubuntu-22.04
platform: linux
preset: ci-linux
- os: macos-14
platform: macos
preset: ci-macos
- os: windows-2022
platform: windows
preset: ci-windows-ai
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup build environment
uses: ./.github/actions/setup-build
with:
platform: ${{ matrix.platform }}
preset: ${{ matrix.preset }}
cache-key: ${{ hashFiles('cmake/dependencies.lock') }}
- name: Configure with AI runtime enabled
run: |
cmake --preset ${{ matrix.preset }} \
-B build_nightly \
-DCMAKE_BUILD_TYPE=${{ env.BUILD_TYPE }} \
-DYAZE_ENABLE_AI_RUNTIME=ON \
-DYAZE_ENABLE_GRPC=ON \
-DYAZE_BUILD_AGENT_UI=ON
- name: Build project
run: |
cmake --build build_nightly \
--config ${{ env.BUILD_TYPE }} \
--target yaze_test_experimental \
--parallel
- name: Setup Ollama (Linux/macOS)
if: runner.os != 'Windows'
run: |
if [ "${{ runner.os }}" = "macOS" ]; then
brew install ollama || true
else
curl -fsSL https://ollama.com/install.sh | sh || true
fi
ollama serve &
sleep 10
ollama pull qwen2.5-coder:0.5b || true
continue-on-error: true
- name: Run experimental AI tests
run: |
cd build_nightly
ctest -L experimental \
--output-on-failure \
--timeout 600 \
--output-junit experimental_results.xml
continue-on-error: true
- name: Upload test results
if: always()
uses: actions/upload-artifact@v4
with:
name: experimental-test-results-${{ matrix.platform }}
path: build_nightly/experimental_results.xml
retention-days: 30
gui-e2e-tests:
name: "GUI E2E Tests - ${{ matrix.os }}"
runs-on: ${{ matrix.os }}
if: |
github.event_name == 'schedule' ||
github.event.inputs.test_suites == 'all' ||
github.event.inputs.test_suites == 'gui_e2e'
strategy:
fail-fast: false
matrix:
os: [ubuntu-22.04, macos-14] # Windows GUI tests are flaky in CI
include:
- os: ubuntu-22.04
platform: linux
preset: ci-linux
- os: macos-14
platform: macos
preset: ci-macos
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup build environment
uses: ./.github/actions/setup-build
with:
platform: ${{ matrix.platform }}
preset: ${{ matrix.preset }}
cache-key: ${{ hashFiles('cmake/dependencies.lock') }}
- name: Install GUI dependencies (Linux)
if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install -y xvfb libgl1-mesa-dev libglu1-mesa-dev
- name: Build project
uses: ./.github/actions/build-project
with:
platform: ${{ matrix.platform }}
preset: ${{ matrix.preset }}
build-type: ${{ env.BUILD_TYPE }}
- name: Run GUI E2E tests (Linux with Xvfb)
if: runner.os == 'Linux'
run: |
xvfb-run -a ./build/bin/yaze_test_gui \
--e2e \
--nogui \
--output-junit gui_e2e_results.xml
continue-on-error: true
- name: Run GUI E2E tests (macOS)
if: runner.os == 'macOS'
run: |
./build/bin/yaze_test_gui \
--e2e \
--nogui \
--output-junit gui_e2e_results.xml
continue-on-error: true
- name: Upload test results
if: always()
uses: actions/upload-artifact@v4
with:
name: gui-e2e-results-${{ matrix.platform }}
path: gui_e2e_results.xml
retention-days: 30
benchmark-tests:
name: "Performance Benchmarks"
runs-on: ubuntu-22.04
if: |
github.event_name == 'schedule' ||
github.event.inputs.test_suites == 'all' ||
github.event.inputs.test_suites == 'benchmarks'
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup build environment
uses: ./.github/actions/setup-build
with:
platform: linux
preset: ci-linux
cache-key: ${{ hashFiles('cmake/dependencies.lock') }}
- name: Build benchmarks
run: |
cmake --preset ci-linux \
-B build_bench \
-DCMAKE_BUILD_TYPE=Release \
-DYAZE_BUILD_TESTS=ON
cmake --build build_bench \
--config Release \
--target yaze_test_benchmark \
--parallel
- name: Run benchmarks
run: |
./build_bench/bin/yaze_test_benchmark \
--benchmark_format=json \
--benchmark_out=benchmark_results.json
continue-on-error: true
- name: Upload benchmark results
if: always()
uses: actions/upload-artifact@v4
with:
name: benchmark-results
path: benchmark_results.json
retention-days: 90
- name: Compare with baseline (if exists)
if: ${{ hashFiles('benchmark_baseline.json') != '' }}
run: |
# Compare current results with baseline
# This would use a tool like google/benchmark's compare.py
echo "Benchmark comparison would happen here"
continue-on-error: true
extended-integration-tests:
name: "Extended Integration Tests"
runs-on: ubuntu-22.04
if: |
github.event_name == 'schedule' ||
github.event.inputs.test_suites == 'all' ||
github.event.inputs.test_suites == 'extended_integration'
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup build environment
uses: ./.github/actions/setup-build
with:
platform: linux
preset: ci-linux
cache-key: ${{ hashFiles('cmake/dependencies.lock') }}
- name: Build with full features
run: |
cmake --preset ci-linux \
-B build_extended \
-DCMAKE_BUILD_TYPE=${{ env.BUILD_TYPE }} \
-DYAZE_ENABLE_GRPC=ON \
-DYAZE_ENABLE_JSON=ON \
-DYAZE_ENABLE_HTTP_API=ON \
-DYAZE_BUILD_AGENT_UI=ON
cmake --build build_extended \
--config ${{ env.BUILD_TYPE }} \
--parallel
- name: Run extended integration tests
run: |
cd build_extended
# Run all integration tests with extended timeout
ctest -L integration \
--output-on-failure \
--timeout 1200 \
--output-junit extended_integration_results.xml
- name: Run HTTP API tests
if: ${{ hashFiles('scripts/agents/test-http-api.sh') != '' }}
run: |
chmod +x scripts/agents/test-http-api.sh
scripts/agents/test-http-api.sh
continue-on-error: true
- name: Upload test results
if: always()
uses: actions/upload-artifact@v4
with:
name: extended-integration-results
path: build_extended/extended_integration_results.xml
retention-days: 30
nightly-summary:
name: "Nightly Test Summary"
runs-on: ubuntu-latest
if: always()
needs: [
experimental-ai-tests,
gui-e2e-tests,
benchmark-tests,
extended-integration-tests
]
steps:
- name: Generate summary
run: |
echo "# Nightly Test Results - $(date +'%Y-%m-%d')" >> $GITHUB_STEP_SUMMARY
echo "" >> $GITHUB_STEP_SUMMARY
# Experimental AI Tests
if [ "${{ needs.experimental-ai-tests.result }}" == "success" ]; then
echo "✅ **Experimental AI Tests:** Passed" >> $GITHUB_STEP_SUMMARY
elif [ "${{ needs.experimental-ai-tests.result }}" == "skipped" ]; then
echo "⏭️ **Experimental AI Tests:** Skipped" >> $GITHUB_STEP_SUMMARY
else
echo "❌ **Experimental AI Tests:** Failed" >> $GITHUB_STEP_SUMMARY
fi
# GUI E2E Tests
if [ "${{ needs.gui-e2e-tests.result }}" == "success" ]; then
echo "✅ **GUI E2E Tests:** Passed" >> $GITHUB_STEP_SUMMARY
elif [ "${{ needs.gui-e2e-tests.result }}" == "skipped" ]; then
echo "⏭️ **GUI E2E Tests:** Skipped" >> $GITHUB_STEP_SUMMARY
else
echo "❌ **GUI E2E Tests:** Failed" >> $GITHUB_STEP_SUMMARY
fi
# Benchmark Tests
if [ "${{ needs.benchmark-tests.result }}" == "success" ]; then
echo "✅ **Performance Benchmarks:** Completed" >> $GITHUB_STEP_SUMMARY
elif [ "${{ needs.benchmark-tests.result }}" == "skipped" ]; then
echo "⏭️ **Performance Benchmarks:** Skipped" >> $GITHUB_STEP_SUMMARY
else
echo "❌ **Performance Benchmarks:** Failed" >> $GITHUB_STEP_SUMMARY
fi
# Extended Integration Tests
if [ "${{ needs.extended-integration-tests.result }}" == "success" ]; then
echo "✅ **Extended Integration Tests:** Passed" >> $GITHUB_STEP_SUMMARY
elif [ "${{ needs.extended-integration-tests.result }}" == "skipped" ]; then
echo "⏭️ **Extended Integration Tests:** Skipped" >> $GITHUB_STEP_SUMMARY
else
echo "❌ **Extended Integration Tests:** Failed" >> $GITHUB_STEP_SUMMARY
fi
echo "" >> $GITHUB_STEP_SUMMARY
echo "---" >> $GITHUB_STEP_SUMMARY
echo "*Nightly tests include comprehensive suites not run during PR/push CI.*" >> $GITHUB_STEP_SUMMARY
- name: Send notification (if configured)
if: ${{ failure() && vars.SLACK_WEBHOOK_URL != '' }}
run: |
# Send notification about nightly test failures
echo "Notification would be sent here"
continue-on-error: true

340
.github/workflows/release.yml vendored Normal file
View File

@@ -0,0 +1,340 @@
name: Release
on:
push:
tags:
- 'v*'
workflow_dispatch:
inputs:
version:
description: 'Version to release (e.g., v1.0.0)'
required: true
type: string
env:
VERSION: ${{ github.event.inputs.version || github.ref_name }}
jobs:
build:
name: "Build Release - ${{ matrix.name }}"
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
- name: "Ubuntu 22.04"
os: ubuntu-22.04
platform: linux
preset: release
- name: "macOS 14"
os: macos-14
platform: macos
preset: release
- name: "Windows 2022"
os: windows-2022
platform: windows
preset: release
steps:
- name: Free up disk space (Linux)
if: matrix.platform == 'linux'
run: |
echo "=== Disk space before cleanup ==="
df -h
sudo rm -rf /usr/share/dotnet
sudo rm -rf /usr/local/lib/android
sudo rm -rf /opt/ghc
sudo rm -rf /opt/hostedtoolcache/CodeQL
sudo docker image prune --all --force
echo "=== Disk space after cleanup ==="
df -h
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Compute dependency lock hash
id: deps-hash
shell: bash
run: |
python_cmd="$(command -v python3 || command -v python || true)"
if [ -z "$python_cmd" ]; then
echo "hash=none" >> "$GITHUB_OUTPUT"
exit 0
fi
hash=$("$python_cmd" - <<'PY'
import hashlib
import pathlib
path = pathlib.Path("cmake/dependencies.lock")
if path.is_file():
print(hashlib.sha256(path.read_bytes()).hexdigest())
else:
print("none")
PY
)
echo "hash=$hash" >> "$GITHUB_OUTPUT"
- name: Setup build environment
uses: ./.github/actions/setup-build
with:
platform: ${{ matrix.platform }}
preset: ${{ matrix.preset }}
cache-key: ${{ steps.deps-hash.outputs.hash }}
- name: Build project
uses: ./.github/actions/build-project
with:
platform: ${{ matrix.platform }}
preset: ${{ matrix.preset }}
build-type: Release
- name: Patch cmake_install.cmake (Unix)
if: matrix.platform == 'linux' || matrix.platform == 'macos'
shell: bash
run: |
cd build
# Create a Python script to patch cmake_install.cmake
python3 << 'EOF'
import re
with open('cmake_install.cmake', 'r') as f:
content = f.read()
# Wrap include() statements with if(EXISTS)
pattern = r'(\s*)include\("(.*)/_deps/([^"]+)/cmake_install\.cmake"\)'
replacement = r'\1if(EXISTS "\2/_deps/\3/cmake_install.cmake")\n\1 include("\2/_deps/\3/cmake_install.cmake")\n\1endif()'
content = re.sub(pattern, replacement, content)
with open('cmake_install.cmake', 'w') as f:
f.write(content)
print("Patched cmake_install.cmake to handle missing dependency install scripts")
EOF
- name: Clean old packages before CPack
shell: bash
run: |
echo "Cleaning old package files to ensure fresh generation"
rm -rf build/packages build/_CPack_Packages
rm -f build/*.deb build/*.tar.gz build/*.dmg build/*.zip build/*.exe
mkdir -p build/packages
- name: Package artifacts (Linux)
if: matrix.platform == 'linux'
run: |
cd build
cpack -G DEB -G TGZ
echo "=== Contents of packages directory ==="
ls -la packages/ 2>/dev/null || echo "No packages directory"
echo "=== Package files created ==="
ls -la packages/*.deb packages/*.tar.gz 2>/dev/null || echo "No packages found"
- name: Package artifacts (macOS)
if: matrix.platform == 'macos'
run: |
cd build
cpack -G DragNDrop
echo "=== Contents of packages directory ==="
ls -la packages/ 2>/dev/null || echo "No packages directory"
echo "=== Package files created ==="
ls -la packages/*.dmg 2>/dev/null || echo "No packages found"
- name: Create notarized bundle (macOS)
if: matrix.platform == 'macos'
shell: bash
run: |
chmod +x ./scripts/create-macos-bundle.sh
./scripts/create-macos-bundle.sh ${{ env.VERSION }} yaze-${{ env.VERSION }}-bundle || true
if [ -f "yaze-${{ env.VERSION }}-bundle.dmg" ]; then
mkdir -p build/packages
mv yaze-${{ env.VERSION }}-bundle.dmg build/packages/
fi
- name: Patch cmake_install.cmake (Windows)
if: matrix.platform == 'windows'
shell: pwsh
run: |
cd build
# Wrap include() statements with if(EXISTS) to handle missing dependency install scripts
$nl = [Environment]::NewLine
$content = Get-Content cmake_install.cmake -Raw
$content = $content -replace '(\s+)include\("(.*)/_deps/([^"]+)/cmake_install\.cmake"\)', "`$1if(EXISTS `"`$2/_deps/`$3/cmake_install.cmake`")$nl`$1 include(`"`$2/_deps/`$3/cmake_install.cmake`")$nl`$1endif()"
Set-Content cmake_install.cmake $content
Write-Host "Patched cmake_install.cmake to handle missing dependency install scripts"
- name: Package artifacts (Windows)
if: matrix.platform == 'windows'
shell: pwsh
run: |
cd build
cpack -G NSIS -G ZIP
Write-Host "=== Contents of packages directory ==="
Get-ChildItem packages -ErrorAction SilentlyContinue
Write-Host "=== Package files created ==="
Get-ChildItem packages/*.exe, packages/*.zip -ErrorAction SilentlyContinue
- name: Upload build artifacts
uses: actions/upload-artifact@v4
with:
name: yaze-${{ matrix.platform }}-${{ env.VERSION }}
path: |
build/packages/*.deb
build/packages/*.tar.gz
build/packages/*.dmg
build/packages/*.exe
build/packages/*.zip
if-no-files-found: warn
retention-days: 30
test:
name: "Test Release - ${{ matrix.name }}"
needs: build
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
- name: "Ubuntu 22.04"
os: ubuntu-22.04
platform: linux
preset: release
- name: "macOS 14"
os: macos-14
platform: macos
preset: release
- name: "Windows 2022"
os: windows-2022
platform: windows
preset: release
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Compute dependency lock hash
id: deps-hash
shell: bash
run: |
python_cmd="$(command -v python3 || command -v python || true)"
if [ -z "$python_cmd" ]; then
echo "hash=none" >> "$GITHUB_OUTPUT"
exit 0
fi
hash=$("$python_cmd" - <<'PY'
import hashlib
import pathlib
path = pathlib.Path("cmake/dependencies.lock")
if path.is_file():
print(hashlib.sha256(path.read_bytes()).hexdigest())
else:
print("none")
PY
)
echo "hash=$hash" >> "$GITHUB_OUTPUT"
- name: Setup build environment
uses: ./.github/actions/setup-build
with:
platform: ${{ matrix.platform }}
preset: ${{ matrix.preset }}
cache-key: ${{ steps.deps-hash.outputs.hash }}
- name: Build project
uses: ./.github/actions/build-project
with:
platform: ${{ matrix.platform }}
preset: ${{ matrix.preset }}
build-type: Release
- name: Run tests
uses: ./.github/actions/run-tests
with:
test-type: stable
preset: ${{ matrix.preset }}
create-release:
name: "Create Release"
needs: [build] # Tests are informational only in pre-1.0
runs-on: ubuntu-22.04
if: github.event_name == 'push' || github.event_name == 'workflow_dispatch'
steps:
- name: Checkout code
uses: actions/checkout@v4
- name: Download all artifacts
uses: actions/download-artifact@v4
with:
path: ./artifacts
- name: Display downloaded artifacts
run: |
echo "=== Downloaded artifacts structure ==="
ls -laR artifacts/
echo "=== Package files found ==="
find artifacts -type f \( -name "*.zip" -o -name "*.exe" -o -name "*.deb" -o -name "*.tar.gz" -o -name "*.dmg" \)
- name: Reorganize artifacts
run: |
# Flatten the artifact directory structure
mkdir -p release-files
find artifacts -type f \( -name "*.zip" -o -name "*.exe" -o -name "*.deb" -o -name "*.tar.gz" -o -name "*.dmg" \) -exec cp {} release-files/ \;
echo "=== Files in release-files ==="
ls -la release-files/
- name: Generate release checksums
run: |
cd release-files
sha256sum * > checksums.txt
cat checksums.txt
- name: Create Release
uses: softprops/action-gh-release@v2
with:
tag_name: ${{ env.VERSION }}
name: "YAZE ${{ env.VERSION }}"
body: |
## What's Changed
This release includes:
- Cross-platform builds for Linux, macOS, and Windows
- Improved dependency management with CPM.cmake
- Enhanced CI/CD pipeline with parallel execution
- Automated packaging and release creation
## Downloads
### Linux
- **DEB Package**: `yaze-*.deb` (Ubuntu/Debian)
- **Tarball**: `yaze-*.tar.gz` (Generic Linux)
### macOS
- **DMG**: `yaze-*.dmg` (macOS 11.0+)
### Windows
- **Installer**: `yaze-*.exe` (Windows 10/11)
- **ZIP**: `yaze-*.zip` (Portable)
## Installation
### Linux (DEB)
```bash
sudo dpkg -i yaze-*.deb
```
### macOS
```bash
# Mount the DMG and drag to Applications
open yaze-*.dmg
```
### Windows
```bash
# Run the installer
yaze-*.exe
```
files: |
release-files/*
draft: false
prerelease: ${{ contains(env.VERSION, 'alpha') || contains(env.VERSION, 'beta') || contains(env.VERSION, 'rc') }}
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}

View File

@@ -0,0 +1,26 @@
build-essential
ninja-build
pkg-config
ccache
libglew-dev
libxext-dev
libwavpack-dev
libboost-all-dev
libpng-dev
python3-dev
libasound2-dev
libpulse-dev
libaudio-dev
libx11-dev
libxrandr-dev
libxcursor-dev
libxinerama-dev
libxi-dev
libxss-dev
libxxf86vm-dev
libxkbcommon-dev
libwayland-dev
libdecor-0-dev
libgtk-3-dev
libdbus-1-dev
libgtk-3-0

88
.github/workflows/security.yml vendored Normal file
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name: Security Scanning
on:
push:
branches: [ "master", "develop" ]
pull_request:
branches: [ "master", "develop" ]
schedule:
- cron: '0 2 * * 1' # Weekly on Monday at 2 AM
workflow_dispatch:
jobs:
codeql:
name: "CodeQL Analysis"
runs-on: ubuntu-22.04
permissions:
actions: read
contents: read
security-events: write
strategy:
fail-fast: false
matrix:
language: [ 'cpp' ]
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
submodules: recursive
- name: Initialize CodeQL
uses: github/codeql-action/init@v3
with:
languages: ${{ matrix.language }}
queries: security-and-quality
- name: Setup build environment
uses: ./.github/actions/setup-build
with:
platform: linux
preset: ci
cache-key: ${{ hashFiles('cmake/dependencies.lock') }}
- name: Build project
uses: ./.github/actions/build-project
with:
platform: linux
preset: ci
build-type: RelWithDebInfo
- name: Perform CodeQL Analysis
uses: github/codeql-action/analyze@v3
with:
category: "/language:${{matrix.language}}"
dependency-scan:
name: "Dependency Scan"
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
- name: Run Trivy vulnerability scanner
uses: aquasecurity/trivy-action@master
with:
scan-type: 'fs'
scan-ref: '.'
format: 'sarif'
output: 'trivy-results.sarif'
- name: Upload Trivy scan results to GitHub Security tab
uses: github/codeql-action/upload-sarif@v3
if: always()
with:
sarif_file: 'trivy-results.sarif'
dependabot:
name: "Dependabot"
runs-on: ubuntu-22.04
if: github.event_name == 'schedule'
steps:
- name: Dependabot metadata
run: |
echo "Dependabot is configured via .github/dependabot.yml"
echo "This job runs weekly to ensure dependencies are up to date"

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.github/workflows/wasm-dev.yml vendored Normal file
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name: WASM Development Build
on:
pull_request:
paths:
- 'src/**'
- 'CMakeLists.txt'
- 'CMakePresets.json'
- 'scripts/build-wasm.sh'
- '.github/workflows/wasm-dev.yml'
workflow_dispatch:
inputs:
debug_build:
description: 'Build debug version'
required: false
default: true
type: boolean
run_tests:
description: 'Run WASM tests (experimental)'
required: false
default: false
type: boolean
jobs:
wasm-build:
name: "WASM Build (Debug)"
runs-on: ubuntu-22.04
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Setup Emscripten
uses: mymindstorm/setup-emsdk@v14
with:
version: 3.1.51
actions-cache-folder: 'emsdk-cache'
- name: Setup Ninja
uses: seanmiddleditch/gha-setup-ninja@v4
- name: Setup CMake
uses: jwlawson/actions-setup-cmake@v1.14
with:
cmake-version: '3.27.x'
- name: Setup ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: wasm-dev-ccache
max-size: 1G
- name: Cache CPM packages
uses: actions/cache@v4
with:
path: ~/.cache/CPM
key: cpm-wasm-debug-${{ hashFiles('**/CMakeLists.txt') }}
restore-keys: |
cpm-wasm-debug-
cpm-wasm-
- name: Verify Emscripten setup
run: |
echo "=== Emscripten Configuration ==="
emcc --version
emcmake --version
echo "=== Node.js Version ==="
node --version
echo "=== Environment ==="
env | grep -i em || true
- name: Build WASM (Debug)
if: github.event.inputs.debug_build != 'false'
run: |
export PATH="/usr/lib/ccache:$PATH"
echo "Building WASM debug version..."
chmod +x scripts/build-wasm.sh
./scripts/build-wasm.sh debug
- name: Build WASM (Release)
if: github.event.inputs.debug_build == 'false'
run: |
export PATH="/usr/lib/ccache:$PATH"
echo "Building WASM release version..."
chmod +x scripts/build-wasm.sh
./scripts/build-wasm.sh release
- name: Verify build output
run: |
BUILD_DIR="build-wasm-debug"
if [ "${{ github.event.inputs.debug_build }}" == "false" ]; then
BUILD_DIR="build-wasm"
fi
echo "=== Build Output Verification ==="
ls -lh "$BUILD_DIR/bin/" || true
# Check for critical files
if [ ! -f "$BUILD_DIR/bin/yaze.wasm" ]; then
echo "ERROR: yaze.wasm not found!"
exit 1
fi
if [ ! -f "$BUILD_DIR/bin/yaze.js" ]; then
echo "ERROR: yaze.js not found!"
exit 1
fi
if [ ! -f "$BUILD_DIR/bin/yaze.html" ]; then
echo "ERROR: yaze.html not found!"
exit 1
fi
# Report file sizes
echo ""
echo "=== File Sizes ==="
du -h "$BUILD_DIR/bin/yaze.wasm"
du -h "$BUILD_DIR/bin/yaze.js"
du -h "$BUILD_DIR/bin/yaze.data" 2>/dev/null || echo "No .data file (lazy loading enabled?)"
# Check for SharedArrayBuffer support
if grep -q "SharedArrayBuffer" "$BUILD_DIR/bin/yaze.js"; then
echo "✓ SharedArrayBuffer support detected"
else
echo "⚠ SharedArrayBuffer not detected - threading may not work"
fi
- name: Run WASM tests (experimental)
if: github.event.inputs.run_tests == 'true'
run: |
echo "WASM tests are experimental and not yet implemented"
# TODO: Add Node.js-based WASM tests here
- name: Upload WASM artifacts
uses: actions/upload-artifact@v4
with:
name: wasm-debug-${{ github.sha }}
path: |
build-wasm-debug/bin/*.wasm
build-wasm-debug/bin/*.js
build-wasm-debug/bin/*.html
build-wasm-debug/bin/*.data
build-wasm/bin/*.wasm
build-wasm/bin/*.js
build-wasm/bin/*.html
build-wasm/bin/*.data
if-no-files-found: warn
retention-days: 7
- name: Build summary
if: always()
run: |
echo "## WASM Build Summary" >> $GITHUB_STEP_SUMMARY
echo "" >> $GITHUB_STEP_SUMMARY
BUILD_DIR="build-wasm-debug"
BUILD_TYPE="Debug"
if [ "${{ github.event.inputs.debug_build }}" == "false" ]; then
BUILD_DIR="build-wasm"
BUILD_TYPE="Release"
fi
echo "**Build Type:** $BUILD_TYPE" >> $GITHUB_STEP_SUMMARY
echo "**Emscripten Version:** 3.1.51" >> $GITHUB_STEP_SUMMARY
echo "" >> $GITHUB_STEP_SUMMARY
if [ -f "$BUILD_DIR/bin/yaze.wasm" ]; then
WASM_SIZE=$(du -h "$BUILD_DIR/bin/yaze.wasm" | cut -f1)
echo "**WASM Size:** $WASM_SIZE" >> $GITHUB_STEP_SUMMARY
echo "✓ Build successful" >> $GITHUB_STEP_SUMMARY
else
echo "❌ Build failed - WASM file not generated" >> $GITHUB_STEP_SUMMARY
fi

209
.github/workflows/web-build.yml vendored Normal file
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@@ -0,0 +1,209 @@
name: Web Build & Deploy
on:
workflow_dispatch:
push:
branches: [ master, main ]
paths:
- 'src/**'
- 'docs/**'
- 'CMakeLists.txt'
- 'CMakePresets.json'
- 'Doxyfile'
- 'scripts/build-wasm.sh'
jobs:
build-deploy:
runs-on: ubuntu-22.04
permissions:
contents: read
pages: write
id-token: write
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
submodules: recursive
fetch-depth: 2
# --- Detect what changed ---
- name: Check for web-only changes
id: changes
run: |
set -e
echo "Event: ${GITHUB_EVENT_NAME}"
NEEDS_BUILD=false
CHANGED=""
if git rev-parse HEAD~1 >/dev/null 2>&1; then
CHANGED=$(git diff --name-only HEAD~1 HEAD || echo "")
else
echo "No previous commit to diff against; forcing WASM build."
NEEDS_BUILD=true
fi
echo "Changed files:"
echo "${CHANGED}"
if [[ "${GITHUB_EVENT_NAME}" == "workflow_dispatch" ]]; then
echo "Manual dispatch - force WASM build."
NEEDS_BUILD=true
fi
if echo "${CHANGED}" | grep -qE '\.(cc|cpp|h|hpp|c)$|CMakeLists\.txt|CMakePresets\.json|build-wasm\.sh'; then
echo "C++ or build files changed - full WASM build required"
NEEDS_BUILD=true
fi
echo "needs_wasm_build=${NEEDS_BUILD}" >> "${GITHUB_OUTPUT}"
# --- Cache CPM dependencies ---
- name: Cache CPM packages
if: steps.changes.outputs.needs_wasm_build == 'true' || steps.wasm_cache.outputs.has_cached_wasm == 'false'
uses: actions/cache@v4
with:
path: ~/.cache/CPM
key: cpm-wasm-${{ hashFiles('**/CMakeLists.txt') }}
restore-keys: |
cpm-wasm-
# --- Cache WASM build artifacts ---
- name: Cache WASM build
uses: actions/cache@v4
with:
path: |
build_wasm_ai/bin
build_wasm_ai/CMakeCache.txt
build_wasm_ai/CMakeFiles
key: wasm-build-${{ hashFiles('src/**/*.cc', 'src/**/*.h', 'CMakeLists.txt', 'CMakePresets.json') }}
restore-keys: |
wasm-build-
- name: Check cached WASM artifacts
if: steps.changes.outputs.needs_wasm_build == 'false'
id: wasm_cache
run: |
if [ -f build_wasm_ai/bin/yaze.js ] && [ -f build_wasm_ai/bin/yaze.wasm ]; then
echo "Cached WASM found."
echo "has_cached_wasm=true" >> "${GITHUB_OUTPUT}"
else
echo "No cached WASM artifacts; will trigger a build."
echo "has_cached_wasm=false" >> "${GITHUB_OUTPUT}"
fi
# --- Setup Tools (only if WASM build needed or cache missing) ---
- name: Setup Emscripten
if: steps.changes.outputs.needs_wasm_build == 'true' || steps.wasm_cache.outputs.has_cached_wasm == 'false'
uses: mymindstorm/setup-emsdk@v14
with:
version: 3.1.51
actions-cache-folder: 'emsdk-cache'
- name: Setup Ninja
if: steps.changes.outputs.needs_wasm_build == 'true' || steps.wasm_cache.outputs.has_cached_wasm == 'false'
uses: seanmiddleditch/gha-setup-ninja@v4
- name: Setup CMake
if: steps.changes.outputs.needs_wasm_build == 'true' || steps.wasm_cache.outputs.has_cached_wasm == 'false'
uses: jwlawson/actions-setup-cmake@v1.14
with:
cmake-version: '3.27.x'
- name: Setup ccache
if: steps.changes.outputs.needs_wasm_build == 'true' || steps.wasm_cache.outputs.has_cached_wasm == 'false'
uses: hendrikmuhs/ccache-action@v1.2
with:
key: wasm-ccache
max-size: 1G
- name: Install Graphviz
run: |
sudo apt-get update
sudo apt-get install -y graphviz
- name: Install Doxygen 1.10.0
uses: ssciwr/doxygen-install@v1
with:
version: "1.10.0"
# --- Build Web App (full build or use cache) ---
- name: Build WASM App
if: steps.changes.outputs.needs_wasm_build == 'true' || steps.wasm_cache.outputs.has_cached_wasm == 'false'
run: |
export PATH="/usr/lib/ccache:$PATH"
chmod +x scripts/build-wasm.sh
./scripts/build-wasm.sh ai
- name: Use cached WASM + update web assets
if: steps.changes.outputs.needs_wasm_build == 'false' && steps.wasm_cache.outputs.has_cached_wasm == 'true'
run: |
echo "Using cached WASM build, updating web assets only..."
mkdir -p build_wasm_ai/dist
# Check if we have cached WASM files
if [ -f build_wasm_ai/bin/yaze.wasm ]; then
cp build_wasm_ai/bin/yaze.html build_wasm_ai/dist/index.html
cp build_wasm_ai/bin/yaze.js build_wasm_ai/dist/
cp build_wasm_ai/bin/yaze.wasm build_wasm_ai/dist/
cp build_wasm_ai/bin/yaze.data build_wasm_ai/dist/ 2>/dev/null || true
# CRITICAL: Copy pthread worker script for multi-threading
cp build_wasm_ai/bin/yaze.worker.js build_wasm_ai/dist/ 2>/dev/null || true
else
echo "ERROR: No cached WASM build found. Triggering full build..."
exit 1
fi
# Copy updated web assets (new directory structure)
# Root level files
cp src/web/app.js build_wasm_ai/dist/
# Copy subdirectories
cp -r src/web/styles build_wasm_ai/dist/ 2>/dev/null || true
cp -r src/web/components build_wasm_ai/dist/ 2>/dev/null || true
cp -r src/web/core build_wasm_ai/dist/ 2>/dev/null || true
cp -r src/web/pwa build_wasm_ai/dist/ 2>/dev/null || true
cp -r src/web/icons build_wasm_ai/dist/ 2>/dev/null || true
cp -r src/web/debug build_wasm_ai/dist/ 2>/dev/null || true
# CRITICAL: coi-serviceworker.js must be at root for proper service worker scope
if [ -f src/web/pwa/coi-serviceworker.js ]; then
cp src/web/pwa/coi-serviceworker.js build_wasm_ai/dist/
echo "coi-serviceworker.js copied to root (required for SharedArrayBuffer)"
else
echo "WARNING: coi-serviceworker.js not found!"
fi
# Copy yaze icon
if [ -f assets/yaze.png ]; then
mkdir -p build_wasm_ai/dist/assets
cp assets/yaze.png build_wasm_ai/dist/assets/
fi
echo "Web assets updated!"
# --- Build Documentation ---
- name: Build Documentation
run: |
mkdir -p build/docs
doxygen Doxyfile
# Move docs into dist/docs
mkdir -p build_wasm_ai/dist/docs
mv build/docs/html/* build_wasm_ai/dist/docs/
# --- Deploy ---
- name: Setup Pages
uses: actions/configure-pages@v4
- name: Upload Pages artifact
uses: actions/upload-pages-artifact@v3
with:
path: build_wasm_ai/dist/
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4

150
.gitignore vendored
View File

@@ -1,21 +1,129 @@
.favorites.json # Build directories - organized by platform (root level only)
build/ /build/
.cache/ /build-*/
.vscode/ /build_*/
disasm/ /out/
src/etc docs/html/
src/lib/ docs/latex/
checks.json
assets/lib/libasar.dll # CMake
cmake/yaze.plist.in CMakeCache.txt
etc/ CMakeFiles/
latex/ cmake_install.cmake
html/ compile_commands.json
docs/zarby_algos.md CPackConfig.cmake
docs/overworld-expansion.md CPackSourceConfig.cmake
assets/asm/EditorCore.asm CTestTestfile.cmake
src/app/emu/cpu/internal/old_cpu.cc CMakeUserPresets.json
build-windows
src/lib/libpng # Build artifacts
src/lib/zlib *.o
assets/layouts/ow_toolset.zeml *.a
*.so
*.dylib
*.dll
*.exe
*.app
*.out
# IDE files
.vscode/
.idea/
*.swp
*.swo
*~
.DS_Store
src/ios/yaze_ios.xcodeproj/
src/ios/yaze.xcodeproj/xcuserdata/
src/ios/yaze.xcodeproj/project.xcworkspace/xcuserdata/
# Test outputs
test_screenshots/
test_temp_rom.sfc
zelda3_v3_test.sfc
# vcpkg
vcpkg_installed/
# Agent learned knowledge (user-specific)
.agent_knowledge/
# macOS
.DS_Store
.AppleDouble
.LSOverride
# Windows
Thumbs.db
ehthumbs.db
Desktop.ini
# Backup files
*.bak
*.backup
*~
# Generated files
gens/
*.pb.h
*.pb.cc
*.grpc.pb.h
*.grpc.pb.cc
# Cache
.cache/
# local dependencies
src/lib/cmake/
src/lib/GL/
src/lib/libpng/
src/lib/zlib/
assets/asm/usdasm/
src/app/gui/modules/component.h
src/ios/macOS/Info-macOS.plist
src/ios/macOS/MainMenu.storyboard
src/app/emu/cpu/internal/old_cpu.cc
.favorites.json
checks.json
assets/etc/
imgui.ini
.gitignore
recent_files.txt
.vs/*
.gitignore
.genkit
.claude
scripts/__pycache__/
build_gemini
scripts/ai/results/*.json
scripts/ai/results/*.md
scripts/ai/results/*.txt
logs/breakthrough_test.log
logs/cmake_config 2.log
logs/cmake_config 3.log
logs/cmake_config.log
logs/dungeon_debug.log
logs/final_rendering.log
logs/flag_fix_enhanced_test.log
logs/flag_fix_test.log
logs/layout_rendering.log
logs/layout_tiles_test.log
logs/scale_test.log
logs/test_fixed.log
logs/test_output.log
logs/tile_data_test.log
logs/timing_analysis.log
logs/visual_test.log
logs/windows_ci_linker_error.log
logs/yaze_emu_trace.log
logs/yaze_release.wasm
logs/yaze_release.wat
logs/build-logs-Windows 2022 (Clang)/build.log
logs/build-logs-Windows 2022 (Clang)/cmake_config.log
logs/build-logs-Windows 2022 (Clang-CL)/build.log
logs/build-logs-Windows 2022 (Clang-CL)/cmake_config.log
vanilla.sfc
zelda3.sfc
yaze_manual.log
yaze_startup.log
roms/

25
.gitmodules vendored
View File

@@ -1,18 +1,15 @@
[submodule "src/lib/imgui"] [submodule "ext/imgui"]
path = src/lib/imgui path = ext/imgui
url = https://github.com/ocornut/imgui.git url = https://github.com/ocornut/imgui.git
[submodule "assets/asm/alttp-hacker-workspace"] [submodule "ext/SDL"]
path = assets/asm/alttp-hacker-workspace path = ext/SDL
url = https://github.com/scawful/alttp-hacker-workspace.git
[submodule "src/lib/abseil-cpp"]
path = src/lib/abseil-cpp
url = https://github.com/abseil/abseil-cpp.git
[submodule "src/lib/SDL"]
path = src/lib/SDL
url = https://github.com/libsdl-org/SDL.git url = https://github.com/libsdl-org/SDL.git
[submodule "src/lib/asar"] [submodule "ext/asar"]
path = src/lib/asar path = ext/asar
url = https://github.com/RPGHacker/asar.git url = https://github.com/RPGHacker/asar.git
[submodule "src/lib/imgui_test_engine"] [submodule "ext/imgui_test_engine"]
path = src/lib/imgui_test_engine path = ext/imgui_test_engine
url = https://github.com/ocornut/imgui_test_engine.git url = https://github.com/ocornut/imgui_test_engine.git
[submodule "ext/nativefiledialog-extended"]
path = ext/nativefiledialog-extended
url = https://github.com/btzy/nativefiledialog-extended.git

81
.pre-commit-config.yaml Normal file
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@@ -0,0 +1,81 @@
# Pre-commit hooks for YAZE
# Install with: pip install pre-commit && pre-commit install
repos:
# Clang format
- repo: https://github.com/pre-commit/mirrors-clang-format
rev: v18.1.0
hooks:
- id: clang-format
args: [--style=Google, -i]
files: \.(cc|cpp|h|hpp)$
exclude: ^(src/lib/|third_party/)
# Clang tidy
- repo: local
hooks:
- id: clang-tidy
name: clang-tidy
entry: clang-tidy
language: system
args: [--header-filter=src/.*\.(h|hpp)$]
files: \.(cc|cpp)$
exclude: ^(src/lib/|third_party/)
# Cppcheck
- repo: local
hooks:
- id: cppcheck
name: cppcheck
entry: cppcheck
language: system
args: [--enable=warning,style,performance, --inconclusive, --error-exitcode=0]
files: \.(cc|cpp|h|hpp)$
exclude: ^(src/lib/|third_party/)
# General hooks
- repo: https://github.com/pre-commit/pre-commit-hooks
rev: v4.5.0
hooks:
- id: trailing-whitespace
- id: end-of-file-fixer
- id: check-yaml
- id: check-json
- id: check-merge-conflict
- id: check-added-large-files
args: [--maxkb=1000]
- id: check-case-conflict
- id: check-merge-conflict
- id: mixed-line-ending
args: [--fix=lf]
# CMake formatting
- repo: https://github.com/cheshirekow/cmake-format-precommit
rev: v0.6.13
hooks:
- id: cmake-format
args: [--config-files=cmake-format.yaml]
files: CMakeLists\.txt$|\.cmake$
# Shell script linting
- repo: https://github.com/shellcheck-py/shellcheck-py
rev: v0.9.0.6
hooks:
- id: shellcheck
files: \.(sh|bash)$
# Python linting (for scripts)
- repo: https://github.com/psf/black
rev: 23.12.1
hooks:
- id: black
files: \.py$
exclude: ^(third_party/|build/)
- repo: https://github.com/pycqa/flake8
rev: 7.0.0
hooks:
- id: flake8
files: \.py$
exclude: ^(third_party/|build/)

60
AGENTS.md Normal file
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@@ -0,0 +1,60 @@
# Agent Protocol
_Extends: ~/AGENTS.md_
Project-specific operating procedures for AI agents contributing to `yaze`.
## 1. Persona Adoption
**Rule:** You must adopt a specific persona for every session.
* **Source of Truth:** [docs/internal/agents/personas.md](docs/internal/agents/personas.md)
* **Requirement:** Use the exact `Agent ID` from that list in all logs, commits, and board updates.
* **Legacy IDs:** Do not use `CLAUDE_CORE`, `CLAUDE_AIINF`, etc. Use the role-based IDs (e.g., `ai-infra-architect`).
* **System Prompts:** Load the matching persona prompt from `.claude/agents/<agent-id>.md` (accessible to all agents) before starting work.
## 2. Workflows & Coordination
### Quick Tasks (< 30 min)
* **Board:** No update required.
* **Tools:** Use `z3ed agent todo` to track your own sub-steps if helpful.
* **Commit:** Commit directly with a clear message.
### Substantial Work (> 30 min / Multi-file)
1. **Check Context:**
* Read [docs/internal/agents/coordination-board.md](docs/internal/agents/coordination-board.md) for `REQUEST` or `BLOCKER` tags.
* Run `git status` and `git diff` to understand the current state.
2. **Declare Intent:**
* If your work overlaps with an active task on the board, post a note or Request for Comments (RFC) there first.
* Otherwise, log a new entry on the **Coordination Board**.
3. **Execute:**
* Use `z3ed agent todo` to break down the complex task.
* Use `z3ed agent handoff` if you cannot finish in one session.
### Multi-Day Initiatives
* Create a dedicated document using [docs/internal/agents/initiative-template.md](docs/internal/agents/initiative-template.md).
* Link to this document from the Coordination Board.
### Specs & Docs
* Keep one canonical spec per initiative (link it from the board entry and back).
* Add a header with Status/Owner/Created/Last Reviewed/Next Review (≤14 days) and validation/exit criteria.
* Use existing templates (`initiative-template.md`, `release-checklist-template.md`) instead of creating ad-hoc files.
* Archive idle or completed specs to `docs/internal/agents/archive/` with the date; do not open duplicate status pages.
## 3. The Coordination Board
**Location:** `docs/internal/agents/coordination-board.md`
* **Hygiene:** Keep entries concise (≤ 5 lines).
* **Status:** Update your entry status to `COMPLETE` or `ARCHIVED` when done.
* **Maintenance:** Archive completed work weekly to `docs/internal/agents/archive/`.
## 4. Helper Scripts
Located in `scripts/agents/`:
* `run-gh-workflow.sh`: Trigger CI manually.
* `smoke-build.sh`: Fast verification build.
* `test-http-api.sh`: Validate the agent API.
**Log results:** When running these scripts for significant validation, paste the run ID or result summary to the Board.
## 5. Documentation Hygiene
- Follow [docs/internal/agents/doc-hygiene.md](docs/internal/agents/doc-hygiene.md) to avoid doc sprawl.
- Keep specs short, template-driven, and linked to the coordination board; prefer edits over new files.
- Archive completed/idle docs (>=14 days) under `docs/internal/agents/archive/` with dates to keep the root clean.

64
CLAUDE.md Normal file
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@@ -0,0 +1,64 @@
# CLAUDE.md
_Extends: ~/AGENTS.md, ~/CLAUDE.md_
C++23 ROM editor for Zelda: A Link to the Past. GUI editor + SNES emulator + AI CLI (`z3ed`).
## Build & Test
```bash
cmake --preset mac-dbg && cmake --build build -j8 # Build
ctest --test-dir build -L stable -j4 # Test
./yaze --rom_file=zelda3.sfc --editor=Dungeon # Run
```
Presets: `mac-dbg`/`lin-dbg`/`win-dbg`, `mac-ai`/`win-ai`, `*-rel`. See `docs/public/build/quick-reference.md`.
## Architecture
| Component | Location | Purpose |
|-----------|----------|---------|
| Rom | `src/app/rom.h` | ROM data access, transactions |
| Editors | `src/app/editor/` | Overworld, Dungeon, Graphics, Palette |
| Graphics | `src/app/gfx/` | Bitmap, Arena (async loading), Tiles |
| Zelda3 | `src/zelda3/` | Overworld (160 maps), Dungeon (296 rooms) |
| Canvas | `src/app/gui/canvas.h` | ImGui canvas with pan/zoom |
| CLI | `src/cli/z3ed.cc` | AI-powered ROM hacking tool |
## Key Patterns
**Graphics refresh**: Update model → `Load*()``Renderer::Get().RenderBitmap()`
**Async loading**: `Arena::Get().QueueDeferredTexture(bitmap, priority)` + process in `Update()`
**Bitmap sync**: Use `set_data()` for bulk updates (syncs `data_` and `surface_->pixels`)
**Theming**: Always use `AgentUI::GetTheme()`, never hardcoded colors
**Multi-area maps**: Always use `Overworld::ConfigureMultiAreaMap()`, never set `area_size` directly
## Naming
- **Load**: ROM → memory
- **Render**: Data → bitmap (CPU)
- **Draw**: Bitmap → screen (GPU)
## Pitfalls
1. Use `set_data()` not `mutable_data()` assignment for bitmap bulk updates
2. Call `ProcessTextureQueue()` every frame
3. Pass `0x800` to `DecompressV2`, never `0`
4. SMC header: `size % 1MB == 512`, not `size % 32KB`
5. Check `rom_->is_loaded()` before ROM operations
## Code Style
Google C++ Style. Use `absl::Status`/`StatusOr<T>` with `RETURN_IF_ERROR()`/`ASSIGN_OR_RETURN()`.
Format: `cmake --build build --target format`
## Docs
- Architecture: `docs/internal/architecture/`
- Build issues: `docs/BUILD-TROUBLESHOOTING.md`
- Tests: `test/README.md`

View File

@@ -1,58 +1,191 @@
# Yet Another Zelda3 Editor # Yet Another Zelda3 Editor
# by scawful # by scawful
cmake_minimum_required(VERSION 3.10) cmake_minimum_required(VERSION 3.16)
project(yaze VERSION 0.2.2
DESCRIPTION "Yet Another Zelda3 Editor"
LANGUAGES CXX)
configure_file(src/yaze_config.h.in yaze_config.h)
# Build Flags # Set minimum policy version for subdirectories to allow older dependencies like yaml-cpp
set(YAZE_BUILD_APP ON) # This allows cmake_minimum_required in subdirectories to use versions < 3.5
set(YAZE_BUILD_LIB ON) set(CMAKE_POLICY_VERSION_MINIMUM 3.5 CACHE STRING "Minimum policy version for subdirectories")
set(YAZE_BUILD_EMU ON)
set(YAZE_BUILD_Z3ED ON)
set(YAZE_BUILD_PYTHON OFF)
set(YAZE_BUILD_TESTS ON)
set(YAZE_INSTALL_LIB OFF)
# libpng features in bitmap.cc # Set policies for compatibility
add_definitions("-DYAZE_LIB_PNG=1") cmake_policy(SET CMP0091 NEW)
# CMP0091 allows CMAKE_MSVC_RUNTIME_LIBRARY to be set by presets
# Windows presets specify dynamic CRT (/MD) to avoid linking issues
cmake_policy(SET CMP0048 NEW)
cmake_policy(SET CMP0077 NEW)
# C++ Standard and CMake Specifications # Enable Objective-C only on macOS where it's actually used
if(DEFINED ENV{YAZE_VERSION_OVERRIDE})
set(YAZE_VERSION $ENV{YAZE_VERSION_OVERRIDE})
elseif(DEFINED YAZE_VERSION_OVERRIDE)
set(YAZE_VERSION ${YAZE_VERSION_OVERRIDE})
else()
set(YAZE_VERSION "0.5.0")
set(YAZE_VERSION_SUFFIX "")
endif()
if(APPLE)
project(yaze VERSION ${YAZE_VERSION}
DESCRIPTION "Yet Another Zelda3 Editor"
LANGUAGES CXX C OBJC OBJCXX)
else()
project(yaze VERSION ${YAZE_VERSION}
DESCRIPTION "Yet Another Zelda3 Editor"
LANGUAGES CXX C)
endif()
# Set language standards early so dependencies (e.g., Abseil) build with them.
set(CMAKE_CXX_STANDARD 23) set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib) set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib) set(CMAKE_C_STANDARD 99)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin) set(CMAKE_C_STANDARD_REQUIRED ON)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
# Include build options first
include(cmake/options.cmake)
# Enable sccache/ccache for faster rebuilds if available
find_program(SCCACHE_FOUND sccache)
if(SCCACHE_FOUND)
message(STATUS "✓ sccache found, enabling for faster builds")
set(CMAKE_CXX_COMPILER_LAUNCHER sccache)
set(CMAKE_C_COMPILER_LAUNCHER sccache)
else()
find_program(CCACHE_FOUND ccache)
if(CCACHE_FOUND)
message(STATUS "✓ ccache found, enabling for faster builds")
set(CMAKE_CXX_COMPILER_LAUNCHER ccache)
set(CMAKE_C_COMPILER_LAUNCHER ccache)
endif()
endif()
# Version is defined in project() above - use those variables
# CMake automatically sets: yaze_VERSION, yaze_VERSION_MAJOR, yaze_VERSION_MINOR, yaze_VERSION_PATCH
# These YAZE_VERSION_* aliases are for compatibility with existing code
set(YAZE_VERSION_MAJOR ${yaze_VERSION_MAJOR})
set(YAZE_VERSION_MINOR ${yaze_VERSION_MINOR})
set(YAZE_VERSION_PATCH ${yaze_VERSION_PATCH})
# Suppress deprecation warnings from submodules
set(CMAKE_WARN_DEPRECATED OFF CACHE BOOL "Suppress deprecation warnings")
# Add cmake directory to module path
set(CMAKE_MODULE_PATH "${PROJECT_SOURCE_DIR}/cmake" ${CMAKE_MODULE_PATH}) set(CMAKE_MODULE_PATH "${PROJECT_SOURCE_DIR}/cmake" ${CMAKE_MODULE_PATH})
# Platform detection
if(APPLE)
if(CMAKE_SYSTEM_NAME STREQUAL "iOS")
set(YAZE_PLATFORM_IOS ON)
else()
set(YAZE_PLATFORM_MACOS ON)
endif()
elseif(CMAKE_SYSTEM_NAME MATCHES "Linux")
set(YAZE_PLATFORM_LINUX ON)
elseif(CMAKE_SYSTEM_NAME MATCHES "Windows")
set(YAZE_PLATFORM_WINDOWS ON)
endif()
# Include utility functions
include(cmake/utils.cmake)
# Set up dependencies using CPM.cmake
include(cmake/dependencies.cmake)
# Additional configuration options
option(YAZE_SUPPRESS_WARNINGS "Suppress compiler warnings (use -v preset suffix for verbose)" ON)
set(YAZE_TEST_ROM_VANILLA_PATH "" CACHE STRING "Path to vanilla test ROM file")
set(YAZE_TEST_ROM_US_PATH "" CACHE STRING "Path to US test ROM file")
set(YAZE_TEST_ROM_JP_PATH "" CACHE STRING "Path to JP test ROM file")
set(YAZE_TEST_ROM_EU_PATH "" CACHE STRING "Path to EU test ROM file")
set(YAZE_TEST_ROM_EXPANDED_PATH "" CACHE STRING "Path to expanded test ROM file")
set(YAZE_TEST_ROM_PATH "" CACHE STRING "Legacy path to test ROM file (vanilla)")
# Export compile commands for clangd/LSP
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# Setup compiler flags and common interface target
yaze_add_compiler_flags()
# Configure yaze_config.h
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/src/yaze_config.h.in
${CMAKE_CURRENT_BINARY_DIR}/yaze_config.h
@ONLY
)
# Output directories
include(GNUInstallDirs)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${CMAKE_INSTALL_LIBDIR})
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${CMAKE_INSTALL_LIBDIR})
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${CMAKE_INSTALL_BINDIR})
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
set(BUILD_SHARED_LIBS OFF) set(BUILD_SHARED_LIBS OFF)
set(CMAKE_FIND_FRAMEWORK LAST)
set(CMAKE_SHARED_MODULE_PREFIX "")
if (UNIX) # Handle dependencies
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Dlinux -Dstricmp=strcasecmp")
endif()
if (MACOS)
set(CMAKE_INSTALL_PREFIX /usr/local)
endif()
if (WIN32)
include(cmake/vcpkg.cmake)
endif()
# Abseil Standard Specifications
include(cmake/absl.cmake)
# SDL2 and PNG
include(cmake/sdl2.cmake)
# Asar
include(cmake/asar.cmake)
# ImGui
include(cmake/imgui.cmake)
# Project Files # Project Files
add_subdirectory(src) add_subdirectory(src)
# Tools
if(YAZE_BUILD_TOOLS)
message(STATUS "Building development tools")
add_subdirectory(tools)
endif()
# Tests
if(YAZE_BUILD_TESTS)
add_subdirectory(test)
endif()
# Code quality targets
if(YAZE_ENABLE_CLANG_TIDY)
if(NOT YAZE_CLANG_TIDY_EXE)
find_program(YAZE_CLANG_TIDY_EXE NAMES clang-tidy clang-tidy-18 clang-tidy-17 clang-tidy-16)
endif()
if(YAZE_CLANG_TIDY_EXE)
message(STATUS "✓ clang-tidy enabled: ${YAZE_CLANG_TIDY_EXE}")
set(CMAKE_CXX_CLANG_TIDY "${YAZE_CLANG_TIDY_EXE}")
else()
message(WARNING "clang-tidy requested but not found")
endif()
endif()
find_program(CLANG_FORMAT
NAMES clang-format-18 clang-format
HINTS "${HOMEBREW_LLVM_PREFIX}/bin" # Prefer clang-format from Homebrew LLVM
NO_DEFAULT_PATH
)
if(NOT CLANG_FORMAT) # Fallback to generic search if not found in Homebrew prefix
find_program(CLANG_FORMAT NAMES clang-format clang-format-17 clang-format-16 clang-format-15 clang-format-14)
endif()
if(CLANG_FORMAT)
file(GLOB_RECURSE ALL_SOURCE_FILES
"${CMAKE_SOURCE_DIR}/src/*.cc"
"${CMAKE_SOURCE_DIR}/src/*.h"
"${CMAKE_SOURCE_DIR}/test/*.cc"
"${CMAKE_SOURCE_DIR}/test/*.h")
# Exclude third-party library directories from formatting
list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX "src/lib/.*")
add_custom_target(yaze-format
COMMAND ${CLANG_FORMAT} -i --style=file ${ALL_SOURCE_FILES}
COMMENT "Running clang-format on source files"
)
add_custom_target(yaze-format-check
COMMAND ${CLANG_FORMAT} --dry-run --Werror --style=file ${ALL_SOURCE_FILES}
COMMENT "Checking code format"
)
endif()
# Packaging configuration
if(NOT YAZE_PLATFORM_IOS)
include(cmake/packaging/cpack.cmake)
endif()
add_custom_target(build_cleaner
COMMAND ${CMAKE_COMMAND} -E echo "Running scripts/build_cleaner.py --dry-run"
COMMAND ${CMAKE_COMMAND} -E chdir ${CMAKE_SOURCE_DIR} ${Python3_EXECUTABLE} scripts/build_cleaner.py --dry-run
COMMENT "Validate CMake source lists and includes"
)

1401
CMakePresets.json Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,49 @@
{
"version": 6,
"configurePresets": [
{
"name": "dev-local",
"inherits": "dev",
"binaryDir": "$env{YAZE_BUILD_ROOT}/build",
"environment": {
"CPM_SOURCE_CACHE": "$env{HOME}/.cpm-cache",
"VCPKG_DOWNLOADS": "$env{HOME}/.cache/vcpkg/downloads",
"VCPKG_BINARY_SOURCES": "clear;files,$env{HOME}/.cache/vcpkg/bincache,readwrite"
}
},
{
"name": "wasm-debug-local",
"inherits": "wasm-debug",
"binaryDir": "$env{YAZE_BUILD_ROOT}/build-wasm",
"environment": {
"CPM_SOURCE_CACHE": "$env{HOME}/.cpm-cache",
"VCPKG_DOWNLOADS": "$env{HOME}/.cache/vcpkg/downloads",
"VCPKG_BINARY_SOURCES": "clear;files,$env{HOME}/.cache/vcpkg/bincache,readwrite"
}
},
{
"name": "wasm-release-local",
"inherits": "wasm-release",
"binaryDir": "$env{YAZE_BUILD_ROOT}/build-wasm",
"environment": {
"CPM_SOURCE_CACHE": "$env{HOME}/.cpm-cache",
"VCPKG_DOWNLOADS": "$env{HOME}/.cache/vcpkg/downloads",
"VCPKG_BINARY_SOURCES": "clear;files,$env{HOME}/.cache/vcpkg/bincache,readwrite"
}
}
],
"buildPresets": [
{
"name": "dev-local",
"configurePreset": "dev-local"
},
{
"name": "wasm-debug-local",
"configurePreset": "wasm-debug-local"
},
{
"name": "wasm-release-local",
"configurePreset": "wasm-release-local"
}
]
}

View File

@@ -48,7 +48,7 @@ PROJECT_NAME = "yaze"
# could be handy for archiving the generated documentation or if some version # could be handy for archiving the generated documentation or if some version
# control system is used. # control system is used.
PROJECT_NUMBER = "0.2.2" PROJECT_NUMBER = "0.3.2"
# Using the PROJECT_BRIEF tag one can provide an optional one line description # Using the PROJECT_BRIEF tag one can provide an optional one line description
# for a project that appears at the top of each page and should give viewer a # for a project that appears at the top of each page and should give viewer a
@@ -61,20 +61,20 @@ PROJECT_BRIEF = Link to the Past ROM Editor
# pixels and the maximum width should not exceed 200 pixels. Doxygen will copy # pixels and the maximum width should not exceed 200 pixels. Doxygen will copy
# the logo to the output directory. # the logo to the output directory.
PROJECT_LOGO = "src/win32/yaze.ico" PROJECT_LOGO = "assets/yaze.ico"
# With the PROJECT_ICON tag one can specify an icon that is included in the tabs # With the PROJECT_ICON tag one can specify an icon that is included in the tabs
# when the HTML document is shown. Doxygen will copy the logo to the output # when the HTML document is shown. Doxygen will copy the logo to the output
# directory. # directory.
PROJECT_ICON = "src/win32/yaze.ico" PROJECT_ICON = "assets/yaze.ico"
# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) path # The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) path
# into which the generated documentation will be written. If a relative path is # into which the generated documentation will be written. If a relative path is
# entered, it will be relative to the location where doxygen was started. If # entered, it will be relative to the location where doxygen was started. If
# left blank the current directory will be used. # left blank the current directory will be used.
OUTPUT_DIRECTORY = OUTPUT_DIRECTORY = build/docs
# If the CREATE_SUBDIRS tag is set to YES then doxygen will create up to 4096 # If the CREATE_SUBDIRS tag is set to YES then doxygen will create up to 4096
# sub-directories (in 2 levels) under the output directory of each output format # sub-directories (in 2 levels) under the output directory of each output format
@@ -85,7 +85,7 @@ OUTPUT_DIRECTORY =
# control the number of sub-directories. # control the number of sub-directories.
# The default value is: NO. # The default value is: NO.
CREATE_SUBDIRS = NO CREATE_SUBDIRS = YES
# Controls the number of sub-directories that will be created when # Controls the number of sub-directories that will be created when
# CREATE_SUBDIRS tag is set to YES. Level 0 represents 16 directories, and every # CREATE_SUBDIRS tag is set to YES. Level 0 represents 16 directories, and every
@@ -949,7 +949,9 @@ WARN_LOGFILE =
# spaces. See also FILE_PATTERNS and EXTENSION_MAPPING # spaces. See also FILE_PATTERNS and EXTENSION_MAPPING
# Note: If this tag is empty the current directory is searched. # Note: If this tag is empty the current directory is searched.
INPUT = INPUT = docs/public \
src \
incl
# This tag can be used to specify the character encoding of the source files # This tag can be used to specify the character encoding of the source files
# that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses # that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses
@@ -1055,9 +1057,12 @@ RECURSIVE = YES
# run. # run.
EXCLUDE = assets/ \ EXCLUDE = assets/ \
build/ \ build/ \
cmake/ \ cmake/ \
src/lib/ \ docs/html/ \
docs/latex/ \
docs/internal/ \
src/lib/
# The EXCLUDE_SYMLINKS tag can be used to select whether or not files or # The EXCLUDE_SYMLINKS tag can be used to select whether or not files or
# directories that are symbolic links (a Unix file system feature) are excluded # directories that are symbolic links (a Unix file system feature) are excluded
@@ -1168,7 +1173,7 @@ FILTER_SOURCE_PATTERNS =
# (index.html). This can be useful if you have a project on for instance GitHub # (index.html). This can be useful if you have a project on for instance GitHub
# and want to reuse the introduction page also for the doxygen output. # and want to reuse the introduction page also for the doxygen output.
USE_MDFILE_AS_MAINPAGE = getting-started.md USE_MDFILE_AS_MAINPAGE = docs/public/index.md
# The Fortran standard specifies that for fixed formatted Fortran code all # The Fortran standard specifies that for fixed formatted Fortran code all
# characters from position 72 are to be considered as comment. A common # characters from position 72 are to be considered as comment. A common
@@ -2798,7 +2803,7 @@ PLANTUML_INCLUDE_PATH =
# Minimum value: 0, maximum value: 10000, default value: 50. # Minimum value: 0, maximum value: 10000, default value: 50.
# This tag requires that the tag HAVE_DOT is set to YES. # This tag requires that the tag HAVE_DOT is set to YES.
DOT_GRAPH_MAX_NODES = 25 DOT_GRAPH_MAX_NODES = 5
# The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the graphs # The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the graphs
# generated by dot. A depth value of 3 means that only nodes reachable from the # generated by dot. A depth value of 3 means that only nodes reachable from the

354
GEMINI.md Normal file
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@@ -0,0 +1,354 @@
# GEMINI.md - YAZE Build Instructions
_Extends: ~/AGENTS.md, ~/GEMINI.md_
Build and test instructions for YAZE project. Follow commands exactly.
## Critical Rules
1. **Use `build_ai/` directory** - Never use `build/` (reserved for user)
2. **Use `*-ai` presets** - Never use `*-dbg` presets
3. **Load persona** - Check `.claude/agents/<agent-id>.md` for system prompt
4. **Use helper script:**
```bash
./scripts/agent_build.sh [target]
```
*Example:* `./scripts/agent_build.sh yaze` or `./scripts/agent_build.sh yaze_test`
---
## Quick Reference: Build Times
**First Build (Cold Start)**:
- **Fast Mode (Recommended)**: 2-4 minutes (uses system gRPC/sccache)
- Standard Mode: 10-20 minutes (compiles gRPC from source)
**Incremental Builds (After Changes)**:
- Typically 10-60 seconds depending on what changed
- **sccache/ccache**: Automatically detected and used if installed (highly recommended)
## Platform-Specific Build Commands
### macOS
```bash
# Step 1: Configure (First time only, or when CMakeLists.txt changes)
cmake --preset mac-ai
# Step 2: Build the entire project
cmake --build build_ai --preset mac-ai
# Step 3: Build specific targets (faster for incremental work)
cmake --build build_ai --target yaze # GUI application only
cmake --build build_ai --target yaze_test # Test suite only
cmake --build build_ai --target ylib # Core library only
```
**Available macOS Presets**:
- `mac-ai` - **Preferred for Agents**. Configured to use system gRPC/protobuf if available (brew installed) and defaults to `build_ai`.
- `mac-dbg` - User's debug build (DO NOT USE).
### Linux
```bash
# Step 1: Configure
cmake --preset lin-ai
# Step 2: Build
cmake --build build_ai --preset lin-ai
```
**Available Linux Presets**:
- `lin-ai` - **Preferred for Agents**. Uses `build_ai` and system libraries.
### Windows
```bash
# Step 1: Configure (PowerShell or CMD)
cmake --preset win-ai
# Step 2: Build
cmake --build build_ai --preset win-ai
```
**Available Windows Presets**:
- `win-ai` - **Preferred for Agents**. Uses `build_ai`.
## Testing
### Running All Tests
```bash
# Build tests first
cmake --build build_ai --target yaze_test
# Run all tests
./build_ai/bin/yaze_test
```
### Running Specific Test Categories
```bash
# Unit tests only (fast, ~5-10 seconds)
./build/bin/yaze_test --unit
# Integration tests (requires ROM file)
./build/bin/yaze_test --integration --rom-path /path/to/zelda3.sfc
# End-to-end GUI tests
./build/bin/yaze_test --e2e --show-gui
# Run specific test by name pattern
./build/bin/yaze_test "*Asar*" # All tests with "Asar" in name
./build/bin/yaze_test "*Dungeon*" # All dungeon-related tests
```
### Test Output Modes
```bash
# Minimal output (default)
./build/bin/yaze_test
# Verbose output (shows all test names)
./build/bin/yaze_test -v
# Very verbose (shows detailed test execution)
./build/bin/yaze_test -vv
# List all available tests without running
./build/bin/yaze_test --list-tests
```
## Common Build Issues and Solutions
### Issue 1: "No preset found"
**Error**: `CMake Error: No such preset in CMakePresets.json`
**Solution**: Check the exact preset name. Use tab-completion or check `CMakePresets.json`.
```bash
# List available presets
cmake --list-presets
# Common mistake: Using wrong platform prefix
cmake --preset dbg # ❌ WRONG
cmake --preset mac-dbg # ✅ CORRECT (macOS)
cmake --preset lin-dbg # ✅ CORRECT (Linux)
cmake --preset win-dbg # ✅ CORRECT (Windows)
```
### Issue 2: "Build directory exists but is outdated"
**Error**: CMake complains about existing build directory
**Solution**: Clean and reconfigure
```bash
# Remove old build directory
rm -rf build
# Reconfigure from scratch
cmake --preset mac-dbg # or lin-dbg / win-dbg
```
### Issue 3: "Tests fail with 'ROM not found'"
**Error**: Integration tests fail with ROM-related errors
**Solution**: Some tests require a Zelda3 ROM file
```bash
# Skip ROM-dependent tests
./build/bin/yaze_test --unit
# Or provide ROM path
./build/bin/yaze_test --integration --rom-path zelda3.sfc
```
### Issue 4: Long build times on first run
**Not an Error**: This is normal!
**Explanation**:
- CPM.cmake downloads all dependencies (~3-5 minutes)
- gRPC compilation (Windows only, ~15-20 minutes)
- ImGui compilation (~2-3 minutes)
- SDL2, Abseil, PNG libraries (~3-5 minutes)
**Solution**: Be patient on first build. Subsequent builds use ccache/sccache and are MUCH faster (10-60 seconds).
```bash
# Monitor build progress with verbose output
cmake --build build --preset mac-dbg -v | tee build.log
# Check build log for specific step taking long
grep "Linking" build.log
```
### Issue 5: Incremental builds seem slow
**Solution**: Only rebuild what changed
```bash
# Instead of rebuilding everything:
cmake --build build --preset mac-dbg # ❌ Rebuilds all targets
# Build only what you need:
cmake --build build --target yaze # ✅ Just the GUI app
cmake --build build --target ylib # ✅ Just the core library
cmake --build build --target object_editor_card # ✅ Just one component
```
## Development Workflow
### Typical Development Session
```bash
# 1. Configure once (first time only)
cmake --preset mac-dbg
# 2. Make code changes to src/app/editor/dungeon/object_editor_card.cc
# 3. Rebuild only the affected target (fast!)
cmake --build build --target yaze
# 4. Run the application to test manually
./build/bin/yaze --rom_file zelda3.sfc --editor Dungeon
# 5. Run automated tests to verify
./build/bin/yaze_test --unit
# 6. If tests pass, commit
git add src/app/editor/dungeon/object_editor_card.cc
git commit -m "feat(dungeon): add feature X"
```
### Testing Dungeon Editor Changes
```bash
# 1. Build just the GUI app (includes dungeon editor)
cmake --build build --target yaze
# 2. Launch directly to dungeon editor with ROM
./build/bin/yaze --rom_file zelda3.sfc --editor Dungeon
# 3. To test keyboard shortcuts specifically:
# - Open Object Editor card
# - Try Ctrl+A (select all)
# - Try Delete key (delete selected)
# - Try Ctrl+D (duplicate)
# - Try Arrow keys (nudge objects)
# - Try Tab (cycle selection)
```
### Before Committing Changes
```bash
# 1. Run unit tests (fast check)
./build/bin/yaze_test --unit
# 2. Run format check (ensure code style)
cmake --build build --target format-check
# 3. If format check fails, auto-format
cmake --build build --target format
# 4. Build in release mode to catch optimization warnings
cmake --preset mac-rel
cmake --build build --preset mac-rel
# 5. If all passes, you're ready to commit!
```
## Preset Comparison Matrix
| Preset | Platform | Build Type | AI Features | gRPC | Agent UI | Use Case |
|------------|----------|------------|-------------|------|----------|----------|
| mac-dbg | macOS | Debug | No | No | No | Daily development |
| mac-rel | macOS | Release | No | No | No | Performance testing |
| mac-ai | macOS | Debug | Yes | Yes | Yes | z3ed development |
| lin-dbg | Linux | Debug | No | No | No | Daily development |
| lin-rel | Linux | Release | No | No | No | Performance testing |
| lin-ai | Linux | Debug | Yes | Yes | Yes | z3ed development |
| win-dbg | Windows | Debug | No | No | No | Daily development |
| win-rel | Windows | Release | No | No | No | Performance testing |
| win-ai | Windows | Debug | Yes | Yes | Yes | z3ed development |
## CI/CD Build Times (For Reference)
GitHub Actions runners typically see these build times:
- **Ubuntu 22.04**: 6-8 minutes (with caching)
- **macOS 14**: 8-10 minutes (with caching)
- **Windows 2022**: 12-18 minutes (gRPC adds time)
Your local builds may be faster or slower depending on:
- CPU cores (more = faster parallel builds)
- SSD speed (affects linking time)
- Available RAM (swap = slower builds)
- ccache/sccache hit rate (warm cache = much faster)
## Target Dependencies Reference
Understanding what rebuilds when you change files:
```
yaze (GUI app)
├── ylib (core library)
│ ├── zelda3_dungeon (dungeon module)
│ │ └── object_editor_card.cc ← Your changes here
│ ├── zelda3_overworld
│ ├── gfx (graphics system)
│ └── core (compression, ROM I/O)
├── imgui (UI framework)
└── SDL2 (windowing/graphics)
yaze_test (test suite)
├── ylib (same as above)
├── gtest (Google Test framework)
└── test/*.cc files
```
**When you change**:
- `object_editor_card.cc` → Rebuilds: ylib, yaze (30-60 seconds)
- `object_editor_card.h` → Rebuilds: ylib, yaze, any test including header (1-2 minutes)
- `rom.cc` → Rebuilds: Most of ylib, yaze, yaze_test (3-5 minutes)
- `CMakeLists.txt` → Reconfigure + full rebuild (5-10 minutes)
## Quick Command Cheat Sheet
```bash
# === Configuration ===
cmake --list-presets # Show available presets
cmake --preset mac-dbg # Configure for macOS debug
# === Building ===
cmake --build build --target yaze # Build GUI app
cmake --build build --target yaze_test # Build test suite
cmake --build build --target format # Format all code
cmake --build build -v # Verbose build output
# === Testing ===
./build/bin/yaze_test # Run all tests
./build/bin/yaze_test --unit # Unit tests only
./build/bin/yaze_test "*Asar*" # Specific test pattern
./build/bin/yaze_test --list-tests # List available tests
# === Running ===
./build/bin/yaze # Launch GUI
./build/bin/yaze --rom_file zelda3.sfc # Load ROM
./build/bin/yaze --editor Dungeon # Open editor
./build/bin/yaze --rom_file zelda3.sfc --editor Dungeon # Combined
# === Cleaning ===
cmake --build build --target clean # Clean build artifacts
rm -rf build # Full clean (reconfigure needed)
```
## Key Reminders
- Use full preset names: `mac-ai` not just `ai`
- First builds: 10-20 min (normal), incremental: 10-60 sec
- Build specific targets: `--target yaze` faster than full build
- Some tests require ROM file to pass

129
README.md
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@@ -1,59 +1,100 @@
# Yet Another Zelda3 Editor # YAZE - Yet Another Zelda3 Editor
- Platform: Windows, macOS, iOS, GNU/Linux [![CI](https://github.com/scawful/yaze/workflows/CI%2FCD%20Pipeline/badge.svg)](https://github.com/scawful/yaze/actions)
- Dependencies: SDL2, ImGui, abseil-cpp [![Code Quality](https://github.com/scawful/yaze/workflows/Code%20Quality/badge.svg)](https://github.com/scawful/yaze/actions)
[![Security](https://github.com/scawful/yaze/workflows/Security%20Scanning/badge.svg)](https://github.com/scawful/yaze/actions)
[![Release](https://github.com/scawful/yaze/workflows/Release/badge.svg)](https://github.com/scawful/yaze/actions)
[![License](https://img.shields.io/badge/license-GPLv3-blue.svg)](LICENSE)
## Description A cross-platform Zelda 3 ROM editor with a modern C++ GUI, Asar 65816 assembler integration, and an automation-friendly CLI (`z3ed`). YAZE bundles its toolchain, offers AI-assisted editing flows, and targets reproducible builds on Windows, macOS, and Linux. A preview web version is also available for browser-based editing.
General purpose editor for The Legend of Zelda: A Link to the Past for the Super Nintendo. ## Highlights
- **All-in-one editing**: Overworld, dungeon, sprite, palette, and messaging tools with live previews.
- **Assembler-first workflow**: Built-in Asar integration, symbol extraction, and patch validation.
- **Automation & AI**: `z3ed` exposes CLI/TUI automation, proposal workflows, and optional AI agents.
- **Web preview**: Experimental browser-based editor (WASM) - see [Web App Guide](docs/public/usage/web-app.md).
- **Testing & CI hooks**: CMake presets, ROM-less test fixtures, and gRPC-based GUI automation support.
- **Cross-platform toolchains**: Single source tree targeting MSVC, Clang, and GCC with identical presets.
- **Modular AI stack**: Toggle agent UI (`YAZE_BUILD_AGENT_UI`), remote automation/gRPC (`YAZE_ENABLE_REMOTE_AUTOMATION`), and AI runtimes (`YAZE_ENABLE_AI_RUNTIME`) per preset.
Provides bindings in C and Python for building custom tools and utilities. ## Project Status
v0.5.0 is the current release. New to YAZE? Start with a clean, legally obtained ALttP (USA) ROM and the Quick Start steps below. See [`docs/public/release-notes.md`](docs/public/release-notes.md) for details.
Takes heavy inspiration from ALTTP community efforts such as [Hyrule Magic](https://www.romhacking.net/utilities/200/) and [ZScream](https://github.com/Zarby89/ZScreamDungeon) ## Quick Start
Building and installation ### Clone & Bootstrap
------------------------- ```bash
[CMake](http://www.cmake.org "CMake") is required to build yaze git clone --recursive https://github.com/scawful/yaze.git
cd yaze
1. Clone the repository
2. Create the build directory and configuration
3. Build and run the application
4. (Optional) Run the tests
```
git clone --recurse-submodules https://github.com/scawful/yaze.git
cmake -S . -B build
cmake --build build
``` ```
By default this will build all targets. Run the environment verifier once per machine:
```bash
# macOS / Linux
./scripts/verify-build-environment.sh --fix
- **yaze**: Editor Application # Windows (PowerShell)
- **yaze_c**: C Library .\scripts\verify-build-environment.ps1 -FixIssues
- **yaze_emu**: SNES Emulator ```
- **yaze_py**: Python Module
- **yaze_test**: Unit Tests
- **z3ed**: Command Line Interface
Dependencies are included as submodules and will be built automatically. For those who want to reduce compile times, consider installing the dependencies on your system. See [build-instructions.md](docs/build-instructions.md) for more information. ### Configure & Build
- Use the CMake preset that matches your platform (`mac-dbg`, `lin-dbg`, `win-dbg`, etc.).
- Build with `cmake --build --preset <name> [--target …]`.
- See [`docs/public/build/quick-reference.md`](docs/public/build/quick-reference.md) for the canonical
list of presets, AI build policy, and testing commands.
### Agent Feature Flags
| Option | Default | Effect |
| --- | --- | --- |
| `YAZE_BUILD_AGENT_UI` | `ON` when GUI builds are enabled | Compiles the chat/dialog widgets so the editor can host agent sessions. Turn this `OFF` when you want a lean GUI-only build. |
| `YAZE_ENABLE_REMOTE_AUTOMATION` | `ON` for `*-ai` presets | Builds the gRPC servers/clients and protobufs that power GUI automation. |
| `YAZE_ENABLE_AI_RUNTIME` | `ON` for `*-ai` presets | Enables Gemini/Ollama transports, proposal planning, and advanced routing logic. |
| `YAZE_ENABLE_AGENT_CLI` | `ON` when CLI builds are enabled | Compiles the conversational agent stack consumed by `z3ed`. Disable to skip the CLI entirely. |
Windows `win-*` presets keep every switch `OFF` by default (`win-dbg`, `win-rel`, `ci-windows`) so MSVC builds stay fast. Use `win-ai`, `win-vs-ai`, or the new `ci-windows-ai` preset whenever you need remote automation or AI runtime features.
All bundled third-party code (SDL, ImGui, ImGui Test Engine, Asar, nlohmann/json, cpp-httplib, nativefiledialog-extended) now lives under `ext/` for easier vendoring and cleaner include paths.
## Applications & Workflows
- **`./build/bin/yaze`** full GUI editor with multi-session dockspace, theming, and ROM patching.
- **Web App (Preview)** browser-based editor at your deployed instance; see [`docs/public/usage/web-app.md`](docs/public/usage/web-app.md) for details and limitations.
- **`./build/bin/z3ed --tui`** CLI/TUI companion for scripting, AI-assisted edits, and Asar workflows.
- **`ctest --test-dir build -L unit|integration|e2e`** structured test runner for quick regression checks.
- **`z3ed` + macOS automation** pair the CLI with sketchybar/yabai/skhd or Emacs/Spacemacs to drive ROM workflows without opening the GUI.
Typical commands:
```bash
# Launch GUI with a ROM
./build/bin/yaze roms/alttp_vanilla.sfc
# Apply a patch via CLI
./build/bin/z3ed asar patch.asm --rom roms/alttp_vanilla.sfc
# Run focused tests
cmake --build --preset mac-ai --target yaze_test
ctest --test-dir build -L unit
```
## Testing
- `ctest --test-dir build -L unit` for fast checks; add `-L integration` or `-L e2e --output-on-failure` for broader coverage.
- `ctest --preset dev` mirrors CIs stable set; `ctest --preset all` runs the full matrix.
- Set `YAZE_TEST_ROM_VANILLA` or pass `--rom-vanilla` when a test needs a real ROM image (legacy `--rom-path` still works).
## Documentation ## Documentation
- Human-readable docs live under `docs/public/` with an entry point at [`docs/public/index.md`](docs/public/index.md).
- Run `doxygen Doxyfile` to generate API + guide pages (`build/docs/html` and `build/docs/latex`).
- Agent playbooks, architecture notes, and testing recipes now live in [`docs/internal/`](docs/internal/README.md).
- For users, please refer to [getting_started.md](docs/getting-started.md) for instructions on how to use yaze. ## Contributing & Community
- For developers, please refer to the [documentation](https://scawful.github.io/yaze/index.html) for information on the project's infrastructure. - Review [`CONTRIBUTING.md`](CONTRIBUTING.md) and the build/test guides in `docs/public/`.
- Conventional commit messages (`feat:`, `fix:`, etc.) keep history clean; use topic branches for larger work.
License - Chat with the team on [Oracle of Secrets Discord](https://discord.gg/MBFkMTPEmk).
--------
YAZE is distributed under the [GNU GPLv3](https://www.gnu.org/licenses/gpl-3.0.txt) license.
SDL2, ImGui and Abseil are subject to respective licenses.
Screenshots
--------
![image](https://github.com/scawful/yaze/assets/47263509/8b62b142-1de4-4ca4-8c49-d50c08ba4c8e)
![image](https://github.com/scawful/yaze/assets/47263509/d8f0039d-d2e4-47d7-b420-554b20ac626f)
![image](https://github.com/scawful/yaze/assets/47263509/34b36666-cbea-420b-af90-626099470ae4)
## License
YAZE is licensed under the GNU GPL v3. See [`LICENSE`](LICENSE) for details and third-party notices.
## Screenshots
![YAZE GUI Editor](https://github.com/scawful/yaze/assets/47263509/8b62b142-1de4-4ca4-8c49-d50c08ba4c8e)
![Dungeon Editor](https://github.com/scawful/yaze/assets/47263509/d8f0039d-d2e4-47d7-b420-554b20ac626f)
![Overworld Editor](https://github.com/scawful/yaze/assets/47263509/34b36666-cbea-420b-af90-626099470ae4)

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# ALTTP ROM Structure Expert Knowledge
## Memory Map (Critical Addresses)
- 0x00000-0x07FFF: Header + Low ROM
- 0x08000-0x0FFFF: Character data
- 0x10000-0x1FFFF: Overworld maps
- 0x1C800-0x1D7FF: Overworld tile16 data (4096 tiles * 8 bytes)
- 0x20000-0x2FFFF: Dungeon rooms (296 rooms, 0x00-0x127)
- 0xDE6C8-0xDEDC7: Overworld palettes (8 groups * 8 palettes * 16 colors * 2 bytes)
- 0xDD308-0xDD3C7: Dungeon palettes
## 65816 Processor Essentials
**M Flag (bit 5)**: Accumulator size (0=16-bit, 1=8-bit)
**X Flag (bit 4)**: Index register size (0=16-bit, 1=8-bit)
Critical: SEP #$20 = 8-bit A, REP #$20 = 16-bit A
Always use PHP/PLP when crossing function boundaries!
## WRAM Key Variables
- $7E0010 (MODE): Main game state (0x09=Overworld, 0x07=Underworld)
- $7E0011 (SUBMODE): Sub-state for current mode
- $7E001B (INDOORS): 0x01=inside, 0x00=outside
- $7E005D (LINKDO): Link's state machine (0x00=walking, 0x04=swimming, etc.)
- $7E008A (OWSCR): Current overworld screen (0x00-0x3F)
- $7E00A0 (ROOM): Current dungeon room (0x00-0x127)
- $7E0DD0,X (SprState): Sprite state array
- $7E0E20,X (SprType): Sprite ID array
- $7E0E50,X (SprHealth): Sprite health array
## Data Structures
### Sprite Data (3 bytes per sprite, up to 16/room)
Byte 0: Sprite ID (0x00-0xFF)
Byte 1: X position in room (0x00-0x1F)
Byte 2: Y position in room (0x00-0x1F)
Example: 09 48 56 = Sprite 0x09 at (72, 86)
### Tile16 Structure (8 bytes)
Bytes 0-1: Top-left tile8 (ID + properties)
Bytes 2-3: Top-right tile8
Bytes 4-5: Bottom-left tile8
Bytes 6-7: Bottom-right tile8
Format: HVEEEETT TTTTTTTT (H=HFlip, V=VFlip, E=Palette, T=Tile8 ID)
### SNES Palette Format (16-bit, little-endian)
Format: 0bbbbbgg gggrrrrr (5 bits per channel)
Conversion to RGB8: R8 = (val & 0x1F) << 3
## Bank Organization
- Bank $00: Main loop, NMI, state machine
- Bank $01: Dungeon engine (room loading, object drawing)
- Bank $02: Overworld engine, transitions
- Bank $06: Main sprite engine, shared helpers
- Bank $07: Link's state machine and controls
- Bank $09: Ancilla spawning, item giving
- Bank $1B: Overworld entrances, hidden items, palette data
## Common Patterns
### Finding Sprites in ROM
Search pattern: XX ?? ?? where XX = sprite ID
Context: Look for 3-byte sequences with coordinate ranges 0x00-0x1F
### Finding Tile Usage
Use overworld-find-tile with tile16 ID (0x000-0xFFF)
Cross-reference with map data to see placement
### Palette Analysis
Group/Palette format: Each group has 8 palettes, each palette has 16 colors
Address = 0xDE6C8 + (group * 8 * 16 * 2) + (palette * 16 * 2) + (color * 2)
### Room Header Structure (14 bytes)
Byte 0: BG2 property
Byte 1: Collision type
Byte 2-3: Layer1 data address
Byte 4-5: Layer2 data address
Byte 6-7: Sprite data address
Byte 8: Palette ID
Byte 9: Blockset ID
Byte 10: Spriteset ID
Byte 11-12: Effect tags
Byte 13: Properties
## Tool Usage for ROM Analysis
When user asks about sprites/enemies:
1. dungeon-describe-room OR overworld-describe-map
2. resource-list --type=sprite for names
3. hex-read at sprite data address for exact data
When user asks about tiles/graphics:
1. overworld-find-tile with tile ID
2. hex-read at 0x1C800 + (tile_id * 8) for structure
3. palette-get-colors for color info
When user asks about rooms/dungeons:
1. resource-list --type=dungeon for IDs
2. dungeon-describe-room with full details
3. dungeon-list-sprites for enemy composition

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# Common Tile16 Reference for AI Agents
# This file can be customized per project
[grass_tiles]
0x020 = Grass (standard)
0x021 = Grass variant 1
0x0E0 = Grass (dark world)
[nature_tiles]
0x02E = Tree (standard oak)
0x02F = Tree (palm)
0x003 = Bush (standard)
0x004 = Rock (standard)
0x021 = Flower (standard)
[ground_tiles]
0x022 = Dirt (standard)
0x023 = Sand (desert)
0x024 = Stone path
[water_tiles]
0x14C = Water (top edge)
0x14D = Water (middle)
0x14E = Water (bottom edge)
0x14F = Water (left edge)
0x150 = Water (right edge)
[structure_tiles]
0x100 = Wall (castle, exterior)
0x101 = Wall (castle, interior)
0x120 = Door (standard)
0x121 = Door (locked)
[special_tiles]
0x200 = Warp tile
0x201 = Treasure chest
0x202 = Switch tile
# Notes:
# - IDs are in hexadecimal (0x prefix)
# - Customize this file for your ROM hack
# - AI will reference these when placing tiles

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# Test 2: Complex Command Generation
# This requires knowledge of different water tiles for edges vs. center,
# and the ability to generate a 4x4 grid of `overworld set-tile` commands.
Create a 4x4 square of deep water on map 0 starting at coordinate 25, 30.
# This tests generating a long sequence of commands for a path.
Draw a vertical dirt path on map 1 from y=10 to y=25 at x=40.
# This tests a combination of different, related tiles to form a structure.
Build a small 2x2 house at 50, 50 on map 0 using the appropriate house tiles.

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# Test 1: Context and Follow-up Queries
# The agent should use the 'resource-list' tool.
What dungeons are defined in this ROM?
# The agent must use the context from the previous answer to identify "the first one"
# and then call the 'dungeon-list-sprites' tool for that specific room.
Tell me about the sprites in the first dungeon listed.
# The agent must remember the room from the previous query and use the 'overworld-list-warps' tool.
Are there any warp points in that same room?
# This is a complex reasoning test. The agent needs to synthesize information
# from the last two tool calls (sprite list and warp list) to answer.
Is there a soldier sprite located near any of the warp points in that room?

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[
{
"name": "basic_dungeon_query",
"description": "Test basic ROM introspection with resource-list tool",
"prompts": [
"What dungeons are defined in this ROM?"
],
"expected_keywords": ["dungeon", "palace", "castle"],
"expect_tool_calls": true,
"expect_commands": false
},
{
"name": "tile_search",
"description": "Test overworld-find-tile tool",
"prompts": [
"Find all instances of tile 0x02E in the overworld"
],
"expected_keywords": ["tile", "0x02E", "map", "coordinates"],
"expect_tool_calls": true,
"expect_commands": false
},
{
"name": "map_information",
"description": "Test overworld-describe-map tool",
"prompts": [
"Tell me about overworld map 0"
],
"expected_keywords": ["map", "light world", "size", "area"],
"expect_tool_calls": true,
"expect_commands": false
},
{
"name": "warp_enumeration",
"description": "Test overworld-list-warps tool",
"prompts": [
"List all entrances on map 0"
],
"expected_keywords": ["entrance", "warp", "position"],
"expect_tool_calls": true,
"expect_commands": false
},
{
"name": "multi_step_exploration",
"description": "Test conversational follow-up questions",
"prompts": [
"What dungeons exist in this ROM?",
"Tell me about the sprites in the first dungeon you mentioned"
],
"expected_keywords": ["dungeon", "sprite"],
"expect_tool_calls": true,
"expect_commands": false
},
{
"name": "command_generation_tree",
"description": "Test command generation for placing a tree",
"prompts": [
"Place a tree at position 10, 10 on map 0"
],
"expected_keywords": ["overworld", "set-tile", "tree", "0x02E"],
"expect_tool_calls": false,
"expect_commands": true
},
{
"name": "command_generation_water",
"description": "Test command generation for water tiles",
"prompts": [
"Create a 3x3 water pond at coordinates 20, 15 on map 0"
],
"expected_keywords": ["overworld", "set-tile", "water"],
"expect_tool_calls": false,
"expect_commands": true
},
{
"name": "contextual_conversation",
"description": "Test that agent maintains context across messages",
"prompts": [
"What is map 0?",
"How many tiles does it have?",
"Find all trees on that map"
],
"expected_keywords": ["map", "tile", "tree"],
"expect_tool_calls": true,
"expect_commands": false
}
]

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# Test 3: Error Handling and Edge Cases
# Invalid room ID. The tool should fail, and the agent should report that failure gracefully.
List the sprites in room 0x999.
# Ambiguous query. There are many "main" palettes.
# The agent should ideally ask for clarification or state its assumption.
Describe the main palette.
# A query that is completely outside the scope of its tools.
# The agent should recognize it cannot answer this.
What is the story of A Link to the Past?
# A complex, multi-step request that would require both reading and writing in a loop.
# This tests if the agent attempts such a complex plan or asks the user to simplify.
Find all the tree tiles on map 0 and replace them with water tiles.
# A nonsense query to test its ability to reject impossible questions.
How many pixels are in a single rupee?

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{
"function_declarations": [
{
"name": "resource-list",
"description": "List all resources of a specific type from the ROM (rooms, sprites, dungeons, entrances, items, overlords)",
"parameters": {
"type": "object",
"properties": {
"type": {
"type": "string",
"enum": ["room", "sprite", "dungeon", "entrance", "item", "overlord"],
"description": "Type of resource to list"
}
},
"required": ["type"]
}
},
{
"name": "resource-search",
"description": "Search for resources by name or pattern",
"parameters": {
"type": "object",
"properties": {
"type": {
"type": "string",
"enum": ["room", "sprite", "dungeon", "entrance", "item"],
"description": "Type of resource to search"
},
"query": {
"type": "string",
"description": "Search query or pattern to match"
}
},
"required": ["type", "query"]
}
},
{
"name": "emulator-press-buttons",
"description": "Presses and immediately releases one or more buttons on the SNES controller.",
"parameters": {
"type": "object",
"properties": {
"buttons": {
"type": "string",
"description": "A comma-separated list of buttons to press (e.g., 'A,Right,Start')."
}
},
"required": ["buttons"]
}
},
{
"name": "emulator-hold-buttons",
"description": "Holds down one or more buttons for a specified duration.",
"parameters": {
"type": "object",
"properties": {
"buttons": {
"type": "string",
"description": "A comma-separated list of buttons to hold."
},
"duration": {
"type": "integer",
"description": "The duration in milliseconds to hold the buttons."
}
},
"required": ["buttons", "duration"]
}
},
{
"name": "emulator-get-state",
"description": "Retrieves the current state of the game from the emulator.",
"parameters": {
"type": "object",
"properties": {
"screenshot": {
"type": "boolean",
"description": "Whether to include a screenshot of the current frame."
}
}
}
},
{
"name": "emulator-read-memory",
"description": "Reads a block of memory from the SNES WRAM.",
"parameters": {
"type": "object",
"properties": {
"address": {
"type": "string",
"description": "The memory address to read from (e.g., '0x7E0010')."
},
"length": {
"type": "integer",
"description": "The number of bytes to read."
}
},
"required": ["address"]
}
},
{
"name": "emulator-write-memory",
"description": "Writes a block of data to the SNES WRAM.",
"parameters": {
"type": "object",
"properties": {
"address": {
"type": "string",
"description": "The memory address to write to."
},
"data": {
"type": "string",
"description": "The data to write, as a hex string (e.g., 'AABBCCDD')."
}
},
"required": ["address", "data"]
}
},
{
"name": "emulator-set-breakpoint",
"description": "Set a breakpoint in the emulator to pause execution at a specific address or when specific memory is accessed. Essential for debugging game logic, input handling, and timing issues.",
"parameters": {
"type": "object",
"properties": {
"address": {
"type": "string",
"description": "Memory address in hex format (e.g., '0x0083D7' for ALTTP's NMI_ReadJoypads routine)"
},
"type": {
"type": "string",
"enum": ["execute", "read", "write", "access"],
"description": "Breakpoint type: 'execute' breaks when PC reaches address, 'read'/'write'/'access' break on memory access"
},
"description": {
"type": "string",
"description": "Human-readable label for this breakpoint (e.g., 'NMI handler entry')"
}
},
"required": ["address"]
}
},
{
"name": "emulator-clear-breakpoint",
"description": "Remove a breakpoint by ID",
"parameters": {
"type": "object",
"properties": {
"id": {
"type": "integer",
"description": "Breakpoint ID to remove (from list-breakpoints output)"
}
},
"required": ["id"]
}
},
{
"name": "emulator-list-breakpoints",
"description": "List all active breakpoints with their addresses, types, hit counts, and states",
"parameters": {
"type": "object",
"properties": {}
}
},
{
"name": "emulator-step",
"description": "Step the emulator forward by one or more CPU instructions and return the new CPU state",
"parameters": {
"type": "object",
"properties": {
"count": {
"type": "integer",
"description": "Number of instructions to execute (default: 1)"
}
}
}
},
{
"name": "emulator-run",
"description": "Run the emulator until a breakpoint is hit or for a specified number of frames",
"parameters": {
"type": "object",
"properties": {
"until_break": {
"type": "boolean",
"description": "Run until breakpoint is hit (default: false)"
},
"frames": {
"type": "integer",
"description": "Number of frames to run (if not until_break)"
}
}
}
},
{
"name": "emulator-pause",
"description": "Pause emulator execution for inspection",
"parameters": {
"type": "object",
"properties": {}
}
},
{
"name": "emulator-reset",
"description": "Reset the emulator to initial state (hard reset)",
"parameters": {
"type": "object",
"properties": {}
}
},
{
"name": "emulator-get-registers",
"description": "Get current CPU register values (A, X, Y, PC, PB, DB, SP, flags) for debugging",
"parameters": {
"type": "object",
"properties": {}
}
},
{
"name": "emulator-get-metrics",
"description": "Get emulator performance metrics including FPS, cycle count, audio queue status",
"parameters": {
"type": "object",
"properties": {}
}
},
{
"name": "dungeon-list-sprites",
"description": "List all sprites in a specific dungeon or room",
"parameters": {
"type": "object",
"properties": {
"dungeon": {
"type": "string",
"description": "Dungeon name (e.g., 'hyrule_castle', 'eastern_palace') or leave empty for all"
},
"room_id": {
"type": "string",
"description": "Specific room ID to query (optional)"
}
}
}
},
{
"name": "dungeon-describe-room",
"description": "Get detailed information about a specific dungeon room including sprites, chests, layout, and connections",
"parameters": {
"type": "object",
"properties": {
"room_id": {
"type": "string",
"description": "Room ID to describe (0-296)"
},
"include_sprites": {
"type": "string",
"enum": ["true", "false"],
"description": "Include sprite information (default: true)"
}
},
"required": ["room_id"]
}
},
{
"name": "overworld-find-tile",
"description": "Find all locations where a specific tile16 ID appears in the overworld",
"parameters": {
"type": "object",
"properties": {
"tile_id": {
"type": "string",
"description": "Tile16 ID to search for (hex format like '0x42' or decimal)"
},
"map_id": {
"type": "string",
"description": "Specific overworld map to search (0-63, optional)"
}
},
"required": ["tile_id"]
}
},
{
"name": "overworld-describe-map",
"description": "Get detailed information about a specific overworld map including tile composition, warps, and sprites",
"parameters": {
"type": "object",
"properties": {
"map_id": {
"type": "string",
"description": "Overworld map ID (0-63 for light/dark world)"
},
"include_tiles": {
"type": "string",
"enum": ["true", "false"],
"description": "Include tile distribution statistics"
}
},
"required": ["map_id"]
}
},
{
"name": "overworld-list-warps",
"description": "List all warp/entrance points for a specific overworld map",
"parameters": {
"type": "object",
"properties": {
"map_id": {
"type": "string",
"description": "Overworld map ID (0-63)"
}
},
"required": ["map_id"]
}
},
{
"name": "overworld-list-sprites",
"description": "List all sprites placed on a specific overworld map",
"parameters": {
"type": "object",
"properties": {
"map_id": {
"type": "string",
"description": "Overworld map ID (0-63)"
}
},
"required": ["map_id"]
}
},
{
"name": "overworld-get-entrance",
"description": "Get detailed information about a specific entrance/exit including destination and properties",
"parameters": {
"type": "object",
"properties": {
"entrance_id": {
"type": "string",
"description": "Entrance ID to query"
}
},
"required": ["entrance_id"]
}
},
{
"name": "overworld-tile-stats",
"description": "Get statistical analysis of tile usage across overworld maps",
"parameters": {
"type": "object",
"properties": {
"map_id": {
"type": "string",
"description": "Specific map ID or 'all' for global statistics"
}
}
}
},
{
"name": "hex-read",
"description": "Read bytes from ROM at a specific address in hexadecimal",
"parameters": {
"type": "object",
"properties": {
"address": {
"type": "string",
"description": "ROM address in hex format (e.g., '0x1C800')"
},
"length": {
"type": "integer",
"description": "Number of bytes to read (default: 16)"
},
"format": {
"type": "string",
"enum": ["hex", "ascii", "both"],
"description": "Output format (default: both)"
}
},
"required": ["address"]
}
},
{
"name": "hex-write",
"description": "Write bytes to ROM at a specific address (creates a proposal)",
"parameters": {
"type": "object",
"properties": {
"address": {
"type": "string",
"description": "ROM address in hex format (e.g., '0x1C800')"
},
"data": {
"type": "string",
"description": "Hex data to write (space-separated bytes like 'FF 00 12 34')"
}
},
"required": ["address", "data"]
}
},
{
"name": "hex-search",
"description": "Search for a byte pattern in ROM",
"parameters": {
"type": "object",
"properties": {
"pattern": {
"type": "string",
"description": "Hex pattern to search (e.g., 'FF 00 ?? 12' where ?? is wildcard)"
},
"start_address": {
"type": "string",
"description": "Start address (default: 0x00000)"
},
"end_address": {
"type": "string",
"description": "End address (default: ROM size)"
}
},
"required": ["pattern"]
}
},
{
"name": "palette-get-colors",
"description": "Get all colors from a specific palette",
"parameters": {
"type": "object",
"properties": {
"group": {
"type": "integer",
"description": "Palette group index (0-based)"
},
"palette": {
"type": "integer",
"description": "Palette index within group (0-7)"
},
"format": {
"type": "string",
"enum": ["snes", "rgb", "hex"],
"description": "Color format (default: hex)"
}
},
"required": ["group", "palette"]
}
},
{
"name": "palette-set-color",
"description": "Set a specific color in a palette (creates a proposal)",
"parameters": {
"type": "object",
"properties": {
"group": {
"type": "integer",
"description": "Palette group index"
},
"palette": {
"type": "integer",
"description": "Palette index within group"
},
"color_index": {
"type": "integer",
"description": "Color index in palette (0-15)"
},
"color": {
"type": "string",
"description": "Color value in hex format (e.g., '#FF0000' or 'FF0000')"
}
},
"required": ["group", "palette", "color_index", "color"]
}
},
{
"name": "palette-analyze",
"description": "Analyze color usage and statistics for a palette or bitmap",
"parameters": {
"type": "object",
"properties": {
"target_type": {
"type": "string",
"enum": ["palette", "bitmap", "graphics_sheet"],
"description": "What to analyze"
},
"target_id": {
"type": "string",
"description": "ID or index of target"
}
},
"required": ["target_type", "target_id"]
}
},
{
"name": "todo-create",
"description": "Create a new TODO task for complex operations",
"parameters": {
"type": "object",
"properties": {
"description": {
"type": "string",
"description": "Task description"
},
"category": {
"type": "string",
"description": "Task category (e.g., 'rom_edit', 'ai_task', 'build')"
},
"priority": {
"type": "integer",
"description": "Priority level (0-10, higher = more important)"
}
},
"required": ["description"]
}
},
{
"name": "todo-list",
"description": "List all TODO tasks or filter by status/category",
"parameters": {
"type": "object",
"properties": {
"status": {
"type": "string",
"enum": ["pending", "in_progress", "completed", "blocked", "cancelled"],
"description": "Filter by status"
},
"category": {
"type": "string",
"description": "Filter by category"
}
}
}
},
{
"name": "todo-update-status",
"description": "Update the status of a TODO task",
"parameters": {
"type": "object",
"properties": {
"id": {
"type": "string",
"description": "TODO ID"
},
"status": {
"type": "string",
"enum": ["pending", "in_progress", "completed", "blocked", "cancelled"],
"description": "New status"
}
},
"required": ["id", "status"]
}
},
{
"name": "todo-next",
"description": "Get the next actionable TODO task (respecting dependencies and priority)",
"parameters": {
"type": "object",
"properties": {}
}
}
]
}

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# GUI Automation with YAZE Test Harness
## Overview
You have the ability to control the YAZE GUI directly through a test harness system. This allows you to perform visual edits, interact with UI elements, and capture screenshots for multimodal analysis.
## Prerequisites
- YAZE must be running with the `--enable-test-harness` flag
- Test harness server runs on port 50052 by default
- GUI automation tools only work when YAZE GUI is active
## Available GUI Tools
### 1. gui-discover
**Purpose**: Discover available widgets and windows in the YAZE interface
**When to use**: Before performing any GUI actions, discover what UI elements are available
**Example usage**:
```json
{
"tool_calls": [{
"tool_name": "gui-discover",
"args": {
"window": "Overworld",
"type": "button"
}
}]
}
```
### 2. gui-click
**Purpose**: Automate clicking buttons and UI elements
**When to use**: To open editors, switch modes, or trigger actions in the GUI
**Example usage**:
```json
{
"tool_calls": [{
"tool_name": "gui-click",
"args": {
"target": "ModeButton:Draw (2)",
"click_type": "left"
}
}]
}
```
### 3. gui-place-tile
**Purpose**: Automate tile placement in the overworld editor
**When to use**: When user wants to see visual tile placement in the GUI (not just ROM data edit)
**Example usage**:
```json
{
"tool_calls": [{
"tool_name": "gui-place-tile",
"args": {
"tile": "0x02E",
"x": "15",
"y": "20"
}
}]
}
```
### 4. gui-screenshot
**Purpose**: Capture visual state of the GUI
**When to use**: For visual verification, multimodal analysis, or user feedback
**Example usage**:
```json
{
"tool_calls": [{
"tool_name": "gui-screenshot",
"args": {
"region": "full",
"format": "PNG"
}
}]
}
```
## GUI Automation Workflow
### Typical Pattern for GUI Edits
1. **Discover** - Find available widgets with `gui-discover`
2. **Navigate** - Use `gui-click` to open the right editor or switch modes
3. **Edit** - Use specific tools like `gui-place-tile` for the actual modification
4. **Verify** - Capture a screenshot with `gui-screenshot` to confirm changes
### Example: Place a tree tile in the overworld
```
User: "Use the GUI to place a tree at position 10, 15"
Step 1: Call gui-place-tile
{
"tool_calls": [{
"tool_name": "gui-place-tile",
"args": {
"tile": "0x02E",
"x": "10",
"y": "15"
}
}],
"reasoning": "The user wants visual GUI interaction. Tree tile is 0x02E."
}
Step 2: After receiving tool result, inform user
{
"text_response": "I've generated the GUI automation script to place a tree tile at position (10, 15). The test harness will execute this action if YAZE is running with --enable-test-harness.",
"reasoning": "Tool call succeeded, provide confirmation to user."
}
```
## When to Use GUI Tools vs ROM Tools
### Use GUI Tools When:
- User explicitly requests "use the GUI" or "show me"
- User wants to see visual feedback
- User wants to learn how to use the editor
- Demonstrating a workflow
### Use ROM Tools When:
- User wants batch operations
- User needs precise control over ROM data
- GUI is not running
- Faster automated operations needed
## Important Notes
1. **GUI tools require connection**: All GUI tools check if test harness is connected. If not, they return mock responses.
2. **Coordinate systems**: GUI coordinates are tile-based (0-63 for overworld), matching the ROM data coordinates.
3. **Widget paths**: Widget paths are hierarchical, like "ModeButton:Draw (2)" or "ToolbarAction:Toggle Tile16 Selector". Use `gui-discover` to find exact paths.
4. **Error handling**: If a GUI tool fails, fall back to ROM tools to ensure user request is fulfilled.
5. **Test scripts**: Tools like `gui-place-tile` generate test scripts that can be saved and replayed later.
## Integration with Multimodal Features
Combine GUI automation with screenshot capture for powerful multimodal workflows:
```
1. Capture before state: gui-screenshot
2. Perform edit: gui-place-tile
3. Capture after state: gui-screenshot
4. Compare visually or send to vision model for verification
```
## Troubleshooting
### "Connection refused" errors
- Ensure YAZE is running with `--enable-test-harness` flag
- Check that port 50052 is available
- Verify no firewall blocking localhost connections
### "Widget not found" errors
- Run `gui-discover` first to get current widget list
- Check that the right editor window is open
- Verify widget path spelling and case
### "Tool not implemented" errors
- Ensure YAZE was built with `-DYAZE_WITH_GRPC=ON`
- Verify z3ed binary includes gRPC support
## Example Conversations
### Example 1: Simple tile placement
```
User: "Use the GUI to place grass at 5, 10"
Assistant: [Calls gui-place-tile with tile=0x020, x=5, y=10]
Assistant: "I've queued a GUI action to place grass tile at position (5, 10)."
```
### Example 2: Discover and click workflow
```
User: "Open the Tile16 selector"
Assistant: [Calls gui-discover with window=Overworld]
Assistant: [Receives widget list including "ToolbarAction:Toggle Tile16 Selector"]
Assistant: [Calls gui-click with target="ToolbarAction:Toggle Tile16 Selector"]
Assistant: "I've clicked the Tile16 Selector button to open the selector panel."
```
### Example 3: Visual verification
```
User: "Show me what the current map looks like"
Assistant: [Calls gui-screenshot with region=full]
Assistant: "Here's a screenshot of the current editor state: /tmp/yaze_screenshot.png"
```
## Advanced Features
### Chaining GUI Actions
You can chain multiple GUI tools in a single response for complex workflows:
```json
{
"tool_calls": [
{"tool_name": "gui-discover", "args": {"window": "Overworld"}},
{"tool_name": "gui-click", "args": {"target": "ModeButton:Draw (2)"}},
{"tool_name": "gui-place-tile", "args": {"tile": "0x02E", "x": "10", "y": "10"}},
{"tool_name": "gui-screenshot", "args": {"region": "full"}}
],
"reasoning": "Complete workflow: discover widgets, switch to draw mode, place tile, capture result"
}
```
### Recording and Replay
GUI actions can be recorded for later replay:
1. Actions are logged as test scripts
2. Scripts can be saved to YAML/JSON files
3. Replay with `z3ed agent test replay <script.yaml>`
## Summary
GUI automation tools extend your capabilities beyond ROM data manipulation to include visual, interactive editing workflows. Use them when users want to see changes happen in real-time or when demonstrating features of the YAZE editor.
Remember: Always start with `gui-discover` to understand what's available, then use specific tools for your task.

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# Oracle of Secrets ROM Hack Expert Knowledge
## Custom Memory Regions
### WRAM ($7E0730-$7E078F) - 96 bytes custom
- $7E0730: MenuScrollLevelV (menu system)
- $7E0731: MenuScrollLevelH
- $7E0739: GoldstarOrHookshot (item differentiation)
- $7E073A: Neck_Index (multi-part boss sprites)
- $7E0741-0743: Offspring IDs (boss mechanics)
- $7E0745: FishingOrPortalRod
### SRAM Custom Variables
- $7EF3D6: OOSPROG (main progression bitfield)
- $7EF3C6: OOSPROG2 (secondary progression)
- $7EF347-358: Masks (Zora, Bunny, Deku, Wolf, Stone)
- $7EF38A-3C4: Collectibles (Bananas, Seashells, Scrolls, etc.)
- $7EF410: Dreams (Courage/Power/Wisdom collectibles)
## Custom ROM Banks
- Bank $20 ($208000): Expanded Music
- Bank $28 ($288000): ZSCustomOverworld data/code
- Bank $2B ($2B8000): Items
- Bank $2C ($2C8000): Dungeons
- Bank $2D ($2D8000): Menu
- Bank $30-32 ($308000+): Sprites (3 banks)
- Bank $33-3B: Mask transformation graphics
- Bank $40-41: Custom overworld maps (LW/DW)
## Namespace Architecture
### Oracle Namespace
Most custom code in `namespace Oracle {}`:
- Items/, Menu/, Masks/, Sprites/, Core/
### ZScream (No Namespace)
ZSCustomOverworld.asm operates outside namespace
Hook vanilla addresses directly
### Cross-Namespace Pattern
**Oracle calling ZScream:**
```asm
namespace Oracle {
JSL Oracle_ZScreamFunction // Use Oracle_ prefix
}
```
**ZScream calling Oracle (bridge):**
```asm
ZSO_BridgeFunction:
JSL Oracle_OracleFunction
RTL
namespace Oracle {
Oracle_ZSO_BridgeFunction = ZSO_BridgeFunction
}
```
## ZScream Tables ($288000+)
- BGColorTable: Background colors per screen
- MainPaletteTable: Palette group indices
- AnimatedTable: Animated tile GFX IDs
- OverlayTable: Weather/effect overlays (0x9F=rain, 0xFF=none)
- OWGFXGroupTable: 8 GFX sheets per screen
- Overworld_ActualScreenID_New: Parent screen for 2x2 areas
- Overworld_SpritePointers_state_X: Sprite sets per game state
## Day/Night System Integration
Oracle adds time system with 6 states:
- State 0-2: Day (base game states)
- State 3-5: Night (parallel states)
- CheckIfNight16Bit: Returns state offset for night
Sprite loading checks time and uses offset pointers
## Processor State Safety
**CRITICAL:** Always PHP/PLP when crossing namespaces
ZScream uses 8-bit mode, Oracle often uses 16-bit
Mismatch = BRK crash
## Common Debugging
**BRK Crash:** Check stack with Mesen-S, look for RTL without JSL
**Missing Graphics:** Verify GFX slot assignment (0-6)
**Wrong Sprites:** Check sprite pointer table for current game state
**Palette Issues:** Day/night transition may need palette reload
## Tool Usage for Oracle ROMs
When analyzing custom features:
1. hex-read custom WRAM ($7E0730+) to check states
2. hex-read SRAM ($7EF3D6, $7EF410) for progression
3. hex-search for custom sprite IDs (>0xF3 often custom)
4. palette-analyze for day/night palette differences
When editing Oracle ROMs:
1. Check OOSPROG flags before major edits
2. Verify namespace exports exist
3. Test day AND night variants
4. Ensure processor state preserved across boundaries

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# Oracle of Secrets Project Labels for z3ed Agent
# Version: 1.0
# This file provides a structured reference of in-game entities, items,
# and memory addresses specific to the Oracle of Secrets ROM hack.
project_name: "Oracle of Secrets"
base_rom: "The Legend of Zelda: A Link to the Past (US)"
description: "A large-scale ROM hack featuring a new story, items, dungeons, and mechanics."
# --- Key Items ---
items:
- name: Ocarina
id: 0x14
description: "Plays songs to affect the world (Time, Storms, Healing, Soaring)."
- name: RocsFeather
id: 0x4B # Replaces Bug Net
description: "Allows Link to perform a short hop. Replaces Bug Net."
- name: Goldstar
description: "Hookshot upgrade. Functions as a powerful morning star weapon."
- name: PortalRod
description: "Creates linked portals for teleporting projectiles."
- name: FishingRod
description: "Initiates a fishing minigame."
- name: BookOfSecrets
description: "Translates Hylian and reveals hidden passages by disabling BG2."
- name: IceRod
description: "Projectile freezes water tiles into temporary platforms."
- name_group: Magic Rings
description: "Passive items that grant buffs when equipped."
types: [Power Ring, Armor Ring, Heart Ring, Light Ring, Blast Ring, Steadfast Ring]
# --- Masks ---
masks:
- name: DekuMask
id: 0x01
description: "Spin attack, bubble projectile, hover from Deku Flowers."
- name: ZoraMask
id: 0x02
description: "Allows diving and fast swimming."
- name: WolfMask
id: 0x03
description: "Allows digging without a shovel."
- name: BunnyHood
id: 0x04
description: "Increases movement speed."
- name: MinishForm
id: 0x05
description: "Shrinks Link to access small areas."
- name: GBCForm
id: 0x06
description: "Cosmetic transformation in the Dark World."
- name: MooshForm
id: 0x07
description: "Hover dash ability."
# --- Dungeons & Bosses ---
dungeons:
- name: MushroomGrotto
id: D1
boss: Mothra
- name: TailPalace
id: D2
boss: BigMoldorm
- name: KalyxoCastle
id: D3
boss: ArmosKnights
- name: ZoraTemple
id: D4
boss: Arrghus
- name: GlaciaEstate
id: D5
boss: Twinrova
- name": GoronMines
id: D6
boss: KingDodongo
- name: DragonShip
id: D7
boss: null # Not specified in QuestFlow
- name: FortressOfSecrets
id: D8
boss: DarkLink
- name": EonCore
id: D_Endgame
boss: [Kydreeok, Ganon]
# --- Key NPCs ---
npcs:
- name: MakuTree
sprite_id: Sprite_MakuTree
- name: Farore
sprite_id: Sprite_Farore
- name: MaskSalesman
sprite_id: Sprite_MaskSalesman
- name: Tingle
sprite_id: 0x22
- name: Vasu
sprite_id: Sprite_Vasu
- name: ZoraPrincess
sprite_id: Sprite_ZoraPrincess
- name: BeanVendor
sprite_id: Sprite_BeanVendor
- name: DekuScrub
sprite_id: Sprite_DekuScrubNPCs
- name: EonOwl
sprite_id: Sprite_EonOwl
- name: Goron
sprite_id: Sprite_Goron
- name: Korok
sprite_id: Sprite_Korok
- name: Maple
sprite_id: Sprite_Mermaid # Subtype 1
- name: Librarian
sprite_id: Sprite_Mermaid # Subtype 2
# --- Progression Flags (SRAM) ---
sram_flags:
- name: OOSPROG
address: 0x7EF3D6
description: "Primary bitfield for major quest milestones."
- name: OOSPROG2
address: 0x7EF3C6
description: "Secondary bitfield for minor progression flags."
- name: MakuTreeQuest
address: 0x7EF3D4
description: "Flag indicating if the Maku Tree has met Link."
- name: Dreams
address: 0x7EF410
description: "Bitfield for collecting the three Dreams (Courage, Power, Wisdom)."
- name: Scrolls
address: 0x7EF398
description: "Bitfield for lore scroll collection."
- name: MagicBeanProg
address: 0x7EF39B
description: "Tracks the growth of the magic bean side-quest."
- name: ZoraMask
address: 0x7EF347
description: "Flag indicating if the player has obtained the Zora Mask."
- name: BunnyHood
address: 0x7EF348
description: "Flag indicating if the player has obtained the Bunny Hood."
- name: DekuMask
address: 0x7EF349
description: "Flag indicating if the player has obtained the Deku Mask."
# --- Custom WRAM Variables ---
wram_vars:
- name: GoldstarOrHookshot
address: 0x7E0739
description: "Differentiates between Hookshot and Goldstar modes."
- name: FishingOrPortalRod
address: 0x7E0745
description: "Differentiates between Fishing Rod and Portal Rod modes."
- name: CurrentMask
address: 0x02B2
description: "ID of the currently active mask."
- name: Hours
address: 0x7EE000
description: "Current hour for the Day/Night cycle."

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# Yaze Agent System Prompt for Oracle of Secrets
## 1. Your Role
You are an expert AI assistant integrated into `z3ed`, the command-line tool for the YAZE Zelda 3 editor. Your primary function is to help users understand and modify the "Oracle of Secrets" ROM hack. You must act as a knowledgeable and safe assistant, translating natural language requests into precise `z3ed` commands and structured plans.
## 2. Project Context: Oracle of Secrets
- **Base Game**: A Link to the Past (US version).
- **Project Scope**: A large-scale hack with a new story, world, dungeons, items, and characters.
- **Key Custom Systems**:
- **Day/Night Cycle**: The overworld changes visually and in terms of enemy spawns based on an in-game clock (`$7EE000`).
- **Mask System**: Link can transform using masks, gaining new abilities. This is a core mechanic.
- **Custom Items**: Many vanilla items are replaced or reworked (e.g., Roc's Feather, Portal Rod), and new items exist.
- **ZSCustomOverworld**: The overworld is data-driven, not hardcoded. Edits must be compatible with this system.
## 3. Your Primary Task: Plan Generation
Your main goal is to generate a sequence of `z3ed` commands (a "plan") to fulfill a user's request. For any request that modifies the ROM, you must use the `--sandbox` flag to create a proposal that the user can review and approve.
**NEVER generate commands that modify the ROM directly.**
### Example Workflow:
1. **User**: "Place a Tingle sprite in the Forest of Dreams at coordinates 15, 20."
2. **You (Internal Thought)**:
- I need to find the map ID for "Forest of Dreams".
- I need the sprite ID for "Tingle".
- I will use the `overworld set-sprite` command.
- I must use `--sandbox`.
3. **You (Generated Plan)**:
```json
{
"plan": [
{
"tool": "overworld set-sprite",
"parameters": {
"map": 3,
"x": 15,
"y": 20,
"sprite_id": 34
},
"reason": "Placing Tingle (ID 0x22) at the requested coordinates on the Forest of Dreams map (ID 3)."
}
]
}
```
## 4. Key Data Sources
To be effective, you **must** rely on the following sources:
- **`oracle_of_secrets_labels.yaml`**: This is your primary knowledge base. It contains structured data on items, masks, dungeons, bosses, NPCs, and memory addresses. Use it to find correct names and IDs.
- **Project Documentation (`Docs/`)**: For complex queries about quest logic, system interactions, or implementation details, you must reference the markdown files in the `Docs/` directory. Key documents include:
- `QuestFlow.md`: For all main story and side-quest progression.
- `MemoryMap.md`: For custom SRAM/WRAM variable locations.
- `ZSCustomOverworldAdvanced.md`: For technical details on overworld editing.
- `Sprites/` directory: For details on specific custom enemies and NPCs.
## 5. Best Practices & Heuristics
- **Be Specific**: Always ask for clarification if a request is ambiguous (e.g., "Which Goron? The Kalyxo Goron or an Eon Goron?").
- **Reference Your Sources**: When answering a question, state where you found the information (e.g., "According to `QuestFlow.md`...").
- **Check Progression First**: Before modifying quest-related elements, always check the state of progression flags like `OOSPROG` (`$7EF3D6`) and `MakuTreeQuest` (`$7EF3D4`).
- **Respect Custom Systems**: Acknowledge the Day/Night cycle and Mask system. For example, when placing sprites, consider that different sprites may appear at night.
- **Use Labels**: Whenever possible, use the human-readable names from `oracle_of_secrets_labels.yaml` in your responses to the user, but use the corresponding IDs in the commands you generate.
- **Safety First**: Always use the `--sandbox` flag for write operations. Explain to the user that their change has been created as a proposal that they need to review and accept.

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# Policy Configuration for z3ed Agent
# This file controls which modifications the agent is allowed to make
version: 1.0
enabled: true
policies:
- name: limit_changes
type: change_constraint
severity: warning
max_bytes: 1024
description: Warn if proposal modifies more than 1KB
- name: protect_header
type: forbidden_range
severity: critical
start: 0x00
end: 0x7F
description: Never allow modifications to ROM header
- name: require_tests
type: test_requirement
severity: critical
enabled: true
description: All proposals must include passing tests
- name: review_requirements
type: review_requirement
severity: warning
conditions:
- affects_multiple_systems
- modifies_core_logic
description: Flag proposals that need extra scrutiny

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# Example Agent Policy Configuration
# Copy this file to agent.yaml and customize for your project
#
# Policy evaluation gates the acceptance of AI-generated ROM modifications
# Policies can be: critical (blocks accept), warning (allows override), or info
version: 1.0
enabled: true
policies:
# Policy 1: Limit Change Scope
# Prevents overly large or complex changes
- name: limit_changes
type: change_constraint
enabled: true
severity: warning
rules:
- max_bytes_changed: 5120 # 5KB - keep changes focused
- max_commands_executed: 15 # Limit command complexity
message: "Keep changes small and focused for easier review"
# Policy 2: Protect ROM Header
# Prevents corruption of critical ROM metadata
- name: protect_header
type: forbidden_range
enabled: true
severity: critical
ranges:
- start: 0xFFB0
end: 0xFFFF
reason: "ROM header contains critical metadata"
message: "Cannot modify ROM header region"
# Policy 3: Require Test Validation (Optional)
# Ensures changes pass automated tests
# Note: Disabled by default until test framework is integrated
- name: require_tests
type: test_requirement
enabled: false
severity: critical
rules:
- test_suite: "smoke_test"
min_pass_rate: 1.0 # All smoke tests must pass
- test_suite: "palette_regression"
min_pass_rate: 0.95 # 95% pass rate for palette tests
message: "All required test suites must pass before acceptance"
# Policy 4: Manual Review for Large Changes
# Triggers human review requirements based on change size
- name: review_requirements
type: review_requirement
enabled: true
severity: warning
conditions:
- if: bytes_changed > 1024
then: require_diff_review
message: "Large change (>1KB) requires diff review"
- if: commands_executed > 10
then: require_log_review
message: "Complex operation (>10 commands) requires log review"
message: "Manual review required for this proposal"
# Tips for customization:
#
# 1. Start with permissive limits and tighten based on experience
# 2. Use 'warning' severity for guidelines, 'critical' for hard limits
# 3. Adjust max_bytes_changed based on your ROM's complexity
# 4. Enable test_requirement once you have automated tests
# 5. Add more forbidden_ranges to protect specific data (sprite tables, etc.)
#
# Example bank ranges for Zelda 3:
# 0x00-0x07: Game code
# 0x08-0x0D: Compressed graphics
# 0x0E-0x0F: Uncompressed graphics
# 0x10-0x1F: Maps and data tables

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commands:
palette export: |-
Export palette data to JSON file
--group <group> Palette group (overworld, dungeon, sprite)
--id <id> Palette ID (0-based index)
--to <file> Output JSON file path
palette import: |-
Import palette data from JSON file
--group <group> Palette group (overworld, dungeon, sprite)
--id <id> Palette ID (0-based index)
--from <file> Input JSON file path
palette set-color: |-
Modify a color in palette JSON file
--file <file> Palette JSON file to modify
--index <index> Color index (0-15 per palette)
--color <hex> New color in hex (0xRRGGBB format)
overworld set-tile: |-
Place a tile in the overworld
--map <id> Map ID (0-based)
--x <x> X coordinate (0-63)
--y <y> Y coordinate (0-63)
--tile <hex> Tile ID in hex (e.g., 0x02E for tree)
sprite set-position: |-
Move a sprite to a new position
--id <id> Sprite ID
--x <x> X coordinate
--y <y> Y coordinate
dungeon set-room-tile: |-
Place a tile in a dungeon room
--room <id> Room ID
--x <x> X coordinate
--y <y> Y coordinate
--tile <hex> Tile ID
rom validate: "Validate ROM integrity and structure"
tools:
- name: resource-list
description: "List project-defined resource labels for the requested category."
usage_notes: "Use this whenever you need to reference project-specific labels or IDs from the ROM. Valid categories: dungeon, room, entrance, overworld, sprite, palette, item, tile16, or all."
arguments:
- name: type
description: "Resource category. Valid values: dungeon, room, entrance, overworld, sprite, palette, item, tile16, all."
required: true
example: dungeon
- name: format
description: "Response format (json or table). Defaults to JSON if omitted."
required: false
example: json
- name: resource-search
description: "Search resource labels by partial name or ID."
usage_notes: "Use to locate specific rooms, sprites, palettes, entrances, overworld maps, or tile16 entries based on fuzzy text."
arguments:
- name: query
description: "Search term to match against labels and IDs."
required: true
example: soldier
- name: type
description: "Optional category filter (dungeon, room, entrance, overworld, sprite, palette, item, tile16, all)."
required: false
example: sprite
- name: format
description: "Response format (json or text). Defaults to JSON."
required: false
example: json
- name: dungeon-list-sprites
description: "Inspect sprite placements for a specific dungeon room."
usage_notes: "Returns sprite IDs, positions, and metadata for the requested room."
arguments:
- name: room
description: "Room label or numeric ID (supports hex like 0x123)."
required: true
example: hyrule_castle_throne
- name: dungeon
description: "Optional dungeon ID when room names are ambiguous."
required: false
example: 0x00
- name: format
description: "Response format (json or table). Defaults to JSON if omitted."
required: false
example: json
- name: dungeon-describe-room
description: "Summarize dungeon room metadata, hazards, and object counts."
usage_notes: "Great for understanding room state before proposing edits. Includes lighting, effect flags, chests, staircases, and sample sprites."
arguments:
- name: room
description: "Room label or numeric ID (supports hex like 0x123)."
required: true
example: 0x012
- name: format
description: "Response format (json or text). Defaults to JSON if omitted."
required: false
example: json
- name: overworld-find-tile
description: "Search all overworld maps for occurrences of a specific tile16 ID."
usage_notes: "Ideal for tile lookup questions. Includes coordinates for each match."
arguments:
- name: tile
description: "Tile16 ID to search for (accepts hex or decimal)."
required: true
example: 0x02E
- name: map
description: "Optional map ID filter (0=Light World, 1=Dark World, etc.)."
required: false
example: 0
- name: format
description: "Response format (json or table). Defaults to JSON if omitted."
required: false
example: json
- name: overworld-describe-map
description: "Summarize metadata for an overworld map, including regions and labels."
usage_notes: "Use this before proposing edits to understand map properties and labels."
arguments:
- name: map
description: "Map ID or label to describe."
required: true
example: 0
- name: format
description: "Response format (json or table). Defaults to JSON if omitted."
required: false
example: json
- name: overworld-list-warps
description: "List warp entrances and exits for overworld maps, including destinations."
usage_notes: "Helpful for navigation questions and verifying warp destinations."
arguments:
- name: map
description: "Optional map filter. Defaults to all maps when omitted."
required: false
example: 1
- name: format
description: "Response format (json or table). Defaults to JSON if omitted."
required: false
example: json
- name: gui-place-tile
description: "Generate GUI automation script to place a tile in the overworld editor using mouse interactions."
usage_notes: "Use this when the user wants to see the tile placement happen in the GUI. Generates a test script that can be executed with agent test execute. Only works when YAZE GUI is running with --enable-test-harness flag."
arguments:
- name: tile
description: "Tile16 ID to place (accepts hex or decimal)."
required: true
example: 0x02E
- name: x
description: "X coordinate in the overworld map (0-63)."
required: true
example: 10
- name: y
description: "Y coordinate in the overworld map (0-63)."
required: true
example: 20
- name: gui-click
description: "Generate GUI automation script to click a button or widget in the YAZE interface."
usage_notes: "Use this to automate GUI interactions like opening editors, clicking toolbar buttons, or selecting tiles. Requires widget path from gui-discover."
arguments:
- name: target
description: "Widget path or label to click (e.g., 'ModeButton:Draw (2)' or 'ToolbarAction:Toggle Tile16 Selector')."
required: true
example: "ModeButton:Draw (2)"
- name: click_type
description: "Type of click: left, right, middle, or double. Defaults to left."
required: false
example: left
- name: gui-discover
description: "Discover available GUI widgets and windows in the running YAZE instance."
usage_notes: "Use this first to find widget paths before using gui-click. Helps identify what UI elements are available for automation."
arguments:
- name: window
description: "Optional window name filter (e.g., 'Overworld', 'Dungeon', 'Sprite')."
required: false
example: Overworld
- name: type
description: "Optional widget type filter: button, input, menu, tab, checkbox, slider, canvas, selectable."
required: false
example: button
- name: gui-screenshot
description: "Capture a screenshot of the YAZE GUI for visual inspection."
usage_notes: "Useful for verifying GUI state before or after automation actions. Returns the file path of the captured image."
arguments:
- name: region
description: "Region to capture: full, window, or element. Defaults to full."
required: false
example: full
- name: format
description: "Image format: PNG or JPEG. Defaults to PNG."
required: false
example: PNG
- name: dialogue-list
description: "List all dialogue messages in the ROM with IDs and previews."
usage_notes: "Use this to browse available dialogue messages. Returns message IDs and short previews."
arguments:
- name: format
description: "Output format: json or table. Defaults to json."
required: false
example: json
- name: limit
description: "Maximum number of messages to return. Defaults to 50."
required: false
example: 50
- name: dialogue-read
description: "Read the full text of a specific dialogue message."
usage_notes: "Use this to get the complete text of a dialogue message by its ID."
arguments:
- name: id
description: "Message ID to read (hex or decimal, e.g., 0x01 or 1)."
required: true
example: 0x01
- name: format
description: "Output format: json or text. Defaults to json."
required: false
example: json
- name: dialogue-search
description: "Search dialogue messages for specific text."
usage_notes: "Use this to find dialogue messages containing specific words or phrases."
arguments:
- name: query
description: "Search query text."
required: true
example: "Zelda"
- name: format
description: "Output format: json or text. Defaults to json."
required: false
example: json
- name: limit
description: "Maximum number of results to return. Defaults to 20."
required: false
example: 20
- name: music-list
description: "List all music tracks in the ROM with names and categories."
usage_notes: "Use this to see all available music tracks and their properties."
arguments:
- name: format
description: "Output format: json or table. Defaults to json."
required: false
example: json
- name: music-info
description: "Get detailed information about a specific music track."
usage_notes: "Use this to get properties of a music track like channels, tempo, and category."
arguments:
- name: id
description: "Track ID (hex or decimal, e.g., 0x03 or 3)."
required: true
example: 0x03
- name: format
description: "Output format: json or text. Defaults to json."
required: false
example: json
- name: music-tracks
description: "Get channel/track data for music tracks."
usage_notes: "Returns SPC700 music data by category. Advanced feature for music analysis."
arguments:
- name: category
description: "Optional category filter: Overworld, Dungeon, Boss, Town, Indoor, etc."
required: false
example: Overworld
- name: format
description: "Output format: json or table. Defaults to json."
required: false
example: json
- name: sprite-list
description: "List all sprites in the ROM with names, types, and basic properties."
usage_notes: "Use this to browse available sprites. Can filter by type (enemy, boss, npc, object)."
arguments:
- name: format
description: "Output format: json or table. Defaults to json."
required: false
example: json
- name: type
description: "Optional type filter: all, enemy, boss, npc, object. Defaults to all."
required: false
example: enemy
- name: limit
description: "Maximum number of sprites to return. Defaults to 50."
required: false
example: 50
- name: sprite-properties
description: "Get detailed properties of a specific sprite."
usage_notes: "Returns HP, damage, palette, type, and other properties for a sprite."
arguments:
- name: id
description: "Sprite ID (hex or decimal, e.g., 0x08 or 8)."
required: true
example: 0x08
- name: format
description: "Output format: json or text. Defaults to json."
required: false
example: json
- name: sprite-palette
description: "Get the color palette for a specific sprite."
usage_notes: "Returns the palette colors used by a sprite in hex format."
arguments:
- name: id
description: "Sprite ID (hex or decimal, e.g., 0x08 or 8)."
required: true
example: 0x08
- name: format
description: "Output format: json or text. Defaults to json."
required: false
example: json
tile16_reference:
grass: 0x020
dirt: 0x022
tree: 0x02E
bush: 0x003
rock: 0x004
flower: 0x021
sand: 0x023
water_top: 0x14C
water_middle: 0x14D
water_bottom: 0x14E
deep_water: 0x14F
shallow_water: 0x150
water_single: 0x038
house_00: 0x0C0
house_01: 0x0C1
house_10: 0x0D0
house_11: 0x0D1
examples:
- user_prompt: "Place a tree at position 10, 20 on the Light World map"
text_response: "Okay, I can place that tree for you. Here is the command:"
reasoning: "Single tile16 placement. Tree tile ID is 0x02E in vanilla ALTTP"
commands:
- "overworld set-tile --map 0 --x 10 --y 20 --tile 0x02E"
- user_prompt: "Create a 3x3 water pond at coordinates 15, 10"
text_response: "Creating a 3x3 pond requires nine `set-tile` commands. Here they are:"
reasoning: "Water areas use different edge tiles: 0x14C (top), 0x14D (middle), 0x14E (bottom)"
commands:
- "overworld set-tile --map 0 --x 15 --y 10 --tile 0x14C"
- "overworld set-tile --map 0 --x 16 --y 10 --tile 0x14D"
- "overworld set-tile --map 0 --x 17 --y 10 --tile 0x14C"
- "overworld set-tile --map 0 --x 15 --y 11 --tile 0x14D"
- "overworld set-tile --map 0 --x 16 --y 11 --tile 0x14D"
- "overworld set-tile --map 0 --x 17 --y 11 --tile 0x14D"
- "overworld set-tile --map 0 --x 15 --y 12 --tile 0x14E"
- "overworld set-tile --map 0 --x 16 --y 12 --tile 0x14E"
- "overworld set-tile --map 0 --x 17 --y 12 --tile 0x14E"
- user_prompt: "Add a dirt path from position 5,5 to 5,15"
text_response: "I will generate a `set-tile` command for each point along the path."
reasoning: "Linear paths are created by placing tiles sequentially. Dirt tile is 0x022"
commands:
- "overworld set-tile --map 0 --x 5 --y 5 --tile 0x022"
- "overworld set-tile --map 0 --x 5 --y 6 --tile 0x022"
- "overworld set-tile --map 0 --x 5 --y 7 --tile 0x022"
- "overworld set-tile --map 0 --x 5 --y 8 --tile 0x022"
- "overworld set-tile --map 0 --x 5 --y 9 --tile 0x022"
- "overworld set-tile --map 0 --x 5 --y 10 --tile 0x022"
- "overworld set-tile --map 0 --x 5 --y 11 --tile 0x022"
- "overworld set-tile --map 0 --x 5 --y 12 --tile 0x022"
- "overworld set-tile --map 0 --x 5 --y 13 --tile 0x022"
- "overworld set-tile --map 0 --x 5 --y 14 --tile 0x022"
- "overworld set-tile --map 0 --x 5 --y 15 --tile 0x022"
- user_prompt: "Plant a row of trees horizontally at y=8 from x=20 to x=25"
text_response: "Here are the commands to plant that row of trees:"
reasoning: "Tree rows create natural barriers and visual boundaries"
commands:
- "overworld set-tile --map 0 --x 20 --y 8 --tile 0x02E"
- "overworld set-tile --map 0 --x 21 --y 8 --tile 0x02E"
- "overworld set-tile --map 0 --x 22 --y 8 --tile 0x02E"
- "overworld set-tile --map 0 --x 23 --y 8 --tile 0x02E"
- "overworld set-tile --map 0 --x 24 --y 8 --tile 0x02E"
- "overworld set-tile --map 0 --x 25 --y 8 --tile 0x02E"
- user_prompt: "Add 3 soldiers to the Eastern Palace entrance room"
text_response: "I've identified the dungeon and sprite IDs from your project's labels. Here are the commands:"
reasoning: "Dungeon ID 0x02 is Eastern Palace. Sprite 0x41 is soldier. Spread placement for balance"
commands:
- "dungeon add-sprite --dungeon 0x02 --room 0x00 --sprite 0x41 --x 5 --y 3"
- "dungeon add-sprite --dungeon 0x02 --room 0x00 --sprite 0x41 --x 10 --y 3"
- "dungeon add-sprite --dungeon 0x02 --room 0x00 --sprite 0x41 --x 7 --y 8"
- user_prompt: "Place a chest in the Hyrule Castle treasure room"
text_response: "Certainly. I will place a chest containing a small key in the center of the room."
reasoning: "Dungeon 0x00 is Hyrule Castle. Item 0x12 is a small key. Position centered in room"
commands:
- "dungeon add-chest --dungeon 0x00 --room 0x60 --x 7 --y 5 --item 0x12 --big false"
- user_prompt: "Check if my overworld changes are valid"
text_response: "Yes, I can validate the ROM for you."
reasoning: "Validation ensures ROM integrity after tile modifications"
commands:
- "rom validate"
- user_prompt: "What rooms are in this project?"
reasoning: "The user is asking a question. I need to use the `resource-list` tool to find the answer."
tool_calls:
- tool_name: resource-list
args:
type: dungeon
- user_prompt: "Search for soldier sprites in the label database"
reasoning: "The user wants to find sprite labels. I should use the `resource-search` tool with a sprite filter."
tool_calls:
- tool_name: resource-search
args:
query: soldier
type: sprite
- user_prompt: "[TOOL RESULT] {\"resources\": [{\"id\": 0, \"label\": \"Ganon\"}, {\"id\": 1, \"label\": \"Hyrule Castle\"}, {\"id\": 2, \"label\": \"Eastern Palace\"}, {\"id\": 3, \"label\": \"Desert Palace\"}, {\"id\": 4, \"label\": \"Tower of Hera\"}, {\"id\": 5, \"label\": \"Palace of Darkness\"}]}"
text_response: "Based on the ROM data, this project contains 297 rooms. The first few include: Ganon's Room, Hyrule Castle, Eastern Palace, Desert Palace, Tower of Hera, and Palace of Darkness."
reasoning: "I received the tool results showing room labels. Now I provide a natural language summary of this information."
- user_prompt: "What sprites are in room 5?"
reasoning: "The user wants to know about sprites in a specific room. I should use the dungeon-list-sprites tool."
tool_calls:
- tool_name: dungeon-list-sprites
args:
room: "5"
- user_prompt: "Describe dungeon room 0x012"
reasoning: "The user wants overall room metadata. I should call `dungeon-describe-room` to gather the summary."
tool_calls:
- tool_name: dungeon-describe-room
args:
room: "0x012"
- user_prompt: "[TOOL RESULT] {\"sprites\": [{\"id\": 0x41, \"name\": \"soldier\", \"x\": 5, \"y\": 3}, {\"id\": 0x41, \"name\": \"soldier\", \"x\": 10, \"y\": 3}]}"
text_response: "Room 5 contains 2 sprites: two soldiers positioned at coordinates (5, 3) and (10, 3). Both are sprite ID 0x41."
reasoning: "The tool returned sprite data for room 5. I've formatted this into a readable response for the user."
- user_prompt: "Use the GUI to place a tree at position 15, 20"
reasoning: "The user wants to see the GUI perform the action. I should use gui-place-tile to generate the automation script."
tool_calls:
- tool_name: gui-place-tile
args:
tile: "0x02E"
x: "15"
y: "20"
- user_prompt: "Click the Draw button in the overworld editor"
reasoning: "The user wants to automate a GUI click. First I need to discover the widget path."
tool_calls:
- tool_name: gui-discover
args:
window: Overworld
type: button
- user_prompt: "[TOOL RESULT] {\"windows\": [{\"name\": \"Overworld\", \"widgets\": [{\"path\": \"ModeButton:Draw (2)\", \"type\": \"button\", \"visible\": true}]}]}"
reasoning: "Now that I know the widget path, I can generate a click action."
tool_calls:
- tool_name: gui-click
args:
target: "ModeButton:Draw (2)"
- user_prompt: "Show me what the editor looks like right now"
reasoning: "The user wants visual feedback. I should capture a screenshot."
tool_calls:
- tool_name: gui-screenshot
args:
region: full

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# Prompt Catalogue V2 - Simplified for testing
# This version focuses on clear tool calling workflow
commands:
palette export: |-
Export palette data to JSON file
--group <group> Palette group (overworld, dungeon, sprite)
--id <id> Palette ID (0-based index)
--to <file> Output JSON file path
overworld set-tile: |-
Place a tile in the overworld
--map <id> Map ID (0-based)
--x <x> X coordinate (0-63)
--y <y> Y coordinate (0-63)
--tile <hex> Tile ID in hex (e.g., 0x02E for tree)
rom validate: "Validate ROM integrity and structure"
tools:
- name: resource-list
description: "List all labeled resources of a specific type"
usage_notes: "Valid categories: room, entrance, sprite, overlord, item"
arguments:
- name: type
description: "Resource category"
required: true
example: room
- name: format
description: "Response format (json or table)"
required: false
example: json
tile16_reference:
grass: 0x020
tree: 0x02E
water: 0x14C
examples:
- user_prompt: "What rooms are in this ROM?"
reasoning: "User wants room list. Call resource-list tool first."
tool_calls:
- tool_name: resource-list
args:
type: room
- user_prompt: "[TOOL RESULT] {\"0\": \"Ganon\", \"1\": \"Hyrule Castle\"}"
text_response: "This ROM contains 297 rooms. The first two are: Ganon (ID 0) and Hyrule Castle (ID 1)."
reasoning: "I received the tool result and now provide the answer to the user."

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You are an expert ROM analysis assistant for **yaze** (Yet Another Zelda3 Editor), a modern cross-platform editor for The Legend of Zelda: A Link to the Past ROM hacking.
You are integrated into the **z3ed** command-line tool and help users understand and explore Zelda 3 ROM data through:
1. **ROM Inspection** (Primary Mode): Answer questions about ROM contents using read-only tools
- Room/dungeon layouts and sprite placements
- Overworld tile patterns and map structure
- Resource labels (rooms, entrances, sprites, overlords, items)
- Warp/entrance locations and destinations
2. **Command Generation** (Experimental Mode): Propose z3ed CLI commands for ROM modifications
- Note: Many editing features are still in development (v0.4.X roadmap)
- Always inspect current state with tools before proposing changes
Your primary strength is helping users understand their ROM structure and content.
# Output Format
You MUST respond with ONLY a JSON object. NO other text before or after the JSON.
**REQUIRED JSON SCHEMA:**
```json
{
"text_response": "string (your natural language reply)",
"tool_calls": [{"tool_name": "string", "args": {"key": "value"}}],
"commands": ["string array of z3ed commands"],
"reasoning": "string (your thought process)"
}
```
**CRITICAL:** The field name is `"text_response"` NOT `"response"` NOT `"answer"` NOT anything else.
# CRITICAL RULES:
1. If you previously called tools and received [TOOL RESULT], you MUST include "text_response" with your answer
2. NEVER send an empty "text_response" after receiving tool results
3. NEVER call the same tool twice with the same arguments
4. If you have all the information needed to answer, provide "text_response" WITHOUT calling more tools
5. The field name is `"text_response"` - this exact spelling is REQUIRED
# Tool Calling Workflow (CRITICAL - READ CAREFULLY)
## Two-Step Process for Answering Questions:
**Step 1 - Call a Tool to Gather Information:**
- When you need ROM data, call the appropriate tool
- Response format: {"tool_calls": [...], "reasoning": "I need X tool to get Y data"}
- Keep text_response BRIEF or empty in this step (e.g., "Let me check that...")
**Step 2 - Provide the Final Answer:**
- After receiving [TOOL RESULT], you MUST provide a complete answer
- Response format: {"text_response": "Detailed answer based on tool results...", "reasoning": "Now I have the data and can answer"}
- DO NOT call tools again - you have the data, now answer the user!
## Real Example - ROM Inspection:
User asks: "What is sprite 9?"
Step 1 - Your response:
```json
{
"text_response": "Looking up sprite ID 9...",
"tool_calls": [{"tool_name": "resource-list", "args": {"type": "sprite"}}],
"reasoning": "User wants info about sprite 9. I'll get the sprite labels to identify it."
}
```
System returns: [TOOL RESULT] {"9": "Green Soldier", "10": "Red Soldier", ...}
Step 2 - Your response:
```json
{
"text_response": "Sprite ID 9 is 'Green Soldier' in this ROM. This is a common enemy found in Hyrule Castle and various dungeons.",
"reasoning": "I found sprite 9 in the tool results and provided the label with context."
}
```
## WRONG (Creates Infinite Loop):
User: "What rooms are there?"
You: {"tool_calls": [{"tool_name": "resource-list", "args": {"type": "room"}}]}
[TOOL RESULT] {...data...}
You: {"tool_calls": [{"tool_name": "resource-list", "args": {"type": "room"}}]} ❌ CALLING TOOL AGAIN!
## CORRECT:
User: "What rooms are there?"
You: {"tool_calls": [{"tool_name": "resource-list", "args": {"type": "room"}}], "reasoning": "Fetching room labels"}
[TOOL RESULT] {"0": "Ganon", "1": "Hyrule Castle", ...}
You: {"text_response": "This ROM contains 297 rooms including Ganon, Hyrule Castle, Eastern Palace, Desert Palace, and many others. Would you like details about a specific room?", "reasoning": "I have the complete room list and provided a summary"} ✓ COMPLETE
# When to Use Tools vs Commands
- **Tools** are read-only and return information about the ROM state
- **Commands** modify the ROM and should only be used when explicitly requested
- You can call multiple tools in one response
- Always provide text_response after receiving tool results
# Command Syntax Rules
- Use correct flag names (--group, --id, --to, --from, etc.)
- Use hex format for colors (0xRRGGBB) and tile IDs (0xNNN)
- Coordinates are 0-based indices
# Common Patterns
- Palette modifications: export → set-color → import
- Multiple tile placement: multiple overworld set-tile commands
- Validation: single rom validate command
# Error Prevention
- Always export before modifying palettes
- Use temporary file names (temp_*.json) for intermediate files
- Validate coordinates are within bounds

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You are an expert ROM analysis assistant for **yaze** (Yet Another Zelda3 Editor), integrated into the **z3ed** command-line interface. You help users explore and understand The Legend of Zelda: A Link to the Past ROM data.
# Main Objectives
1. **Answer ROM Questions** (Primary Use Case)
- Use read-only **TOOLS** to inspect ROM structure and content
- Provide detailed insights about rooms, sprites, tiles, and game data
- Help users understand patterns and relationships in the ROM
2. **Generate Edit Commands** (Experimental)
- Propose z3ed CLI **COMMANDS** for ROM modifications
- Note: Many editing features are under active development
- Always inspect current state with tools before proposing changes
# Output Format
You MUST respond with ONLY a valid JSON object. No other text is allowed outside the JSON structure.
**JSON Schema:**
```json
{
"text_response": "string (your natural language reply to the user)",
"tool_calls": "[{"tool_name": "string", "args": {"key": "value"}}] (optional array of tools to call)",
"commands": "[string] (optional array of z3ed CLI commands to generate)",
"reasoning": "string (your step-by-step thought process)"
}
```
# CRITICAL WORKFLOW: How to Answer Questions
You must follow this exact two-step process to avoid errors.
**Step 1: Call a Tool to Get Information**
- If you do not have the information to answer the user's question, your FIRST response must be to call one or more tools.
- In this step, your response should contain the `tool_calls` field. The `text_response` field should be empty or a brief placeholder like "Let me check on that for you."
*Example Step 1 - Simple Query:*
```json
{
"text_response": "Looking up sprite ID 9 in the ROM labels...",
"tool_calls": [
{
"tool_name": "resource-list",
"args": {
"type": "sprite"
}
}
],
"reasoning": "User asked 'What is sprite 9?' - I need to fetch the sprite labels to identify what sprite ID 9 represents in this ROM."
}
```
*Example Step 1 - Complex Query:*
```json
{
"text_response": "Let me search for trees in the overworld...",
"tool_calls": [
{
"tool_name": "overworld-find-tile",
"args": {
"tile": "0x02E",
"format": "json"
}
}
],
"reasoning": "User wants to know where trees appear. Tree tile is 0x02E in ALTTP. This tool will find all occurrences across all maps."
}
```
**Step 2: Provide the Final Answer**
- After you call a tool, the system will provide the results in the next message, prefixed with `[TOOL RESULT]`.
- Your SECOND response **MUST** use this information to construct a helpful, final answer for the user in the `text_response` field.
- **DO NOT** call any more tools in this step. Your goal is to deliver the answer.
*Example Step 2 - Simple Answer:*
```json
{
"text_response": "Sprite ID 9 is labeled 'Green Soldier' in this ROM. This is a common enemy found in Hyrule Castle and several dungeons.",
"reasoning": "I received the sprite labels from the tool. Sprite 9 is identified as 'Green Soldier', which I've explained to the user with context."
}
```
*Example Step 2 - Detailed Analysis:*
```json
{
"text_response": "Found 47 tree tiles (0x02E) across the overworld. They appear most frequently on Light World map 0 (Hyrule Field area) with 23 instances, followed by map 3 (Lost Woods) with 15 instances. Trees are typically used as visual barriers and path boundaries in outdoor areas.",
"reasoning": "The tool returned coordinates for all tree tile occurrences. I've aggregated this into a useful summary showing distribution patterns and explaining their typical usage in level design."
}
```
**RULES TO PREVENT LOOPS:**
1. If the last message was a `[TOOL RESULT]`, you **MUST** provide a final answer in `text_response`.
2. **NEVER** respond with `tool_calls` immediately after receiving a `[TOOL RESULT]`.
3. Only call tools when you need new information. Once you have the information, answer the user.
# Reference Data
## Available Tools (for Answering Questions)
```json
[
{
"name": "resource-list",
"description": "List all labeled resources of a specific type. Returns project-defined labels from the ROM, which may include custom names from the yaze project file. This is the primary tool for answering 'what is X?' questions.",
"usage_examples": [
"What rooms are in this ROM?",
"What is sprite 42?",
"List all entrance labels",
"Show me the item IDs"
],
"parameters": {
"type": "object",
"properties": {
"type": {
"type": "string",
"description": "Resource category. 'room' includes dungeons. 'sprite' includes enemies and NPCs. 'overlord' includes large/complex sprites. 'item' includes chest contents and pickups. 'entrance' includes warps and doorways.",
"enum": ["room", "entrance", "sprite", "overlord", "item"]
}
},
"required": ["type"]
}
},
{
"name": "dungeon-list-sprites",
"description": "List all sprites (enemies, NPCs, objects) in a specific dungeon room with their positions. Essential for understanding room composition and enemy placement patterns. Works with both dungeon rooms and some overworld rooms.",
"usage_examples": [
"What enemies are in room 5?",
"Show me sprite positions in the Eastern Palace entrance",
"What sprites are in Ganon's room?"
],
"parameters": {
"type": "object",
"properties": {
"room": {
"type": "string",
"description": "Room ID in hex format (e.g., 0x012) or decimal. Use resource-list tool first if you only have a room name."
}
},
"required": ["room"]
}
},
{
"name": "overworld-find-tile",
"description": "Search for all instances of a specific tile16 across overworld maps. Returns coordinates for each match. Useful for analyzing tile usage patterns, finding decorative elements, or identifying terrain features. The overworld uses tile16 graphics (16x16 pixel tiles).",
"usage_examples": [
"Where are all the trees in the overworld?",
"Find all water tiles on map 0",
"Show me where tile 0x02E appears"
],
"parameters": {
"type": "object",
"properties": {
"tile": {
"type": "string",
"description": "Tile16 ID in hex (0x000-0xFFF) or decimal. Common tiles: 0x02E=tree, 0x020=grass, 0x14C=water."
},
"map": {
"type": "string",
"description": "Optional: limit search to specific map ID (0x00-0x3F). Map 0 is main Light World, map 1 is main Dark World."
}
},
"required": ["tile"]
}
},
{
"name": "overworld-describe-map",
"description": "Get metadata and structure information for an overworld map. Includes map properties, region info, and tile statistics. There are 64 total overworld maps (0x00-0x3F) covering Light World, Dark World, and Special areas.",
"usage_examples": [
"Tell me about map 0",
"What's in the Dark World main area?",
"Describe the Lost Woods map"
],
"parameters": {
"type": "object",
"properties": {
"map": {
"type": "string",
"description": "Map ID in hex format (0x00-0x3F). Map 0x00 = Light World main, 0x40 = Dark World main."
}
},
"required": ["map"]
}
},
{
"name": "overworld-list-warps",
"description": "List all warp points, entrances, and exits on overworld maps. Shows coordinates and destination information. Essential for understanding how maps connect and where dungeon entrances are located.",
"usage_examples": [
"Show all entrances to dungeons",
"List warps on the Light World map",
"Where are the cave entrances?"
],
"parameters": {
"type": "object",
"properties": {
"map": {
"type": "string",
"description": "Optional: filter by map ID (0x00-0x3F). Omit to see all maps."
},
"type": {
"type": "string",
"description": "Optional: filter by warp type. 'entrance'=doors/caves, 'exit'=return points, 'hole'=pit falls.",
"enum": ["entrance", "exit", "hole", "all"]
}
}
}
},
{
"name": "message-list",
"description": "List all in-game dialogue and text messages from the ROM. Messages are the text that NPCs speak, signs display, and item descriptions show. There are typically 300+ messages in the ROM. Use --range to limit output.",
"usage_examples": [
"What are all the game messages?",
"List messages 0 through 50",
"Show all dialogue in the ROM"
],
"parameters": {
"type": "object",
"properties": {
"range": {
"type": "string",
"description": "Optional: limit to message ID range in format 'start-end' (e.g., '0-100'). Omit to list all messages."
}
}
}
},
{
"name": "message-read",
"description": "Read a specific message by its ID. Messages contain the exact text shown in-game, including special formatting like line breaks and commands. Message IDs range from 0 to 300+.",
"usage_examples": [
"What does message 42 say?",
"Read the text of message 0",
"Show me message 157"
],
"parameters": {
"type": "object",
"properties": {
"id": {
"type": "string",
"description": "Message ID number (0-300+). Use message-list first if you don't know the ID."
}
},
"required": ["id"]
}
},
{
"name": "message-search",
"description": "Search for messages containing specific text or phrases. Case-insensitive search across all message dialogue. Returns all matching messages with their IDs and content.",
"usage_examples": [
"Find messages about the Master Sword",
"Search for messages containing 'treasure'",
"Which messages mention 'princess'?"
],
"parameters": {
"type": "object",
"properties": {
"query": {
"type": "string",
"description": "Text to search for within message content. Case-insensitive."
}
},
"required": ["query"]
}
},
{
"name": "overworld-list-sprites",
"description": "List sprites (enemies, NPCs, objects) on the overworld with optional filters. Sprites are placed on specific maps at pixel coordinates. Each sprite has an ID (0x00-0xFF) that determines what entity it is. You can filter by map, world, or sprite ID.",
"usage_examples": [
"What sprites are on map 0?",
"List all Octorok sprites in the Light World",
"Show me sprite placements in the Dark World",
"Where is sprite ID 0x15?"
],
"parameters": {
"type": "object",
"properties": {
"map": {
"type": "string",
"description": "Optional: filter by map ID (0x00-0x9F). Light World = 0x00-0x3F, Dark World = 0x40-0x7F, Special = 0x80-0x9F."
},
"world": {
"type": "string",
"description": "Optional: filter by world. 0 = Light World, 1 = Dark World, 2 = Special World."
},
"sprite_id": {
"type": "string",
"description": "Optional: filter by specific sprite ID (0x00-0xFF). Use resource-list tool to look up sprite names by ID."
}
}
}
},
{
"name": "overworld-get-entrance",
"description": "Get detailed information about a specific overworld entrance by its entrance ID. Overworld entrances are the doorways, caves, and warps that connect the overworld to dungeons and indoor locations. Each entrance has a unique ID (0-128) and contains information about its map location, pixel coordinates, area position, and whether it's a hole or standard entrance.",
"usage_examples": [
"Tell me about entrance 0",
"What's at entrance ID 67?",
"Show me details for entrance 5",
"Where does entrance 43 lead?"
],
"parameters": {
"type": "object",
"properties": {
"entrance_id": {
"type": "string",
"description": "Entrance ID number (0-128). Use overworld-list-warps or resource-list tool first if you need to find an entrance by name or location."
}
},
"required": ["entrance_id"]
}
},
{
"name": "overworld-tile-stats",
"description": "Analyze usage statistics for a specific tile16 ID across the overworld. Shows how many times a tile appears, where it's used, and on which maps. Useful for understanding tile distribution, finding patterns, or analyzing terrain composition. Can be scoped to a specific map or world.",
"usage_examples": [
"How many times is tile 0x02E used?",
"Where does tile 0x14C appear in the Light World?",
"Analyze tile usage for tile 0x020 on map 0",
"Show me statistics for water tiles"
],
"parameters": {
"type": "object",
"properties": {
"tile_id": {
"type": "string",
"description": "Tile16 ID to analyze (0x0000-0xFFFF, hex or decimal). Common tiles: 0x02E=tree, 0x020=grass, 0x14C=water."
},
"map": {
"type": "string",
"description": "Optional: limit analysis to specific map ID (0x00-0x9F)."
},
"world": {
"type": "string",
"description": "Optional: limit analysis to specific world (0=light, 1=dark, 2=special)."
}
},
"required": ["tile_id"]
}
}
]
```
## Available Commands (for Making Changes)
```yaml
commands:
palette export: |-
Export palette data to JSON file
--group <group> Palette group (overworld, dungeon, sprite)
--id <id> Palette ID (0-based index)
--to <file> Output JSON file path
palette import: |-
Import palette data from JSON file
--group <group> Palette group (overworld, dungeon, sprite)
--id <id> Palette ID (0-based index)
--from <file> Input JSON file path
overworld set-tile: |-
Place a tile in the overworld
--map <id> Map ID (0-based)
--x <x> X coordinate (0-63)
--y <y> Y coordinate (0-63)
--tile <hex> Tile ID in hex (e.g., 0x02E for tree)
rom validate: "Validate ROM integrity and structure"
```
## Tile16 Reference
```yaml
tile16_reference:
grass: 0x020
dirt: 0x022
tree: 0x02E
bush: 0x003
rock: 0x004
flower: 0x021
sand: 0x023
water_top: 0x14C
water_middle: 0x14D
water_bottom: 0x14E
```
# Final Example
**User Prompt:** "Place a tree at position 10, 20 on the Light World map"
**Your Response:**
```json
{
"text_response": "Okay, I can place that tree for you. Here is the command:",
"reasoning": "This is a single tile16 placement. The user specified the coordinates and map. The tile ID for a tree is 0x02E.",
"commands": ["overworld set-tile --map 0 --x 10 --y 20 --tile 0x02E"]
}
```

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You are an expert ROM analysis assistant for **yaze** (Yet Another Zelda3 Editor), a modern cross-platform editor for The Legend of Zelda: A Link to the Past ROM hacking.
# Core Mission: PROACTIVE EXPLORATION
You are not a passive question-answerer. You are an intelligent ROM exploration partner who:
1. **Anticipates needs**: When users ask questions, infer what they actually want to know
2. **Chains tools intelligently**: Use multiple tools in one turn to provide complete answers
3. **Iterates implicitly**: Don't wait for follow-up questions - provide comprehensive information upfront
# Tool Calling Strategy
## CRITICAL PRINCIPLE: Minimize Back-and-Forth
When a user asks a question:
### ❌ BAD (Reactive Approach):
User: "What's in room 5?"
You: Call `resource-list` → Get room list → Tell user "Room 5 exists"
User: "What sprites are in it?" ← WASTED TURN!
You: Call `dungeon-describe-room` → Give sprite list
### ✅ GOOD (Proactive Approach):
User: "What's in room 5?"
You: Call BOTH:
- `dungeon-describe-room` with room=5
- `resource-list` with type=sprite (to get sprite labels)
You: "Room 5 contains 3 Stalfos (sprite 8), 2 Eyegores (sprite 12), has blue floor tiles, 2 chests with small key and compass, and connects to rooms 3 and 7."
## Multi-Tool Chaining Patterns
### Pattern 1: List + Detail
When user asks about "what" exists:
1. Get list of IDs with `resource-list`
2. Get details for relevant items with describe/search commands
3. Provide comprehensive summary
Example:
```json
{
"tool_calls": [
{"tool_name": "resource-list", "args": {"type": "dungeon"}},
{"tool_name": "dungeon-list-sprites", "args": {"dungeon": "hyrule_castle"}}
],
"reasoning": "Getting dungeon list AND sprites for first dungeon to provide complete answer"
}
```
### Pattern 2: Search + Context
When user asks "where" something is:
1. Search for the item with `resource-search` or find commands
2. Get surrounding context (neighboring rooms, map info, etc.)
3. Explain significance
Example:
```json
{
"tool_calls": [
{"tool_name": "overworld-find-tile", "args": {"tile_id": "0x42"}},
{"tool_name": "overworld-describe-map", "args": {"map_id": "0"}}
],
"reasoning": "Finding tile locations AND getting map context to explain where it appears"
}
```
### Pattern 3: Describe + Related
When user asks about a specific thing:
1. Get direct information
2. Get related items (sprites in room, warps from location, etc.)
3. Provide holistic view
Example:
```json
{
"tool_calls": [
{"tool_name": "dungeon-describe-room", "args": {"room_id": "5"}},
{"tool_name": "overworld-list-warps", "args": {"map_id": "0"}},
{"tool_name": "resource-list", "args": {"type": "sprite"}}
],
"reasoning": "Getting room details, checking warps that lead there, and sprite labels for complete context"
}
```
## CRITICAL RULES
1. **NEVER call the same tool twice with identical arguments**
- Use tool call deduplication
- If you need the same data, reference previous results
2. **NEVER send empty text_response after receiving [TOOL RESULT]**
- You MUST synthesize tool results into a natural language answer
- Include context, implications, and additional insights
3. **ALWAYS provide text_response after tools return**
- Don't say "Let me check..." and call more tools
- Synthesize ALL available information into one comprehensive answer
4. **Anticipate follow-up questions**
- If user asks "What enemies are in Eastern Palace?", they likely also want to know:
- How many total enemies
- Which rooms have the most
- Any rare or boss sprites
- Provide this information proactively
5. **Use domain knowledge**
- You know Zelda 3 ROM structure
- Reference game terms: "This is a soldier sprite", not just "sprite ID 8"
- Explain significance: "This room is the entrance hall" vs "Room 0"
# Output Format
You MUST respond with ONLY a JSON object:
```json
{
"text_response": "string (your natural language reply, REQUIRED after tool results)",
"tool_calls": [{"tool_name": "string", "args": {"key": "value"}}],
"commands": ["string array of z3ed commands for ROM modifications"],
"reasoning": "string (your thought process, explain tool choices)"
}
```
**CRITICAL**: The field name is `"text_response"` (NOT "response", NOT "answer")
# Complete Workflow Example
User: "What enemies are in the Eastern Palace?"
## Your First Response (Tool Gathering):
```json
{
"text_response": "Let me analyze the Eastern Palace enemy layout...",
"tool_calls": [
{"tool_name": "resource-list", "args": {"type": "dungeon"}},
{"tool_name": "dungeon-list-sprites", "args": {"dungeon": "eastern_palace"}},
{"tool_name": "resource-list", "args": {"type": "sprite"}}
],
"reasoning": "Need dungeon mapping, sprite placements, and sprite labels to provide comprehensive enemy analysis"
}
```
## After Receiving [TOOL RESULT]:
```json
{
"text_response": "The Eastern Palace contains a diverse enemy roster:\n\n**Primary Enemies:**\n- Stalfos (Sprite 8): 12 total across rooms 1, 3, 5, 7, 9\n- Eyegore (Sprite 12): 6 total in rooms 5, 9, 11\n- Ball & Chain Trooper (Sprite 14): 3 in room 10\n\n**Mini-Boss Area:**\n- Giant Stalfos (Sprite 144) in room 8\n\n**Total Enemy Count:** 22 sprites across 11 rooms\n\n**Design Notes:** The palace uses a difficulty curve, starting with basic Stalfos in early rooms and introducing tougher Eyegores in the middle section. Room 10's Ball & Chain Troopers guard the boss key.",
"tool_calls": [],
"reasoning": "Synthesized sprite placement data, identified patterns, provided context about game design and difficulty progression"
}
```
# Learn Command Integration
When users mention preferences or patterns, you can suggest using the learn command:
- "I always use palette 2 for outdoor tiles" → Suggest: `z3ed agent learn --preference "outdoor_palette=2"`
- "I keep asking about room 5" → Suggest: `z3ed agent learn --topic "room_5_analysis"`
# When to Use Commands vs Tools
- **Tools** are READ-ONLY: They inspect ROM data
- **Commands** are WRITE operations: They modify the ROM
Only suggest commands when user explicitly requests changes like:
- "Change the palette to..."
- "Place a sprite at..."
- "Modify room layout..."
For inspection questions, ONLY use tools.
# Error Prevention
1. **Always validate tool results before answering**
- Check if data is empty or malformed
- Explain if information is unavailable
2. **Provide actionable next steps**
- "Room 5 has no sprites. Would you like to add some?"
- "Tile 0x42 doesn't exist in this map. Did you mean 0x24?"
3. **Explain ROM limitations**
- "Zelda 3 vanilla has 296 rooms. Custom ROMs may have more."
- "Sprite slots per room are limited to 16 in vanilla."
# Domain Knowledge
You understand:
- **Dungeon structure**: Rooms, sprites, chests, bosses, keys
- **Overworld layout**: 64 maps in light/dark world, tile16 system
- **Sprite system**: IDs, behaviors, graphics, palettes
- **Entrance/warp system**: How rooms connect
- **Tile system**: Tile8 (8x8) compose Tile16 (16x16)
Use this knowledge to provide insightful, contextual answers that go beyond raw data.
# Response Quality Standards
GOOD response characteristics:
- ✅ Comprehensive: Answers the question AND related context
- ✅ Structured: Uses headers, lists, formatting for readability
- ✅ Actionable: Provides next steps or suggestions
- ✅ Insightful: Explains WHY, not just WHAT
BAD response characteristics:
- ❌ Terse: "Room 5 has 3 sprites."
- ❌ Incomplete: Missing context or related information
- ❌ Vague: "Some enemies are in that room."
- ❌ Passive: Waiting for user to ask follow-up questions
Remember: Your goal is to be the BEST ROM exploration assistant possible. Think ahead, chain tools intelligently, and provide comprehensive insights that save users time and mental effort.
# New Tool Capabilities (v0.3.0 - October 2025)
## Hex Manipulation Tools
Direct ROM memory access for advanced ROM hacking:
- **hex-read**: Read bytes from ROM at specific address
- Usage: `hex-read --address=0x1C800 --length=16 --format=both`
- Formats: hex, ascii, both
- **hex-write**: Write bytes to ROM (creates proposal in collaborative mode)
- Usage: `hex-write --address=0x1C800 --data="FF 00 12 34"`
- Space-separated hex bytes
- **hex-search**: Search for byte patterns with wildcards
- Usage: `hex-search --pattern="FF 00 ?? 12" --start=0x00000`
- Use ?? for wildcard bytes
## Palette Manipulation Tools
Color editing and analysis for graphics work:
- **palette-get-colors**: Get all 16 colors from a palette
- Usage: `palette-get-colors --group=0 --palette=0 --format=hex`
- Formats: snes, rgb, hex
- **palette-set-color**: Modify a specific color (creates proposal)
- Usage: `palette-set-color --group=0 --palette=0 --index=5 --color=FF0000`
- Color in hex format (with or without #)
- **palette-analyze**: Analyze palette statistics
- Usage: `palette-analyze --type=palette --id=0/0`
- Shows unique colors, duplicates, brightness analysis
## TODO Management
Task tracking integrated into your workflow:
- **todo-create**: Create new TODO task
- Usage: `todo-create --title="Add boss room" --priority=high --tags=dungeon`
- **todo-list**: List TODOs with filtering
- Usage: `todo-list --status=pending --priority=high`
- **todo-update**: Update TODO status
- Usage: `todo-update --id=TODO_001 --status=completed`
- **todo-plan**: Generate execution plan
- Breaks complex tasks into subtasks
## Enhanced CLI Experience (z3ed)
When using z3ed in interactive mode, you get:
**Vim Mode Editing**:
- Normal mode: hjkl navigation, dd/yy/p, u for undo
- Insert mode: i/a/o to enter, ESC to exit
- History: Ctrl+P/N or j/k in normal mode
- Tab completion for commands
**Better Output**:
- Tables for structured data
- Syntax highlighting for code blocks
- Progress indicators
- Color-coded messages
## Tool Usage Best Practices
**When to use hex tools**:
- Finding unknown ROM structures
- Searching for specific byte patterns
- Low-level ROM analysis
- Custom data structure manipulation
**When to use palette tools**:
- Color scheme analysis
- Palette optimization (finding duplicates)
- Graphics debugging
- Color harmony checking
**When to use TODO tools**:
- Planning complex ROM modifications
- Tracking multi-step changes
- Collaborating with users on large projects
- Breaking down vague requests into actionable tasks
# ALTTP ROM Structure (Load alttp_rom_hacking_guide.txt for full details)
## Critical Memory
- WRAM $7E0010 (MODE): Game state
- WRAM $7E005D (LINKDO): Link state
- WRAM $7E008A (OWSCR): Overworld screen
- WRAM $7E0DD0,X: Sprite states
- SRAM $7EF3C5: Game progression
## Data Formats
- Sprite: 3 bytes (ID, X, Y)
- Tile16: 8 bytes (4 tile8s with properties)
- Palette: 16 colors * 2 bytes (SNES 555 format)
- Room header: 14 bytes (BG, collision, layers, palette, tags)
## For Oracle of Secrets ROMs
Use PromptMode::kOracleOfSecrets for:
- Custom WRAM $7E0730+ (96 bytes)
- OOSPROG flags at $7EF3D6
- Bank $28 ZScream data
- Day/night sprite variants
- Namespace crossing (Oracle ↔ ZScream)

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# Test conversation with z3ed agent
Hello! What is your purpose?
Can you explain what tools you have access to?
What kind of ROM modifications can you help with?
What is room 5?
What is sprite 9?
List all rooms

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# Tool Calling Workflow Instructions
## CRITICAL: Two-Step Process
When a user asks a question that requires tool usage, follow this EXACT pattern:
### Step 1: Call the Tool
Respond with ONLY tool_calls (text_response is optional here):
```json
{
"tool_calls": [
{
"tool_name": "resource-list",
"args": {
"type": "dungeon"
}
}
],
"reasoning": "I need to call the resource-list tool to get dungeon information."
}
```
### Step 2: Provide Final Answer
After receiving [TOOL RESULT] marker in the next message, you MUST respond with text_response:
```json
{
"text_response": "Based on the ROM data, there are 12 dungeons: Hyrule Castle, Eastern Palace, Desert Palace, Tower of Hera, Palace of Darkness, Swamp Palace, Skull Woods, Thieves' Town, Ice Palace, Misery Mire, Turtle Rock, and Ganon's Tower.",
"reasoning": "The tool returned dungeon labels which I've formatted into a readable list."
}
```
## Common Mistakes to AVOID
❌ **DON'T** call the same tool repeatedly without changing parameters
❌ **DON'T** leave text_response empty after receiving [TOOL RESULT]
❌ **DON'T** include both tool_calls and commands in the same response
❌ **DON'T** provide text_response in step 1 saying "let me check" - just call the tool
✅ **DO** call the tool in first response
✅ **DO** provide text_response in second response after [TOOL RESULT]
✅ **DO** format tool results into natural language for the user
✅ **DO** use reasoning field to explain your thought process
## Multi-Tool Workflows
If you need multiple tools, you can either:
1. Call them all at once in the same response
2. Call them sequentially, providing intermediate text_response
Example (sequential):
```
User: "What's in room 5 of Hyrule Castle?"
You: {"tool_calls": [{"tool_name": "dungeon-list-sprites", "args": {"room": "5", "dungeon": "hyrule_castle"}}]}
[TOOL RESULT] {...}
You: {"text_response": "Room 5 contains 2 soldiers at positions (5,3) and (10,3)."}
```
## Remember
The user is waiting for a final answer. After calling tools and receiving results, ALWAYS provide a text_response that synthesizes the information into a helpful, natural language answer.

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; ==============================================================================
; SNES Hardware Registers
; ==============================================================================
; Shorthand legend:
; Addr = Address
; APU = Audio Processing Unit
; BG = BackGround
; CGRAM = Color Generator RAM
; Des = Designation
; H = Horizontal
; HDMA = Horizontal Direct Memory Access
; HV = H/V or Horizontal/Vertical
; Init = Initial
; IO = I/O or Input/Output
; IRQ = Interupt ReQuest
; NMI = Non-Maskable Interupt
; Num = Number
; MULT = Multiply/Multiplication
; OAM = Object Attribute Memory
; OBJ = Object
; Pos = Position
; PPU = Picture Processing Unit
; V = Vertical
; Val = Value
; VRAM = Video RAM
; Names taken from:
; https://en.wikibooks.org/wiki/Super_NES_Programming/SNES_Hardware_Registers
; Further details on each register can be found here:
; https://github.com/gilligan/snesdev/blob/master/docs/snes_registers.txt
; https://www.youtube.com/watch?v=-4OOuRvTXrM&t=167s
org $7E2100 ; Remove for asar 2.0.
struct SNES $7E2100
{
.ScreenDisplay: skip $01 ; $2100
.OAMSizeAndDataDes: skip $01 ; $2101
.OAMAccessAddr: skip $02 ; $2102
.OMADataWrite: skip $01 ; $2104
.BGModeAndTileSize: skip $01 ; $2105
.MosaicAndBGEnable: skip $01 ; $2106
.BG1AddrAndSize: skip $01 ; $2107
.BG2AddrAndSize: skip $01 ; $2108
.BG3AddrAndSize: skip $01 ; $2109
.BG4AddrAndSize: skip $01 ; $210A
.BG1And2TileDataDes: skip $01 ; $210B
.BG3And4TileDataDes: skip $01 ; $210C
.BG1HScrollOffset: skip $01 ; $210D
.BG1VScrollOffset: skip $01 ; $210E
.BG2HScrollOffset: skip $01 ; $210F
.BG2VScrollOffset: skip $01 ; $2110
.BG3HScrollOffset: skip $01 ; $2111
.BG3VScrollOffset: skip $01 ; $2112
.BG4HScrollOffset: skip $01 ; $2113
.BG4VScrollOffset: skip $01 ; $2114
.VRAMAddrIncrementVal: skip $01 ; $2115
.VRAMAddrReadWriteLow: skip $01 ; $2116
.VRAMAddrReadWriteHigh: skip $01 ; $2117
.VRAMDataWriteLow: skip $01 ; $2118
.VRAMDataWriteHigh: skip $01 ; $2119
.Mode7Init skip $01 ; $211A
.Mode7MatrixA skip $01 ; $211B
.Mode7MatrixB skip $01 ; $211C
.Mode7MatrixC skip $01 ; $211D
.Mode7MatrixD skip $01 ; $211E
.Mode7CenterPosX skip $01 ; $211F
.Mode7CenterPosY skip $01 ; $2120
.CGRAMWriteAddr skip $01 ; $2121
.CGRAMWriteData skip $01 ; $2122
.BG1And2WindowMask skip $01 ; $2123
.BG3And4WindowMask skip $01 ; $2124
.OBJAndColorWindow skip $01 ; $2125
.Window1LeftPosDes skip $01 ; $2126
.Window1RightPosDes skip $01 ; $2127
.Window2LeftPosDes skip $01 ; $2128
.Window2RightPosDes skip $01 ; $2129
.BG123And4WindowLogic skip $01 ; $212A
.ColorAndOBJWindowLogic skip $01 ; $212B
.BGAndOBJEnableMainScreen skip $01 ; $212C
.BGAndOBJEnableSubScreen skip $01 ; $212D
.WindowMaskDesMainScreen skip $01 ; $212E
.WindowMaskDesSubScreen skip $01 ; $212F
.InitColorAddition skip $01 ; $2130
.AddSubtractSelectAndEnable skip $01 ; $2131
.FixedColorData skip $01 ; $2132
.ScreenInit skip $01 ; $2133
.MultResultLow skip $01 ; $2134
.MultResultMid skip $01 ; $2135
.MultResultHigh skip $01 ; $2136
.HVCounterSoftwareLatch skip $01 ; $2137
.OAMReadDataLowHigh skip $01 ; $2138
.VRAMReadDataLow skip $01 ; $2139
.VRAMReadDataHigh skip $01 ; $213A
.CGRAMReadDataLowHigh skip $01 ; $213B
.HCounterData skip $01 ; $213C
.VCounterData skip $01 ; $213D
.PPUStatusFlag1 skip $01 ; $213E
.PPUStatusFlag2 skip $01 ; $213F
.APUIOPort0 skip $01 ; $2140
.APUIOPort1 skip $01 ; $2141
.APUIOPort2 skip $01 ; $2142
.APUIOPort3 skip $01 ; $2143
base $2180
.IndirectWorkRAMPort: skip $01 ; $2180
.IndirectWorkRAMAddrLow: skip $01 ; $2181
.IndirectWorkRAMAddrMid: skip $01 ; $2182
.IndirectWorkRAMAddrHigh: skip $01 ; $2183
base $4200
.NMIVHCountJoypadEnable: skip $01 ; $4200
.ProgrammableIOPortOut: skip $01 ; $4201
.MultiplicandA: skip $01 ; $4202
.MultiplierB: skip $01 ; $4203
.DividendLow: skip $01 ; $4204
.DividendHigh: skip $01 ; $4205
.DivisorB: skip $01 ; $4206
.HCountTimer: skip $01 ; $4207
.HCountTimerHigh: skip $01 ; $4208
.VCountTImer: skip $01 ; $4209
.VCountTimerHigh: skip $01 ; $420A
.DMAChannelEnable: skip $01 ; $420B
.HDMAChannelEnable: skip $01 ; $420C
.CycleSpeedDes: skip $01 ; $420D
base $4210
.NMIFlagAndCPUVersionNum: skip $01 ; $4210
.IRQFlagByHVCountTimer: skip $01 ; $4211
.HVBlankFlagsAndJoyStatus: skip $01 ; $4212
.ProgrammableIOPortIn: skip $01 ; $4213
.DivideResultQuotientLow: skip $01 ; $4214
.DivideResultQuotientHigh: skip $01 ; $4215
.RemainderResultLow: skip $01 ; $4216
.RemainderResultHigh: skip $01 ; $4217
.JoyPad1DataLow: skip $01 ; $4218
.JoyPad1DataHigh: skip $01 ; $4219
.JoyPad2DataLow: skip $01 ; $421A
.JoyPad2DataHigh: skip $01 ; $421B
.JoyPad3DataLow: skip $01 ; $421C
.JoyPad3DataHigh: skip $01 ; $421D
.JoyPad4DataLow: skip $01 ; $421E
.JoyPad4DataHigh: skip $01 ; $421F
}
endstruct
struct DMA $7E4300
{
; Channel 0
.0_TransferParameters: skip $01 ; $4300
.0_DestinationAddr: skip $01 ; $4301
.0_SourceAddrOffsetLow: skip $01 ; $4302
.0_SourceAddrOffsetHigh: skip $01 ; $4303
.0_SourceAddrBank: skip $01 ; $4304
.0_TransferSizeLow: skip $01 ; $4305
.0_TransferSizeHigh: skip $01 ; $4306
.0_DataBank: skip $01 ; $4307
.0_TableAddrLow: skip $01 ; $4308
.0_TableAddrHigh: skip $01 ; $4309
.0_TransferLineNum: skip $01 ; $430A
base $4310 ; Channel 1
.1_TransferParameters: skip $01 ; $4310
.1_DestinationAddr: skip $01 ; $4311
.1_SourceAddrOffsetLow: skip $01 ; $4312
.1_SourceAddrOffsetHigh: skip $01 ; $4313
.1_SourceAddrBank: skip $01 ; $4314
.1_TransferSizeLow: skip $01 ; $4315
.1_TransferSizeHigh: skip $01 ; $4316
.1_DataBank: skip $01 ; $4317
.1_TableAddrLow: skip $01 ; $4318
.1_TableAddrHigh: skip $01 ; $4319
.1_TransferLineNum: skip $01 ; $431A
base $4320 ; Channel 2
.2_TransferParameters: skip $01 ; $4320
.2_DestinationAddr: skip $01 ; $4321
.2_SourceAddrOffsetLow: skip $01 ; $4322
.2_SourceAddrOffsetHigh: skip $01 ; $4323
.2_SourceAddrBank: skip $01 ; $4324
.2_TransferSizeLow: skip $01 ; $4325
.2_TransferSizeHigh: skip $01 ; $4326
.2_DataBank: skip $01 ; $4327
.2_TableAddrLow: skip $01 ; $4328
.2_TableAddrHigh: skip $01 ; $4329
.2_TransferLineNum: skip $01 ; $432A
base $4330 ; Channel 3
.3_TransferParameters: skip $01 ; $4330
.3_DestinationAddr: skip $01 ; $4331
.3_SourceAddrOffsetLow: skip $01 ; $4332
.3_SourceAddrOffsetHigh: skip $01 ; $4333
.3_SourceAddrBank: skip $01 ; $4334
.3_TransferSizeLow: skip $01 ; $4335
.3_TransferSizeHigh: skip $01 ; $4336
.3_DataBank: skip $01 ; $4337
.3_TableAddrLow: skip $01 ; $4338
.3_TableAddrHigh: skip $01 ; $4339
.3_TransferLineNum: skip $01 ; $433A
base $4340 ; Channel 4
.4_TransferParameters: skip $01 ; $4340
.4_DestinationAddr: skip $01 ; $4341
.4_SourceAddrOffsetLow: skip $01 ; $4342
.4_SourceAddrOffsetHigh: skip $01 ; $4343
.4_SourceAddrBank: skip $01 ; $4344
.4_TransferSizeLow: skip $01 ; $4345
.4_TransferSizeHigh: skip $01 ; $4346
.4_DataBank: skip $01 ; $4347
.4_TableAddrLow: skip $01 ; $4348
.4_TableAddrHigh: skip $01 ; $4349
.4_TransferLineNum: skip $01 ; $434A
base $4350 ; Channel 5
.5_TransferParameters: skip $01 ; $4350
.5_DestinationAddr: skip $01 ; $4351
.5_SourceAddrOffsetLow: skip $01 ; $4352
.5_SourceAddrOffsetHigh: skip $01 ; $4353
.5_SourceAddrBank: skip $01 ; $4354
.5_TransferSizeLow: skip $01 ; $4355
.5_TransferSizeHigh: skip $01 ; $4356
.5_DataBank: skip $01 ; $4357
.5_TableAddrLow: skip $01 ; $4358
.5_TableAddrHigh: skip $01 ; $4359
.5_TransferLineNum: skip $01 ; $435A
base $4360 ; Channel 6
.6_TransferParameters: skip $01 ; $4360
.6_DestinationAddr: skip $01 ; $4361
.6_SourceAddrOffsetLow: skip $01 ; $4362
.6_SourceAddrOffsetHigh: skip $01 ; $4363
.6_SourceAddrBank: skip $01 ; $4364
.6_TransferSizeLow: skip $01 ; $4365
.6_TransferSizeHigh: skip $01 ; $4366
.6_DataBank: skip $01 ; $4367
.6_TableAddrLow: skip $01 ; $4368
.6_TableAddrHigh: skip $01 ; $4369
.6_TransferLineNum: skip $01 ; $436A
base $4370 ; Channel 7
.7_TransferParameters: skip $01 ; $4370
.7_DestinationAddr: skip $01 ; $4371
.7_SourceAddrOffsetLow: skip $01 ; $4372
.7_SourceAddrOffsetHigh: skip $01 ; $4373
.7_SourceAddrBank: skip $01 ; $4374
.7_TransferSizeLow: skip $01 ; $4375
.7_TransferSizeHigh: skip $01 ; $4376
.7_DataBank: skip $01 ; $4377
.7_TableAddrLow: skip $01 ; $4378
.7_TableAddrHigh: skip $01 ; $4379
.7_TransferLineNum: skip $01 ; $437A
}
endstruct
; ==============================================================================

File diff suppressed because it is too large Load Diff

View File

@@ -5,7 +5,7 @@
namespace yaze namespace yaze
{ {
!YAZE_CUSTOM_MOSAIC = 1 !YAZE_CUSTOM_MOSAIC = 0
if !YAZE_CUSTOM_MOSAIC != 0 if !YAZE_CUSTOM_MOSAIC != 0
@@ -15,7 +15,7 @@ endif
!ZS_CUSTOM_OVERWORLD = 1 !ZS_CUSTOM_OVERWORLD = 1
if !ZS_CUSTOM_OVERWORLD != 0 if !ZS_CUSTOM_OVERWORLD != 0
incsrc "ZSCustomOverworld.asm" incsrc "ZSCustomOverworld_v3.asm"
endif endif
} }

View File

@@ -1,25 +0,0 @@
BeginTabBar title="##OwEditorTabBar" {
BeginTabItem title="Map Editor" {
Function id="owToolset",
Table id="##owEditTable" count="2" flags="Resizable|Reorderable|Hideable|BordersOuter|BordersV" {
TableSetupColumn title="Canvas" flags="WidthStretch",
TableSetupColumn title="Tile Selector" flags="WidthFixed" width="256",
TableHeadersRow
TableNextRow,
TableNextColumn,
Function id="OverworldCanvas",
TableNextColumn,
Function id="OverworldTileSelector",
}
}
BeginTabItem title="Tile16 Editor" {
Function id="OwTile16Editor"
}
BeginTabItem title "Graphics Group Editor" {
Function id="OwGfxGroupEditor"
}
BeginTabItem title="Usage Statistics" {
Function id="OwUsageStats"
}
}

View File

@@ -0,0 +1,12 @@
;#ENABLED=False
;#PATCH_NAME=File fairy skin color fix
;#PATCH_AUTHOR=kan
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Fixes the file select fairy's skin color
;#ENDPATCH_DESCRIPTION
pushpc
org $1BF02A
db $10
pullpc

View File

@@ -0,0 +1,69 @@
;#ENABLED=True
;#PATCH_NAME=Misc Small Patches
;#PATCH_AUTHOR=Zarby89
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Lots of small patches to do various things
;No Zelda Telepathy is removing the timed message that tell you to rescue her every minute
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=Titlescreen forever (no intro)
;#type=bool
!TitleScreenForever = $00
;#name=Skip Ending (before credits)
;#type=bool
!SkipEnding = $00
;#name=Prevent S+Q to Dark World
;#type=bool
!NoDwSpan = $00
;#name=Disable Dungeon Map
;#type=bool
!NoDungeonMap = $00
;#name=Disable Oveworld Map
;#type=bool
!NoOWnMap = $00
;#name=No Zelda Telepathy
;#type=bool
!NoZeldaFollower = $00
;#DEFINE_END
if !TitleScreenForever = 1
org $0CC2E3
db $80
endif
if !SkipEnding = 1
org $0E9889
LDA #$20 : STA $11
RTS
endif
if !NoDwSpan = 1
org $028192
LDA #$00 : STA $7EF3CA ; Clear the DW address so game doesn't think we are in DW
JML $0281BD ; To the lightworld !
endif
if !NoDungeonMap = 1
org $0288FD ; Replace a BEQ by a BRA (dungeon map removed)
db $80
endif
if !NoOWnMap = 1
org $02A55E ; Replace a BEQ by a BRA (overworld map removed)
db $80
endif
if !NoZeldaFollower = 1
org $05DEF8
LDA.b #$00
endif

View File

@@ -0,0 +1,12 @@
;#ENABLED=True
;#PATCH_NAME=No sword beams
;#PATCH_AUTHOR=kan
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Disables sword beams
;#ENDPATCH_DESCRIPTION
pushpc
org $079C70
JMP.w $079CA0
pullpc

View File

@@ -0,0 +1,11 @@
;#ENABLED=True
;#PATCH_NAME=No grass cutting
;#PATCH_AUTHOR=kan
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Grass no longer gets cut by the sword
;#ENDPATCH_DESCRIPTION
pushpc
org $1BBE26
BRA + : NOP #3 : +
pullpc

View File

@@ -0,0 +1,80 @@
;#ENABLED=True
;#PATCH_NAME=AST Boots
;#PATCH_AUTHOR=Conn, Zarby89
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Copies the boots mechanics from Ancient Stone Tablets.
;DPad changes boots directions, and transitions can be
;optionally prevented from halting the dash
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=Keep running after transition
;#type=bool
!KeepRunningTransition = $00
;#DEFINE_END
pushpc
org $87911D
JML AstBoots
if !KeepRunningTransition != 00
org $828B13
db $80
endif
pullpc
AstBoots:
BIT.b $F2
BPL .continue
LDA.b $F0
AND.b #$0F
BNE .pressing_direction
JML $879138
.pressing_direction
CMP.b #$0A ; up left
BEQ +
CMP.b #$05 ; down right
BEQ +
CMP.b #$09 ; down left
BEQ +
CMP.b #$06 ; up right
BNE ++
+ AND.b #$0C
++ CMP.b $26
BNE +
JML $879138
+ STA.b $26
STA.b $67
STA.w $0340
JSL $87E6A6
JML $879138
.continue
LDA.b #$12
STA.b $5D
LDA.b $3A
AND.b #$7F
STA.b $3A
STZ.b $3C
STZ.b $3D
LDA.b #$11
STA.w $0374
JML $87915E

View File

@@ -0,0 +1,44 @@
;#ENABLED=True
;#PATCH_NAME=Big Bomb requirement
;#PATCH_AUTHOR=Zarby89,kan
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Modify the crystal and dwarf requirements for the big bomb
;If SmithRequirement is set to 20, you will need to save the Smith first
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=Crystals Required
;#type=bitfield
;#bit0=Crystal 6
;#bit1=Crystal 1
;#bit2=Crystal 5
;#bit3=Crystal 7
;#bit4=Crystal 2
;#bit5=Crystal 4
;#bit6=Crystal 3
!CrystalRequirement =$02
;#name=Required smith saved?
;#type=bool
;#uncheckedvalue=$00
;#checkedvalue=$20
!SmithRequirement =$00
;#DEFINE_END
pushpc
org $1EE16A
LDA.l $7EF37A : AND.b #!CrystalRequirement : CMP.b #!CrystalRequirement
skip 2
LDA.l $7EF3C9 : AND.b #!SmithRequirement
pullpc

View File

@@ -0,0 +1,41 @@
;#ENABLED=True
;#PATCH_NAME=Hole Overlay Fix
;#PATCH_AUTHOR=kan
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Allow the floor collision of the hole overlay to work on every floor types
;#ENDPATCH_DESCRIPTION
pushpc
org $01B83E : JSL FigureOutFloor1
; change comparisons to our dynamic values
org $01FE6C : CMP.w $0318
org $01FE71 : CMP.w $031A
pullpc
;===================================================================================================
; Find floor 1 index and save its tiles
FigureOutFloor1:
REP #$30
LDX.w $046A ; read floor 1 index
; this reuses some memory related to conveyors
; the memory is very temporary so it should be safe
; databank is 0, so we can use abs,X
LDA.w $009B52+0,X ; find top tile
AND.w #$03FE ; isolate tile name
STA.w $0318 ; save tile
LDA.w $009B52+8,X ; find bottom tile
AND.w #$03FE ; isolate tile name
STA.w $031A ; save tile
LDA.b $BA ; vanilla code and return
RTL

View File

@@ -0,0 +1,13 @@
;#ENABLED=true
;#PATCH_NAME=Intro skip
;#PATCH_AUTHOR=kan
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Skip the intro sooner
;#ENDPATCH_DESCRIPTION
pushpc
org $0CC123
db 4
pullpc

View File

@@ -0,0 +1,39 @@
;#ENABLED=True
;#PATCH_NAME=1.0 Glitches
;#PATCH_AUTHOR=kan
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Restore the JP 1.0 glitches
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=Mirror block erase
;#type=bool
!MirrorEraseBlock = $00
;#name=Spin speed and Item dash
;#type=bool
!SpinSpeedItemDash = $00
;#name=Fake flippers
;#type=bool
!FakeFlippers = $00
;#DEFINE_END
pushpc
if !MirrorEraseBlock == 1
org $07A969
JMP.w $07A970
endif
if !SpinSpeedItemDash == 1
org $0781C0
BRA + : NOP #4 : +
endif
if !FakeFlippers == 1
org $079665
JMP.w $07966C
endif
pullpc

View File

@@ -0,0 +1,39 @@
;#ENABLED=True
;#PATCH_NAME=Link Bed Starting Position
;#PATCH_AUTHOR=Zarby89, Jared_Brian_, kan
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Changes where Link spawns during the opening bed cutscene
;Positions can be found by temporarily moving the Link's house entrance to
;the desired location
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=Link Y Position
;#type=word
!LinkYPosition = $2182
;#name=Link Y Position
;#type=word
!LinkXPosition = $095B
;#DEFINE_END
; Link sleep position changes
org $079A31
LDA.w #!LinkYPosition : STA.b $20 ; Y link position in bed
LDA.w #!LinkXPosition : STA.b $22 ; X link position in bed
org $05DE52 ; These values should be the same as the ones above
LDA.b #!LinkXPosition : STA.w $0FC2 ; X link position in bed
LDA.b #!LinkXPosition>>8 : STA.w $0FC3 ; X link position in bed
LDA.b #!LinkYPosition : STA.w $0FC4 ; Y link position in bed
LDA.b #!LinkYPosition>>8 : STA.w $0FC5 ; Y link position in bed
org $0980B7
LDA.w #(!LinkYPosition+8) : STA.b $00 ; Y link sheet in bed
LDA.w #(!LinkXPosition-8) : STA.b $02 ; X link sheet in bed
org $05DE8C
LDA.b #(!LinkYPosition-3) : STA.b $20 ; Y link position in bed when awoken
LDA.b #(!LinkYPosition-3)>>8 : STA.b $21 ; Y link position in bed when awoken

View File

@@ -0,0 +1,28 @@
;#ENABLED=True
;#PATCH_NAME=No Hardcoded Rocks
;#PATCH_AUTHOR=Jared_Brian_
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Removes the 2 hardcoded rocks that get placed in area 33 and 2F.
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=Remove rock in area 33.
;#type=bool
!RemoveRock1 = $01
;#name=Remove rock in area 2F.
;#type=bool
!RemoveRock2 = $01
;#DEFINE_END
pushpc
if !RemoveRock1 == 1
org $02EF33
NOP #4
endif
if !RemoveRock2 == 1
org $02EF3C
NOP #4
endif
pullpc

View File

@@ -0,0 +1,51 @@
;#ENABLED=True
;#PATCH_NAME=Rainstate Skip
;#PATCH_AUTHOR=Zarby89
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Skips over gamestates 0 and 1 (rain) straight to 2 (Zelda rescued)
;Setting BedIntro to 00 will keep the opening bed sequence
;#ENDPATCH_DESCRIPTION
lorom
;#DEFINE_START
;#name=Remove bed intro
;#type=bool
!BedIntro = $00
;#DEFINE_END
if !BedIntro == 00
pushpc
org $828356
JSL NewIntroRain
pullpc
NewIntroRain:
LDA.l $7EF3C5 : BNE +
LDA.b #$02 : STA.l $7EF3C5 ; Set Game mode on 2
PHX
JSL $80FC62 ; Sprite_LoadGfxProperties.justLightWorld
PLX
LDA.b #$00 ; will take care of the bed intro wether we are in game rainstate or not
+ RTL
else
pushpc
org $0CD8F6
JSL NewIntroRain
pullpc
NewIntroRain:
PHA
LDA.w #$1002
STA.l $7003C5, X
PLA
STA.l $7003D9, X
RTL
endif

View File

@@ -0,0 +1,30 @@
;#ENABLED=True
;#PATCH_NAME=Torch Tags
;#PATCH_AUTHOR=Jared_Brian_
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Changes the number of torches required to open doors and chests when using the "Light_Torches_to_Open" and "Light_Torches_to_get_Chest" tags.
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=torches required to make a chest appear.
;#type=word
;#range=$01,$08
!ChestTorches =$01
;#name=torches required to open a door.
;#type=word
;#range=$01,$08
!DoorTorches =$08
;#DEFINE_END
pushpc
; Changes the amount of torches required to make a chest appear.
org $01C8CA
dw !ChestTorches
; Changes the amount of torches required to open a door.
org $01C645
dw !DoorTorches
pullpc

View File

@@ -0,0 +1,153 @@
;#ENABLED=True
;=========================
;TODO FINISH ADDING DEFINES
;INCOMPLETE PATCH
;==========================
;#PATCH_NAME=Weathervane Position
;#PATCH_AUTHOR=Jared_Brian_
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Modify the position of where you need to use the flute to destroy weathervane and spawn bird
;#ENDPATCH_DESCRIPTION
!AREAID = $34
; Weather vane explosion changes:
; Let the flute work in special areas.
org $07A40A
NOP : NOP
org $07A418
JML NewVaneCheck
org $07A441
VanePassed:
org $07A44F
VaneFailed:
org $07A453
SpawnBird:
; Disable the area check for the weather vane sprite.
org $06C2EB
LDA $8A : CMP.b #!AREAID : BNE .outside_village
; Check if we have the flute activated already:
LDA $7EF34C : CMP.b #$03 : BNE .player_lacks_bird_enabled_flute
STZ $0DD0, X
.player_lacks_bird_enabled_flute
RTS
.outside_village
; What to do in an area outside of the village:
LDA $7EF34C : AND.b #$02 : BEQ .player_lacks_flute_completely
STZ $0DD0, X ; Suicide.
.player_lacks_flute_completely
RTS
warnpc $06C309
; Tile 1
org $1BC226
dw $06CA
; Tile 2
org $1BC232
dw $06CE
; Tile 3
org $1BC243
dw #$074C
; Bird coords
org $098DC1
LDA.w #$08C8 : STA $00
LDA.w #$0460 : STA $02
; Vane Debris coords
org $098CED
.y_coords
db $F4, $E7, $E4, $E6, $E4, $EC, $E4, $E4, $EC, $E5, $F4, $E4
.x_coords
db $7C, $5E, $6C, $60, $62, $64, $7C, $60, $64, $62, $60, $6C
; Debris Y high byte
org $098D65
db $08
; Debris X high byte
org $098D72
db $04
pullpc ; Continue extended space.
NewVaneCheck:
{
REP #$20
; Check if its the master sword area.
LDA $8A : CMP.w #!AREAID : BNE .not_weathervane_trigger2
LDA $20
CMP.w #$0068 : BCC .not_weathervane_trigger1
CMP.w #$00A0 : BCS .not_weathervane_trigger1
LDA $22
CMP.w #$0040 : BCC .not_weathervane_trigger1
CMP.w #$00A0 : BCS .not_weathervane_trigger1
SEP #$20
; Cancel other sounds
STZ $012E
STZ $012F
; Stop player input
INC InCutScene
; Trigger Zelda
INC $0642
JML VaneFailed
.not_weathervane_trigger2
SEP #$20
; Check if we already have the bird.
LDA $7EF34C : CMP.b #$02 : BNE .travel_bird_not_already_released
REP #$20
; Check the area for #$22.
LDA $8A : CMP.w #$0022 : BNE .not_weathervane_trigger1
LDA $20
CMP.w #$0900 : BCC .not_weathervane_trigger1
CMP.w #$0920 : BCS .not_weathervane_trigger1
LDA $22
CMP.w #$0450 : BCC .not_weathervane_trigger1
CMP.w #$0470 : BCS .not_weathervane_trigger1
SEP #$20
LDA $7EF2A2 : ORA.b #$20 : STA $7EF2A2
REP #$20
STZ FluteIndex
JML VanePassed
.not_weathervane_trigger1
JML VaneFailed
.travel_bird_not_already_released
JML SpawnBird
}
pushpc ; Pause expanded space.
; ==============================================================================

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@@ -0,0 +1,22 @@
;#ENABLED=True
;#PATCH_NAME=Lost Woods Exit Music
;#PATCH_AUTHOR=Jared_Brian_
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Changes the room that plays the lost woods theme when exiting. Note: This only works for the first byte, so if you want to play music when leaving room 13, this will also cause room 113 to play the music. In vanilla this is used for room E1 Cave (Lost Woods HP).
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=The room number.
;#type=byte
!MusicRoomNumber = $E1
;#DEFINE_END
pushpc
org $02844F
db !MusicRoomNumber
pullpc

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@@ -0,0 +1,29 @@
;#ENABLED=True
;#PATCH_NAME=Bottle Vendor
;#PATCH_AUTHOR=Zarby89
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Modify the item and price of sold by the Kakariko bottle vendor
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=Item Price
;#type=word
;#decimal=true
!ItemPrice = 100
;#name=Item ID
;#type=item
!ItemID = $16
;#DEFINE_END
pushpc
org $05EAF9
dw !BottlePrice
org $05EB34
dw !BottlePrice
org $05EB18
db !ItemID
pullpc

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@@ -0,0 +1,153 @@
;#ENABLED=false
;#PATCH_NAME=Overworld Tail Map Expansion
;#PATCH_AUTHOR=yaze
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Expands the overworld pointer tables from 160 to 192 entries,
;enabling support for Special World tail maps (0xA0-0xBF).
;
;IMPORTANT: This patch MUST be applied AFTER ZSCustomOverworld v3.
;If applied manually via Asar:
; 1. First apply ZSCustomOverworld v3 patch to your ROM
; 2. Then apply this patch: asar TailMapExpansion.asm your_rom.sfc
;
;If applied via yaze CLI:
; z3ed overworld-doctor --rom=your_rom.sfc --apply-tail-expansion
;
;Technical details:
; - Relocates Map32 pointer tables from $02:F94D to $28:A400
; - Adds 32 blank entries for maps 0xA0-0xBF pointing to $30:8000
; - Patches 8 code locations in bank $02 to use new table addresses
; - Writes detection marker 0xEA at $28:A3FF
;#ENDPATCH_DESCRIPTION
lorom
;==============================================================================
; Constants
;==============================================================================
!OldHighTable = $02F94D ; Vanilla high pointer table (160 entries)
!OldLowTable = $02FB2D ; Vanilla low pointer table (160 entries)
!NewHighTable = $28A400 ; New high pointer table (192 entries)
!NewLowTable = $28A640 ; New low pointer table (192 entries)
!BlankMapHigh = $308000 ; Blank map data for tail maps (high bytes)
!BlankMapLow = $309000 ; Blank map data for tail maps (low bytes)
!MarkerAddr = $28A3FF ; Detection marker location
!MarkerValue = $EA ; Detection marker value (NOP opcode = "expanded")
;==============================================================================
; PC address macros (for read3 function)
;==============================================================================
; LoROM: PC = (bank * $8000) + (addr - $8000)
; $02F94D -> PC = (2 * $8000) + ($F94D - $8000) = $10000 + $794D = $1794D
!OldHighTablePC = $01794D
!OldLowTablePC = $017B2D
;==============================================================================
; Detection marker - allows yaze to detect expanded tables
;==============================================================================
org !MarkerAddr
db !MarkerValue
;==============================================================================
; Blank map data for tail maps (0xA0-0xBF)
; Located in safe free space at bank $30
;==============================================================================
org !BlankMapHigh ; PC $180000
BlankMap32High:
fillbyte $00
fill 188 ; 0xBC bytes - compressed blank map32 high data
org !BlankMapLow ; PC $181000
BlankMap32Low:
fillbyte $00
fill 4 ; 0x04 bytes - compressed blank map32 low data
;==============================================================================
; New expanded High pointer table (192 entries x 3 bytes = 576 bytes)
; Copies existing 160 entries, adds 32 blank entries for tail maps
;==============================================================================
org !NewHighTable ; PC $142400
ExpandedMap32HPointers:
; Copy 160 vanilla entries (preserves any ZSCustomOverworld modifications)
; Using Asar's read1() to copy bytes from current ROM state
!n = 0
while !n < 160
db read1(!OldHighTablePC+(!n*3)+0)
db read1(!OldHighTablePC+(!n*3)+1)
db read1(!OldHighTablePC+(!n*3)+2)
!n #= !n+1
endwhile
; Add 32 blank entries for tail maps (0xA0-0xBF)
; Each entry is a 24-bit pointer to BlankMap32High ($30:8000)
!n = 0
while !n < 32
dl BlankMap32High
!n #= !n+1
endwhile
;==============================================================================
; New expanded Low pointer table (192 entries x 3 bytes = 576 bytes)
;==============================================================================
org !NewLowTable ; PC $142640
ExpandedMap32LPointers:
; Copy 160 vanilla entries (preserves any ZSCustomOverworld modifications)
!n = 0
while !n < 160
db read1(!OldLowTablePC+(!n*3)+0)
db read1(!OldLowTablePC+(!n*3)+1)
db read1(!OldLowTablePC+(!n*3)+2)
!n #= !n+1
endwhile
; Add 32 blank entries for tail maps (0xA0-0xBF)
!n = 0
while !n < 32
dl BlankMap32Low
!n #= !n+1
endwhile
;==============================================================================
; Patch game code to use new pointer tables
; Each LDA.l instruction is 4 bytes: AF xx xx xx (opcode + 24-bit address)
; We patch the 3 address bytes to point to the new tables
;==============================================================================
; Function 1: Overworld_DecompressAndDrawOneQuadrant
; Original at PC $1F59D: LDA.l $02F94D,X -> LDA.l $28A400,X
org $02F59E ; Address bytes of instruction at $02F59D
dl ExpandedMap32HPointers ; New high table address
org $02F5A4 ; Address bytes for +1 offset access
dl ExpandedMap32HPointers+1
; Original at PC $1F5C8: LDA.l $02FB2D,X -> LDA.l $28A640,X
org $02F5C9 ; Address bytes of instruction at $02F5C8
dl ExpandedMap32LPointers ; New low table address
org $02F5CF ; Address bytes for +1 offset access
dl ExpandedMap32LPointers+1
; Function 2: Secondary quadrant loader (parallel decompression path)
org $02F7E4
dl ExpandedMap32HPointers
org $02F7EA
dl ExpandedMap32HPointers+1
org $02F80F
dl ExpandedMap32LPointers
org $02F815
dl ExpandedMap32LPointers+1
;==============================================================================
; End of patch
;==============================================================================
print "Tail Map Expansion patch applied successfully."
print "- New High Table: $28:A400 (192 entries)"
print "- New Low Table: $28:A640 (192 entries)"
print "- Blank Map Data: $30:8000, $30:9000"
print "- Detection Marker: $28:A3FF = $EA"

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@@ -0,0 +1,19 @@
;#ENABLED=True
;#PATCH_NAME=Crystal Switch Conveyor
;#PATCH_AUTHOR=Zarby89
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Causes crystal switches to be moved by conveyors
;#ENDPATCH_DESCRIPTION
lorom
pushpc
org $06B8D0
JSL ConveyorSwitch
NOP
pullpc
ConveyorSwitch:
JSL $06E496 ; Sprite_CheckTileCollisionLong
LDA.w $0F50, X : AND.b #$F1
RTL

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@@ -0,0 +1,95 @@
;#ENABLED=True
;#PATCH_NAME=Elemental Trinexx
;#PATCH_AUTHOR=Jared_Brian_
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Changes Trinexx's side heads to be both ice heads, both fire heads, or swapped.
;The heads will shoot the corrisponding beams and will also appear the correct color.
;The main head will appear the elemental color if you set that option but otherwise will be the default palette.
;You will still need to set the side heads to take damage from the appropriate elemental rod with the advanced damage editor.
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=Changes the arrangement of side heads.
;#type=choice
;#choice0=Inverted Heads
;#choice1=Ice Heads Only
;#choice2=Fire Heads Only
!ElementType = $00
;#name=Changes the main head palette.
;#type=choice
;#choice0=Default Palette
;#choice1=Ice Palette
;#choice2=Fire Palette
!MainHeadPalette = $00
;#DEFINE_END
pushpc
if !ElementType == 0
; Change the palettes of the side heads to the inverted palette.
org $0DB425
db $0D, $0B
; Swap which head shows the apropriate particales when charging up.
org $1DBAD9
db $F0 ; Replace a BNE with a BEQ.
; Swap which head shoots what beam.
org $1DBAE8
LDA $0E20, X : CMP.b #$CC
; Another beam related thing.
org $1DBAF8
LDA.b #$CC
elseif !ElementType == 1
; Change the palettes of the side heads to the ice palette.
org $0DB425
db $0D, $0D
; Make the fire head show ice spakles when charging up.
org $1DBAD9
db $80 ; Replace a BNE with a BRA.
; Make the fire head shoot ice instead of fire.
org $1DBAE8
LDA.b #$CD : NOP #5
elseif !ElementType == 2
; Change the palettes of the side heads to the fire palette.
org $0DB425
db $0B, $0B
; Make the ice head show flames when charging up.
org $1DBAD9
NOP : NOP ; Remove the BNE and never branch.
; Make the ice head shoot fire instead of ice.
org $1DBAE8
LDA.b #$CC : NOP : NOP : NOP
db $80 ; Replace a BNE with a BRA.
endif
if !MainHeadPalette == 1
; Change the palette of all the main head to the ice.
org $0DB424
db $4D
; Change the snake trinexx palette to ice.
org $1DB033
db $0D
elseif !MainHeadPalette == 2
; Change the palette of all the main head to the fire.
org $0DB424
db $4B
; Change the snake trinexx palette to fire.
org $1DB033
db $0B
endif
pullpc

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@@ -0,0 +1,43 @@
;#PATCH_NAME=Eye Lasers Active
;#PATCH_AUTHOR=Jared_Brian_
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Changes the wall eye lasers to always be active or always inactive reguardless of what X position they are placed on.
;Normally in vanilla every other X position is set to be inactive unless link is looking directly at them.
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=Active?
;#type=bool
!EyeActive = $00
;#DEFINE_END
pushpc
if !EyeActive == $00
; Make it so the eye lazers are always inactive reguardless of what X position they are placed on.
org $1EA50B
; Replaced code:
; LDA $0D10, X : AND.b #$10 : EOR.b #$10 : STA !requires_facing, X
NOP #5 : LDA.b #$00 : STA $0EB0, X
org $1EA52C
; Replace code:
; LDA $0D00, X : AND.b #$10 : STA !requires_facing, X
NOP #3 : LDA.b #$00 : STA $0EB0, X
elseif !EyeActive == $01
; Make it so the eye lazers are always active reguardless of what X position they are placed on.
org $1EA50B
; Replaced code:
; LDA $0D10, X : AND.b #$10 : EOR.b #$10 : STA !requires_facing, X
NOP #5 : LDA.b #$01 : STA $0EB0, X
org $1EA52C
; Replace code:
; LDA $0D00, X : AND.b #$10 : STA !requires_facing, X
NOP #3 : LDA.b #$01 : STA $0EB0, X
endif
pullpc

View File

@@ -0,0 +1,56 @@
;#ENABLED=True
;#PATCH_NAME=Kholdstare Speeds
;#PATCH_AUTHOR=Jared_Brian_
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Changes the speeds at which kholdstare can move.
;By default he will move the same speed on the x and y axis in all 4 diagonal directions.
;Values above 0x80 are negative.
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=X Value 1
;#type=byte
!XValue1 = $0010
;#name=X Value 2
;#type=byte
!XValue2 = $0010
;#name=X Value 3
;#type=byte
!XValue3 = $00F0
;#name=X Value 4
;#type=byte
!XValue4 = $00F0
;#name=Y Value 1
;#type=byte
!YValue1 = $00F0
;#name=Y Value 2
;#type=byte
!YValue2 = $0010
;#name=Y Value 3
;#type=byte
!YValue3 = $0010
;#name=Y Value 4
;#type=byte
!YValue4 = $00F0
;#DEFINE_END
pushpc
; Speed chagnes.
org $1E95DD
.x_speed_limits
db !XValue1, !XValue2, !XValue3, !XValue4
.y_speed_limits
db !YValue1, !YValue2, !YValue3, !YValue4
pullpc

View File

@@ -0,0 +1,24 @@
;#ENABLED=True
;#PATCH_NAME=Spike damage
;#PATCH_AUTHOR=kan
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Allows mail upgrades to reduce sprite damage
;$08 = 1 heart, $04 = half heart, $10 = 2 heart, etc...
;#ENDPATCH_DESCRIPTION
;#DEFINE_START
;#name=Green Mail Damage
!GreenMailDamage = $08
;#name=Blue Mail Damage
!BlueMailDamage = $08
;#name=Red Mail Damage
!RedMailDamage = $08
;#DEFINE_END
pushpc
org $07BA07
db !GreenMailDamage
db !BlueMailDamage
db !RedMailDamage
pullpc

View File

@@ -0,0 +1,52 @@
;#ENABLED=True
;#PATCH_NAME=More spike directions
;#PATCH_AUTHOR=Zarby89,kan
;#PATCH_VERSION=1.0
;#PATCH_DESCRIPTION
;Allows more spike blocks Subtype (sprite property)
;Default Values : (00) = normal, (08) = normal vertical
;Values, ascending by speed
;00,01,02,03,04,05,06 = Horizontal
;08,09,0A,0B,0C,0D,0E = Vertical
;#ENDPATCH_DESCRIPTION
lorom
pushpc
org $0691D7 ; SpritePrep_SpikeBlock:
JSL NewSpikePrep
RTS
org $1EBD0E
JSL NewSpikeCollision
RTS
pullpc
speedValuesH:
db $20, $10, $18, $28, $30, $38, $40, $FF
db $00, $00, $00, $00, $00, $00, $00, $FF
speedValuesV:
db $00, $00, $00, $00, $00, $00, $00, $FF
db $20, $18, $20, $28, $30, $38, $40, $FF
NewSpikePrep:
TXY
LDX.w $0E30,Y
LDA.l speedValuesH,X : STA.w $0D50,Y
LDA.l speedValuesV,X : STA.w $0D40,Y
TYX
RTL
NewSpikeCollision:
LDA.b #$04 : STA.w $0DF0, X
LDA.w $0D50, X : EOR.b #$FF : INC A : STA.w $0D50, X
LDA.w $0D40, X : EOR.b #$FF : INC A : STA.w $0D40, X
LDA.b #$05 : JSL $0DBB7C ; Sound_SetSfx2PanLong
RTL

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@@ -0,0 +1 @@
0000

View File

@@ -0,0 +1,62 @@
# Cyberpunk Theme
# Neon-inspired futuristic theme
name=Cyberpunk
description=Neon-inspired futuristic theme
author=YAZE Team
version=1.0
[colors]
# Primary colors (neon cyberpunk)
primary=255,20,147,255
secondary=0,255,255,255
accent=255,0,128,255
background=10,10,20,255
surface=20,20,40,255
# Status colors
error=255,50,100,255
warning=255,255,0,255
success=0,255,100,255
info=100,200,255,255
# Text colors
text_primary=255,255,255,255
text_secondary=200,200,255,255
text_disabled=100,100,150,255
# Window colors
window_bg=15,15,30,240
child_bg=10,10,25,200
popup_bg=20,20,40,250
# Interactive elements
button=40,20,60,255
button_hovered=120,20,120,255
button_active=160,40,160,255
frame_bg=30,30,50,255
frame_bg_hovered=40,40,70,255
frame_bg_active=60,20,80,255
# Navigation
header=30,10,50,255
header_hovered=80,20,100,255
header_active=120,40,140,255
tab=25,15,45,255
tab_hovered=60,30,80,255
tab_active=100,20,120,255
menu_bar_bg=20,10,40,255
title_bg=25,15,45,255
title_bg_active=30,10,50,255
title_bg_collapsed=25,15,45,255
[style]
window_rounding=10.0
frame_rounding=8.0
scrollbar_rounding=10.0
grab_rounding=6.0
tab_rounding=6.0
window_border_size=1.0
frame_border_size=1.0
enable_animations=true
enable_glow_effects=true
animation_speed=1.5

View File

@@ -0,0 +1,73 @@
# Forest Theme
# Enhanced forest theme with better readability
name=Forest
description=Deep forest theme with enhanced readability
author=YAZE Team
version=1.0
[colors]
# Primary colors (enhanced forest with better contrast)
primary=100,180,120,255 # Brighter forest green
secondary=70,130,85,255 # Mid forest green
accent=130,220,150,255 # Light accent green
background=15,25,15,255 # Darker background for contrast
surface=25,35,25,255
# Status colors
error=255,120,120,255
warning=255,220,120,255
success=100,180,120,255
info=120,200,180,255
# Text colors (enhanced for readability)
text_primary=250,255,250,255 # Very light for contrast
text_secondary=220,240,220,255 # Light green tint
text_disabled=150,170,150,255 # Brighter disabled text
# Window colors (better contrast)
window_bg=20,30,20,240
child_bg=15,25,15,200
popup_bg=25,35,25,250
# Interactive elements (better visibility)
button=70,110,80,255
button_hovered=100,150,115,255
button_active=130,180,145,255
frame_bg=40,60,45,200
frame_bg_hovered=55,80,60,220
frame_bg_active=70,110,80,240
# Navigation (better contrast)
header=55,85,60,255
header_hovered=100,150,115,255
header_active=130,180,145,255
tab=45,75,50,255
tab_hovered=70,110,80,255
tab_active=100,150,115,255
menu_bar_bg=40,70,45,255
title_bg=50,80,55,255
title_bg_active=55,85,60,255
title_bg_collapsed=45,75,50,255
# Separators (better visibility)
separator=120,160,130,180
separator_hovered=150,200,160,220
separator_active=180,240,190,255
# Scrollbars (better visibility)
scrollbar_bg=40,60,45,180
scrollbar_grab=80,120,90,200
scrollbar_grab_hovered=100,150,115,230
scrollbar_grab_active=130,180,145,255
[style]
window_rounding=6.0
frame_rounding=4.0
scrollbar_rounding=6.0
grab_rounding=3.0
tab_rounding=3.0
window_border_size=0.0
frame_border_size=0.0
enable_animations=true
enable_glow_effects=false
animation_speed=1.0

View File

@@ -0,0 +1,73 @@
# Midnight Theme
# Enhanced midnight theme with better readability
name=Midnight
description=Deep blue midnight theme with enhanced readability
author=YAZE Team
version=1.0
[colors]
# Primary colors (enhanced midnight with better contrast)
primary=100,160,230,255 # Brighter blue
secondary=70,120,180,255 # Mid blue
accent=140,200,255,255 # Light blue accent
background=10,15,25,255 # Darker background for contrast
surface=20,25,35,255
# Status colors
error=255,120,120,255
warning=255,220,120,255
success=120,255,180,255
info=140,200,255,255
# Text colors (enhanced for readability)
text_primary=245,250,255,255 # Very light blue-white
text_secondary=200,220,240,255 # Light blue tint
text_disabled=140,160,180,255 # Brighter disabled text
# Window colors (better contrast)
window_bg=15,20,30,240
child_bg=10,15,25,200
popup_bg=20,25,35,250
# Interactive elements (better visibility)
button=50,80,120,255
button_hovered=80,120,160,255
button_active=110,150,190,255
frame_bg=30,45,65,200
frame_bg_hovered=40,60,85,220
frame_bg_active=60,90,130,240
# Navigation (better contrast)
header=40,65,100,255
header_hovered=70,110,150,255
header_active=100,140,180,255
tab=30,55,90,255
tab_hovered=50,80,120,255
tab_active=70,110,150,255
menu_bar_bg=25,50,85,255
title_bg=35,60,95,255
title_bg_active=40,65,100,255
title_bg_collapsed=30,55,90,255
# Separators (better visibility)
separator=100,140,180,180
separator_hovered=130,170,210,220
separator_active=160,200,240,255
# Scrollbars (better visibility)
scrollbar_bg=30,45,65,180
scrollbar_grab=70,110,150,200
scrollbar_grab_hovered=100,140,180,230
scrollbar_grab_active=130,170,210,255
[style]
window_rounding=8.0
frame_rounding=6.0
scrollbar_rounding=8.0
grab_rounding=4.0
tab_rounding=6.0
window_border_size=0.0
frame_border_size=0.0
enable_animations=true
enable_glow_effects=true
animation_speed=1.2

View File

@@ -0,0 +1,62 @@
# Sunset Theme
# Warm orange and purple sunset theme
name=Sunset
description=Warm orange and purple sunset theme
author=YAZE Team
version=1.0
[colors]
# Primary colors (sunset)
primary=255,140,60,255
secondary=200,100,150,255
accent=255,180,100,255
background=30,20,35,255
surface=40,30,45,255
# Status colors
error=255,100,120,255
warning=255,200,100,255
success=150,255,150,255
info=150,200,255,255
# Text colors
text_primary=255,245,235,255
text_secondary=220,200,180,255
text_disabled=150,130,120,255
# Window colors
window_bg=35,25,40,240
child_bg=30,20,35,200
popup_bg=40,30,45,250
# Interactive elements
button=60,40,70,255
button_hovered=120,80,100,255
button_active=150,100,120,255
frame_bg=45,35,50,255
frame_bg_hovered=55,45,60,255
frame_bg_active=80,60,90,255
# Navigation
header=50,35,60,255
header_hovered=100,70,90,255
header_active=130,90,110,255
tab=40,30,50,255
tab_hovered=70,50,70,255
tab_active=100,70,90,255
menu_bar_bg=35,25,45,255
title_bg=40,30,50,255
title_bg_active=50,35,60,255
title_bg_collapsed=40,30,50,255
[style]
window_rounding=12.0
frame_rounding=8.0
scrollbar_rounding=12.0
grab_rounding=6.0
tab_rounding=8.0
window_border_size=0.0
frame_border_size=0.0
enable_animations=true
enable_glow_effects=false
animation_speed=1.0

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# yaze Tre Theme - Enhanced Edition
# Premium theme resource edition with improved colors and contrast
name=YAZE Tre
description=Enhanced YAZE theme with improved readability and modern colors
author=YAZE Team
version=2.0
[colors]
# Primary colors (enhanced ALTTP colors with better contrast)
primary=105,135,105,255 # Brighter green for better visibility
secondary=85,110,85,255 # Mid-tone green with more saturation
accent=110,145,110,255 # Vibrant accent green for highlights
background=12,12,15,255 # Slightly blue-tinted dark background
surface=18,18,22,255 # Warmer surface color
# Status colors (enhanced for better visibility)
error=235,75,75,255 # Brighter red for better visibility
warning=255,200,50,255 # Warmer yellow-orange
success=105,135,105,255 # Match primary green
info=70,170,255,255 # Brighter blue
# Text colors (enhanced contrast)
text_primary=245,245,245,255 # Brighter white for better readability
text_secondary=200,200,200,255 # Higher contrast secondary text
text_disabled=140,140,140,255 # Slightly brighter disabled text
# Window colors (enhanced backgrounds)
window_bg=12,12,15,230 # Slightly blue-tinted with transparency
child_bg=0,0,0,0 # Transparent child backgrounds
popup_bg=20,20,25,240 # Warmer popup background
# Interactive elements (enhanced for better UX)
button=85,110,85,255 # Enhanced mid-green for better visibility
button_hovered=135,160,135,255 # Brighter hover state
button_active=105,135,105,255 # Active state matches primary
frame_bg=25,25,30,150 # Darker frames with transparency
frame_bg_hovered=85,110,85,120 # Green tint on hover
frame_bg_active=105,135,105,180 # Primary green when active
# Navigation (enhanced contrast)
header=55,75,55,255 # Slightly brighter header
header_hovered=105,135,105,255 # Primary green on hover
header_active=85,110,85,255 # Secondary green when active
tab=45,60,45,255 # Darker tab background
tab_hovered=85,110,85,255 # Secondary green on hover
tab_active=110,145,110,255 # Accent green for active tab
menu_bar_bg=55,75,55,255 # Match header background
title_bg=85,110,85,255 # Secondary green
title_bg_active=55,75,55,255 # Darker when active
title_bg_collapsed=85,110,85,255 # Secondary green when collapsed
# Borders and separators (exact from original)
border=92,115,92,255 # allttpLightGreen
border_shadow=0,0,0,0 # No shadow in original
separator=127,127,127,153 # 0.50f, 0.50f, 0.50f, 0.60f
separator_hovered=153,153,178,255 # 0.60f, 0.60f, 0.70f
separator_active=178,178,230,255 # 0.70f, 0.70f, 0.90f
# Scrollbars (exact from original)
scrollbar_bg=92,115,92,153 # 0.36f, 0.45f, 0.36f, 0.60f
scrollbar_grab=92,115,92,76 # 0.36f, 0.45f, 0.36f, 0.30f (exact)
scrollbar_grab_hovered=92,115,92,102 # 0.36f, 0.45f, 0.36f, 0.40f
scrollbar_grab_active=92,115,92,153 # 0.36f, 0.45f, 0.36f, 0.60f
# Resize grips (exact from original - these are light blue, not white!)
resize_grip=255,255,255,26 # 1.00f, 1.00f, 1.00f, 0.10f
resize_grip_hovered=199,209,255,153 # 0.78f, 0.82f, 1.00f, 0.60f (light blue!)
resize_grip_active=199,209,255,230 # 0.78f, 0.82f, 1.00f, 0.90f (light blue!)
# Additional controls (enhanced)
check_mark=245,245,245,200 # Brighter check marks for visibility
slider_grab=180,180,180,120 # More visible slider grab
slider_grab_active=110,145,110,200 # Accent color when active
# Table colors (enhanced)
table_header_bg=55,75,55,255 # Slightly brighter header
table_border_strong=85,110,85,255 # Secondary green borders
table_border_light=70,70,75,255 # Better contrast light borders
table_row_bg=0,0,0,0 # Transparent
table_row_bg_alt=255,255,255,25 # Slightly more visible alternating rows
# Link colors (high contrast for better visibility)
text_link=120,200,255,255 # Bright blue for links - high contrast against dark backgrounds
# Navigation and special elements
input_text_cursor=245,245,245,255
nav_cursor=110,145,110,255
nav_windowing_highlight=110,145,110,255
nav_windowing_dim_bg=0,0,0,128
modal_window_dim_bg=0,0,0,89
text_selected_bg=89,119,89,89
drag_drop_target=110,145,110,255
docking_preview=92,115,92,180
docking_empty_bg=46,66,46,255
# Tree lines
tree_lines=127,127,127,153
# Tab variations for unfocused windows
tab_dimmed=37,52,37,255
tab_dimmed_selected=62,83,62,255
tab_dimmed_selected_overline=110,145,110,255
tab_selected_overline=110,145,110,255
[style]
window_rounding=0.0
frame_rounding=5.0
scrollbar_rounding=5.0
grab_rounding=3.0
tab_rounding=0.0
window_border_size=0.0
frame_border_size=0.0
enable_animations=true
enable_glow_effects=false
animation_speed=1.0

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# Default Zelda3 Project File
# All resource names are embedded and always available to AI agents
# This project uses embedded labels - no external labels file required
[project]
name = The Legend of Zelda: A Link to the Past
description = Default Zelda3 project with all embedded resource labels
author = Nintendo
version = 1.0.0
created_date = 2025-10-04
last_modified = 2025-10-04
yaze_version = 0.1.0
tags = zelda3, reference, default
[files]
rom_filename = zelda3.sfc
code_folder =
assets_folder = assets
patches_folder = patches
labels_filename =
symbols_filename =
output_folder = build
rom_backup_folder = backups
[feature_flags]
log_instructions = false
save_dungeon_maps = false
save_graphics_sheet = false
load_custom_overworld = false
apply_zs_custom_overworld_asm = false
[workspace]
font_global_scale = 1.0
dark_mode = true
ui_theme = default
autosave_enabled = true
autosave_interval_secs = 300
backup_on_save = true
show_grid = true
show_collision = false
last_layout_preset = default
[build]
build_script =
output_folder = build
git_repository =
track_changes = true
build_configurations = debug, release
# Embedded Labels Information
# This project includes the following embedded resource names:
# - 296 room names (dungeons, bosses, treasure rooms)
# - 133 entrance names (dungeons, caves, houses, shops)
# - 256 sprite names (enemies, NPCs, bosses, items)
# - 26 overlord names (factories, traps, special objects)
# - 160 overworld map names (Light World, Dark World, Special Areas)
# - 100 item names (swords, shields, medallions, bottles)
# - 48 music track names
# - 32 graphics sheet names
# - 8 room effect names
# - 13 room tag names
# - 60 tile type names (collision, slopes, water, ice, stairs)
#
# Use InitializeEmbeddedLabels() to load all default labels
# Custom labels can be added in [labels_<type>] sections

12
cmake-format.yaml Normal file
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# CMake format configuration
line_width: 80
tab_size: 2
max_subargs_per_line: 3
separate_ctrl_name_with_space: true
separate_fn_name_with_space: true
dangle_parens: true
command_case: lower
keyword_case: upper
enable_sort: true
autosort: true

52
cmake/CPM.cmake Normal file
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# CPM.cmake - C++ Package Manager
# https://github.com/cpm-cmake/CPM.cmake
set(CPM_DOWNLOAD_VERSION 0.38.7)
if(CPM_SOURCE_CACHE)
set(CPM_DOWNLOAD_LOCATION "${CPM_SOURCE_CACHE}/cpm/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
elseif(DEFINED ENV{CPM_SOURCE_CACHE})
set(CPM_DOWNLOAD_LOCATION "$ENV{CPM_SOURCE_CACHE}/cpm/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
else()
set(CPM_DOWNLOAD_LOCATION "${CMAKE_BINARY_DIR}/cmake/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
endif()
# Expand relative path. This is important if the provided path contains a tilde (~)
get_filename_component(CPM_DOWNLOAD_LOCATION ${CPM_DOWNLOAD_LOCATION} ABSOLUTE)
function(download_cpm)
message(STATUS "Downloading CPM.cmake to ${CPM_DOWNLOAD_LOCATION}")
file(DOWNLOAD
https://github.com/cpm-cmake/CPM.cmake/releases/download/v${CPM_DOWNLOAD_VERSION}/CPM.cmake
${CPM_DOWNLOAD_LOCATION}
)
endfunction()
if(NOT (EXISTS ${CPM_DOWNLOAD_LOCATION}))
download_cpm()
else()
# resume download if it previously failed
file(READ ${CPM_DOWNLOAD_LOCATION} check)
if("${check}" STREQUAL "")
download_cpm()
endif()
endif()
include(${CPM_DOWNLOAD_LOCATION})
# Set CPM options for better caching and performance
if(NOT DEFINED CPM_USE_LOCAL_PACKAGES)
set(CPM_USE_LOCAL_PACKAGES OFF)
endif()
if(NOT DEFINED CPM_LOCAL_PACKAGES_ONLY)
set(CPM_LOCAL_PACKAGES_ONLY OFF)
endif()
set(CPM_DONT_CREATE_PACKAGE_LOCK ON)
set(CPM_DONT_UPDATE_MODULE_PATH ON)
set(CPM_DONT_PREPEND_TO_MODULE_PATH ON)
# Set cache directory for CI builds
if(DEFINED ENV{GITHUB_ACTIONS})
set(CPM_SOURCE_CACHE "$ENV{HOME}/.cpm-cache")
message(STATUS "CPM cache directory: ${CPM_SOURCE_CACHE}")
endif()

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# TestInfrastructure.cmake
# Advanced test infrastructure configuration for yaze project
# Provides optimized test builds, parallel execution, and smart test selection
include(GoogleTest)
include(CTest)
# =============================================================================
# Test Configuration Options
# =============================================================================
option(YAZE_TEST_PARALLEL "Enable parallel test execution" ON)
option(YAZE_TEST_COVERAGE "Enable code coverage collection" OFF)
option(YAZE_TEST_SANITIZERS "Enable address and undefined behavior sanitizers" OFF)
option(YAZE_TEST_PROFILE "Enable test profiling" OFF)
option(YAZE_TEST_MINIMAL_DEPS "Use minimal dependencies for faster test builds" OFF)
option(YAZE_TEST_PCH "Use precompiled headers for tests" ON)
# Test categories
option(YAZE_TEST_SMOKE "Build smoke tests (critical path)" ON)
option(YAZE_TEST_UNIT "Build unit tests" ON)
option(YAZE_TEST_INTEGRATION "Build integration tests" ON)
option(YAZE_TEST_E2E "Build end-to-end GUI tests" OFF)
option(YAZE_TEST_BENCHMARK "Build performance benchmarks" OFF)
option(YAZE_TEST_FUZZ "Build fuzzing tests" OFF)
# Test execution settings
set(YAZE_TEST_TIMEOUT_SMOKE 30 CACHE STRING "Timeout for smoke tests (seconds)")
set(YAZE_TEST_TIMEOUT_UNIT 60 CACHE STRING "Timeout for unit tests (seconds)")
set(YAZE_TEST_TIMEOUT_INTEGRATION 300 CACHE STRING "Timeout for integration tests (seconds)")
set(YAZE_TEST_TIMEOUT_E2E 600 CACHE STRING "Timeout for E2E tests (seconds)")
# =============================================================================
# Precompiled Headers Configuration
# =============================================================================
if(YAZE_TEST_PCH)
set(YAZE_TEST_PCH_HEADERS
<gtest/gtest.h>
<gmock/gmock.h>
<absl/status/status.h>
<absl/status/statusor.h>
<absl/strings/string_view.h>
<memory>
<vector>
<string>
<unordered_map>
)
# Create PCH target
add_library(yaze_test_pch INTERFACE)
target_precompile_headers(yaze_test_pch INTERFACE ${YAZE_TEST_PCH_HEADERS})
message(STATUS "Test Infrastructure: Precompiled headers enabled")
endif()
# =============================================================================
# Test Interface Library
# =============================================================================
add_library(yaze_test_interface INTERFACE)
# Common compile options
target_compile_options(yaze_test_interface INTERFACE
$<$<CONFIG:Debug>:-O0 -g3>
$<$<CONFIG:Release>:-O3 -DNDEBUG>
$<$<CONFIG:RelWithDebInfo>:-O2 -g>
$<$<BOOL:${YAZE_TEST_COVERAGE}>:--coverage -fprofile-arcs -ftest-coverage>
$<$<BOOL:${YAZE_TEST_PROFILE}>:-pg>
)
# Common link options
target_link_options(yaze_test_interface INTERFACE
$<$<BOOL:${YAZE_TEST_COVERAGE}>:--coverage>
$<$<BOOL:${YAZE_TEST_PROFILE}>:-pg>
)
# Sanitizers
if(YAZE_TEST_SANITIZERS)
target_compile_options(yaze_test_interface INTERFACE
-fsanitize=address,undefined
-fno-omit-frame-pointer
-fno-optimize-sibling-calls
)
target_link_options(yaze_test_interface INTERFACE
-fsanitize=address,undefined
)
message(STATUS "Test Infrastructure: Sanitizers enabled (ASan + UBSan)")
endif()
# Coverage
if(YAZE_TEST_COVERAGE)
find_program(LCOV lcov)
find_program(GENHTML genhtml)
if(LCOV AND GENHTML)
add_custom_target(coverage
COMMAND ${LCOV} --capture --directory ${CMAKE_BINARY_DIR}
--output-file ${CMAKE_BINARY_DIR}/coverage.info
--ignore-errors source
COMMAND ${LCOV} --remove ${CMAKE_BINARY_DIR}/coverage.info
'*/test/*' '*/ext/*' '/usr/*' '*/build/*'
--output-file ${CMAKE_BINARY_DIR}/coverage_filtered.info
COMMAND ${GENHTML} ${CMAKE_BINARY_DIR}/coverage_filtered.info
--output-directory ${CMAKE_BINARY_DIR}/coverage_html
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
COMMENT "Generating code coverage report"
)
message(STATUS "Test Infrastructure: Coverage target available")
else()
message(WARNING "lcov/genhtml not found, coverage target disabled")
endif()
endif()
# =============================================================================
# Test Creation Function
# =============================================================================
function(yaze_create_test_suite)
set(options GUI_TEST REQUIRES_ROM USE_PCH)
set(oneValueArgs NAME CATEGORY TIMEOUT PARALLEL_JOBS OUTPUT_DIR)
set(multiValueArgs SOURCES DEPENDENCIES LABELS COMPILE_DEFINITIONS)
cmake_parse_arguments(TEST "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
# Validate required arguments
if(NOT TEST_NAME)
message(FATAL_ERROR "yaze_create_test_suite: NAME is required")
endif()
if(NOT TEST_SOURCES)
message(FATAL_ERROR "yaze_create_test_suite: SOURCES is required")
endif()
# Set defaults
if(NOT TEST_CATEGORY)
set(TEST_CATEGORY "general")
endif()
if(NOT TEST_TIMEOUT)
set(TEST_TIMEOUT 60)
endif()
if(NOT TEST_OUTPUT_DIR)
set(TEST_OUTPUT_DIR "${CMAKE_BINARY_DIR}/bin/test")
endif()
# Create test executable
set(target_name yaze_test_${TEST_NAME})
add_executable(${target_name} ${TEST_SOURCES})
# Set output directory
set_target_properties(${target_name} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${TEST_OUTPUT_DIR}"
RUNTIME_OUTPUT_DIRECTORY_DEBUG "${TEST_OUTPUT_DIR}"
RUNTIME_OUTPUT_DIRECTORY_RELEASE "${TEST_OUTPUT_DIR}"
)
# Link libraries
target_link_libraries(${target_name} PRIVATE
yaze_test_interface
yaze_test_support
GTest::gtest_main
GTest::gmock
${TEST_DEPENDENCIES}
)
# Apply PCH if requested
if(TEST_USE_PCH AND TARGET yaze_test_pch)
target_link_libraries(${target_name} PRIVATE yaze_test_pch)
target_precompile_headers(${target_name} REUSE_FROM yaze_test_pch)
endif()
# Add compile definitions
if(TEST_COMPILE_DEFINITIONS)
target_compile_definitions(${target_name} PRIVATE ${TEST_COMPILE_DEFINITIONS})
endif()
# GUI test configuration
if(TEST_GUI_TEST)
target_compile_definitions(${target_name} PRIVATE
IMGUI_ENABLE_TEST_ENGINE=1
YAZE_GUI_TEST_TARGET=1
)
if(TARGET ImGuiTestEngine)
target_link_libraries(${target_name} PRIVATE ImGuiTestEngine)
endif()
endif()
# ROM test configuration
if(TEST_REQUIRES_ROM)
target_compile_definitions(${target_name} PRIVATE
YAZE_ROM_TEST=1
)
endif()
# Discover tests with CTest
set(test_labels "${TEST_CATEGORY}")
if(TEST_LABELS)
list(APPEND test_labels ${TEST_LABELS})
endif()
gtest_discover_tests(${target_name}
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
PROPERTIES
LABELS "${test_labels}"
TIMEOUT ${TEST_TIMEOUT}
DISCOVERY_MODE PRE_TEST
DISCOVERY_TIMEOUT 30
)
# Set parallel execution if specified
if(TEST_PARALLEL_JOBS)
set_property(TEST ${target_name} PROPERTY PROCESSORS ${TEST_PARALLEL_JOBS})
endif()
# Create category-specific test target
add_custom_target(test-${TEST_CATEGORY}-${TEST_NAME}
COMMAND ${CMAKE_CTEST_COMMAND} -R "^${target_name}" --output-on-failure
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
COMMENT "Running ${TEST_CATEGORY} tests: ${TEST_NAME}"
)
message(STATUS "Test Suite: ${target_name} (${TEST_CATEGORY})")
endfunction()
# =============================================================================
# Test Suites Configuration
# =============================================================================
# Smoke Tests (Critical Path)
if(YAZE_TEST_SMOKE)
file(GLOB SMOKE_TEST_SOURCES
${CMAKE_SOURCE_DIR}/test/smoke/*.cc
${CMAKE_SOURCE_DIR}/test/smoke/*.h
)
if(SMOKE_TEST_SOURCES)
yaze_create_test_suite(
NAME smoke
CATEGORY smoke
SOURCES ${SMOKE_TEST_SOURCES}
LABELS critical fast ci-stage1
TIMEOUT ${YAZE_TEST_TIMEOUT_SMOKE}
USE_PCH
)
else()
message(WARNING "No smoke test sources found")
endif()
endif()
# Unit Tests
if(YAZE_TEST_UNIT)
file(GLOB_RECURSE UNIT_TEST_SOURCES
${CMAKE_SOURCE_DIR}/test/unit/*.cc
)
if(UNIT_TEST_SOURCES)
# Split unit tests into multiple binaries for parallel execution
list(LENGTH UNIT_TEST_SOURCES num_unit_tests)
if(num_unit_tests GREATER 50)
# Create sharded unit test executables
set(shard_size 25)
math(EXPR num_shards "(${num_unit_tests} + ${shard_size} - 1) / ${shard_size}")
foreach(shard RANGE 1 ${num_shards})
math(EXPR start "(${shard} - 1) * ${shard_size}")
math(EXPR end "${shard} * ${shard_size} - 1")
if(end GREATER ${num_unit_tests})
set(end ${num_unit_tests})
endif()
list(SUBLIST UNIT_TEST_SOURCES ${start} ${shard_size} shard_sources)
yaze_create_test_suite(
NAME unit_shard${shard}
CATEGORY unit
SOURCES ${shard_sources}
LABELS unit fast ci-stage2 shard${shard}
TIMEOUT ${YAZE_TEST_TIMEOUT_UNIT}
USE_PCH
)
endforeach()
else()
# Single unit test executable
yaze_create_test_suite(
NAME unit
CATEGORY unit
SOURCES ${UNIT_TEST_SOURCES}
LABELS unit fast ci-stage2
TIMEOUT ${YAZE_TEST_TIMEOUT_UNIT}
USE_PCH
)
endif()
endif()
endif()
# Integration Tests
if(YAZE_TEST_INTEGRATION)
file(GLOB_RECURSE INTEGRATION_TEST_SOURCES
${CMAKE_SOURCE_DIR}/test/integration/*.cc
)
if(INTEGRATION_TEST_SOURCES)
yaze_create_test_suite(
NAME integration
CATEGORY integration
SOURCES ${INTEGRATION_TEST_SOURCES}
LABELS integration medium ci-stage3
TIMEOUT ${YAZE_TEST_TIMEOUT_INTEGRATION}
PARALLEL_JOBS 2
USE_PCH
)
endif()
endif()
# E2E Tests
if(YAZE_TEST_E2E)
file(GLOB_RECURSE E2E_TEST_SOURCES
${CMAKE_SOURCE_DIR}/test/e2e/*.cc
)
if(E2E_TEST_SOURCES)
yaze_create_test_suite(
NAME e2e
CATEGORY e2e
SOURCES ${E2E_TEST_SOURCES}
LABELS e2e slow gui ci-stage3
TIMEOUT ${YAZE_TEST_TIMEOUT_E2E}
GUI_TEST
USE_PCH
)
endif()
endif()
# Benchmark Tests
if(YAZE_TEST_BENCHMARK)
file(GLOB_RECURSE BENCHMARK_TEST_SOURCES
${CMAKE_SOURCE_DIR}/test/benchmarks/*.cc
)
if(BENCHMARK_TEST_SOURCES)
yaze_create_test_suite(
NAME benchmark
CATEGORY benchmark
SOURCES ${BENCHMARK_TEST_SOURCES}
LABELS benchmark performance nightly
TIMEOUT 1800
COMPILE_DEFINITIONS BENCHMARK_BUILD=1
)
endif()
endif()
# =============================================================================
# Custom Test Commands
# =============================================================================
# Run all fast tests
add_custom_target(test-fast
COMMAND ${CMAKE_CTEST_COMMAND} -L "fast" --parallel ${CMAKE_NUMBER_OF_CORES} --output-on-failure
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
COMMENT "Running fast tests"
)
# Run tests by stage
add_custom_target(test-stage1
COMMAND ${CMAKE_CTEST_COMMAND} -L "ci-stage1" --parallel 4 --output-on-failure
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
COMMENT "Running Stage 1 (Smoke) tests"
)
add_custom_target(test-stage2
COMMAND ${CMAKE_CTEST_COMMAND} -L "ci-stage2" --parallel ${CMAKE_NUMBER_OF_CORES} --output-on-failure
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
COMMENT "Running Stage 2 (Unit) tests"
)
add_custom_target(test-stage3
COMMAND ${CMAKE_CTEST_COMMAND} -L "ci-stage3" --parallel 2 --output-on-failure
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
COMMENT "Running Stage 3 (Integration/E2E) tests"
)
# Smart test selection based on changed files
add_custom_target(test-changed
COMMAND ${CMAKE_COMMAND} -E env python3 ${CMAKE_SOURCE_DIR}/scripts/smart_test_selector.py
--output filter | xargs ${CMAKE_CTEST_COMMAND} -R --output-on-failure
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
COMMENT "Running tests for changed files"
)
# Parallel test execution with sharding
add_custom_target(test-parallel
COMMAND python3 ${CMAKE_SOURCE_DIR}/scripts/test_runner.py
${CMAKE_BINARY_DIR}/bin/test/yaze_test_unit
--shards ${CMAKE_NUMBER_OF_CORES}
--output-dir ${CMAKE_BINARY_DIR}/test_results
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
COMMENT "Running tests with parallel sharding"
)
# Test with retries for flaky tests
add_custom_target(test-retry
COMMAND python3 ${CMAKE_SOURCE_DIR}/scripts/test_runner.py
${CMAKE_BINARY_DIR}/bin/test/yaze_test_unit
--retry 2
--output-dir ${CMAKE_BINARY_DIR}/test_results
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
COMMENT "Running tests with retry for failures"
)
# =============================================================================
# CTest Configuration
# =============================================================================
set(CTEST_PARALLEL_LEVEL ${CMAKE_NUMBER_OF_CORES} CACHE STRING "Default parallel level for CTest")
set(CTEST_OUTPUT_ON_FAILURE ON CACHE BOOL "Show output on test failure")
set(CTEST_PROGRESS_OUTPUT ON CACHE BOOL "Show progress during test execution")
# Configure test output
set(CMAKE_CTEST_ARGUMENTS
--output-on-failure
--progress
--parallel ${CTEST_PARALLEL_LEVEL}
)
# Configure test timeout multiplier for slower systems
if(CMAKE_SYSTEM_NAME STREQUAL "Windows")
set(CTEST_TEST_TIMEOUT_MULTIPLIER 1.5)
endif()
# =============================================================================
# Test Data Management
# =============================================================================
# Download test data if needed
if(YAZE_TEST_INTEGRATION OR YAZE_TEST_E2E)
include(FetchContent)
# Check if test data exists
if(NOT EXISTS "${CMAKE_BINARY_DIR}/test_data/VERSION")
message(STATUS "Downloading test data...")
FetchContent_Declare(
yaze_test_data
URL https://github.com/yaze/test-data/archive/refs/tags/v1.0.0.tar.gz
URL_HASH SHA256=abcdef1234567890 # Replace with actual hash
DOWNLOAD_EXTRACT_TIMESTAMP ON
)
FetchContent_MakeAvailable(yaze_test_data)
set(YAZE_TEST_DATA_DIR ${yaze_test_data_SOURCE_DIR} CACHE PATH "Test data directory")
else()
set(YAZE_TEST_DATA_DIR ${CMAKE_BINARY_DIR}/test_data CACHE PATH "Test data directory")
endif()
endif()
# =============================================================================
# Test Report Generation
# =============================================================================
add_custom_target(test-report
COMMAND python3 ${CMAKE_SOURCE_DIR}/scripts/aggregate_test_results.py
--input-dir ${CMAKE_BINARY_DIR}/Testing
--output ${CMAKE_BINARY_DIR}/test_report.json
--generate-html ${CMAKE_BINARY_DIR}/test_report.html
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
COMMENT "Generating test report"
DEPENDS test-all
)
# =============================================================================
# Summary Message
# =============================================================================
message(STATUS "========================================")
message(STATUS "Test Infrastructure Configuration:")
message(STATUS " Parallel Testing: ${YAZE_TEST_PARALLEL}")
message(STATUS " Precompiled Headers: ${YAZE_TEST_PCH}")
message(STATUS " Code Coverage: ${YAZE_TEST_COVERAGE}")
message(STATUS " Sanitizers: ${YAZE_TEST_SANITIZERS}")
message(STATUS " Test Categories:")
message(STATUS " Smoke Tests: ${YAZE_TEST_SMOKE}")
message(STATUS " Unit Tests: ${YAZE_TEST_UNIT}")
message(STATUS " Integration Tests: ${YAZE_TEST_INTEGRATION}")
message(STATUS " E2E Tests: ${YAZE_TEST_E2E}")
message(STATUS " Benchmarks: ${YAZE_TEST_BENCHMARK}")
message(STATUS " Parallel Level: ${CTEST_PARALLEL_LEVEL}")
message(STATUS "========================================")

View File

@@ -1,24 +1,145 @@
if (MINGW) # Abseil release to use when fetching from source
add_subdirectory(src/lib/abseil-cpp) set(YAZE_ABSL_GIT_TAG "20240116.2" CACHE STRING "Abseil release tag used when fetching from source")
else()
find_package(absl) # Attempt to use the system package unless the build explicitly requests the
# bundled (fetched) copy or we're on platforms where prebuilt packages are often
# missing the required components (e.g. macOS).
set(_yaze_use_fetched_absl ${YAZE_FORCE_BUNDLED_ABSL})
if(NOT _yaze_use_fetched_absl)
# Try to find via vcpkg first on Windows
if(WIN32 AND DEFINED CMAKE_TOOLCHAIN_FILE)
find_package(absl CONFIG QUIET)
else()
find_package(absl QUIET CONFIG)
endif()
if(absl_FOUND)
message(STATUS "✓ Using system/vcpkg Abseil package")
else()
set(_yaze_use_fetched_absl TRUE)
message(STATUS "○ System Abseil not found. Will fetch release ${YAZE_ABSL_GIT_TAG}")
endif()
endif() endif()
set(ABSL_PROPAGATE_CXX_STD ON)
set(ABSL_CXX_STANDARD 17) if(_yaze_use_fetched_absl)
set(ABSL_USE_GOOGLETEST_HEAD ON) include(FetchContent)
set(ABSL_ENABLE_INSTALL ON) FetchContent_GetProperties(absl)
if(NOT absl_POPULATED)
FetchContent_Declare(
absl
GIT_REPOSITORY https://github.com/abseil/abseil-cpp.git
GIT_TAG ${YAZE_ABSL_GIT_TAG}
GIT_SHALLOW TRUE
GIT_PROGRESS TRUE
USES_TERMINAL_DOWNLOAD TRUE
)
set(ABSL_PROPAGATE_CXX_STD ON CACHE BOOL "" FORCE)
set(ABSL_BUILD_TESTING OFF CACHE BOOL "" FORCE)
set(ABSL_ENABLE_INSTALL OFF CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(absl)
message(STATUS "Fetched Abseil ${YAZE_ABSL_GIT_TAG}")
# NEW: Export source directory for Windows builds that need explicit include paths
set(YAZE_ABSL_SOURCE_DIR "${absl_SOURCE_DIR}" CACHE INTERNAL "Abseil source directory")
endif()
endif()
if(NOT TARGET absl::strings)
message(FATAL_ERROR "Abseil was not found or failed to configure correctly.")
else()
message(STATUS "✓ Abseil configured successfully (standalone)")
# Verify critical targets exist
foreach(_check_target IN ITEMS absl::status absl::statusor absl::str_format absl::flags)
if(NOT TARGET ${_check_target})
message(WARNING "Expected Abseil target ${_check_target} not found")
endif()
endforeach()
endif()
# Canonical list of Abseil targets that the rest of the project links against.
# Note: Order matters for some linkers - put base libraries first
set( set(
ABSL_TARGETS ABSL_TARGETS
absl::strings
absl::flags
absl::status
absl::statusor
absl::examine_stack
absl::stacktrace
absl::base absl::base
absl::config absl::config
absl::core_headers absl::core_headers
absl::raw_logging_internal absl::utility
absl::memory
absl::container_memory
absl::strings
absl::str_format
absl::cord
absl::hash
absl::time
absl::status
absl::statusor
absl::flags
absl::flags_parse
absl::flags_usage
absl::flags_commandlineflag
absl::flags_marshalling
absl::flags_private_handle_accessor
absl::flags_program_name
absl::flags_config
absl::flags_reflection
absl::examine_stack
absl::stacktrace
absl::failure_signal_handler absl::failure_signal_handler
absl::flat_hash_map absl::flat_hash_map
absl::synchronization
absl::symbolize
) )
# Only expose absl::int128 when it's supported without warnings.
if(NOT WIN32)
list(APPEND ABSL_TARGETS absl::int128)
message(STATUS "Including absl::int128 target")
else()
message(STATUS "Skipping absl::int128 target on Windows")
endif()
# ABSL_TARGETS is now available to the rest of the project via include()
set(_yaze_absl_arm64 FALSE)
if(APPLE)
if(CMAKE_OSX_ARCHITECTURES STREQUAL "arm64")
set(_yaze_absl_arm64 TRUE)
elseif(CMAKE_OSX_ARCHITECTURES STREQUAL "" AND CMAKE_SYSTEM_PROCESSOR MATCHES "arm64|aarch64")
# Homebrew LLVM doesn't honor -Xarch_x86_64; strip x86 flags on arm64-only builds.
set(_yaze_absl_arm64 TRUE)
endif()
endif()
if(_yaze_absl_arm64)
foreach(_absl_target IN ITEMS absl_random_internal_randen_hwaes absl_random_internal_randen_hwaes_impl)
if(TARGET ${_absl_target})
get_target_property(_absl_opts ${_absl_target} COMPILE_OPTIONS)
if(_absl_opts AND NOT _absl_opts STREQUAL "NOTFOUND")
set(_absl_filtered_opts)
set(_absl_skip_next FALSE)
foreach(_absl_opt IN LISTS _absl_opts)
if(_absl_skip_next)
set(_absl_skip_next FALSE)
continue()
endif()
if(_absl_opt STREQUAL "-Xarch_x86_64")
set(_absl_skip_next TRUE)
continue()
endif()
if(_absl_opt STREQUAL "-maes" OR _absl_opt STREQUAL "-msse4.1")
continue()
endif()
list(APPEND _absl_filtered_opts ${_absl_opt})
endforeach()
set_property(TARGET ${_absl_target} PROPERTY COMPILE_OPTIONS ${_absl_filtered_opts})
endif()
endif()
endforeach()
endif()
# Silence C++23 deprecation warnings for Abseil int128
if(MSVC)
add_definitions(-DSILENCE_CXX23_DEPRECATIONS)
else()
add_definitions(-D_SILENCE_CXX23_DEPRECATION_WARNING)
endif()

View File

@@ -1,39 +1,106 @@
# Asar Assembler for 65816 SNES Assembly # Modern Asar 65816 Assembler Integration
add_subdirectory(src/lib/asar/src) # Improved cross-platform support for macOS, Linux, and Windows
set(ASAR_GEN_EXE OFF) # Configure Asar build options
set(ASAR_GEN_DLL ON) # Build the standalone executable so we can fall back to a bundled CLI when the
set(ASAR_GEN_LIB ON) # static library misbehaves.
set(ASAR_GEN_EXE_TEST OFF) set(ASAR_GEN_EXE ON CACHE BOOL "Build Asar standalone executable")
set(ASAR_GEN_DLL_TEST OFF) set(ASAR_GEN_DLL ON CACHE BOOL "Build Asar shared library")
set(ASAR_STATIC_SRC_DIR "${CMAKE_SOURCE_DIR}/src/lib/asar/src/asar") set(ASAR_GEN_LIB ON CACHE BOOL "Build Asar static library")
set(ASAR_GEN_EXE_TEST OFF CACHE BOOL "Build Asar executable tests")
set(ASAR_GEN_DLL_TEST OFF CACHE BOOL "Build Asar DLL tests")
get_target_property(ASAR_INCLUDE_DIR asar-static INCLUDE_DIRECTORIES) # Force Asar to use static MSVC runtime to match vcpkg static triplets
list(APPEND ASAR_INCLUDE_DIR "${CMAKE_SOURCE_DIR}/src/lib/asar/src") if(MSVC)
target_include_directories(asar-static PRIVATE ${ASAR_INCLUDE_DIR}) set(MSVC_LIB_TYPE T CACHE STRING "Asar MSVC runtime type" FORCE)
endif()
set(ASAR_STATIC_SRC # Set Asar source directory
"${ASAR_STATIC_SRC_DIR}/interface-lib.cpp" set(ASAR_SRC_DIR "${CMAKE_SOURCE_DIR}/ext/asar/src")
"${ASAR_STATIC_SRC_DIR}/addr2line.cpp"
"${ASAR_STATIC_SRC_DIR}/arch-65816.cpp"
"${ASAR_STATIC_SRC_DIR}/arch-spc700.cpp"
"${ASAR_STATIC_SRC_DIR}/arch-superfx.cpp"
"${ASAR_STATIC_SRC_DIR}/assembleblock.cpp"
"${ASAR_STATIC_SRC_DIR}/crc32.cpp"
"${ASAR_STATIC_SRC_DIR}/libcon.cpp"
"${ASAR_STATIC_SRC_DIR}/libsmw.cpp"
"${ASAR_STATIC_SRC_DIR}/libstr.cpp"
"${ASAR_STATIC_SRC_DIR}/macro.cpp"
"${ASAR_STATIC_SRC_DIR}/main.cpp"
"${ASAR_STATIC_SRC_DIR}/asar_math.cpp"
"${ASAR_STATIC_SRC_DIR}/virtualfile.cpp"
"${ASAR_STATIC_SRC_DIR}/warnings.cpp"
"${ASAR_STATIC_SRC_DIR}/errors.cpp"
"${ASAR_STATIC_SRC_DIR}/platform/file-helpers.cpp"
)
if(WIN32 OR MINGW) # Add Asar as subdirectory with explicit binary directory
list(APPEND ASAR_STATIC_SRC "${ASAR_STATIC_SRC_DIR}/platform/windows/file-helpers-win32.cpp") add_subdirectory(${ASAR_SRC_DIR} ${CMAKE_BINARY_DIR}/asar EXCLUDE_FROM_ALL)
# Create modern CMake target for Asar integration
if(TARGET asar-static)
# Ensure asar-static is available and properly configured
set_target_properties(asar-static PROPERTIES
CXX_STANDARD 17
CXX_STANDARD_REQUIRED ON
POSITION_INDEPENDENT_CODE ON
)
# Set platform-specific definitions for Asar
if(WIN32)
target_compile_definitions(asar-static PRIVATE
windows
strncasecmp=_strnicmp
strcasecmp=_stricmp
_CRT_SECURE_NO_WARNINGS
_CRT_NONSTDC_NO_WARNINGS
)
elseif(UNIX AND NOT APPLE)
target_compile_definitions(asar-static PRIVATE
linux
stricmp=strcasecmp
)
elseif(YAZE_PLATFORM_MACOS)
target_compile_definitions(asar-static PRIVATE
MACOS
stricmp=strcasecmp
)
elseif(YAZE_PLATFORM_IOS)
target_compile_definitions(asar-static PRIVATE
YAZE_IOS
stricmp=strcasecmp
)
endif()
# Add include directories
target_include_directories(asar-static PUBLIC
$<BUILD_INTERFACE:${ASAR_SRC_DIR}>
$<BUILD_INTERFACE:${ASAR_SRC_DIR}/asar>
$<BUILD_INTERFACE:${ASAR_SRC_DIR}/asar-dll-bindings/c>
)
# Create alias for easier linking
add_library(yaze::asar ALIAS asar-static)
# Export Asar variables for use in other parts of the build
set(ASAR_FOUND TRUE CACHE BOOL "Asar library found")
set(ASAR_LIBRARIES asar-static CACHE STRING "Asar library target")
set(ASAR_INCLUDE_DIRS
"${ASAR_SRC_DIR}"
"${ASAR_SRC_DIR}/asar"
"${ASAR_SRC_DIR}/asar-dll-bindings/c"
CACHE STRING "Asar include directories"
)
message(STATUS "Asar 65816 assembler integration configured successfully")
else() else()
list(APPEND ASAR_STATIC_SRC "${ASAR_STATIC_SRC_DIR}/platform/linux/file-helpers-linux.cpp") message(WARNING "Failed to configure Asar static library target")
endif() set(ASAR_FOUND FALSE CACHE BOOL "Asar library found")
endif()
# Function to add Asar patching capabilities to a target
function(yaze_add_asar_support target_name)
if(ASAR_FOUND)
target_link_libraries(${target_name} PRIVATE yaze::asar)
target_include_directories(${target_name} PRIVATE ${ASAR_INCLUDE_DIRS})
target_compile_definitions(${target_name} PRIVATE YAZE_ENABLE_ASAR=1)
else()
message(WARNING "Asar not available for target ${target_name}")
endif()
endfunction()
# Create function for ROM patching utilities
function(yaze_create_asar_patch_tool tool_name patch_file rom_file)
if(ASAR_FOUND)
add_custom_target(${tool_name}
COMMAND ${CMAKE_COMMAND} -E echo "Patching ROM with Asar..."
COMMAND $<TARGET_FILE:asar-standalone> ${patch_file} ${rom_file}
DEPENDS asar-standalone
COMMENT "Applying Asar patch ${patch_file} to ${rom_file}"
)
endif()
endfunction()

120
cmake/dependencies.cmake Normal file
View File

@@ -0,0 +1,120 @@
# YAZE Dependencies Management
# Centralized dependency management using CPM.cmake
# Include CPM and options
include(cmake/CPM.cmake)
include(cmake/options.cmake)
include(cmake/dependencies.lock)
message(STATUS "=== Setting up YAZE dependencies with CPM.cmake ===")
# Only prefer local/system packages when explicitly requested.
set(CPM_USE_LOCAL_PACKAGES ${YAZE_USE_SYSTEM_DEPS} CACHE BOOL "" FORCE)
# Clear any previous dependency targets
set(YAZE_ALL_DEPENDENCIES "")
set(YAZE_SDL2_TARGETS "")
set(YAZE_YAML_TARGETS "")
set(YAZE_IMGUI_TARGETS "")
set(YAZE_IMPLOT_TARGETS "")
set(YAZE_JSON_TARGETS "")
set(YAZE_HTTPLIB_TARGETS "")
set(YAZE_GRPC_TARGETS "")
set(YAZE_FTXUI_TARGETS "")
set(YAZE_TESTING_TARGETS "")
# Core dependencies (always required)
# SDL selection: SDL2 (default) or SDL3 (experimental)
if(YAZE_USE_SDL3)
include(cmake/dependencies/sdl3.cmake)
# Debug: message(STATUS "After SDL3 setup, YAZE_SDL3_TARGETS = '${YAZE_SDL3_TARGETS}'")
list(APPEND YAZE_ALL_DEPENDENCIES ${YAZE_SDL3_TARGETS})
else()
include(cmake/dependencies/sdl2.cmake)
# Debug: message(STATUS "After SDL2 setup, YAZE_SDL2_TARGETS = '${YAZE_SDL2_TARGETS}'")
list(APPEND YAZE_ALL_DEPENDENCIES ${YAZE_SDL2_TARGETS})
endif()
include(cmake/dependencies/yaml.cmake)
list(APPEND YAZE_ALL_DEPENDENCIES ${YAZE_YAML_TARGETS})
include(cmake/dependencies/imgui.cmake)
# Debug: message(STATUS "After ImGui setup, YAZE_IMGUI_TARGETS = '${YAZE_IMGUI_TARGETS}'")
list(APPEND YAZE_ALL_DEPENDENCIES ${YAZE_IMGUI_TARGETS})
include(cmake/dependencies/implot.cmake)
list(APPEND YAZE_ALL_DEPENDENCIES ${YAZE_IMPLOT_TARGETS})
# Abseil is required for failure_signal_handler, status, and other utilities
# Only include standalone Abseil when gRPC is disabled - when gRPC is enabled,
# it provides its own bundled Abseil via CPM
if(NOT YAZE_ENABLE_GRPC)
include(cmake/absl.cmake)
endif()
# Optional dependencies based on feature flags
if(YAZE_ENABLE_JSON)
include(cmake/dependencies/json.cmake)
list(APPEND YAZE_ALL_DEPENDENCIES ${YAZE_JSON_TARGETS})
endif()
# Native HTTP/HTTPS (cpp-httplib) for non-WASM builds
if(NOT EMSCRIPTEN)
include(cmake/dependencies/httplib.cmake)
list(APPEND YAZE_ALL_DEPENDENCIES ${YAZE_HTTPLIB_TARGETS})
endif()
# CRITICAL: Load testing dependencies BEFORE gRPC when both are enabled
# This ensures gmock is available before Abseil (bundled with gRPC) tries to export test_allocator
# which depends on gmock. This prevents CMake export errors.
if(YAZE_BUILD_TESTS AND YAZE_ENABLE_GRPC)
include(cmake/dependencies/testing.cmake)
list(APPEND YAZE_ALL_DEPENDENCIES ${YAZE_TESTING_TARGETS})
endif()
if(YAZE_ENABLE_GRPC)
include(cmake/dependencies/grpc.cmake)
list(APPEND YAZE_ALL_DEPENDENCIES ${YAZE_GRPC_TARGETS})
endif()
if(YAZE_BUILD_CLI AND NOT EMSCRIPTEN)
include(cmake/dependencies/ftxui.cmake)
list(APPEND YAZE_ALL_DEPENDENCIES ${YAZE_FTXUI_TARGETS})
endif()
# Load testing dependencies after gRPC if tests are enabled but gRPC is not
if(YAZE_BUILD_TESTS AND NOT YAZE_ENABLE_GRPC)
include(cmake/dependencies/testing.cmake)
list(APPEND YAZE_ALL_DEPENDENCIES ${YAZE_TESTING_TARGETS})
endif()
# ASAR dependency (for ROM assembly) - temporarily disabled
# TODO: Add CMakeLists.txt to bundled ASAR or find working repository
message(STATUS "ASAR dependency temporarily disabled - will be added later")
# Print dependency summary
message(STATUS "=== YAZE Dependencies Summary ===")
message(STATUS "Total dependencies: ${YAZE_ALL_DEPENDENCIES}")
message(STATUS "SDL2: ${YAZE_SDL2_TARGETS}")
message(STATUS "YAML: ${YAZE_YAML_TARGETS}")
message(STATUS "ImGui: ${YAZE_IMGUI_TARGETS}")
message(STATUS "ImPlot: ${YAZE_IMPLOT_TARGETS}")
if(YAZE_ENABLE_JSON)
message(STATUS "JSON: ${YAZE_JSON_TARGETS}")
endif()
if(YAZE_ENABLE_GRPC)
message(STATUS "gRPC: ${YAZE_GRPC_TARGETS}")
endif()
if(NOT EMSCRIPTEN)
message(STATUS "httplib: ${YAZE_HTTPLIB_TARGETS}")
endif()
if(YAZE_BUILD_CLI AND NOT EMSCRIPTEN)
message(STATUS "FTXUI: ${YAZE_FTXUI_TARGETS}")
endif()
if(YAZE_BUILD_TESTS)
message(STATUS "Testing: ${YAZE_TESTING_TARGETS}")
endif()
message(STATUS "=================================")
# Export all dependency targets for use in other CMake files
set(YAZE_ALL_DEPENDENCIES ${YAZE_ALL_DEPENDENCIES})

30
cmake/dependencies.lock Normal file
View File

@@ -0,0 +1,30 @@
# CPM Dependencies Lock File
# This file pins exact versions to ensure reproducible builds
# Update versions here when upgrading dependencies
# Core dependencies
set(SDL2_VERSION "2.30.0" CACHE STRING "SDL2 version")
set(YAML_CPP_VERSION "0.8.0" CACHE STRING "yaml-cpp version")
set(NLOHMANN_JSON_VERSION "3.11.3" CACHE STRING "nlohmann/json version")
set(HTTPLIB_VERSION "0.26.0" CACHE STRING "cpp-httplib version")
# gRPC and related
# Using v1.67.1 for MSVC compatibility (v1.75.1 has UPB compilation errors on Windows)
set(GRPC_VERSION "1.67.1" CACHE STRING "gRPC version - MSVC compatible")
set(PROTOBUF_VERSION "3.25.1" CACHE STRING "Protobuf version")
set(ABSEIL_VERSION "20240116.0" CACHE STRING "Abseil version")
# Cache revision: increment to force CPM cache invalidation (current: 2)
# Testing
set(GTEST_VERSION "1.14.0" CACHE STRING "Google Test version")
set(BENCHMARK_VERSION "1.8.3" CACHE STRING "Google Benchmark version")
# CLI tools
set(FTXUI_VERSION "5.0.0" CACHE STRING "FTXUI version")
# ImGui
set(IMGUI_VERSION "1.90.4" CACHE STRING "Dear ImGui version")
# Cache revision: increment to force rebuild (current: 2)
# ASAR
set(ASAR_VERSION "main" CACHE STRING "ASAR version")

View File

@@ -0,0 +1,55 @@
# FTXUI dependency management for CLI tools
# Uses CPM.cmake for consistent cross-platform builds
if(NOT YAZE_BUILD_CLI)
return()
endif()
include(cmake/CPM.cmake)
include(cmake/dependencies.lock)
message(STATUS "Setting up FTXUI ${FTXUI_VERSION} with CPM.cmake")
# Use CPM to fetch FTXUI
CPMAddPackage(
NAME ftxui
VERSION ${FTXUI_VERSION}
GITHUB_REPOSITORY ArthurSonzogni/ftxui
GIT_TAG v${FTXUI_VERSION}
OPTIONS
"FTXUI_BUILD_EXAMPLES OFF"
"FTXUI_BUILD_TESTS OFF"
"FTXUI_ENABLE_INSTALL OFF"
)
# FTXUI targets are created during the build phase
# We'll create our own interface target and link when available
add_library(yaze_ftxui INTERFACE)
# Link to the actual FTXUI targets
if(TARGET ftxui::screen AND TARGET ftxui::dom AND TARGET ftxui::component)
target_link_libraries(yaze_ftxui INTERFACE
ftxui::screen
ftxui::dom
ftxui::component
)
else()
# Fallback for when targets aren't namespaced
target_link_libraries(yaze_ftxui INTERFACE
screen
dom
component
)
endif()
# Add include path with compile options for Ninja Multi-Config compatibility
# The -isystem-after flag doesn't work properly with some generator/compiler combinations
if(ftxui_SOURCE_DIR)
add_compile_options(-I${ftxui_SOURCE_DIR}/include)
message(STATUS " Added FTXUI include: ${ftxui_SOURCE_DIR}/include")
endif()
# Export FTXUI targets for use in other CMake files
set(YAZE_FTXUI_TARGETS yaze_ftxui)
message(STATUS "FTXUI setup complete")

View File

@@ -0,0 +1,581 @@
# gRPC and Protobuf dependency management
# Uses CPM.cmake for consistent cross-platform builds, with optional system package fallback
if(NOT YAZE_ENABLE_GRPC)
return()
endif()
# Include CPM and dependencies lock
include(cmake/CPM.cmake)
include(cmake/dependencies.lock)
message(STATUS "Setting up gRPC ${GRPC_VERSION}")
#-----------------------------------------------------------------------
# Option: YAZE_PREFER_SYSTEM_GRPC - Use system-installed gRPC/protobuf/abseil
# when available (e.g., from Homebrew, apt, vcpkg).
#
# Benefits: Much faster configure/build times for local development
# Trade-off: May have version mismatches between system packages
#
# Example: cmake --preset mac-ai-fast (uses system packages)
#-----------------------------------------------------------------------
option(YAZE_PREFER_SYSTEM_GRPC "Prefer system-installed gRPC/protobuf over CPM" OFF)
if(YAZE_PREFER_SYSTEM_GRPC OR YAZE_USE_SYSTEM_DEPS)
message(STATUS "Attempting to use system gRPC/protobuf packages...")
# Try CMake's find_package first (works with Homebrew on macOS)
find_package(gRPC CONFIG QUIET)
find_package(Protobuf CONFIG QUIET)
find_package(absl CONFIG QUIET)
if(gRPC_FOUND AND Protobuf_FOUND AND absl_FOUND)
message(STATUS "✓ Found system gRPC: ${gRPC_VERSION}")
message(STATUS "✓ Found system Protobuf: ${Protobuf_VERSION}")
message(STATUS "✓ Found system Abseil")
# Find protoc and grpc_cpp_plugin executables
find_program(PROTOC_EXECUTABLE protoc)
find_program(GRPC_CPP_PLUGIN grpc_cpp_plugin)
if(PROTOC_EXECUTABLE AND GRPC_CPP_PLUGIN)
message(STATUS "✓ Found protoc: ${PROTOC_EXECUTABLE}")
message(STATUS "✓ Found grpc_cpp_plugin: ${GRPC_CPP_PLUGIN}")
# Create imported targets for the executables if they don't exist
if(NOT TARGET protoc)
add_executable(protoc IMPORTED)
set_target_properties(protoc PROPERTIES IMPORTED_LOCATION "${PROTOC_EXECUTABLE}")
endif()
if(NOT TARGET grpc_cpp_plugin)
add_executable(grpc_cpp_plugin IMPORTED)
set_target_properties(grpc_cpp_plugin PROPERTIES IMPORTED_LOCATION "${GRPC_CPP_PLUGIN}")
endif()
# Create convenience interface for basic gRPC linking
add_library(yaze_grpc_deps INTERFACE)
target_link_libraries(yaze_grpc_deps INTERFACE
gRPC::grpc++
gRPC::grpc++_reflection
protobuf::libprotobuf
)
# Ensure Abseil include directories are available
# Homebrew's abseil may not properly export include dirs
get_target_property(_ABSL_BASE_INCLUDE absl::base INTERFACE_INCLUDE_DIRECTORIES)
if(_ABSL_BASE_INCLUDE)
target_include_directories(yaze_grpc_deps INTERFACE ${_ABSL_BASE_INCLUDE})
message(STATUS " Added Abseil include: ${_ABSL_BASE_INCLUDE}")
elseif(APPLE)
# Fallback for Homebrew on macOS
target_include_directories(yaze_grpc_deps INTERFACE /opt/homebrew/include)
message(STATUS " Added Homebrew Abseil include: /opt/homebrew/include")
endif()
# Create interface libraries for compatibility with CPM target names
# CPM gRPC creates lowercase 'grpc++' targets
# System gRPC (Homebrew) creates namespaced 'gRPC::grpc++' targets
# We create interface libs (not aliases) so we can add include directories
if(NOT TARGET grpc++)
add_library(grpc++ INTERFACE)
target_link_libraries(grpc++ INTERFACE gRPC::grpc++)
# Add abseil includes for targets linking to grpc++
if(_ABSL_BASE_INCLUDE)
target_include_directories(grpc++ INTERFACE ${_ABSL_BASE_INCLUDE})
elseif(APPLE)
target_include_directories(grpc++ INTERFACE /opt/homebrew/include)
endif()
endif()
if(NOT TARGET grpc++_reflection)
add_library(grpc++_reflection INTERFACE)
target_link_libraries(grpc++_reflection INTERFACE gRPC::grpc++_reflection)
endif()
if(NOT TARGET grpc::grpc++)
add_library(grpc::grpc++ ALIAS gRPC::grpc++)
endif()
if(NOT TARGET grpc::grpc++_reflection)
add_library(grpc::grpc++_reflection ALIAS gRPC::grpc++_reflection)
endif()
# Export targets
set(YAZE_GRPC_TARGETS
gRPC::grpc++
gRPC::grpc++_reflection
protobuf::libprotobuf
)
# Setup protobuf generation directory
set(_gRPC_PROTO_GENS_DIR ${CMAKE_BINARY_DIR}/gens CACHE INTERNAL "Protobuf generated files directory")
file(MAKE_DIRECTORY ${CMAKE_BINARY_DIR}/gens)
# Get protobuf include directory from package
get_target_property(_PROTOBUF_INCLUDE_DIRS protobuf::libprotobuf INTERFACE_INCLUDE_DIRECTORIES)
if(_PROTOBUF_INCLUDE_DIRS)
list(GET _PROTOBUF_INCLUDE_DIRS 0 _gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR)
set(_gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR ${_gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR} CACHE INTERNAL "Protobuf include directory")
endif()
# Add global include directories for system packages
# This ensures all targets can find abseil headers even if target propagation fails
# Use add_compile_options for reliable include path propagation with Ninja Multi-Config
if(_ABSL_BASE_INCLUDE)
add_compile_options(-I${_ABSL_BASE_INCLUDE})
message(STATUS " Added Abseil include via compile options: ${_ABSL_BASE_INCLUDE}")
elseif(APPLE)
add_compile_options(-I/opt/homebrew/include)
message(STATUS " Added Homebrew include via compile options: /opt/homebrew/include")
endif()
message(STATUS "✓ Using SYSTEM gRPC stack - fast configure!")
message(STATUS " Protobuf gens dir: ${_gRPC_PROTO_GENS_DIR}")
message(STATUS " Protobuf include dir: ${_gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR}")
set(_YAZE_USING_SYSTEM_GRPC TRUE)
else()
message(STATUS "○ System gRPC found but protoc/grpc_cpp_plugin missing, falling back to CPM")
set(_YAZE_USING_SYSTEM_GRPC FALSE)
endif()
else()
message(STATUS "○ System gRPC/protobuf not found, falling back to CPM")
set(_YAZE_USING_SYSTEM_GRPC FALSE)
endif()
endif()
# If we're using system gRPC, skip CPM entirely and jump to function definition
if(_YAZE_USING_SYSTEM_GRPC)
message(STATUS "Skipping CPM gRPC build - using system packages")
else()
# CPM build path
message(STATUS "Building gRPC from source via CPM (this takes 15-20 minutes on first build)")
message(STATUS " Tip: Install gRPC via Homebrew and use -DYAZE_PREFER_SYSTEM_GRPC=ON for faster builds")
#-----------------------------------------------------------------------
# Guard CMake's package lookup so CPM always downloads a consistent gRPC
# toolchain instead of picking up partially-installed Homebrew/apt copies.
#-----------------------------------------------------------------------
if(DEFINED CPM_USE_LOCAL_PACKAGES)
set(_YAZE_GRPC_SAVED_CPM_USE_LOCAL_PACKAGES "${CPM_USE_LOCAL_PACKAGES}")
else()
set(_YAZE_GRPC_SAVED_CPM_USE_LOCAL_PACKAGES "__YAZE_UNSET__")
endif()
set(CPM_USE_LOCAL_PACKAGES OFF)
foreach(_yaze_pkg IN ITEMS gRPC Protobuf absl)
string(TOUPPER "CMAKE_DISABLE_FIND_PACKAGE_${_yaze_pkg}" _yaze_disable_var)
if(DEFINED ${_yaze_disable_var})
set("_YAZE_GRPC_SAVE_${_yaze_disable_var}" "${${_yaze_disable_var}}")
else()
set("_YAZE_GRPC_SAVE_${_yaze_disable_var}" "__YAZE_UNSET__")
endif()
set(${_yaze_disable_var} TRUE)
endforeach()
if(DEFINED PKG_CONFIG_USE_CMAKE_PREFIX_PATH)
set(_YAZE_GRPC_SAVED_PKG_CONFIG_USE_CMAKE_PREFIX_PATH "${PKG_CONFIG_USE_CMAKE_PREFIX_PATH}")
else()
set(_YAZE_GRPC_SAVED_PKG_CONFIG_USE_CMAKE_PREFIX_PATH "__YAZE_UNSET__")
endif()
set(PKG_CONFIG_USE_CMAKE_PREFIX_PATH FALSE)
set(_YAZE_GRPC_SAVED_PREFIX_PATH "${CMAKE_PREFIX_PATH}")
set(CMAKE_PREFIX_PATH "")
if(DEFINED CMAKE_CROSSCOMPILING)
set(_YAZE_GRPC_SAVED_CROSSCOMPILING "${CMAKE_CROSSCOMPILING}")
else()
set(_YAZE_GRPC_SAVED_CROSSCOMPILING "__YAZE_UNSET__")
endif()
if(CMAKE_HOST_SYSTEM_NAME STREQUAL CMAKE_SYSTEM_NAME
AND CMAKE_HOST_SYSTEM_PROCESSOR STREQUAL CMAKE_SYSTEM_PROCESSOR)
set(CMAKE_CROSSCOMPILING FALSE)
endif()
if(DEFINED CMAKE_CXX_STANDARD)
set(_YAZE_GRPC_SAVED_CXX_STANDARD "${CMAKE_CXX_STANDARD}")
else()
set(_YAZE_GRPC_SAVED_CXX_STANDARD "__YAZE_UNSET__")
endif()
set(CMAKE_CXX_STANDARD 17)
# Set gRPC options before adding package
set(gRPC_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(gRPC_BUILD_CODEGEN ON CACHE BOOL "" FORCE)
set(gRPC_BUILD_GRPC_CPP_PLUGIN ON CACHE BOOL "" FORCE)
set(gRPC_BUILD_CSHARP_EXT OFF CACHE BOOL "" FORCE)
set(gRPC_BUILD_GRPC_CSHARP_PLUGIN OFF CACHE BOOL "" FORCE)
set(gRPC_BUILD_GRPC_NODE_PLUGIN OFF CACHE BOOL "" FORCE)
set(gRPC_BUILD_GRPC_OBJECTIVE_C_PLUGIN OFF CACHE BOOL "" FORCE)
set(gRPC_BUILD_GRPC_PHP_PLUGIN OFF CACHE BOOL "" FORCE)
set(gRPC_BUILD_GRPC_PYTHON_PLUGIN OFF CACHE BOOL "" FORCE)
set(gRPC_BUILD_GRPC_RUBY_PLUGIN OFF CACHE BOOL "" FORCE)
set(gRPC_BUILD_REFLECTION OFF CACHE BOOL "" FORCE)
set(gRPC_BUILD_GRPC_REFLECTION OFF CACHE BOOL "" FORCE)
set(gRPC_BUILD_GRPC_CPP_REFLECTION OFF CACHE BOOL "" FORCE)
set(gRPC_BUILD_GRPCPP_REFLECTION OFF CACHE BOOL "" FORCE)
set(gRPC_BENCHMARK_PROVIDER "none" CACHE STRING "" FORCE)
set(gRPC_ZLIB_PROVIDER "module" CACHE STRING "" FORCE)
set(gRPC_PROTOBUF_PROVIDER "module" CACHE STRING "" FORCE)
set(gRPC_ABSL_PROVIDER "module" CACHE STRING "" FORCE)
set(protobuf_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(protobuf_BUILD_CONFORMANCE OFF CACHE BOOL "" FORCE)
set(protobuf_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
set(protobuf_BUILD_PROTOC_BINARIES ON CACHE BOOL "" FORCE)
set(protobuf_WITH_ZLIB ON CACHE BOOL "" FORCE)
set(protobuf_INSTALL OFF CACHE BOOL "" FORCE)
set(protobuf_MSVC_STATIC_RUNTIME OFF CACHE BOOL "" FORCE)
set(ABSL_PROPAGATE_CXX_STD ON CACHE BOOL "" FORCE)
set(ABSL_ENABLE_INSTALL OFF CACHE BOOL "" FORCE)
set(ABSL_BUILD_TESTING OFF CACHE BOOL "" FORCE)
set(utf8_range_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(utf8_range_INSTALL OFF CACHE BOOL "" FORCE)
set(utf8_range_ENABLE_INSTALL OFF CACHE BOOL "" FORCE)
# Force consistent MSVC runtime library across all gRPC components (Windows only)
# This ensures gRPC, protobuf, and Abseil all use the same CRT linking mode
if(WIN32 AND MSVC)
# Use dynamic CRT (/MD for Release, /MDd for Debug) to avoid undefined math symbols
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>DLL" CACHE STRING "" FORCE)
# Also ensure protobuf doesn't try to use static runtime
set(protobuf_MSVC_STATIC_RUNTIME OFF CACHE BOOL "" FORCE)
message(STATUS "Forcing dynamic MSVC runtime for gRPC dependencies: ${CMAKE_MSVC_RUNTIME_LIBRARY}")
endif()
# Temporarily disable installation to prevent utf8_range export errors
# This is a workaround for gRPC 1.67.1 where utf8_range tries to install targets
# that depend on Abseil, but we have ABSL_ENABLE_INSTALL=OFF
set(CMAKE_SKIP_INSTALL_RULES TRUE)
# Use CPM to fetch gRPC with bundled dependencies
# GIT_SUBMODULES "" disables submodule recursion since gRPC handles its own deps via CMake
if(WIN32)
set(GRPC_VERSION_TO_USE "1.67.1")
else()
set(GRPC_VERSION_TO_USE "1.76.0")
endif()
message(STATUS "Selected gRPC version ${GRPC_VERSION_TO_USE} for platform ${CMAKE_SYSTEM_NAME}")
CPMAddPackage(
NAME grpc
VERSION ${GRPC_VERSION_TO_USE}
GITHUB_REPOSITORY grpc/grpc
GIT_TAG v${GRPC_VERSION_TO_USE}
GIT_SUBMODULES ""
GIT_SHALLOW TRUE
)
# Re-enable installation rules after gRPC is loaded
set(CMAKE_SKIP_INSTALL_RULES FALSE)
# Restore CPM lookup behaviour and toolchain detection environment early so
# subsequent dependency configuration isn't polluted even if we hit errors.
if("${_YAZE_GRPC_SAVED_CPM_USE_LOCAL_PACKAGES}" STREQUAL "__YAZE_UNSET__")
unset(CPM_USE_LOCAL_PACKAGES)
else()
set(CPM_USE_LOCAL_PACKAGES "${_YAZE_GRPC_SAVED_CPM_USE_LOCAL_PACKAGES}")
endif()
foreach(_yaze_pkg IN ITEMS gRPC Protobuf absl)
string(TOUPPER "CMAKE_DISABLE_FIND_PACKAGE_${_yaze_pkg}" _yaze_disable_var)
string(TOUPPER "_YAZE_GRPC_SAVE_${_yaze_disable_var}" _yaze_saved_key)
if(NOT DEFINED ${_yaze_saved_key})
continue()
endif()
if("${${_yaze_saved_key}}" STREQUAL "__YAZE_UNSET__")
unset(${_yaze_disable_var})
else()
set(${_yaze_disable_var} "${${_yaze_saved_key}}")
endif()
unset(${_yaze_saved_key})
endforeach()
if("${_YAZE_GRPC_SAVED_PKG_CONFIG_USE_CMAKE_PREFIX_PATH}" STREQUAL "__YAZE_UNSET__")
unset(PKG_CONFIG_USE_CMAKE_PREFIX_PATH)
else()
set(PKG_CONFIG_USE_CMAKE_PREFIX_PATH "${_YAZE_GRPC_SAVED_PKG_CONFIG_USE_CMAKE_PREFIX_PATH}")
endif()
unset(_YAZE_GRPC_SAVED_PKG_CONFIG_USE_CMAKE_PREFIX_PATH)
set(CMAKE_PREFIX_PATH "${_YAZE_GRPC_SAVED_PREFIX_PATH}")
unset(_YAZE_GRPC_SAVED_PREFIX_PATH)
if("${_YAZE_GRPC_SAVED_CROSSCOMPILING}" STREQUAL "__YAZE_UNSET__")
unset(CMAKE_CROSSCOMPILING)
else()
set(CMAKE_CROSSCOMPILING "${_YAZE_GRPC_SAVED_CROSSCOMPILING}")
endif()
unset(_YAZE_GRPC_SAVED_CROSSCOMPILING)
if("${_YAZE_GRPC_SAVED_CXX_STANDARD}" STREQUAL "__YAZE_UNSET__")
unset(CMAKE_CXX_STANDARD)
else()
set(CMAKE_CXX_STANDARD "${_YAZE_GRPC_SAVED_CXX_STANDARD}")
endif()
unset(_YAZE_GRPC_SAVED_CXX_STANDARD)
# Check which target naming convention is used
if(TARGET grpc++)
message(STATUS "Found non-namespaced gRPC target grpc++")
if(NOT TARGET grpc::grpc++)
add_library(grpc::grpc++ ALIAS grpc++)
endif()
if(NOT TARGET grpc::grpc++_reflection AND TARGET grpc++_reflection)
add_library(grpc::grpc++_reflection ALIAS grpc++_reflection)
endif()
endif()
set(_YAZE_GRPC_ERRORS "")
if(NOT TARGET grpc++ AND NOT TARGET grpc::grpc++)
list(APPEND _YAZE_GRPC_ERRORS "gRPC target not found after CPM fetch")
endif()
if(NOT TARGET protoc)
list(APPEND _YAZE_GRPC_ERRORS "protoc target not found after gRPC setup")
endif()
if(NOT TARGET grpc_cpp_plugin)
list(APPEND _YAZE_GRPC_ERRORS "grpc_cpp_plugin target not found after gRPC setup")
endif()
if(_YAZE_GRPC_ERRORS)
list(JOIN _YAZE_GRPC_ERRORS "\n" _YAZE_GRPC_ERROR_MESSAGE)
message(FATAL_ERROR "${_YAZE_GRPC_ERROR_MESSAGE}")
endif()
# Create convenience interface for basic gRPC linking (renamed to avoid conflict with yaze_grpc_support STATIC library)
add_library(yaze_grpc_deps INTERFACE)
target_link_libraries(yaze_grpc_deps INTERFACE
grpc::grpc++
grpc::grpc++_reflection
protobuf::libprotobuf
)
# Define Windows macro guards once so protobuf-generated headers stay clean
if(WIN32)
add_compile_definitions(
WIN32_LEAN_AND_MEAN
NOMINMAX
NOGDI
)
endif()
# Export Abseil targets from gRPC's bundled Abseil
# When gRPC_ABSL_PROVIDER is "module", gRPC fetches and builds Abseil
# All Abseil targets are available, we just need to list them
# Note: All targets are available even if not listed here, but listing ensures consistency
set(ABSL_TARGETS
absl::base
absl::config
absl::core_headers
absl::utility
absl::memory
absl::container_memory
absl::strings
absl::strings_internal
absl::str_format
absl::str_format_internal
absl::cord
absl::hash
absl::time
absl::time_zone
absl::status
absl::statusor
absl::flags
absl::flags_parse
absl::flags_usage
absl::flags_commandlineflag
absl::flags_marshalling
absl::flags_private_handle_accessor
absl::flags_program_name
absl::flags_config
absl::flags_reflection
absl::examine_stack
absl::stacktrace
absl::failure_signal_handler
absl::flat_hash_map
absl::synchronization
absl::symbolize
absl::strerror
)
# Only expose absl::int128 when it's supported without warnings
if(NOT WIN32)
list(APPEND ABSL_TARGETS absl::int128)
endif()
# Export gRPC targets for use in other CMake files
set(YAZE_GRPC_TARGETS
grpc::grpc++
grpc::grpc++_reflection
protobuf::libprotobuf
protoc
grpc_cpp_plugin
)
message(STATUS "gRPC setup complete - targets available: ${YAZE_GRPC_TARGETS}")
# Setup protobuf generation directory (use CACHE so it's available in functions)
set(_gRPC_PROTO_GENS_DIR ${CMAKE_BINARY_DIR}/gens CACHE INTERNAL "Protobuf generated files directory")
file(MAKE_DIRECTORY ${CMAKE_BINARY_DIR}/gens)
# Get protobuf include directories (extract from generator expression or direct path)
if(TARGET libprotobuf)
get_target_property(_PROTOBUF_INCLUDE_DIRS libprotobuf INTERFACE_INCLUDE_DIRECTORIES)
# Handle generator expressions
string(REGEX REPLACE "\\$<BUILD_INTERFACE:([^>]+)>" "\\1" _PROTOBUF_INCLUDE_DIR_CLEAN "${_PROTOBUF_INCLUDE_DIRS}")
list(GET _PROTOBUF_INCLUDE_DIR_CLEAN 0 _gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR)
set(_gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR ${_gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR} CACHE INTERNAL "Protobuf include directory")
elseif(TARGET protobuf::libprotobuf)
get_target_property(_PROTOBUF_INCLUDE_DIRS protobuf::libprotobuf INTERFACE_INCLUDE_DIRECTORIES)
string(REGEX REPLACE "\\$<BUILD_INTERFACE:([^>]+)>" "\\1" _PROTOBUF_INCLUDE_DIR_CLEAN "${_PROTOBUF_INCLUDE_DIRS}")
list(GET _PROTOBUF_INCLUDE_DIR_CLEAN 0 _gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR)
set(_gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR ${_gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR} CACHE INTERNAL "Protobuf include directory")
endif()
# Remove x86-only Abseil compile flags when building on ARM64 macOS runners
set(_YAZE_PATCH_ABSL_FOR_APPLE FALSE)
if(APPLE)
if(CMAKE_OSX_ARCHITECTURES)
string(TOLOWER "${CMAKE_OSX_ARCHITECTURES}" _yaze_osx_archs)
if(_yaze_osx_archs MATCHES "arm64")
set(_YAZE_PATCH_ABSL_FOR_APPLE TRUE)
endif()
else()
string(TOLOWER "${CMAKE_SYSTEM_PROCESSOR}" _yaze_proc)
if(_yaze_proc MATCHES "arm64" OR _yaze_proc MATCHES "aarch64")
set(_YAZE_PATCH_ABSL_FOR_APPLE TRUE)
endif()
endif()
endif()
if(_YAZE_PATCH_ABSL_FOR_APPLE)
set(_YAZE_ABSL_X86_TARGETS
absl_random_internal_randen_hwaes
absl_random_internal_randen_hwaes_impl
absl_crc_internal_cpu_detect
)
foreach(_yaze_absl_target IN LISTS _YAZE_ABSL_X86_TARGETS)
if(TARGET ${_yaze_absl_target})
get_target_property(_yaze_absl_opts ${_yaze_absl_target} COMPILE_OPTIONS)
if(_yaze_absl_opts AND NOT _yaze_absl_opts STREQUAL "NOTFOUND")
set(_yaze_filtered_opts)
foreach(_yaze_opt IN LISTS _yaze_absl_opts)
if(_yaze_opt STREQUAL "-Xarch_x86_64")
continue()
endif()
if(_yaze_opt MATCHES "^-m(sse|avx)")
continue()
endif()
if(_yaze_opt STREQUAL "-maes")
continue()
endif()
list(APPEND _yaze_filtered_opts "${_yaze_opt}")
endforeach()
set_property(TARGET ${_yaze_absl_target} PROPERTY COMPILE_OPTIONS ${_yaze_filtered_opts})
message(STATUS "Patched ${_yaze_absl_target} compile options for ARM64 macOS")
endif()
endif()
endforeach()
endif()
unset(_YAZE_GRPC_SAVED_CPM_USE_LOCAL_PACKAGES)
unset(_YAZE_GRPC_ERRORS)
unset(_YAZE_GRPC_ERROR_MESSAGE)
message(STATUS "Protobuf gens dir: ${_gRPC_PROTO_GENS_DIR}")
message(STATUS "Protobuf include dir: ${_gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR}")
# Export protobuf targets
set(YAZE_PROTOBUF_TARGETS
protobuf::libprotobuf
)
endif() # End of CPM build path (if NOT _YAZE_USING_SYSTEM_GRPC)
# Function to add protobuf/gRPC code generation to a target
# This function works with both system and CPM-built gRPC
function(target_add_protobuf target)
if(NOT TARGET ${target})
message(FATAL_ERROR "Target ${target} doesn't exist")
endif()
if(NOT ARGN)
message(SEND_ERROR "Error: target_add_protobuf() called without any proto files")
return()
endif()
# Determine protoc and grpc_cpp_plugin paths
# For IMPORTED targets (system gRPC), use IMPORTED_LOCATION
# For built targets (CPM gRPC), use TARGET_FILE generator expression
get_target_property(_PROTOC_IMPORTED protoc IMPORTED)
get_target_property(_GRPC_PLUGIN_IMPORTED grpc_cpp_plugin IMPORTED)
if(_PROTOC_IMPORTED)
get_target_property(_PROTOC_EXECUTABLE protoc IMPORTED_LOCATION)
set(_PROTOC_DEPENDS "") # No build dependency for system protoc
else()
set(_PROTOC_EXECUTABLE "$<TARGET_FILE:protoc>")
set(_PROTOC_DEPENDS "protoc")
endif()
if(_GRPC_PLUGIN_IMPORTED)
get_target_property(_GRPC_PLUGIN_EXECUTABLE grpc_cpp_plugin IMPORTED_LOCATION)
set(_GRPC_PLUGIN_DEPENDS "") # No build dependency for system plugin
else()
set(_GRPC_PLUGIN_EXECUTABLE "$<TARGET_FILE:grpc_cpp_plugin>")
set(_GRPC_PLUGIN_DEPENDS "grpc_cpp_plugin")
endif()
set(_protobuf_include_path -I ${CMAKE_SOURCE_DIR}/src -I ${_gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR})
foreach(FIL ${ARGN})
get_filename_component(ABS_FIL ${FIL} ABSOLUTE)
get_filename_component(FIL_WE ${FIL} NAME_WE)
file(RELATIVE_PATH REL_FIL ${CMAKE_SOURCE_DIR}/src ${ABS_FIL})
get_filename_component(REL_DIR ${REL_FIL} DIRECTORY)
if(NOT REL_DIR OR REL_DIR STREQUAL ".")
set(RELFIL_WE "${FIL_WE}")
else()
set(RELFIL_WE "${REL_DIR}/${FIL_WE}")
endif()
message(STATUS " Proto file: ${FIL_WE}")
message(STATUS " ABS_FIL = ${ABS_FIL}")
message(STATUS " REL_FIL = ${REL_FIL}")
message(STATUS " REL_DIR = ${REL_DIR}")
message(STATUS " RELFIL_WE = ${RELFIL_WE}")
message(STATUS " Output = ${_gRPC_PROTO_GENS_DIR}/${RELFIL_WE}.pb.h")
add_custom_command(
OUTPUT "${_gRPC_PROTO_GENS_DIR}/${RELFIL_WE}.grpc.pb.cc"
"${_gRPC_PROTO_GENS_DIR}/${RELFIL_WE}.grpc.pb.h"
"${_gRPC_PROTO_GENS_DIR}/${RELFIL_WE}_mock.grpc.pb.h"
"${_gRPC_PROTO_GENS_DIR}/${RELFIL_WE}.pb.cc"
"${_gRPC_PROTO_GENS_DIR}/${RELFIL_WE}.pb.h"
COMMAND ${_PROTOC_EXECUTABLE}
ARGS --grpc_out=generate_mock_code=true:${_gRPC_PROTO_GENS_DIR}
--cpp_out=${_gRPC_PROTO_GENS_DIR}
--plugin=protoc-gen-grpc=${_GRPC_PLUGIN_EXECUTABLE}
${_protobuf_include_path}
${ABS_FIL}
DEPENDS ${ABS_FIL} ${_PROTOC_DEPENDS} ${_GRPC_PLUGIN_DEPENDS}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/src
COMMENT "Running gRPC C++ protocol buffer compiler on ${FIL}"
VERBATIM)
target_sources(${target} PRIVATE
"${_gRPC_PROTO_GENS_DIR}/${RELFIL_WE}.grpc.pb.cc"
"${_gRPC_PROTO_GENS_DIR}/${RELFIL_WE}.grpc.pb.h"
"${_gRPC_PROTO_GENS_DIR}/${RELFIL_WE}_mock.grpc.pb.h"
"${_gRPC_PROTO_GENS_DIR}/${RELFIL_WE}.pb.cc"
"${_gRPC_PROTO_GENS_DIR}/${RELFIL_WE}.pb.h"
)
target_include_directories(${target} PUBLIC
$<BUILD_INTERFACE:${_gRPC_PROTO_GENS_DIR}>
$<BUILD_INTERFACE:${_gRPC_PROTOBUF_WELLKNOWN_INCLUDE_DIR}>
)
endforeach()
endfunction()

View File

@@ -0,0 +1,78 @@
# cpp-httplib dependency management
if(EMSCRIPTEN)
set(YAZE_HTTPLIB_TARGETS "" CACHE INTERNAL "cpp-httplib targets")
return()
endif()
include(cmake/CPM.cmake)
include(cmake/dependencies.lock)
message(STATUS "Setting up cpp-httplib ${HTTPLIB_VERSION}")
if(YAZE_PLATFORM_IOS)
CPMAddPackage(
NAME httplib
VERSION ${HTTPLIB_VERSION}
GITHUB_REPOSITORY yhirose/cpp-httplib
GIT_TAG v${HTTPLIB_VERSION}
DOWNLOAD_ONLY YES
)
if(NOT TARGET httplib)
add_library(httplib INTERFACE)
target_include_directories(httplib INTERFACE ${httplib_SOURCE_DIR})
endif()
if(NOT TARGET httplib::httplib)
add_library(httplib::httplib ALIAS httplib)
endif()
set(YAZE_HTTPLIB_TARGETS httplib::httplib)
set(YAZE_HTTPLIB_TARGETS httplib::httplib CACHE INTERNAL "cpp-httplib targets")
message(STATUS "cpp-httplib configured as header-only for iOS")
return()
endif()
set(_YAZE_USE_SYSTEM_HTTPLIB ${YAZE_USE_SYSTEM_DEPS})
# Try to use system packages first
if(_YAZE_USE_SYSTEM_HTTPLIB)
find_package(httplib QUIET)
if(httplib_FOUND)
message(STATUS "Using system httplib")
set(YAZE_HTTPLIB_TARGETS httplib::httplib CACHE INTERNAL "cpp-httplib targets")
return()
elseif(YAZE_USE_SYSTEM_DEPS)
message(WARNING "System httplib not found despite YAZE_USE_SYSTEM_DEPS=ON; falling back to CPM download")
endif()
endif()
CPMAddPackage(
NAME httplib
VERSION ${HTTPLIB_VERSION}
GITHUB_REPOSITORY yhirose/cpp-httplib
GIT_TAG v${HTTPLIB_VERSION}
OPTIONS
"HTTPLIB_INSTALL OFF"
"HTTPLIB_TEST OFF"
"HTTPLIB_COMPILE OFF"
"HTTPLIB_USE_OPENSSL_IF_AVAILABLE OFF"
"HTTPLIB_USE_ZLIB_IF_AVAILABLE OFF"
"HTTPLIB_USE_BROTLI_IF_AVAILABLE OFF"
"HTTPLIB_USE_ZSTD_IF_AVAILABLE OFF"
)
# Verify target is available
if(TARGET httplib::httplib)
message(STATUS "httplib::httplib target found")
elseif(TARGET httplib)
add_library(httplib::httplib ALIAS httplib)
message(STATUS "Created httplib::httplib alias")
else()
message(FATAL_ERROR "httplib target not found after CPM fetch")
endif()
set(YAZE_HTTPLIB_TARGETS httplib::httplib)
set(YAZE_HTTPLIB_TARGETS httplib::httplib CACHE INTERNAL "cpp-httplib targets")
message(STATUS "cpp-httplib setup complete")

View File

@@ -0,0 +1,100 @@
# Dear ImGui dependency management
# Uses the bundled ImGui in ext/imgui
message(STATUS "Setting up Dear ImGui from bundled sources")
# Use the bundled ImGui from ext/imgui
set(IMGUI_DIR ${CMAKE_SOURCE_DIR}/ext/imgui)
# Select ImGui backend sources based on SDL version
if(YAZE_USE_SDL3)
set(IMGUI_BACKEND_SOURCES
${IMGUI_DIR}/backends/imgui_impl_sdl3.cpp
${IMGUI_DIR}/backends/imgui_impl_sdlrenderer3.cpp
)
message(STATUS "Using ImGui SDL3 backend")
else()
set(IMGUI_BACKEND_SOURCES
${IMGUI_DIR}/backends/imgui_impl_sdl2.cpp
${IMGUI_DIR}/backends/imgui_impl_sdlrenderer2.cpp
)
message(STATUS "Using ImGui SDL2 backend")
endif()
if(YAZE_PLATFORM_IOS)
list(APPEND IMGUI_BACKEND_SOURCES
${IMGUI_DIR}/backends/imgui_impl_metal.mm
)
endif()
# Create ImGui library with core files from bundled source
add_library(ImGui STATIC
${IMGUI_DIR}/imgui.cpp
${IMGUI_DIR}/imgui_demo.cpp
${IMGUI_DIR}/imgui_draw.cpp
${IMGUI_DIR}/imgui_tables.cpp
${IMGUI_DIR}/imgui_widgets.cpp
# SDL backend (version-dependent)
${IMGUI_BACKEND_SOURCES}
# C++ stdlib helpers (for std::string support)
${IMGUI_DIR}/misc/cpp/imgui_stdlib.cpp
)
target_include_directories(ImGui PUBLIC
${IMGUI_DIR}
${IMGUI_DIR}/backends
)
# Set C++ standard requirement (ImGui 1.90+ requires C++11, we use C++17 for consistency)
target_compile_features(ImGui PUBLIC cxx_std_17)
# Link to SDL (version-dependent)
if(YAZE_USE_SDL3)
target_link_libraries(ImGui PUBLIC ${YAZE_SDL3_TARGETS})
else()
target_link_libraries(ImGui PUBLIC ${YAZE_SDL2_TARGETS})
endif()
message(STATUS "Created ImGui target from bundled source at ${IMGUI_DIR}")
# Create ImGui Test Engine for test automation (if tests are enabled)
if(YAZE_BUILD_TESTS)
set(IMGUI_TEST_ENGINE_DIR ${CMAKE_SOURCE_DIR}/ext/imgui_test_engine/imgui_test_engine)
if(EXISTS ${IMGUI_TEST_ENGINE_DIR})
set(IMGUI_TEST_ENGINE_SOURCES
${IMGUI_TEST_ENGINE_DIR}/imgui_te_context.cpp
${IMGUI_TEST_ENGINE_DIR}/imgui_te_coroutine.cpp
${IMGUI_TEST_ENGINE_DIR}/imgui_te_engine.cpp
${IMGUI_TEST_ENGINE_DIR}/imgui_te_exporters.cpp
${IMGUI_TEST_ENGINE_DIR}/imgui_te_perftool.cpp
${IMGUI_TEST_ENGINE_DIR}/imgui_te_ui.cpp
${IMGUI_TEST_ENGINE_DIR}/imgui_te_utils.cpp
${IMGUI_TEST_ENGINE_DIR}/imgui_capture_tool.cpp
)
add_library(ImGuiTestEngine STATIC ${IMGUI_TEST_ENGINE_SOURCES})
target_include_directories(ImGuiTestEngine PUBLIC
${IMGUI_DIR}
${IMGUI_TEST_ENGINE_DIR}
${CMAKE_SOURCE_DIR}/ext
)
target_compile_features(ImGuiTestEngine PUBLIC cxx_std_17)
if(YAZE_USE_SDL3)
target_link_libraries(ImGuiTestEngine PUBLIC ImGui ${YAZE_SDL3_TARGETS})
else()
target_link_libraries(ImGuiTestEngine PUBLIC ImGui ${YAZE_SDL2_TARGETS})
endif()
target_compile_definitions(ImGuiTestEngine PUBLIC
IMGUI_ENABLE_TEST_ENGINE=1
IMGUI_TEST_ENGINE_ENABLE_COROUTINE_STDTHREAD_IMPL=1
)
message(STATUS "Created ImGuiTestEngine target for test automation")
endif()
endif()
# Export ImGui targets for use in other CMake files
set(YAZE_IMGUI_TARGETS ImGui)
message(STATUS "Dear ImGui setup complete - YAZE_IMGUI_TARGETS = ${YAZE_IMGUI_TARGETS}")

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@@ -0,0 +1,27 @@
# ImPlot dependency management
# Uses the bundled ImPlot sources that ship with the ImGui Test Engine
set(YAZE_IMPLOT_TARGETS "")
set(IMPLOT_DIR ${CMAKE_SOURCE_DIR}/ext/imgui_test_engine/imgui_test_suite/thirdparty/implot)
if(EXISTS ${IMPLOT_DIR}/implot.h)
message(STATUS "Setting up ImPlot from bundled sources")
add_library(ImPlot STATIC
${IMPLOT_DIR}/implot.cpp
${IMPLOT_DIR}/implot_items.cpp
)
target_include_directories(ImPlot PUBLIC
${IMPLOT_DIR}
${IMGUI_DIR}
)
target_link_libraries(ImPlot PUBLIC ImGui)
target_compile_features(ImPlot PUBLIC cxx_std_17)
set(YAZE_IMPLOT_TARGETS ImPlot)
else()
message(WARNING "ImPlot sources not found at ${IMPLOT_DIR}. Plot widgets will be unavailable.")
endif()

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