361 lines
11 KiB
Markdown
361 lines
11 KiB
Markdown
# Dungeon Editor Guide
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## Overview
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The Yaze Dungeon Editor is a comprehensive tool for editing Zelda 3: A Link to the Past dungeon rooms, objects, sprites, items, entrances, doors, and chests. It provides an integrated editing experience with real-time rendering, coordinate system management, and advanced features for dungeon modification.
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## Architecture
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### Core Components
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#### 1. DungeonEditorSystem
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- **Purpose**: Central coordinator for all dungeon editing operations
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- **Location**: `src/app/zelda3/dungeon/dungeon_editor_system.h/cc`
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- **Features**:
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- Room management (loading, saving, creating, deleting)
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- Sprite management (enemies, NPCs, interactive objects)
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- Item management (keys, hearts, rupees, etc.)
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- Entrance/exit management (room connections)
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- Door management (locked doors, key requirements)
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- Chest management (treasure placement)
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- Undo/redo system
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- Event callbacks for real-time updates
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#### 2. DungeonObjectEditor
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- **Purpose**: Specialized editor for room objects (walls, floors, decorations)
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- **Location**: `src/app/zelda3/dungeon/dungeon_object_editor.h/cc`
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- **Features**:
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- Object placement and editing
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- Layer management (BG1, BG2, BG3)
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- Object size editing with scroll wheel
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- Collision detection and validation
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- Selection and multi-selection
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- Grid snapping
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- Real-time preview
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#### 3. ObjectRenderer
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- **Purpose**: High-performance rendering system for dungeon objects
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- **Location**: `src/app/zelda3/dungeon/object_renderer.h/cc`
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- **Features**:
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- Graphics cache for performance optimization
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- Memory pool management
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- Performance monitoring and statistics
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- Object parsing from ROM data
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- Palette support and color management
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- Batch rendering for efficiency
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#### 4. DungeonEditor (UI Layer)
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- **Purpose**: User interface and interaction handling
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- **Location**: `src/app/editor/dungeon/dungeon_editor.h/cc`
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- **Features**:
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- Integrated tabbed interface
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- Canvas-based room editing
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- Coordinate system management
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- Object preview system
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- Real-time rendering
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- Compact editing panels
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## Coordinate System
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### Room Coordinates vs Canvas Coordinates
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The dungeon editor uses a two-tier coordinate system:
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1. **Room Coordinates**: 16x16 tile units (as used in the ROM)
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2. **Canvas Coordinates**: Pixel coordinates for rendering
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#### Conversion Functions
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```cpp
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// Convert room coordinates to canvas coordinates
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std::pair<int, int> RoomToCanvasCoordinates(int room_x, int room_y) const {
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return {room_x * 16, room_y * 16};
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}
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// Convert canvas coordinates to room coordinates
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std::pair<int, int> CanvasToRoomCoordinates(int canvas_x, int canvas_y) const {
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return {canvas_x / 16, canvas_y / 16};
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}
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// Check if coordinates are within canvas bounds
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bool IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin = 32) const;
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```
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### Coordinate System Features
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- **Automatic Bounds Checking**: Objects outside visible canvas area are culled
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- **Scrolling Support**: Canvas handles scrolling internally with proper coordinate transformation
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- **Grid Alignment**: 16x16 pixel grid for precise object placement
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- **Margin Support**: Configurable margins for partial object visibility
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## Object Rendering System
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### Object Types
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The system supports three main object subtypes based on ROM structure:
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1. **Subtype 1** (0x00-0xFF): Standard room objects (walls, floors, decorations)
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2. **Subtype 2** (0x100-0x1FF): Interactive objects (doors, switches, chests)
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3. **Subtype 3** (0x200+): Special objects (stairs, warps, bosses)
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### Rendering Pipeline
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1. **Object Loading**: Objects are loaded from ROM data using `LoadObjects()`
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2. **Tile Parsing**: Object tiles are parsed using `ObjectParser`
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3. **Graphics Caching**: Frequently used graphics are cached for performance
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4. **Palette Application**: SNES palettes are applied to object graphics
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5. **Canvas Rendering**: Objects are rendered to canvas with proper coordinate transformation
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### Performance Optimizations
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- **Graphics Cache**: Reduces redundant graphics sheet loading
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- **Memory Pool**: Efficient memory allocation for rendering
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- **Batch Rendering**: Multiple objects rendered in single pass
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- **Bounds Culling**: Objects outside visible area are skipped
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- **Cache Invalidation**: Smart cache management based on palette changes
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## User Interface
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### Integrated Editing Panels
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The dungeon editor features a consolidated interface with:
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#### Main Canvas
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- **Room Visualization**: Real-time room rendering with background layers
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- **Object Display**: Objects rendered with proper positioning and sizing
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- **Interactive Editing**: Click-to-select, drag-to-move, scroll-to-resize
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- **Grid Overlay**: Optional grid display for precise positioning
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- **Coordinate Display**: Real-time coordinate information
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#### Compact Editing Panels
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1. **Object Editor**
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- Mode selection (Select, Insert, Edit, Delete)
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- Layer management (BG1, BG2, BG3)
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- Object type selection
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- Size editing with scroll wheel
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- Configuration options (snap to grid, show grid)
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2. **Sprite Editor**
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- Sprite placement and management
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- Enemy and NPC configuration
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- Layer assignment
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- Quick sprite addition
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3. **Item Editor**
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- Item placement (keys, hearts, rupees)
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- Hidden item configuration
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- Item type selection
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- Room assignment
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4. **Entrance Editor**
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- Room connection management
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- Bidirectional connection support
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- Position configuration
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- Connection validation
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5. **Door Editor**
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- Door placement and configuration
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- Lock status management
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- Key requirement setup
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- Direction and target room assignment
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6. **Chest Editor**
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- Treasure chest placement
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- Item and quantity configuration
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- Big chest support
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- Opened status tracking
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7. **Properties Editor**
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- Room metadata management
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- Dungeon settings
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- Music and ambient sound configuration
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- Boss room and save room flags
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### Object Preview System
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- **Real-time Preview**: Objects are previewed in the canvas as they're selected
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- **Centered Display**: Preview objects are centered in the canvas for optimal viewing
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- **Palette Support**: Previews use current palette settings
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- **Information Display**: Object properties are shown in preview window
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## Integration with ZScream
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The dungeon editor is designed to be compatible with ZScream C# patterns:
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### Room Loading
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- Uses same room loading patterns as ZScream
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- Compatible with ZScream room data structures
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- Supports ZScream room naming conventions
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### Object Parsing
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- Follows ZScream object parsing logic
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- Compatible with ZScream object type definitions
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- Supports ZScream size encoding
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### Coordinate System
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- Matches ZScream coordinate conventions
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- Uses same tile size calculations
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- Compatible with ZScream positioning logic
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## Testing and Validation
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### Integration Tests
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The system includes comprehensive integration tests:
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1. **Basic Object Rendering**: Tests fundamental object rendering functionality
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2. **Multi-Palette Rendering**: Tests rendering with different palettes
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3. **Real Room Object Rendering**: Tests with actual ROM room data
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4. **Disassembly Room Validation**: Tests specific rooms from disassembly
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5. **Performance Testing**: Measures rendering performance and memory usage
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6. **Cache Effectiveness**: Tests graphics cache performance
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7. **Error Handling**: Tests error conditions and edge cases
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### Test Data
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Tests use real ROM data from `build/bin/zelda3.sfc`:
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- **Room 0x0000**: Ganon's room (from disassembly)
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- **Room 0x0002, 0x0012**: Sewer rooms (from disassembly)
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- **Room 0x0020**: Agahnim's tower (from disassembly)
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- **Additional rooms**: 0x0001, 0x0010, 0x0033, 0x005A
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### Performance Benchmarks
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- **Rendering Time**: < 500ms for 100 objects
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- **Memory Usage**: < 100MB for large object sets
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- **Cache Hit Rate**: Optimized for frequent object access
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- **Coordinate Conversion**: O(1) coordinate transformation
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## Usage Examples
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### Basic Object Editing
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```cpp
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// Load a room
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auto room_result = dungeon_editor_system_->GetRoom(0x0000);
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// Add an object
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auto status = object_editor_->InsertObject(5, 5, 0x10, 0x12, 0);
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// Parameters: x, y, object_type, size, layer
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// Render objects
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auto result = object_renderer_->RenderObjects(objects, palette);
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```
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### Coordinate Conversion
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```cpp
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// Convert room coordinates to canvas coordinates
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(room_x, room_y);
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// Check if coordinates are within bounds
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if (IsWithinCanvasBounds(canvas_x, canvas_y)) {
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// Render object at this position
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}
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```
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### Object Preview
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```cpp
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// Create preview object
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auto preview_object = zelda3::RoomObject(id, 8, 8, 0x12, 0);
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preview_object.set_rom(rom_);
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preview_object.EnsureTilesLoaded();
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// Render preview
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auto result = object_renderer_->RenderObject(preview_object, palette);
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```
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## Configuration Options
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### Editor Configuration
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```cpp
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struct EditorConfig {
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bool snap_to_grid = true;
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int grid_size = 16;
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bool show_grid = true;
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bool show_preview = true;
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bool auto_save = false;
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int auto_save_interval = 300;
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bool validate_objects = true;
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bool show_collision_bounds = false;
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};
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```
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### Performance Configuration
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```cpp
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// Object renderer settings
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object_renderer_->SetCacheSize(100);
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object_renderer_->EnablePerformanceMonitoring(true);
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// Canvas settings
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canvas_.SetCanvasSize(ImVec2(512, 512));
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canvas_.set_draggable(true);
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```
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## Troubleshooting
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### Common Issues
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1. **Objects Not Displaying**
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- Check if ROM is loaded
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- Verify object tiles are loaded with `EnsureTilesLoaded()`
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- Check coordinate bounds with `IsWithinCanvasBounds()`
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2. **Coordinate Misalignment**
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- Use coordinate conversion functions
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- Check canvas scrolling settings
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- Verify grid alignment
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3. **Performance Issues**
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- Enable graphics caching
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- Check memory usage with `GetMemoryUsage()`
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- Monitor performance stats with `GetPerformanceStats()`
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4. **Preview Not Showing**
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- Verify object is within canvas bounds
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- Check palette is properly set
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- Ensure object has valid tiles
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### Debug Information
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The system provides comprehensive debug information:
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- Object count and statistics
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- Cache hit/miss rates
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- Memory usage tracking
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- Performance metrics
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- Coordinate system validation
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## Future Enhancements
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### Planned Features
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1. **Advanced Object Editing**
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- Multi-object selection and manipulation
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- Object grouping and layers
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- Advanced collision detection
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2. **Enhanced Rendering**
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- Real-time lighting effects
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- Animation support
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- Advanced shader effects
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3. **Improved UX**
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- Keyboard shortcuts
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- Context menus
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- Undo/redo visualization
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4. **Integration Features**
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- ZScream project import/export
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- Collaborative editing
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- Version control integration
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## Conclusion
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The Yaze Dungeon Editor provides a comprehensive, high-performance solution for editing Zelda 3 dungeon rooms. With its integrated interface, robust coordinate system, and advanced rendering capabilities, it offers both novice and expert users the tools needed to create and modify dungeon content effectively.
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The system's compatibility with ZScream patterns and comprehensive testing ensure reliability and consistency with existing tools, while its modern architecture provides a foundation for future enhancements and features.
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