# Future Improvements & Long-Term Vision **Last Updated:** October 10, 2025 **Status:** Living Document This document outlines potential improvements, experimental features, and long-term vision for yaze. Items here are aspirational and may or may not be implemented depending on community needs, technical feasibility, and development resources. --- ## Architecture & Performance ### Emulator Core Improvements See `docs/E6-emulator-improvements.md` for detailed emulator improvement roadmap. **Priority Items:** - **APU Timing Fix**: Cycle-accurate SPC700 execution for reliable music playback - **CPU Cycle Accuracy**: Variable instruction timing for better game compatibility - **PPU Scanline Renderer**: Replace pixel-based renderer for 20%+ performance boost - **Audio Buffering**: Lock-free ring buffer to eliminate stuttering ### Plugin Architecture (v0.5.x+) Enable community extensions and custom tools. **Features:** - C API for plugin development - Hot-reload capability for rapid iteration - Plugin registry and discovery system - Example plugins (custom exporters, automation tools) **Benefits:** - Community can extend without core changes - Experimentation without bloating core - Custom workflow tools per project needs ### Multi-Threading Improvements Parallelize heavy operations for better performance. **Opportunities:** - Background ROM loading - Parallel graphics decompression - Asynchronous file I/O - Worker thread pool for batch operations --- ## Graphics & Rendering ### Advanced Graphics Editing Full graphics sheet import/export workflow. **Features:** - Import modified PNG graphics sheets - Automatic palette extraction and optimization - Tile deduplication and compression - Preview impact on ROM size **Use Cases:** - Complete graphics overhauls - HD texture packs (with downscaling) - Art asset pipelines ### Alternative Rendering Backends Support beyond SDL3 for specialized use cases. **Potential Backends:** - **OpenGL**: Maximum compatibility, explicit control - **Vulkan**: High-performance, low-overhead (Linux/Windows) - **Metal**: Native macOS/iOS performance - **WebGPU**: Browser-based editor **Benefits:** - Platform-specific optimization - Testing without hardware dependencies - Future-proofing for new platforms ### High-DPI / 4K Support Perfect rendering on modern displays. **Improvements:** - Retina/4K-aware canvas rendering - Scalable UI elements - Crisp text at any zoom level - Per-monitor DPI awareness --- ## AI & Automation ### Autonomous Debugging Enhancements Advanced features for AI-driven emulator debugging (see `docs/internal/agents/archive/foundation-docs-old/ai-agent-debugging-guide.md` for current capabilities). #### Pattern 1: Automated Bug Reproduction ```python def reproduce_bug_scenario(): """Reproduce a specific bug automatically""" # 1. Load game state stub.LoadState(StateRequest(slot=1)) # 2. Set breakpoint at suspected bug location stub.AddBreakpoint(BreakpointRequest( address=0x01A5C0, # Enemy spawn routine type=BreakpointType.EXECUTE, description="Bug: enemy spawns in wall" )) # 3. Automate input to trigger bug stub.PressButtons(ButtonRequest(buttons=[Button.UP])) stub.HoldButtons(ButtonHoldRequest(buttons=[Button.A], duration_ms=500)) # 4. Wait for breakpoint hit = stub.RunToBreakpoint(Empty()) if hit.hit: # 5. Capture state for analysis memory = stub.ReadMemory(MemoryRequest( address=0x7E0000, # WRAM size=0x10000 )) # 6. Analyze and log analyze_enemy_spawn_state(hit.cpu_state, memory.data) return True return False ``` #### Pattern 2: Automated Code Coverage Analysis ```python def analyze_code_coverage(): """Find untested code paths""" # 1. Enable disassembly recording stub.CreateDebugSession(DebugSessionRequest( session_name="coverage_test", enable_all_features=True )) # 2. Run gameplay for 10 minutes stub.Start(Empty()) time.sleep(600) stub.Pause(Empty()) # 3. Get execution trace disasm = stub.GetDisassembly(DisassemblyRequest( start_address=0x008000, count=10000, include_execution_count=True )) # 4. Find unexecuted code unexecuted = [line for line in disasm.lines if line.execution_count == 0] print(f"Code coverage: {len(disasm.lines) - len(unexecuted)}/{len(disasm.lines)}") print(f"Untested code at:") for line in unexecuted[:20]: # Show first 20 print(f" ${line.address:06X}: {line.mnemonic} {line.operand_str}") ``` #### Pattern 3: Autonomous Bug Hunting ```python def hunt_for_bugs(): """AI-driven bug detection""" # Set watchpoints on critical variables watchpoints = [ ("LinkHealth", 0x7EF36D, 0x7EF36D, True, True), ("LinkPos", 0x7E0020, 0x7E0023, False, True), ("RoomID", 0x7E00A0, 0x7E00A1, False, True), ] for name, start, end, track_reads, track_writes in watchpoints: stub.AddWatchpoint(WatchpointRequest( start_address=start, end_address=end, track_reads=track_reads, track_writes=track_writes, break_on_access=False, description=name )) # Run game with random inputs stub.Start(Empty()) for _ in range(1000): # 1000 random actions button = random.choice([Button.UP, Button.DOWN, Button.LEFT, Button.RIGHT, Button.A, Button.B]) stub.PressButtons(ButtonRequest(buttons=[button])) time.sleep(0.1) # Check for anomalies every 10 actions if _ % 10 == 0: status = stub.GetDebugStatus(Empty()) # Check for crashes or freezes if status.fps < 30: print(f"ANOMALY: Low FPS detected ({status.fps:.2f})") save_crash_dump(status) # Check for memory corruption health = stub.ReadMemory(MemoryRequest( address=0x7EF36D, size=1 )) if health.data[0] > 0xA8: # Max health print(f"BUG: Health overflow! Value: {health.data[0]:02X}") stub.Pause(Empty()) break ``` #### Future API Extensions ```protobuf // Time-travel debugging rpc Rewind(RewindRequest) returns (CommandResponse); rpc SetCheckpoint(CheckpointRequest) returns (CheckpointResponse); rpc RestoreCheckpoint(CheckpointIdRequest) returns (CommandResponse); // Lua scripting rpc ExecuteLuaScript(LuaScriptRequest) returns (LuaScriptResponse); rpc RegisterLuaCallback(LuaCallbackRequest) returns (CommandResponse); // Performance profiling rpc StartProfiling(ProfileRequest) returns (CommandResponse); rpc StopProfiling(Empty) returns (ProfileResponse); rpc GetHotPaths(HotPathRequest) returns (HotPathResponse); ``` ### Multi-Modal AI Input Enhance `z3ed` with visual understanding. **Features:** - Screenshot → context for AI - "Fix this room" with image reference - Visual diff analysis - Automatic sprite positioning from mockups ### Collaborative AI Sessions Shared AI context in multiplayer editing. **Features:** - Shared AI conversation history - AI-suggested edits visible to all users - Collaborative problem-solving - Role-based AI permissions ### Automation & Scripting Python/Lua scripting for batch operations. **Use Cases:** - Batch room modifications - Automated testing scripts - Custom validation rules - Import/export pipelines --- ## Content Editors ### Music Editor UI Visual interface for sound and music editing. **Features:** - Visual SPC700 music track editor - Sound effect browser and editor - Import custom SPC files - Live preview while editing ### Dialogue Editor Comprehensive text editing system. **Features:** - Visual dialogue tree editor - Text search across all dialogues - Translation workflow support - Character count warnings - Preview in-game font rendering ### Event Editor Visual scripting for game events. **Features:** - Node-based event editor - Trigger condition builder - Preview event flow - Debug event sequences ### Hex Editor Enhancements Power-user tool for low-level editing. **Features:** - Structure definitions (parse ROM data types) - Search by data pattern - Diff view between ROM versions - Bookmark system for addresses - Disassembly view integration --- ## Collaboration & Networking ### Real-Time Collaboration Improvements Enhanced multi-user editing. **Features:** - Conflict resolution strategies - User presence indicators (cursor position) - Chat integration - Permission system (read-only, edit, admin) - Rollback/version control ### Cloud ROM Storage Optional cloud backup and sync. **Features:** - Encrypted cloud storage - Automatic backups - Cross-device sync - Shared project workspaces - Version history --- ## Platform Support ### Web Assembly Build Browser-based yaze editor. **Benefits:** - No installation required - Cross-platform by default - Shareable projects via URL - Integrated with cloud storage **Challenges:** - File system access limitations - Performance considerations - WebGPU renderer requirement ### Mobile Support (iOS/Android) Touch-optimized editor for tablets. **Features:** - Touch-friendly UI - Stylus support - Cloud sync with desktop - Read-only preview mode for phones **Use Cases:** - Tablet editing on the go - Reference/preview on phone - Show ROM to players on mobile --- ## Quality of Life ### Undo/Redo System Enhancement More granular and reliable undo. **Improvements:** - Per-editor undo stacks - Undo history viewer - Branching undo (tree structure) - Persistent undo across sessions ### Project Templates Quick-start templates for common ROM hacks. **Templates:** - Vanilla+ (minimal changes) - Graphics overhaul - Randomizer base - Custom story framework ### Asset Library Shared library of community assets. **Features:** - Import community sprites/graphics - Share custom rooms/dungeons - Tag-based search - Rating and comments - License tracking ### Accessibility Make yaze usable by everyone. **Features:** - Screen reader support - Keyboard-only navigation - Colorblind-friendly palettes - High-contrast themes - Adjustable font sizes --- ## Testing & Quality ### Automated Regression Testing Catch bugs before they ship. **Features:** - Automated UI testing framework - Visual regression tests (screenshot diffs) - Performance regression detection - Automated ROM patching tests ### ROM Validation Ensure ROM hacks are valid. **Features:** - Detect common errors (invalid pointers, etc.) - Warn about compatibility issues - Suggest fixes for problems - Export validation report ### Continuous Integration Enhancements Better CI/CD pipeline. **Improvements:** - Build artifacts for every commit - Automated performance benchmarks - Coverage reports - Security scanning --- ## Documentation & Community ### API Documentation Generator Auto-generated API docs from code. **Features:** - Doxygen → web docs pipeline - Example code snippets - Interactive API explorer - Versioned documentation ### Video Tutorial System In-app video tutorials. **Features:** - Embedded tutorial videos - Step-by-step guided walkthroughs - Context-sensitive help - Community-contributed tutorials ### ROM Hacking Wiki Integration Link editor to wiki documentation. **Features:** - Context-sensitive wiki links - Inline documentation for ROM structures - Community knowledge base - Translation support --- ## Experimental / Research ### Machine Learning Integration AI-assisted ROM hacking. **Possibilities:** - Auto-generate room layouts - Suggest difficulty curves - Detect similar room patterns - Generate sprite variations ### VR/AR Visualization Visualize SNES data in 3D. **Use Cases:** - 3D preview of overworld - Virtual dungeon walkthrough - Spatial room editing ### Symbolic Execution Advanced debugging technique. **Features:** - Explore all code paths - Find unreachable code - Detect potential bugs - Generate test cases --- ## Implementation Priority These improvements are **not scheduled** and exist here as ideas for future development. Priority will be determined by: 1. **Community demand** - What users actually need 2. **Technical feasibility** - What's possible with current architecture 3. **Development resources** - Available time and expertise 4. **Strategic fit** - Alignment with project vision --- ## Contributing Ideas Have an idea for a future improvement? - Open a GitHub Discussion in the "Ideas" category - Describe the problem it solves - Outline potential implementation approach - Consider technical challenges The best ideas are: - **Specific**: Clear problem statement - **Valuable**: Solves real user pain points - **Feasible**: Realistic implementation - **Scoped**: Can be broken into phases --- **Note:** This is a living document. Ideas may be promoted to the active roadmap (`I1-roadmap.md`) or removed as project priorities evolve.