# Draw Routine Fixes - Handoff Document **Status:** Handoff **Owner:** draw-routine-engineer **Created:** 2025-12-07 **Last Session:** 2025-12-07 --- ## Summary This session made significant progress on dungeon object draw routines. Many fixes were completed, but some objects still have minor issues requiring further investigation. --- ## Completed Fixes ✅ | Object ID | Name | Fix Applied | |-----------|------|-------------| | 0x5E | Block | Fixed column-major tile ordering | | 0x5D/0x88 | Thick Rails | Fixed cap-middle-cap pattern | | 0xF99 | Chest | Changed to DrawSingle2x2 (no size-based repeat) | | 0xFB1 | Big Chest | Changed to DrawSingle4x3 (no repeat) | | 0xF92 | Blue Rupees | Implemented DrawRupeeFloor per ASM (3x8 pattern) | | 0xFED | Water Grate | Changed to DrawSingle4x3 (no repeat) | | 0x3A | Wall Decors | Fixed spacing from 6 to 8 tiles | | 0x39/0x3D | Pillars | Fixed spacing from 6 to 4 tiles | | 0xFEB | Large Decor | Now 64x64 (4x4 tile16s = 8x8 tile8s) | | 0x138-0x13B | Spiral Stairs | Fixed to 4x3 pattern per ASM | | 0xC0/0xC2 | SuperSquare Ceilings | Dimensions now use size parameter | | 0xFE6 | Pit | Uses DrawActual4x4 (32x32, no repeat) | | 0x55-0x56 | Wall Torches | Fixed to 1x8 column with 12-tile spacing | | 0x22 | Small Rails | Now CORNER+MIDDLE*count+END pattern | | 0x23-0x2E | Carpet Trim | Now CORNER+MIDDLE*count+END pattern | --- ## Known Issues - Need Further Work ⚠️ ### 1. Horizontal vs Vertical Rails Asymmetry **Objects:** 0x22 (horizontal) vs vertical counterparts **Issue:** Horizontal rails now work with CORNER+MIDDLE+END pattern, but vertical rails may not be updated to match. **Files to check:** - `DrawDownwardsHasEdge1x1_*` routines - Look for routines mapped to 0x8A-0x8E (vertical equivalents) ### 2. Diagonal Ceiling Outlines (0xA0-0xA3) **Issue:** Draw routine is correct (triangular fill), but outline dimensions still too large for selection purposes. **Current state:** - Draw: `count = (size & 0x0F) + 4` - Outline: `count = (size & 0x0F) + 2` (still too big) **Suggestion:** May need special handling in selection code rather than dimension calculation, since triangles only fill half the bounding box. ### 3. Torch Object 0x3D **Issue:** Top half draws pegs instead of fire graphics. **Likely cause:** ROM tile data issue - tiles at offset 0x807A may be incorrect or tile loading is wrong. **Uses same routine as pillars (0x39).** ### 4. Vertical Pegs 0x95/0x96 **Issue:** Outline appears square (2x2) but should be vertical single row. **May be UI/selection display issue rather than draw routine.** --- ## Pending Tasks 📋 ### High Priority 1. **0xDC Chest Platform** - Complex routine with multiple segments, not currently working 2. **Staircases audit** - Objects 0x12D-0x137, 0x21B-0x221, 0x226-0x229, 0x233 ### Medium Priority 3. **Vertical rail patterns** - Match horizontal rail fixes 4. **Pit edges** - Need specific object IDs to investigate ### Low Priority 5. **Diagonal ceiling selection** - May need UI-level fix --- ## Key Formulas Reference ### Size Calculations (from ASM) | Pattern | Formula | |---------|---------| | GetSize_1to16 | `count = (size & 0x0F) + 1` | | GetSize_1to16_timesA | `count = (size & 0x0F + 1) * A` | | GetSize_1to15or26 | `count = size; if 0, count = 26` | | GetSize_1to15or32 | `count = size; if 0, count = 32` | | SuperSquare | `size_x = (size & 0x0F) + 1; size_y = ((size >> 4) & 0x0F) + 1` | ### Rail Pattern Structure ``` [CORNER tile 0] -> [MIDDLE tile 1 × count] -> [END tile 2] ``` ### Tile Ordering Most routines use **COLUMN-MAJOR** order: tiles advance down each column, then right. --- ## Files Modified - `src/zelda3/dungeon/object_drawer.cc` - Main draw routines and mappings - `src/zelda3/dungeon/object_drawer.h` - Added DrawActual4x4 declaration - `src/zelda3/dungeon/draw_routines/special_routines.cc` - Spiral stairs fix - `docs/internal/agents/draw_routine_tracker.md` - Tracking document --- ## Testing Notes - Log file at `logs/dungeon-object-draw.log` shows object draw data - Most testing was done on limited room set - need broader room testing - Use grep on log file to find specific object draws: `grep "obj=0xXX" logs/dungeon-object-draw.log` --- ## Next Steps for Continuation 1. Test the rail fixes in rooms with both horizontal and vertical rails 2. Find and fix the vertical rail equivalents (likely routines 23-28 or similar) 3. Investigate 0xDC chest platform ASM in detail 4. Consider UI-level fix for diagonal ceiling selection bounds