# Handoff: Dungeon Object Rendering Investigation **Date**: 2025-11-26 **Status**: Fixes applied, awaiting user testing verification **Plan File**: `/Users/scawful/.claude/plans/lexical-painting-tulip.md` --- ## Context User reported that dungeon object rendering "still doesn't look right" after previous fixes. Investigation revealed a palette index out-of-bounds bug and UI accessibility issues with the emulator preview. ## Fixes Applied This Session ### 1. Palette Index Clamping (`src/zelda3/dungeon/object_drawer.cc:1091-1099`) **Problem**: Tiles using palette indices 6-7 caused out-of-bounds color access. - Dungeon palettes have 90 colors = 6 sub-palettes × 15 colors each (indices 0-5) - SNES tilemaps allow palette 0-7, but palette 7 → offset 105 > 90 colors **Fix**: ```cpp uint8_t pal = tile_info.palette_ & 0x07; if (pal > 5) { pal = pal % 6; // Wrap palettes 6,7 to 0,1 } uint8_t palette_offset = pal * 15; ``` ### 2. Emulator Preview UI Accessibility **Problem**: User said "emulator object render preview is difficult to access in the UI" - was buried in Object Editor → Preview tab → Enable checkbox. **Fix**: Added standalone card registration: - `src/app/editor/dungeon/dungeon_editor_v2.h`: Added `show_emulator_preview_` flag - `src/app/editor/dungeon/dungeon_editor_v2.cc`: Registered "SNES Object Preview" card (priority 65, shortcut Ctrl+Shift+V) - `src/app/gui/widgets/dungeon_object_emulator_preview.h`: Added `set_visible()` / `is_visible()` methods ## Previous Fixes (Same Investigation) 1. **Dirty flag bug** (`room.cc`): `graphics_dirty_` was cleared before use for floor/bg draw logic. Fixed with `was_graphics_dirty` capture pattern. 2. **Incorrect floor mappings** (`object_drawer.cc`): Removed mappings for objects 0x0C3-0x0CA, 0x0DF to routine 19 (tile count mismatch). 3. **BothBG routines** (`object_drawer.cc`): Routines 3, 9, 17, 18 now draw to both bg1 and bg2. ## Files Modified ``` src/zelda3/dungeon/object_drawer.cc # Palette clamping, BothBG fix, floor mappings src/zelda3/dungeon/room.cc # Dirty flag bug fix src/app/editor/dungeon/dungeon_editor_v2.cc # Emulator preview card registration src/app/editor/dungeon/dungeon_editor_v2.h # show_emulator_preview_ flag src/app/gui/widgets/dungeon_object_emulator_preview.h # Visibility methods ``` ## Awaiting User Verification User explicitly stated: "Let's look deeper into this and not claim these phases are complete without me saying so" **Testing needed**: 1. Do objects with palette 6-7 now render correctly? 2. Is the "SNES Object Preview" card accessible from View menu? 3. Does dungeon rendering look correct overall? ## Related Documentation - Master plan: `docs/internal/plans/dungeon-object-rendering-master-plan.md` - Handler analysis: `docs/internal/alttp-object-handlers.md` - Phase plan: `/Users/scawful/.claude/plans/lexical-painting-tulip.md` ## If Issues Persist Investigate these areas: 1. **Graphics sheet loading** - Verify 8BPP data is being read correctly 2. **Tile ID calculation** - Check if tile IDs are being parsed correctly from ROM 3. **Object-to-routine mapping** - Many objects still unmapped (only ~24% coverage) 4. **Draw routine implementations** - Some routines may have incorrect tile patterns ## Build Status Build successful: `cmake --build build --target yaze -j8`