# Dungeon Canvas Blank Screen - Fix Summary ## Issue The dungeon editor canvas was displaying only UI elements but the room graphics were blank, despite the rendering pipeline appearing to be set up correctly. ## Root Cause The background buffers (`bg1` and `bg2`) were never being populated with tile indices from room objects before calling `DrawBackground()`. ### The Missing Step 1. `Room::RenderRoomGraphics()` would: - Copy graphics data to `current_gfx16_` - Draw floor pattern via `DrawFloor()` - Call `DrawBackground()` to render tiles to pixels 2. **Problem**: `DrawBackground()` expects the buffer to contain tile indices, but only the floor pattern was in the buffer. Room objects were loaded but never converted to tile indices in the buffer! ### How ZScream Does It - ZScream's `Room.loadLayoutObjects()` and object drawing methods populate `tilesBg1Buffer`/`tilesBg2Buffer` with tile indices - `GraphicsManager.DrawBackground()` then converts those buffer indices to pixels - Result: Complete room with floors, walls, and objects ## Solution Implemented ### Changes Made **File**: `src/app/zelda3/dungeon/room.cc` 1. **Enhanced `RenderRoomGraphics()`** (line 286-315) - Added call to `RenderObjectsToBackground()` after `DrawFloor()` but before `DrawBackground()` 2. **Implemented `RenderObjectsToBackground()`** (line 317-383) - Iterates through all `tile_objects_` - Ensures each object has tiles loaded via `EnsureTilesLoaded()` - For each object: - Determines correct layer (BG1 vs BG2) - Converts each `Tile16` to 4 `TileInfo` sub-tiles - Converts each `TileInfo` to word format using `TileInfoToWord()` - Places tiles in background buffer using `SetTileAt()` ### Technical Details **Tile Structure**: - `Tile16` = 16x16 pixel tile made of 4 `TileInfo` (8x8) tiles - Arranged as: `[tile0_][tile1_]` (top row), `[tile2_][tile3_]` (bottom row) **Word Format** (per SNES specs): ``` Bit 15: Vertical flip Bit 14: Horizontal flip Bit 13: Priority/over Bits 10-12: Palette (3 bits) Bits 0-9: Tile ID (10 bits) ``` **Buffer Layout**: - 64x64 tiles (512x512 pixels) - Buffer index = `y * 64 + x` - Each entry is a uint16_t word ## Testing To verify the fix: 1. Build yaze with: `cmake --build build --target yaze` 2. Run yaze and open the dungeon editor 3. Select any room 4. Canvas should now display: - ✅ Floor pattern - ✅ Wall structures - ✅ Room objects - ✅ Correct layer separation ## Future Enhancements - Add layout object rendering (walls from room layout data) - Optimize tile placement algorithm for different object types - Add support for animated tiles - Implement object-specific draw routines (similar to ZScream's `DungeonObjectDraw.cs`) ## Related Files - **Implementation**: `src/app/zelda3/dungeon/room.cc` - **Header**: `src/app/zelda3/dungeon/room.h` - **Buffer**: `src/app/gfx/background_buffer.cc` - **Tiles**: `src/app/gfx/snes_tile.h` - **Reference**: `ZeldaFullEditor/GraphicsManager.cs` (ZScream) - **Reference**: `ZeldaFullEditor/Data/Types/DungeonObjectDraw.cs` (ZScream) ## Build Status ✅ **Compilation**: Success (0 errors) ⚠️ **Warnings**: 21 warnings (pre-existing, unrelated to this fix)