# BG2 Masking Fix Handoff **Date:** 2025-12-07 **Status:** Phase 1 Research Complete, Ready for Implementation **Priority:** High - 94 rooms affected ## Problem Summary BG2 overlay content (platforms, statues, stairs) is invisible because BG1 floor tiles completely cover it. Example: Room 001's center platform is on BG2 but hidden under solid BG1 floor. ## Root Cause (Confirmed) The SNES uses **pixel-level transparency** via color 0 in floor tiles. The editor's floor drawing correctly skips color 0 pixels, BUT the issue is that floor tiles may be entirely solid with no transparent pixels. **SNES Behavior:** 1. Floor drawn to both BG1 and BG2 tilemaps (identical) 2. Layer 1 objects overwrite BG2 tilemap with platform graphics 3. BG1 tilemap keeps floor tiles - but floor tiles have color 0 (transparent) pixels 4. PPU composites: BG1 color 0 pixels reveal BG2 beneath **Current Editor Behavior:** 1. Floor drawn to both BG1 and BG2 bitmaps ✓ 2. Layer 1 objects drawn to BG2 bitmap ✓ 3. BG1 has solid floor everywhere (no holes) ✗ 4. Compositing works, but BG1 has no transparent pixels ✗ ## Key Files | File | Purpose | |------|---------| | `src/app/gfx/render/background_buffer.cc` | `DrawTile()` at line 161 - already skips pixel 0 correctly | | `src/zelda3/dungeon/room.cc` | Floor drawing at lines 597-608, object rendering at 973-977 | | `src/zelda3/dungeon/room_layer_manager.cc` | `CompositeToOutput()` - layer stacking order | | `src/zelda3/dungeon/object_drawer.cc` | `DrawObject()` line 40 - routes by layer | ## The Fix **Option 1: Verify Floor Tile Transparency (Quick Check)** Check if floor graphic 6 tiles actually have color 0 pixels: ```cpp // In DrawFloor or DrawTile, log pixel distribution int transparent_count = 0; for (int i = 0; i < 64; i++) { // 8x8 tile if (pixel == 0) transparent_count++; } LOG_DEBUG("Floor tile has %d transparent pixels", transparent_count); ``` If floor tiles ARE solid (no color 0), proceed to Option 2. **Option 2: Layer 1 Object Mask Propagation (Recommended)** When drawing Layer 1 (BG2) objects, also mark corresponding BG1 pixels as transparent: ```cpp // In ObjectDrawer::DrawObject(), after drawing to BG2: if (object.layer_ == RoomObject::LayerType::BG2) { // Draw object to BG2 normally draw_routines_[routine_id](this, object, bg2, tiles, state); // ALSO mark BG1 pixels as transparent in the object's area MarkBG1Transparent(bg1, object.x_, object.y_, object_width, object_height); } void ObjectDrawer::MarkBG1Transparent(BackgroundBuffer& bg1, int x, int y, int w, int h) { auto& bitmap = bg1.bitmap(); for (int py = y * 8; py < (y + h) * 8; py++) { for (int px = x * 8; px < (x + w) * 8; px++) { bitmap.WriteToPixel(py * 512 + px, 255); // 255 = transparent } } } ``` **Option 3: Two-Pass Floor Drawing** 1. First pass: Collect all Layer 1 object bounding boxes 2. Second pass: Draw BG1 floor, skip pixels inside Layer 1 boxes ## Room 001 Test Case ``` Layer 1 (BG2) objects that need masking: - 0x033 @ (22,13) size=4 - Floor 4x4 platform - 0x034 @ (23,16) size=14 - Solid 1x1 tiles - 0x071 @ (22,13), (41,13) - Vertical solid - 0x038 @ (24,12), (34,12) - Statues - 0x13B @ (30,10) - Inter-room stairs ``` ## Validation Run the analysis script to find all affected rooms: ```bash python scripts/analyze_room.py --list-bg2 # Output: 94 rooms with BG2 overlay objects ``` Test specific rooms: ```bash python scripts/analyze_room.py 1 --compositing python scripts/analyze_room.py 64 --compositing # Has 29 BG2 objects ``` ## SNES 4-Pass Rendering Reference From `bank_01.asm` lines 1104-1156: 1. Layout objects → BG1 tilemap 2. Layer 0 objects → BG1 tilemap 3. Layer 1 objects → **BG2 tilemap only** (lower_layer pointers) 4. Layer 2 objects → BG1 tilemap (upper_layer pointers) The key insight: Layer 1 objects ONLY write to BG2. They do NOT clear BG1. Transparency comes from floor tile pixel colors, not explicit masking. ## Files Created During Research - `scripts/analyze_room.py` - Room object analyzer - `docs/internal/plans/dungeon-layer-compositing-research.md` - Full research notes ## Quick Start for Next Agent 1. Read `docs/internal/plans/dungeon-layer-compositing-research.md` Section 8 2. Check floor graphic 6 tile pixels for color 0 (debug `DrawTile()`) 3. If solid, implement Option 2 (mask propagation) 4. Test with Room 001 - platform should be visible with BG1 enabled 5. Verify with `--list-bg2` rooms (94 total) ## Definition of Done - [ ] Room 001 center platform visible with BG1 layer ON - [ ] All 94 BG2 overlay rooms render correctly - [ ] Layer visibility toggles still work - [ ] No performance regression