3.3 KiB
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:
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: Addedshow_emulator_preview_flagsrc/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: Addedset_visible()/is_visible()methods
Previous Fixes (Same Investigation)
-
Dirty flag bug (
room.cc):graphics_dirty_was cleared before use for floor/bg draw logic. Fixed withwas_graphics_dirtycapture pattern. -
Incorrect floor mappings (
object_drawer.cc): Removed mappings for objects 0x0C3-0x0CA, 0x0DF to routine 19 (tile count mismatch). -
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:
- Do objects with palette 6-7 now render correctly?
- Is the "SNES Object Preview" card accessible from View menu?
- 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:
- Graphics sheet loading - Verify 8BPP data is being read correctly
- Tile ID calculation - Check if tile IDs are being parsed correctly from ROM
- Object-to-routine mapping - Many objects still unmapped (only ~24% coverage)
- Draw routine implementations - Some routines may have incorrect tile patterns
Build Status
Build successful: cmake --build build --target yaze -j8