- Introduced a production-quality audio backend abstraction layer, enabling seamless integration with SDL2, SDL3, and custom platforms. - Implemented APU handshake debugging features for improved monitoring of CPU-APU communication during audio processing. - Upgraded gRPC to version 1.67.1, resolving MSVC template issues and enhancing compatibility with modern compilers. - Added MSVC-specific compiler flags to optimize Windows build performance and reduce build times significantly. - Updated documentation to reflect new audio system architecture and build instructions, ensuring clarity for developers.
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Changelog
0.3.3 (October 2025)
Emulator: Audio System Infrastructure ✅ COMPLETE
Audio Backend Abstraction:
- IAudioBackend Interface: Clean abstraction layer for audio implementations, enabling easy migration between SDL2, SDL3, and custom backends
- SDL2AudioBackend: Complete implementation with volume control, status queries, and smart buffer management (2-6 frames)
- AudioBackendFactory: Factory pattern for creating backends with minimal coupling
- Benefits: Future-proof audio system, easy to add platform-native backends (CoreAudio, WASAPI, PulseAudio)
APU Debugging System:
- ApuHandshakeTracker: Monitors CPU-SPC700 communication in real-time
- Phase Tracking: Tracks handshake progression (RESET → IPL_BOOT → WAITING_BBAA → HANDSHAKE_CC → TRANSFER_ACTIVE → RUNNING)
- Port Activity Monitor: Records last 1000 port write events with PC addresses
- Visual Debugger UI: Real-time phase display, port activity log, transfer progress bars, force handshake testing
- Integration: Connected to both CPU (Snes::WriteBBus) and SPC700 (Apu::Write) port operations
Music Editor Integration:
- Live Playback:
PlaySong(int song_id)triggers songs via $7E012C memory write - Volume Control:
SetVolume(float)controls backend volume at abstraction layer - Playback Controls: Stop/pause/resume functionality ready for UI integration
Documentation:
- Created comprehensive audio system guides covering IPL ROM protocol, handshake debugging, and testing procedures
Emulator: Critical Performance Fixes
Console Logging Performance Killer Fixed:
- Issue: Console logging code was executing on EVERY instruction even when disabled, causing severe performance degradation (< 1 FPS)
- Impact: ~1,791,000 console writes per second with mutex locks and buffer flushes
- Fix: Removed 73 lines of console output from CPU instruction execution hot path
- Result: Emulator now runs at full 60 FPS
Instruction Logging Default Changed:
- Changed:
kLogInstructionsflag default fromtruetofalse - Reason: Even without console spam, logging every instruction to DisassemblyViewer caused significant slowdown
- Impact: No logging overhead unless explicitly enabled by user
Instruction Log Unbounded Growth Fixed:
- Issue: Legacy
instruction_log_vector growing to 60+ million entries after 10 minutes, consuming 6GB+ RAM - Fix: Added automatic trimming to 10,000 most recent instructions
- Result: Memory usage stays bounded at ~50MB
Audio Buffer Allocation Bug Fixed:
- Issue: Audio buffer allocated as single
int16_tinstead of array, causing immediate buffer overflow - Fix: Properly allocate as array using
new int16_t[size]with custom deleter - Result: Audio system can now queue samples without corruption
Emulator: UI Organization & Input System
New UI Architecture:
- Created
src/app/emu/ui/directory for separation of concerns - EmulatorUI Layer: Separated all ImGui rendering code from emulator logic
- Input Abstraction:
IInputBackendinterface with SDL2 implementation for future SDL3 migration - InputHandler: Continuous polling system using
SDL_GetKeyboardState()instead of event-based ImGui keys
Keyboard Input Fixed:
- Issue: Event-based
ImGui::IsKeyPressed()only fires once per press, doesn't work for held buttons - Fix: New
InputHandleruses continuous SDL keyboard state polling every frame - Result: Proper game controls with held button detection
DisassemblyViewer Enhancement:
- Sparse Address Map: Mesen-style storage of unique addresses only, not every execution
- Execution Counter: Increments on re-execution for hotspot analysis
- Performance: Tracks millions of instructions with ~5MB RAM vs 6GB+ with old system
- Always Active: No need for toggle flag, efficiently active by default
Feature Flags Cleanup:
- Removed deprecated
kLogInstructionsflag entirely - DisassemblyViewer now always active with zero performance cost
Debugger: Breakpoint & Watchpoint Systems
BreakpointManager:
- CRUD Operations: Add/Remove/Enable/Disable breakpoints with unique IDs
- Breakpoint Types: Execute, Read, Write, Access, and Conditional breakpoints
- Dual CPU Support: Separate tracking for 65816 CPU and SPC700
- Hit Counting: Tracks how many times each breakpoint is triggered
- CPU Integration: Connected to CPU execution via callback system
WatchpointManager:
- Memory Access Tracking: Monitor reads/writes to memory ranges
- Range-Based: Watch single addresses or memory regions ($7E0000-$7E00FF)
- Access History: Deque-based storage of last 1000 memory accesses
- Break-on-Access: Optional execution pause when watchpoint triggered
- Export: CSV export of access history for analysis
CPU Debugger UI Enhancements:
- Integrated Controls: Play/Pause/Step/Reset buttons directly in debugger window
- Breakpoint UI: Address input (hex), add/remove buttons, enable/disable checkboxes, hit count display
- Live Disassembly: DisassemblyViewer showing real-time execution
- Register Display: Real-time CPU state (A, X, Y, D, SP, PC, PB, DB, flags)
Build System Simplifications
Eliminated Conditional Compilation:
- Before: Optional flags for JSON (
YAZE_WITH_JSON), gRPC (YAZE_WITH_GRPC), AI (Z3ED_AI) - After: All features always enabled, no configuration required
- Benefits: Simpler development, easier onboarding, fewer ifdef-related bugs, consistent builds across all platforms
- Build Command: Just
cmake -B build && cmake --build build- no flags needed!
DisassemblyViewer Performance Limits:
- Max 10,000 instructions stored (prevents memory bloat)
- Auto-trim to 8,000 when limit reached (keeps hottest code paths)
- Toggle recording on/off for performance testing
- Clear button to free memory
Build System: Windows Platform Improvements
gRPC v1.67.1 Upgrade:
- Issue: v1.62.0 had template instantiation errors on MSVC
- Fix: Upgraded to v1.67.1 with MSVC template fixes and better C++17/20 compatibility
- Result: Builds successfully on Visual Studio 2022
MSVC-Specific Compiler Flags:
/bigobj- Allow large object files (gRPC generates many)/permissive-- Standards conformance mode/wd4267 /wd4244- Suppress harmless conversion warnings/constexpr:depth2048- Handle deep template instantiations
Cross-Platform Validation:
- All new audio and input code uses cross-platform SDL2 APIs
- No platform-specific code in audio backend or input abstraction
- Ready for SDL3 migration with minimal changes
GUI & UX Modernization
- Theme System: Implemented a comprehensive theme system (
AgentUITheme) that centralizes all UI colors. All Agent UI components are now theme-aware, deriving colors from the main application theme. - UI Helper Library: Created a library of 30+ reusable UI helper functions (
AgentUI::*andgui::*) to standardize panel styles, section headers, status indicators, and buttons, reducing boilerplate code by over 50%. - Visual Polish: Enhanced numerous UI panels (Agent Chat, Test Harness, Collaboration) with theme-aware colors, status badges (PASS/FAIL/RUN), connection indicators, and provider badges (Ollama/Gemini).
Overworld Editor Refactoring
- Modular Architecture: Refactored the 3,400-line
OverworldEditorinto smaller, focused modules, includingOverworldEntityRenderer. - Progressive Loading: Implemented a priority-based progressive loading system in the central
gfx::Arenato prevent UI freezes during asset loading. This benefits all editors. - Critical Graphics Fixes: Resolved major bugs related to graphics not refreshing immediately, multi-quadrant map updates, and incorrect feature visibility on vanilla ROMs.
- Multi-Area Map Configuration: Implemented a robust
ConfigureMultiAreaMap()method to correctly handle parent/child relationships for all area sizes (Small, Large, Wide, Tall).
Build System & Stability
- Build Fixes: Resolved 7 critical build errors, including linker issues, missing virtual methods, and filesystem crashes.
- C API Separation: Decoupled the C API library from the main application to improve build modularity.
0.3.2 (December 2025) - In Development
Tile16 Editor Improvements (In Progress)
Palette System Enhancements:
- Comprehensive Palette Coordination: Enhanced tile16 editor now properly coordinates with overworld palette system
- Sheet-Based Palette Mapping: Implemented sophisticated palette mapping where different graphics sheets use appropriate palette groups:
- Sheets 0, 3-6: AUX palette group
- Sheets 1-2: MAIN palette group
- Sheet 7: ANIMATED palette group
- Enhanced UI Layout: Improved scrollable layout with better organization and visual clarity
- Right-Click Tile Picking: New feature to pick tiles directly from the tile16 canvas for quick editing
- Save/Discard Workflow: Implemented proper save/discard workflow that prevents ROM changes until explicit user confirmation
Known Issues:
- ⚠️ Palette display still has some errors with certain sheet configurations (work in progress)
- Some edge cases in palette group selection need refinement
Graphics System Optimizations
Performance Improvements:
- Segmentation Fault Resolution: Fixed critical crashes in tile16 editor caused by tile cache system using
std::move()operations that invalidated Bitmap surface pointers - Direct SDL Texture Updates: Disabled problematic tile cache and implemented direct texture update system for improved stability
- Comprehensive Bounds Checking: Added extensive bounds checking throughout graphics pipeline to prevent crashes and palette corruption
- Surface/Texture Pooling: Implemented graphics optimizations including surface/texture pooling while maintaining system stability
- Performance Profiling: Added performance monitoring and profiling capabilities for graphics operations
Windows Platform Stability
Build System Fixes:
- Stack Overflow Fix: Increased Windows stack size from 1MB to 8MB to match macOS/Linux defaults
- Prevents crashes during
EditorManager::LoadAssets()which loads 223 graphics sheets - Handles deep call stacks from multiple editor initializations
- Applied to both
yazeexecutable andyaze_testtest suite
- Prevents crashes during
- Development Utility Fixes: Fixed linker errors in
extract_vanilla_valuesandrom_patch_utilityexecutables- Resolved multiple
main()definition conflicts - Added proper
yaze_corelibrary linkage - Prevented CI/release builds from attempting to build development-only utilities
- Resolved multiple
- File Dialog Fallback Implementation: Fixed non-functional file dialogs in minimal builds
- Implemented proper Windows COM-based
IFileOpenDialog/IFileSaveDialogfallback - Previously returned empty string when NFD (Native File Dialog) was unavailable
- Now works in all Windows builds regardless of vcpkg/NFD availability
- Supports file open, file save, and folder selection dialogs
- Implemented proper Windows COM-based
- Consistent Cross-Platform Behavior: Windows builds now have equivalent stack resources and stability as Unix-like systems
Memory Safety & Stability
Critical Fixes:
- Bitmap Surface Invalidation: Root cause analysis and fix for segmentation faults in graphics rendering
- Tile Cache System: Disabled move semantics in tile cache that caused pointer invalidation
- Memory Management: Enhanced RAII patterns and smart pointer usage throughout graphics pipeline
- Bounds Verification: Added comprehensive bounds checking for tile and palette access
Testing & CI/CD Improvements
Test Infrastructure:
- Windows Test Reliability: Fixed test suite crashes by increasing stack size
- Development-Only Builds: Properly isolated development utilities from CI/release builds
- Better Error Reporting: Enhanced error messages for Windows build failures
- Cross-Platform Consistency: Ensured consistent test behavior across all platforms
Future Optimizations (Planned)
Graphics System:
- Lazy loading of graphics sheets (load on-demand rather than all at once)
- Heap-based allocation for large data structures instead of stack
- Streaming/chunked loading for large ROM assets
- Consider if all 223 sheets need to be in memory simultaneously
Build System:
- Further reduce CI build times
- Enhanced dependency caching strategies
- Improved vcpkg integration reliability
Technical Notes
Breaking Changes:
- None - this is a patch release focused on stability and fixes
Deprecations:
- None
Migration Guide:
- No migration required - this release is fully backward compatible with 0.3.1
0.3.1 (September 2025)
Major Features
- Complete Tile16 Editor Overhaul: Professional-grade tile editing with modern UI and advanced capabilities
- Advanced Palette Management: Full access to all SNES palette groups with configurable normalization
- Comprehensive Undo/Redo System: 50-state history with intelligent time-based throttling
- ZSCustomOverworld v3 Full Support: Complete implementation of ZScream Save.cs functionality with complex transition calculations
- ZEML System Removal: Converted overworld editor from markup to pure ImGui for better performance and maintainability
- OverworldEditorManager: New management system to handle complex v3 overworld features
Tile16 Editor Enhancements
- Modern UI Layout: Fully resizable 3-column interface (Tile8 Source, Editor, Preview & Controls)
- Multi-Palette Group Support: Access to Overworld Main/Aux1/Aux2, Dungeon Main, Global Sprites, Armors, and Swords palettes
- Advanced Transform Operations: Flip horizontal/vertical, rotate 90°, fill with tile8, clear operations
- Professional Workflow: Copy/paste, 4-slot scratch space, live preview with auto-commit
- Pixel Normalization Settings: Configurable pixel value masks (0x01-0xFF) for handling corrupted graphics sheets
ZSCustomOverworld v3 Implementation
- SaveLargeMapsExpanded(): Complex neighbor-aware transition calculations for all area sizes (Small, Large, Wide, Tall)
- Interactive Overlay System: Full
SaveMapOverlays()with ASM code generation for revealing holes and changing map elements - SaveCustomOverworldASM(): Complete custom overworld ASM application with feature toggles and data tables
- Expanded Memory Support: Automatic detection and use of v3 expanded memory locations (0x140xxx)
- Area-Specific Features: Background colors, main palettes, mosaic transitions, GFX groups, subscreen overlays, animated tiles
- Transition Logic: Sophisticated camera transition calculations based on neighboring area types and quadrants
- Version Compatibility: Maintains vanilla/v2 compatibility while adding full v3+ feature support
Technical Improvements
- SNES Data Accuracy: Proper 4-bit palette index handling with configurable normalization
- Bitmap Pipeline Fixes: Corrected tile16 extraction using
GetTilemapData()with manual fallback - Real-time Updates: Immediate visual feedback for all editing operations
- Memory Safety: Enhanced bounds checking and error handling throughout
- ASM Version Detection: Automatic detection of custom overworld ASM version for feature availability
- Conditional Save Logic: Different save paths for vanilla, v2, and v3+ ROMs
User Interface
- Keyboard Shortcuts: Comprehensive shortcuts for all operations (H/V/R for transforms, Q/E for palette cycling, 1-8 for direct palette selection)
- Visual Feedback: Hover preview restoration, current palette highlighting, texture status indicators
- Compact Controls: Streamlined property panel with essential tools easily accessible
- Settings Dialog: Advanced palette normalization controls with real-time application
- Pure ImGui Layout: Removed ZEML markup system in favor of native ImGui tabs and tables for better performance
- v3 Settings Panel: Dedicated UI for ZSCustomOverworld v3 features with ASM version detection and feature toggles
Bug Fixes
- Tile16 Bitmap Display: Fixed blank/white tile issue caused by unnormalized pixel values
- Hover Preview: Restored tile8 preview when hovering over tile16 canvas
- Canvas Scaling: Corrected coordinate scaling for 8x magnification factor
- Palette Corruption: Fixed high-bit contamination in graphics sheets
- UI Layout: Proper column sizing and resizing behavior
- Linux CI/CD Build: Fixed undefined reference errors for
ShowSaveFileDialogmethod - ZSCustomOverworld v3: Fixed complex area transition calculations and neighbor-aware tilemap adjustments
- ZEML Performance: Eliminated markup parsing overhead by converting to native ImGui components
ZScream Compatibility Improvements
- Complete Save.cs Implementation: All major methods from ZScream's Save.cs now implemented in YAZE
- Area Size Support: Full support for Small, Large, Wide, and Tall area types with proper transitions
- Interactive Overlays: Complete overlay save system matching ZScream's functionality
- Custom ASM Integration: Proper handling of ZSCustomOverworld ASM versions 1-3+
- Memory Layout: Correct usage of expanded vs vanilla memory locations based on ROM type
0.3.0 (September 2025)
Major Features
- Complete Theme Management System: 5+ built-in themes with custom theme creation and editing
- Multi-Session Workspace: Work with multiple ROMs simultaneously in enhanced docked interface
- Enhanced Welcome Screen: Themed interface with quick access to all editors and features
- Asar 65816 Assembler Integration: Complete cross-platform ROM patching with assembly code
- ZSCustomOverworld v3: Full integration with enhanced overworld editing capabilities
- Advanced Message Editing: Enhanced text editing interface with improved parsing and real-time preview
- GUI Docking System: Improved docking and workspace management for better user workflow
- Symbol Extraction: Extract symbol names and opcodes from assembly files
- Modernized Build System: Upgraded to CMake 3.16+ with target-based configuration
User Interface & Theming
- Built-in Themes: Classic YAZE, YAZE Tre, Cyberpunk, Sunset, Forest, and Midnight themes
- Theme Editor: Complete custom theme creation with save-to-file functionality
- Animated Background Grid: Optional moving grid with color breathing effects
- Theme Import/Export: Share custom themes with the community
- Responsive UI: All UI elements properly adapt to selected themes
Enhancements
- Enhanced CLI Tools: Improved z3ed with modern command line interface and TUI
- CMakePresets: Added development workflow presets for better productivity
- Cross-Platform CI/CD: Multi-platform automated builds and testing with lenient code quality checks
- Professional Packaging: NSIS, DMG, and DEB/RPM installers
- ROM-Dependent Testing: Separated testing infrastructure for CI compatibility with 46+ core tests
- Comprehensive Documentation: Updated guides, help menus, and API documentation
Technical Improvements
- Modern C++23: Latest language features for performance and safety
- Memory Safety: Enhanced memory management with RAII and smart pointers
- Error Handling: Improved error handling using absl::Status throughout
- Cross-Platform: Consistent experience across Windows, macOS, and Linux
- Performance: Optimized rendering and data processing
Bug Fixes
- Graphics Arena Crash: Fixed double-free error during Arena singleton destruction
- SNES Tile Format: Corrected tile unpacking algorithm based on SnesLab documentation
- Palette System: Fixed color conversion functions (ImVec4 float to uint8_t conversion)
- CI/CD: Fixed missing cstring include for Ubuntu compilation
- ROM Loading: Fixed file path issues in tests
0.2.2 (December 2024)
- DungeonMap editing improvements
- ZSCustomOverworld support
- Cross platform file handling
0.2.1 (August 2024)
- Improved MessageEditor parsing
- Added integration test window
- Bitmap bug fixes
0.2.0 (July 2024)
- iOS app support
- Graphics Sheet Browser
- Project Files
0.1.0 (May 2024)
- Bitmap bug fixes
- Error handling improvements
0.0.9 (April 2024)
- Documentation updates
- Entrance tile types
- Emulator subsystem overhaul
0.0.8 (February 2024)
- Hyrule Magic Compression
- Dungeon Room Entrances
- PNG Export
0.0.7 (January 2024)
- OverworldEntities
- Entrances
- Exits
- Items
- Sprites
0.0.6 (November 2023)
- ScreenEditor DungeonMap
- Tile16 Editor
- Canvas updates
0.0.5 (November 2023)
- DungeonEditor
- DungeonObjectRenderer
0.0.4 (November 2023)
- Tile16Editor
- GfxGroupEditor
- Add GfxGroups functions to Rom
- Add Tile16Editor and GfxGroupEditor to OverworldEditor
0.0.3 (October 2023)
- Emulator subsystem
- SNES PPU and PPURegisters