- Bump project version to 0.3.2 in CMakeLists.txt, vcpkg.json, and relevant headers. - Increase Windows stack size to 8MB to prevent stack overflow during asset loading. - Isolate development utilities from CI builds to ensure cleaner release artifacts. - Implement comprehensive bounds checking and fix segmentation faults in the graphics system. - Update documentation to reflect new build instructions and stability improvements.
238 lines
12 KiB
Markdown
238 lines
12 KiB
Markdown
# Changelog
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## 0.3.2 (December 2025) - In Development
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### Tile16 Editor Improvements (In Progress)
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**Palette System Enhancements:**
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- **Comprehensive Palette Coordination**: Enhanced tile16 editor now properly coordinates with overworld palette system
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- **Sheet-Based Palette Mapping**: Implemented sophisticated palette mapping where different graphics sheets use appropriate palette groups:
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- Sheets 0, 3-6: AUX palette group
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- Sheets 1-2: MAIN palette group
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- Sheet 7: ANIMATED palette group
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- **Enhanced UI Layout**: Improved scrollable layout with better organization and visual clarity
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- **Right-Click Tile Picking**: New feature to pick tiles directly from the tile16 canvas for quick editing
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- **Save/Discard Workflow**: Implemented proper save/discard workflow that prevents ROM changes until explicit user confirmation
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**Known Issues:**
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- ⚠️ Palette display still has some errors with certain sheet configurations (work in progress)
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- Some edge cases in palette group selection need refinement
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### Graphics System Optimizations
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**Performance Improvements:**
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- **Segmentation Fault Resolution**: Fixed critical crashes in tile16 editor caused by tile cache system using `std::move()` operations that invalidated Bitmap surface pointers
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- **Direct SDL Texture Updates**: Disabled problematic tile cache and implemented direct texture update system for improved stability
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- **Comprehensive Bounds Checking**: Added extensive bounds checking throughout graphics pipeline to prevent crashes and palette corruption
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- **Surface/Texture Pooling**: Implemented graphics optimizations including surface/texture pooling while maintaining system stability
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- **Performance Profiling**: Added performance monitoring and profiling capabilities for graphics operations
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### Windows Platform Stability
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**Build System Fixes:**
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- **Stack Overflow Fix**: Increased Windows stack size from 1MB to 8MB to match macOS/Linux defaults
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- Prevents crashes during `EditorManager::LoadAssets()` which loads 223 graphics sheets
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- Handles deep call stacks from multiple editor initializations
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- Applied to both `yaze` executable and `yaze_test` test suite
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- **Development Utility Fixes**: Fixed linker errors in `extract_vanilla_values` and `rom_patch_utility` executables
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- Resolved multiple `main()` definition conflicts
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- Added proper `yaze_core` library linkage
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- Prevented CI/release builds from attempting to build development-only utilities
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- **Consistent Cross-Platform Behavior**: Windows builds now have equivalent stack resources and stability as Unix-like systems
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### Memory Safety & Stability
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**Critical Fixes:**
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- **Bitmap Surface Invalidation**: Root cause analysis and fix for segmentation faults in graphics rendering
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- **Tile Cache System**: Disabled move semantics in tile cache that caused pointer invalidation
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- **Memory Management**: Enhanced RAII patterns and smart pointer usage throughout graphics pipeline
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- **Bounds Verification**: Added comprehensive bounds checking for tile and palette access
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### Testing & CI/CD Improvements
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**Test Infrastructure:**
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- **Windows Test Reliability**: Fixed test suite crashes by increasing stack size
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- **Development-Only Builds**: Properly isolated development utilities from CI/release builds
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- **Better Error Reporting**: Enhanced error messages for Windows build failures
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- **Cross-Platform Consistency**: Ensured consistent test behavior across all platforms
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### Future Optimizations (Planned)
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**Graphics System:**
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- Lazy loading of graphics sheets (load on-demand rather than all at once)
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- Heap-based allocation for large data structures instead of stack
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- Streaming/chunked loading for large ROM assets
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- Consider if all 223 sheets need to be in memory simultaneously
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**Build System:**
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- Further reduce CI build times
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- Enhanced dependency caching strategies
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- Improved vcpkg integration reliability
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### Technical Notes
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**Breaking Changes:**
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- None - this is a patch release focused on stability and fixes
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**Deprecations:**
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- None
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**Migration Guide:**
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- No migration required - this release is fully backward compatible with 0.3.1
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## 0.3.1 (September 2025)
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### Major Features
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- **Complete Tile16 Editor Overhaul**: Professional-grade tile editing with modern UI and advanced capabilities
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- **Advanced Palette Management**: Full access to all SNES palette groups with configurable normalization
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- **Comprehensive Undo/Redo System**: 50-state history with intelligent time-based throttling
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- **ZSCustomOverworld v3 Full Support**: Complete implementation of ZScream Save.cs functionality with complex transition calculations
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- **ZEML System Removal**: Converted overworld editor from markup to pure ImGui for better performance and maintainability
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- **OverworldEditorManager**: New management system to handle complex v3 overworld features
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### Tile16 Editor Enhancements
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- **Modern UI Layout**: Fully resizable 3-column interface (Tile8 Source, Editor, Preview & Controls)
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- **Multi-Palette Group Support**: Access to Overworld Main/Aux1/Aux2, Dungeon Main, Global Sprites, Armors, and Swords palettes
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- **Advanced Transform Operations**: Flip horizontal/vertical, rotate 90°, fill with tile8, clear operations
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- **Professional Workflow**: Copy/paste, 4-slot scratch space, live preview with auto-commit
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- **Pixel Normalization Settings**: Configurable pixel value masks (0x01-0xFF) for handling corrupted graphics sheets
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### ZSCustomOverworld v3 Implementation
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- **SaveLargeMapsExpanded()**: Complex neighbor-aware transition calculations for all area sizes (Small, Large, Wide, Tall)
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- **Interactive Overlay System**: Full `SaveMapOverlays()` with ASM code generation for revealing holes and changing map elements
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- **SaveCustomOverworldASM()**: Complete custom overworld ASM application with feature toggles and data tables
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- **Expanded Memory Support**: Automatic detection and use of v3 expanded memory locations (0x140xxx)
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- **Area-Specific Features**: Background colors, main palettes, mosaic transitions, GFX groups, subscreen overlays, animated tiles
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- **Transition Logic**: Sophisticated camera transition calculations based on neighboring area types and quadrants
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- **Version Compatibility**: Maintains vanilla/v2 compatibility while adding full v3+ feature support
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### Technical Improvements
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- **SNES Data Accuracy**: Proper 4-bit palette index handling with configurable normalization
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- **Bitmap Pipeline Fixes**: Corrected tile16 extraction using `GetTilemapData()` with manual fallback
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- **Real-time Updates**: Immediate visual feedback for all editing operations
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- **Memory Safety**: Enhanced bounds checking and error handling throughout
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- **ASM Version Detection**: Automatic detection of custom overworld ASM version for feature availability
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- **Conditional Save Logic**: Different save paths for vanilla, v2, and v3+ ROMs
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### User Interface
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- **Keyboard Shortcuts**: Comprehensive shortcuts for all operations (H/V/R for transforms, Q/E for palette cycling, 1-8 for direct palette selection)
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- **Visual Feedback**: Hover preview restoration, current palette highlighting, texture status indicators
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- **Compact Controls**: Streamlined property panel with essential tools easily accessible
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- **Settings Dialog**: Advanced palette normalization controls with real-time application
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- **Pure ImGui Layout**: Removed ZEML markup system in favor of native ImGui tabs and tables for better performance
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- **v3 Settings Panel**: Dedicated UI for ZSCustomOverworld v3 features with ASM version detection and feature toggles
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### Bug Fixes
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- **Tile16 Bitmap Display**: Fixed blank/white tile issue caused by unnormalized pixel values
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- **Hover Preview**: Restored tile8 preview when hovering over tile16 canvas
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- **Canvas Scaling**: Corrected coordinate scaling for 8x magnification factor
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- **Palette Corruption**: Fixed high-bit contamination in graphics sheets
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- **UI Layout**: Proper column sizing and resizing behavior
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- **Linux CI/CD Build**: Fixed undefined reference errors for `ShowSaveFileDialog` method
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- **ZSCustomOverworld v3**: Fixed complex area transition calculations and neighbor-aware tilemap adjustments
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- **ZEML Performance**: Eliminated markup parsing overhead by converting to native ImGui components
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### ZScream Compatibility Improvements
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- **Complete Save.cs Implementation**: All major methods from ZScream's Save.cs now implemented in YAZE
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- **Area Size Support**: Full support for Small, Large, Wide, and Tall area types with proper transitions
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- **Interactive Overlays**: Complete overlay save system matching ZScream's functionality
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- **Custom ASM Integration**: Proper handling of ZSCustomOverworld ASM versions 1-3+
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- **Memory Layout**: Correct usage of expanded vs vanilla memory locations based on ROM type
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## 0.3.0 (September 2025)
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### Major Features
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- **Complete Theme Management System**: 5+ built-in themes with custom theme creation and editing
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- **Multi-Session Workspace**: Work with multiple ROMs simultaneously in enhanced docked interface
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- **Enhanced Welcome Screen**: Themed interface with quick access to all editors and features
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- **Asar 65816 Assembler Integration**: Complete cross-platform ROM patching with assembly code
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- **ZSCustomOverworld v3**: Full integration with enhanced overworld editing capabilities
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- **Advanced Message Editing**: Enhanced text editing interface with improved parsing and real-time preview
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- **GUI Docking System**: Improved docking and workspace management for better user workflow
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- **Symbol Extraction**: Extract symbol names and opcodes from assembly files
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- **Modernized Build System**: Upgraded to CMake 3.16+ with target-based configuration
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### User Interface & Theming
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- **Built-in Themes**: Classic YAZE, YAZE Tre, Cyberpunk, Sunset, Forest, and Midnight themes
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- **Theme Editor**: Complete custom theme creation with save-to-file functionality
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- **Animated Background Grid**: Optional moving grid with color breathing effects
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- **Theme Import/Export**: Share custom themes with the community
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- **Responsive UI**: All UI elements properly adapt to selected themes
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### Enhancements
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- **Enhanced CLI Tools**: Improved z3ed with modern command line interface and TUI
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- **CMakePresets**: Added development workflow presets for better productivity
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- **Cross-Platform CI/CD**: Multi-platform automated builds and testing with lenient code quality checks
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- **Professional Packaging**: NSIS, DMG, and DEB/RPM installers
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- **ROM-Dependent Testing**: Separated testing infrastructure for CI compatibility with 46+ core tests
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- **Comprehensive Documentation**: Updated guides, help menus, and API documentation
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### Technical Improvements
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- **Modern C++23**: Latest language features for performance and safety
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- **Memory Safety**: Enhanced memory management with RAII and smart pointers
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- **Error Handling**: Improved error handling using absl::Status throughout
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- **Cross-Platform**: Consistent experience across Windows, macOS, and Linux
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- **Performance**: Optimized rendering and data processing
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### Bug Fixes
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- **Graphics Arena Crash**: Fixed double-free error during Arena singleton destruction
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- **SNES Tile Format**: Corrected tile unpacking algorithm based on SnesLab documentation
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- **Palette System**: Fixed color conversion functions (ImVec4 float to uint8_t conversion)
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- **CI/CD**: Fixed missing cstring include for Ubuntu compilation
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- **ROM Loading**: Fixed file path issues in tests
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## 0.2.2 (December 2024)
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- DungeonMap editing improvements
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- ZSCustomOverworld support
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- Cross platform file handling
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## 0.2.1 (August 2024)
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- Improved MessageEditor parsing
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- Added integration test window
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- Bitmap bug fixes
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## 0.2.0 (July 2024)
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- iOS app support
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- Graphics Sheet Browser
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- Project Files
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## 0.1.0 (May 2024)
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- Bitmap bug fixes
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- Error handling improvements
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## 0.0.9 (April 2024)
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- Documentation updates
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- Entrance tile types
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- Emulator subsystem overhaul
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## 0.0.8 (February 2024)
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- Hyrule Magic Compression
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- Dungeon Room Entrances
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- PNG Export
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## 0.0.7 (January 2024)
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- OverworldEntities
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- Entrances
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- Exits
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- Items
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- Sprites
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## 0.0.6 (November 2023)
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- ScreenEditor DungeonMap
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- Tile16 Editor
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- Canvas updates
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## 0.0.5 (November 2023)
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- DungeonEditor
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- DungeonObjectRenderer
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## 0.0.4 (November 2023)
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- Tile16Editor
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- GfxGroupEditor
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- Add GfxGroups functions to Rom
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- Add Tile16Editor and GfxGroupEditor to OverworldEditor
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## 0.0.3 (October 2023)
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- Emulator subsystem
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- SNES PPU and PPURegisters
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