# Changelog ## 0.3.3 (October 2025) - IN FLUX **Note**: Versions 0.3.2-0.3.3 experienced CI/CD issues with Windows releases. See B4-release-workflows.md for details on the fixes applied. ### Rendering Pipeline Fixes **Graphics Editor White Sheets Fixed**: - Graphics sheets now receive appropriate default palettes during ROM loading - Sheets 0-112: Dungeon main palettes - Sheets 113-127: Sprite palettes - Sheets 128-222: HUD/menu palettes - Eliminated white/blank graphics on initial load **Message Editor Preview Updates**: - Fixed static message preview issue where changes weren't visible - Corrected `mutable_data()` usage to `set_data()` for proper SDL surface synchronization - Message preview now updates in real-time when selecting or editing messages **Cross-Editor Graphics Synchronization**: - Added `Arena::NotifySheetModified()` for centralized texture management - Graphics changes in one editor now propagate to all other editors - Improves workflow when editing graphics that appear in multiple contexts **Logging System Migration**: - Replaced raw `printf()` calls with structured `LOG_*` macros throughout graphics pipeline - Better integration with logging system for debugging ### Card-Based UI System **EditorCardManager**: - Centralized card registration and visibility management - Context-sensitive card controls in main menu bar - Category-based keyboard shortcuts (Ctrl+Shift+D for Dungeon, etc.) - Card browser for visual card management (Ctrl+Shift+B) **Editor Integration**: - DungeonEditor, GraphicsEditor, ScreenEditor, SpriteEditor, OverworldEditor, AssemblyEditor, MessageEditor, and Emulator now use card system - Cards can be closed with X button like normal windows - Proper docking behavior across all editors - Cards hidden by default to prevent crashes on ROM load ## 0.3.2 (October 2025) - IN FLUX **Note**: CI/CD issues with Windows releases. Fixes implemented in 0.3.3. ## 0.3.1 (October 2025) ### Emulator: Audio System Infrastructure ✅ COMPLETE **Audio Backend Abstraction:** - **IAudioBackend Interface**: Clean abstraction layer for audio implementations, enabling easy migration between SDL2, SDL3, and custom backends - **SDL2AudioBackend**: Complete implementation with volume control, status queries, and smart buffer management (2-6 frames) - **AudioBackendFactory**: Factory pattern for creating backends with minimal coupling - **Benefits**: Future-proof audio system, easy to add platform-native backends (CoreAudio, WASAPI, PulseAudio) **APU Debugging System:** - **ApuHandshakeTracker**: Monitors CPU-SPC700 communication in real-time - **Phase Tracking**: Tracks handshake progression (RESET → IPL_BOOT → WAITING_BBAA → HANDSHAKE_CC → TRANSFER_ACTIVE → RUNNING) - **Port Activity Monitor**: Records last 1000 port write events with PC addresses - **Visual Debugger UI**: Real-time phase display, port activity log, transfer progress bars, force handshake testing - **Integration**: Connected to both CPU (Snes::WriteBBus) and SPC700 (Apu::Write) port operations **Music Editor Integration:** - **Live Playback**: `PlaySong(int song_id)` triggers songs via $7E012C memory write - **Volume Control**: `SetVolume(float)` controls backend volume at abstraction layer - **Playback Controls**: Stop/pause/resume functionality ready for UI integration **Documentation:** - Created comprehensive audio system guides covering IPL ROM protocol, handshake debugging, and testing procedures ### Emulator: Critical Performance Fixes **Console Logging Performance Killer Fixed:** - **Issue**: Console logging code was executing on EVERY instruction even when disabled, causing severe performance degradation (< 1 FPS) - **Impact**: ~1,791,000 console writes per second with mutex locks and buffer flushes - **Fix**: Removed 73 lines of console output from CPU instruction execution hot path - **Result**: Emulator now runs at full 60 FPS **Instruction Logging Default Changed:** - **Changed**: `kLogInstructions` flag default from `true` to `false` - **Reason**: Even without console spam, logging every instruction to DisassemblyViewer caused significant slowdown - **Impact**: No logging overhead unless explicitly enabled by user **Instruction Log Unbounded Growth Fixed:** - **Issue**: Legacy `instruction_log_` vector growing to 60+ million entries after 10 minutes, consuming 6GB+ RAM - **Fix**: Added automatic trimming to 10,000 most recent instructions - **Result**: Memory usage stays bounded at ~50MB **Audio Buffer Allocation Bug Fixed:** - **Issue**: Audio buffer allocated as single `int16_t` instead of array, causing immediate buffer overflow - **Fix**: Properly allocate as array using `new int16_t[size]` with custom deleter - **Result**: Audio system can now queue samples without corruption ### Emulator: UI Organization & Input System **New UI Architecture:** - **Created `src/app/emu/ui/` directory** for separation of concerns - **EmulatorUI Layer**: Separated all ImGui rendering code from emulator logic - **Input Abstraction**: `IInputBackend` interface with SDL2 implementation for future SDL3 migration - **InputHandler**: Continuous polling system using `SDL_GetKeyboardState()` instead of event-based ImGui keys **Keyboard Input Fixed:** - **Issue**: Event-based `ImGui::IsKeyPressed()` only fires once per press, doesn't work for held buttons - **Fix**: New `InputHandler` uses continuous SDL keyboard state polling every frame - **Result**: Proper game controls with held button detection **DisassemblyViewer Enhancement:** - **Sparse Address Map**: Mesen-style storage of unique addresses only, not every execution - **Execution Counter**: Increments on re-execution for hotspot analysis - **Performance**: Tracks millions of instructions with ~5MB RAM vs 6GB+ with old system - **Always Active**: No need for toggle flag, efficiently active by default **Feature Flags Cleanup:** - Removed deprecated `kLogInstructions` flag entirely - DisassemblyViewer now always active with zero performance cost ### Debugger: Breakpoint & Watchpoint Systems **BreakpointManager:** - **CRUD Operations**: Add/Remove/Enable/Disable breakpoints with unique IDs - **Breakpoint Types**: Execute, Read, Write, Access, and Conditional breakpoints - **Dual CPU Support**: Separate tracking for 65816 CPU and SPC700 - **Hit Counting**: Tracks how many times each breakpoint is triggered - **CPU Integration**: Connected to CPU execution via callback system **WatchpointManager:** - **Memory Access Tracking**: Monitor reads/writes to memory ranges - **Range-Based**: Watch single addresses or memory regions ($7E0000-$7E00FF) - **Access History**: Deque-based storage of last 1000 memory accesses - **Break-on-Access**: Optional execution pause when watchpoint triggered - **Export**: CSV export of access history for analysis **CPU Debugger UI Enhancements:** - **Integrated Controls**: Play/Pause/Step/Reset buttons directly in debugger window - **Breakpoint UI**: Address input (hex), add/remove buttons, enable/disable checkboxes, hit count display - **Live Disassembly**: DisassemblyViewer showing real-time execution - **Register Display**: Real-time CPU state (A, X, Y, D, SP, PC, PB, DB, flags) ### Build System Simplifications **Eliminated Conditional Compilation:** - **Before**: Optional flags for JSON (`YAZE_WITH_JSON`), gRPC (`YAZE_WITH_GRPC`), AI (`Z3ED_AI`) - **After**: All features always enabled, no configuration required - **Benefits**: Simpler development, easier onboarding, fewer ifdef-related bugs, consistent builds across all platforms - **Build Command**: Just `cmake -B build && cmake --build build` - no flags needed! **DisassemblyViewer Performance Limits:** - Max 10,000 instructions stored (prevents memory bloat) - Auto-trim to 8,000 when limit reached (keeps hottest code paths) - Toggle recording on/off for performance testing - Clear button to free memory ### Build System: Windows Platform Improvements **gRPC v1.67.1 Upgrade:** - **Issue**: v1.62.0 had template instantiation errors on MSVC - **Fix**: Upgraded to v1.67.1 with MSVC template fixes and better C++17/20 compatibility - **Result**: Builds successfully on Visual Studio 2022 **MSVC-Specific Compiler Flags:** - `/bigobj` - Allow large object files (gRPC generates many) - `/permissive-` - Standards conformance mode - `/wd4267 /wd4244` - Suppress harmless conversion warnings - `/constexpr:depth2048` - Handle deep template instantiations **Cross-Platform Validation:** - All new audio and input code uses cross-platform SDL2 APIs - No platform-specific code in audio backend or input abstraction - Ready for SDL3 migration with minimal changes ### GUI & UX Modernization - **Theme System**: Implemented a comprehensive theme system (`AgentUITheme`) that centralizes all UI colors. All Agent UI components are now theme-aware, deriving colors from the main application theme. - **UI Helper Library**: Created a library of 30+ reusable UI helper functions (`AgentUI::*` and `gui::*`) to standardize panel styles, section headers, status indicators, and buttons, reducing boilerplate code by over 50%. - **Visual Polish**: Enhanced numerous UI panels (Agent Chat, Test Harness, Collaboration) with theme-aware colors, status badges (PASS/FAIL/RUN), connection indicators, and provider badges (Ollama/Gemini). ### Overworld Editor Refactoring - **Modular Architecture**: Refactored the 3,400-line `OverworldEditor` into smaller, focused modules, including `OverworldEntityRenderer`. - **Progressive Loading**: Implemented a priority-based progressive loading system in the central `gfx::Arena` to prevent UI freezes during asset loading. This benefits all editors. - **Critical Graphics Fixes**: Resolved major bugs related to graphics not refreshing immediately, multi-quadrant map updates, and incorrect feature visibility on vanilla ROMs. - **Multi-Area Map Configuration**: Implemented a robust `ConfigureMultiAreaMap()` method to correctly handle parent/child relationships for all area sizes (Small, Large, Wide, Tall). ### Build System & Stability - **Build Fixes**: Resolved 7 critical build errors, including linker issues, missing virtual methods, and filesystem crashes. - **C API Separation**: Decoupled the C API library from the main application to improve build modularity. ## 0.3.2 (December 2025) - In Development ### Tile16 Editor Improvements (In Progress) **Palette System Enhancements:** - **Comprehensive Palette Coordination**: Enhanced tile16 editor now properly coordinates with overworld palette system - **Sheet-Based Palette Mapping**: Implemented sophisticated palette mapping where different graphics sheets use appropriate palette groups: - Sheets 0, 3-6: AUX palette group - Sheets 1-2: MAIN palette group - Sheet 7: ANIMATED palette group - **Enhanced UI Layout**: Improved scrollable layout with better organization and visual clarity - **Right-Click Tile Picking**: New feature to pick tiles directly from the tile16 canvas for quick editing - **Save/Discard Workflow**: Implemented proper save/discard workflow that prevents ROM changes until explicit user confirmation **Known Issues:** - ⚠️ Palette display still has some errors with certain sheet configurations (work in progress) - Some edge cases in palette group selection need refinement ### Graphics System Optimizations **Performance Improvements:** - **Segmentation Fault Resolution**: Fixed critical crashes in tile16 editor caused by tile cache system using `std::move()` operations that invalidated Bitmap surface pointers - **Direct SDL Texture Updates**: Disabled problematic tile cache and implemented direct texture update system for improved stability - **Comprehensive Bounds Checking**: Added extensive bounds checking throughout graphics pipeline to prevent crashes and palette corruption - **Surface/Texture Pooling**: Implemented graphics optimizations including surface/texture pooling while maintaining system stability - **Performance Profiling**: Added performance monitoring and profiling capabilities for graphics operations ### Windows Platform Stability **Build System Fixes:** - **Stack Overflow Fix**: Increased Windows stack size from 1MB to 8MB to match macOS/Linux defaults - Prevents crashes during `EditorManager::LoadAssets()` which loads 223 graphics sheets - Handles deep call stacks from multiple editor initializations - Applied to both `yaze` executable and `yaze_test` test suite - **Development Utility Fixes**: Fixed linker errors in `extract_vanilla_values` and `rom_patch_utility` executables - Resolved multiple `main()` definition conflicts - Added proper `yaze_core` library linkage - Prevented CI/release builds from attempting to build development-only utilities - **File Dialog Fallback Implementation**: Fixed non-functional file dialogs in minimal builds - Implemented proper Windows COM-based `IFileOpenDialog`/`IFileSaveDialog` fallback - Previously returned empty string when NFD (Native File Dialog) was unavailable - Now works in all Windows builds regardless of vcpkg/NFD availability - Supports file open, file save, and folder selection dialogs - **Consistent Cross-Platform Behavior**: Windows builds now have equivalent stack resources and stability as Unix-like systems ### Memory Safety & Stability **Critical Fixes:** - **Bitmap Surface Invalidation**: Root cause analysis and fix for segmentation faults in graphics rendering - **Tile Cache System**: Disabled move semantics in tile cache that caused pointer invalidation - **Memory Management**: Enhanced RAII patterns and smart pointer usage throughout graphics pipeline - **Bounds Verification**: Added comprehensive bounds checking for tile and palette access ### Testing & CI/CD Improvements **Test Infrastructure:** - **Windows Test Reliability**: Fixed test suite crashes by increasing stack size - **Development-Only Builds**: Properly isolated development utilities from CI/release builds - **Better Error Reporting**: Enhanced error messages for Windows build failures - **Cross-Platform Consistency**: Ensured consistent test behavior across all platforms ### Future Optimizations (Planned) **Graphics System:** - Lazy loading of graphics sheets (load on-demand rather than all at once) - Heap-based allocation for large data structures instead of stack - Streaming/chunked loading for large ROM assets - Consider if all 223 sheets need to be in memory simultaneously **Build System:** - Further reduce CI build times - Enhanced dependency caching strategies - Improved vcpkg integration reliability ### Technical Notes **Breaking Changes:** - None - this is a patch release focused on stability and fixes **Deprecations:** - None **Migration Guide:** - No migration required - this release is fully backward compatible with 0.3.1 ## 0.3.1 (September 2025) ### Major Features - **Complete Tile16 Editor Overhaul**: Professional-grade tile editing with modern UI and advanced capabilities - **Advanced Palette Management**: Full access to all SNES palette groups with configurable normalization - **Comprehensive Undo/Redo System**: 50-state history with intelligent time-based throttling - **ZSCustomOverworld v3 Full Support**: Complete implementation of ZScream Save.cs functionality with complex transition calculations - **ZEML System Removal**: Converted overworld editor from markup to pure ImGui for better performance and maintainability - **OverworldEditorManager**: New management system to handle complex v3 overworld features ### Tile16 Editor Enhancements - **Modern UI Layout**: Fully resizable 3-column interface (Tile8 Source, Editor, Preview & Controls) - **Multi-Palette Group Support**: Access to Overworld Main/Aux1/Aux2, Dungeon Main, Global Sprites, Armors, and Swords palettes - **Advanced Transform Operations**: Flip horizontal/vertical, rotate 90°, fill with tile8, clear operations - **Professional Workflow**: Copy/paste, 4-slot scratch space, live preview with auto-commit - **Pixel Normalization Settings**: Configurable pixel value masks (0x01-0xFF) for handling corrupted graphics sheets ### ZSCustomOverworld v3 Implementation - **SaveLargeMapsExpanded()**: Complex neighbor-aware transition calculations for all area sizes (Small, Large, Wide, Tall) - **Interactive Overlay System**: Full `SaveMapOverlays()` with ASM code generation for revealing holes and changing map elements - **SaveCustomOverworldASM()**: Complete custom overworld ASM application with feature toggles and data tables - **Expanded Memory Support**: Automatic detection and use of v3 expanded memory locations (0x140xxx) - **Area-Specific Features**: Background colors, main palettes, mosaic transitions, GFX groups, subscreen overlays, animated tiles - **Transition Logic**: Sophisticated camera transition calculations based on neighboring area types and quadrants - **Version Compatibility**: Maintains vanilla/v2 compatibility while adding full v3+ feature support ### Technical Improvements - **SNES Data Accuracy**: Proper 4-bit palette index handling with configurable normalization - **Bitmap Pipeline Fixes**: Corrected tile16 extraction using `GetTilemapData()` with manual fallback - **Real-time Updates**: Immediate visual feedback for all editing operations - **Memory Safety**: Enhanced bounds checking and error handling throughout - **ASM Version Detection**: Automatic detection of custom overworld ASM version for feature availability - **Conditional Save Logic**: Different save paths for vanilla, v2, and v3+ ROMs ### User Interface - **Keyboard Shortcuts**: Comprehensive shortcuts for all operations (H/V/R for transforms, Q/E for palette cycling, 1-8 for direct palette selection) - **Visual Feedback**: Hover preview restoration, current palette highlighting, texture status indicators - **Compact Controls**: Streamlined property panel with essential tools easily accessible - **Settings Dialog**: Advanced palette normalization controls with real-time application - **Pure ImGui Layout**: Removed ZEML markup system in favor of native ImGui tabs and tables for better performance - **v3 Settings Panel**: Dedicated UI for ZSCustomOverworld v3 features with ASM version detection and feature toggles ### Bug Fixes - **Tile16 Bitmap Display**: Fixed blank/white tile issue caused by unnormalized pixel values - **Hover Preview**: Restored tile8 preview when hovering over tile16 canvas - **Canvas Scaling**: Corrected coordinate scaling for 8x magnification factor - **Palette Corruption**: Fixed high-bit contamination in graphics sheets - **UI Layout**: Proper column sizing and resizing behavior - **Linux CI/CD Build**: Fixed undefined reference errors for `ShowSaveFileDialog` method - **ZSCustomOverworld v3**: Fixed complex area transition calculations and neighbor-aware tilemap adjustments - **ZEML Performance**: Eliminated markup parsing overhead by converting to native ImGui components ### ZScream Compatibility Improvements - **Complete Save.cs Implementation**: All major methods from ZScream's Save.cs now implemented in YAZE - **Area Size Support**: Full support for Small, Large, Wide, and Tall area types with proper transitions - **Interactive Overlays**: Complete overlay save system matching ZScream's functionality - **Custom ASM Integration**: Proper handling of ZSCustomOverworld ASM versions 1-3+ - **Memory Layout**: Correct usage of expanded vs vanilla memory locations based on ROM type ## 0.3.0 (September 2025) ### Major Features - **Complete Theme Management System**: 5+ built-in themes with custom theme creation and editing - **Multi-Session Workspace**: Work with multiple ROMs simultaneously in enhanced docked interface - **Enhanced Welcome Screen**: Themed interface with quick access to all editors and features - **Asar 65816 Assembler Integration**: Complete cross-platform ROM patching with assembly code - **ZSCustomOverworld v3**: Full integration with enhanced overworld editing capabilities - **Advanced Message Editing**: Enhanced text editing interface with improved parsing and real-time preview - **GUI Docking System**: Improved docking and workspace management for better user workflow - **Symbol Extraction**: Extract symbol names and opcodes from assembly files - **Modernized Build System**: Upgraded to CMake 3.16+ with target-based configuration ### User Interface & Theming - **Built-in Themes**: Classic YAZE, YAZE Tre, Cyberpunk, Sunset, Forest, and Midnight themes - **Theme Editor**: Complete custom theme creation with save-to-file functionality - **Animated Background Grid**: Optional moving grid with color breathing effects - **Theme Import/Export**: Share custom themes with the community - **Responsive UI**: All UI elements properly adapt to selected themes ### Enhancements - **Enhanced CLI Tools**: Improved z3ed with modern command line interface and TUI - **CMakePresets**: Added development workflow presets for better productivity - **Cross-Platform CI/CD**: Multi-platform automated builds and testing with lenient code quality checks - **Professional Packaging**: NSIS, DMG, and DEB/RPM installers - **ROM-Dependent Testing**: Separated testing infrastructure for CI compatibility with 46+ core tests - **Comprehensive Documentation**: Updated guides, help menus, and API documentation ### Technical Improvements - **Modern C++23**: Latest language features for performance and safety - **Memory Safety**: Enhanced memory management with RAII and smart pointers - **Error Handling**: Improved error handling using absl::Status throughout - **Cross-Platform**: Consistent experience across Windows, macOS, and Linux - **Performance**: Optimized rendering and data processing ### Bug Fixes - **Graphics Arena Crash**: Fixed double-free error during Arena singleton destruction - **SNES Tile Format**: Corrected tile unpacking algorithm based on SnesLab documentation - **Palette System**: Fixed color conversion functions (ImVec4 float to uint8_t conversion) - **CI/CD**: Fixed missing cstring include for Ubuntu compilation - **ROM Loading**: Fixed file path issues in tests ## 0.2.2 (December 2024) - DungeonMap editing improvements - ZSCustomOverworld support - Cross platform file handling ## 0.2.1 (August 2024) - Improved MessageEditor parsing - Added integration test window - Bitmap bug fixes ## 0.2.0 (July 2024) - iOS app support - Graphics Sheet Browser - Project Files ## 0.1.0 (May 2024) - Bitmap bug fixes - Error handling improvements ## 0.0.9 (April 2024) - Documentation updates - Entrance tile types - Emulator subsystem overhaul ## 0.0.8 (February 2024) - Hyrule Magic Compression - Dungeon Room Entrances - PNG Export ## 0.0.7 (January 2024) - OverworldEntities - Entrances - Exits - Items - Sprites ## 0.0.6 (November 2023) - ScreenEditor DungeonMap - Tile16 Editor - Canvas updates ## 0.0.5 (November 2023) - DungeonEditor - DungeonObjectRenderer ## 0.0.4 (November 2023) - Tile16Editor - GfxGroupEditor - Add GfxGroups functions to Rom - Add Tile16Editor and GfxGroupEditor to OverworldEditor ## 0.0.3 (October 2023) - Emulator subsystem - SNES PPU and PPURegisters