- Updated include paths for various GUI-related headers to improve organization and clarity. - Introduced new components for better modularity, including PaletteEditorWidget and EditorCardManager. - Refactored existing code to utilize the new components, ensuring consistency across the GUI subsystem. Benefits: - Enhances maintainability and readability of the GUI code. - Facilitates future enhancements and optimizations within the GUI subsystem.
297 lines
9.5 KiB
C++
297 lines
9.5 KiB
C++
#include "app/gui/widgets/dungeon_object_emulator_preview.h"
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#include "app/gfx/backend/irenderer.h"
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#include "zelda3/dungeon/room.h"
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#include "zelda3/dungeon/room_object.h"
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#include "app/gui/automation/widget_auto_register.h"
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#include "app/core/window.h"
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#include <cstdio>
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namespace yaze {
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namespace gui {
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DungeonObjectEmulatorPreview::DungeonObjectEmulatorPreview() {
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snes_instance_ = std::make_unique<emu::Snes>();
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}
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DungeonObjectEmulatorPreview::~DungeonObjectEmulatorPreview() {
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// if (object_texture_) {
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// renderer_->DestroyTexture(object_texture_);
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// }
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}
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void DungeonObjectEmulatorPreview::Initialize(gfx::IRenderer* renderer, Rom* rom) {
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renderer_ = renderer;
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rom_ = rom;
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snes_instance_ = std::make_unique<emu::Snes>();
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std::vector<uint8_t> rom_data = rom->vector();
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snes_instance_->Init(rom_data);
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// object_texture_ = renderer_->CreateTexture(256, 256);
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}
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void DungeonObjectEmulatorPreview::Render() {
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if (!show_window_) return;
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if (ImGui::Begin("Dungeon Object Emulator Preview", &show_window_, ImGuiWindowFlags_AlwaysAutoResize)) {
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AutoWidgetScope scope("DungeonEditor/EmulatorPreview");
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// ROM status indicator
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if (rom_ && rom_->is_loaded()) {
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ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), "ROM: Loaded ✓");
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} else {
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ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "ROM: Not loaded ✗");
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}
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ImGui::Separator();
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RenderControls();
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ImGui::Separator();
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// Preview image with border
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if (object_texture_) {
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ImGui::BeginChild("PreviewRegion", ImVec2(260, 260), true, ImGuiWindowFlags_NoScrollbar);
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ImGui::Image((ImTextureID)object_texture_, ImVec2(256, 256));
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ImGui::EndChild();
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} else {
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "No texture available");
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}
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// Debug info section
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ImGui::Separator();
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ImGui::Text("Execution:");
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ImGui::Indent();
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ImGui::Text("Cycles: %d %s", last_cycle_count_,
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last_cycle_count_ >= 100000 ? "(TIMEOUT)" : "");
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ImGui::Unindent();
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// Status with color coding
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ImGui::Text("Status:");
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ImGui::Indent();
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if (last_error_.empty()) {
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ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), "✓ OK");
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} else {
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ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "✗ %s", last_error_.c_str());
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}
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ImGui::Unindent();
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// Help text
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ImGui::Separator();
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ImGui::TextWrapped("This tool uses the SNES emulator to render objects by "
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"executing the game's native drawing routines from bank $01.");
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}
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ImGui::End();
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}
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void DungeonObjectEmulatorPreview::RenderControls() {
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ImGui::Text("Object Configuration:");
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ImGui::Indent();
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// Object ID with hex display
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AutoInputInt("Object ID", &object_id_, 1, 10, ImGuiInputTextFlags_CharsHexadecimal);
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ImGui::SameLine();
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ImGui::TextDisabled("($%03X)", object_id_);
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// Room context
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AutoInputInt("Room Context", &room_id_, 1, 10);
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ImGui::SameLine();
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ImGui::TextDisabled("(for graphics/palette)");
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// Position controls
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AutoSliderInt("X Position", &object_x_, 0, 63);
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AutoSliderInt("Y Position", &object_y_, 0, 63);
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ImGui::Unindent();
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// Render button - large and prominent
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ImGui::Separator();
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if (ImGui::Button("Render Object", ImVec2(-1, 0))) {
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TriggerEmulatedRender();
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}
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// Quick test buttons
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if (ImGui::BeginPopup("QuickTests")) {
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if (ImGui::MenuItem("Floor tile (0x00)")) { object_id_ = 0x00; TriggerEmulatedRender(); }
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if (ImGui::MenuItem("Wall N (0x60)")) { object_id_ = 0x60; TriggerEmulatedRender(); }
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if (ImGui::MenuItem("Door (0xF0)")) { object_id_ = 0xF0; TriggerEmulatedRender(); }
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ImGui::EndPopup();
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}
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if (ImGui::Button("Quick Tests...", ImVec2(-1, 0))) {
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ImGui::OpenPopup("QuickTests");
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}
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}
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void DungeonObjectEmulatorPreview::TriggerEmulatedRender() {
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if (!rom_ || !rom_->is_loaded()) {
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last_error_ = "ROM not loaded";
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return;
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}
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last_error_.clear();
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last_cycle_count_ = 0;
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// 1. Reset and configure the SNES state
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snes_instance_->Reset(true);
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auto& cpu = snes_instance_->cpu();
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auto& ppu = snes_instance_->ppu();
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auto& memory = snes_instance_->memory();
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// 2. Load room context (graphics, palettes)
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zelda3::Room default_room = zelda3::LoadRoomFromRom(rom_, room_id_);
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// 3. Load palette into CGRAM
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auto dungeon_main_pal_group = rom_->palette_group().dungeon_main;
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// Validate and clamp palette ID
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int palette_id = default_room.palette;
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if (palette_id < 0 || palette_id >= static_cast<int>(dungeon_main_pal_group.size())) {
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printf("[EMU] Warning: Room palette %d out of bounds, using palette 0\n", palette_id);
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palette_id = 0;
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}
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auto palette = dungeon_main_pal_group[palette_id];
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for (size_t i = 0; i < palette.size() && i < 256; ++i) {
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ppu.cgram[i] = palette[i].snes();
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}
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// 4. Load graphics into VRAM
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default_room.LoadRoomGraphics(default_room.blockset);
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default_room.CopyRoomGraphicsToBuffer();
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const auto& gfx_buffer = default_room.get_gfx_buffer();
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for (size_t i = 0; i < gfx_buffer.size() / 2 && i < 0x8000; ++i) {
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ppu.vram[i] = gfx_buffer[i * 2] | (gfx_buffer[i * 2 + 1] << 8);
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}
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// 5. CRITICAL: Initialize tilemap buffers in WRAM
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// Game uses $7E:2000 for BG1 tilemap buffer, $7E:4000 for BG2
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for (uint32_t i = 0; i < 0x2000; i++) {
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snes_instance_->Write(0x7E2000 + i, 0x00); // BG1 tilemap buffer
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snes_instance_->Write(0x7E4000 + i, 0x00); // BG2 tilemap buffer
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}
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// 6. Setup PPU registers for dungeon rendering
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snes_instance_->Write(0x002105, 0x09); // BG Mode 1 (4bpp for BG1/2)
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snes_instance_->Write(0x002107, 0x40); // BG1 tilemap at VRAM $4000 (32x32)
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snes_instance_->Write(0x002108, 0x48); // BG2 tilemap at VRAM $4800 (32x32)
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snes_instance_->Write(0x002109, 0x00); // BG1 chr data at VRAM $0000
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snes_instance_->Write(0x00210A, 0x00); // BG2 chr data at VRAM $0000
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snes_instance_->Write(0x00212C, 0x03); // Enable BG1+BG2 on main screen
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snes_instance_->Write(0x002100, 0x0F); // Screen display on, full brightness
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// 7. Setup WRAM variables for drawing context
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snes_instance_->Write(0x7E00AF, room_id_ & 0xFF);
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snes_instance_->Write(0x7E049C, 0x00);
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snes_instance_->Write(0x7E049E, 0x00);
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// 8. Create object and encode to bytes
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zelda3::RoomObject obj(object_id_, object_x_, object_y_, 0, 0);
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auto bytes = obj.EncodeObjectToBytes();
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const uint32_t object_data_addr = 0x7E1000;
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snes_instance_->Write(object_data_addr, bytes.b1);
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snes_instance_->Write(object_data_addr + 1, bytes.b2);
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snes_instance_->Write(object_data_addr + 2, bytes.b3);
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snes_instance_->Write(object_data_addr + 3, 0xFF); // Terminator
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snes_instance_->Write(object_data_addr + 4, 0xFF);
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// 9. Setup object pointer in WRAM
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snes_instance_->Write(0x7E00B7, object_data_addr & 0xFF);
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snes_instance_->Write(0x7E00B8, (object_data_addr >> 8) & 0xFF);
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snes_instance_->Write(0x7E00B9, (object_data_addr >> 16) & 0xFF);
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// 10. Setup CPU state
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cpu.PB = 0x01;
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cpu.DB = 0x7E;
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cpu.D = 0x0000;
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cpu.SetSP(0x01FF);
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cpu.status = 0x30; // 8-bit mode
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// Calculate X register (tilemap position)
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cpu.X = (object_y_ * 0x80) + (object_x_ * 2);
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cpu.Y = 0; // Object data offset
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// 11. Lookup the object's drawing handler
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uint16_t handler_offset = 0;
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auto rom_data = rom_->data();
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uint32_t table_addr = 0;
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if (object_id_ < 0x100) {
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table_addr = 0x018200 + (object_id_ * 2);
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} else if (object_id_ < 0x200) {
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table_addr = 0x018470 + ((object_id_ - 0x100) * 2);
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} else {
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table_addr = 0x0185F0 + ((object_id_ - 0x200) * 2);
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}
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if (table_addr < rom_->size() - 1) {
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uint8_t lo = rom_data[table_addr];
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uint8_t hi = rom_data[table_addr + 1];
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handler_offset = lo | (hi << 8);
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} else {
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last_error_ = "Object ID out of bounds for handler lookup";
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return;
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}
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if (handler_offset == 0x0000) {
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char buf[256];
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snprintf(buf, sizeof(buf), "Object $%04X has no drawing routine", object_id_);
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last_error_ = buf;
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return;
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}
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// 12. Setup return address and jump to handler
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const uint16_t return_addr = 0x8000;
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snes_instance_->Write(0x018000, 0x6B); // RTL instruction (0x6B not 0x60!)
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// Push return address for RTL (3 bytes: bank, high, low)
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uint16_t sp = cpu.SP();
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snes_instance_->Write(0x010000 | sp--, 0x01); // Bank byte
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snes_instance_->Write(0x010000 | sp--, (return_addr - 1) >> 8); // High
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snes_instance_->Write(0x010000 | sp--, (return_addr - 1) & 0xFF); // Low
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cpu.SetSP(sp);
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// Jump to handler (offset is relative to RoomDrawObjectData base)
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cpu.PC = handler_offset;
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printf("[EMU] Rendering object $%04X at (%d,%d), handler=$%04X\n",
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object_id_, object_x_, object_y_, handler_offset);
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// 13. Run emulator with timeout
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int max_cycles = 100000;
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int cycles = 0;
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while (cycles < max_cycles) {
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if (cpu.PB == 0x01 && cpu.PC == return_addr) {
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break; // Hit return address
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}
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snes_instance_->RunCycle();
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cycles++;
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}
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last_cycle_count_ = cycles;
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printf("[EMU] Completed after %d cycles, PC=$%02X:%04X\n",
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cycles, cpu.PB, cpu.PC);
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if (cycles >= max_cycles) {
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last_error_ = "Timeout: exceeded max cycles";
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return;
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}
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// 14. Force PPU to render the tilemaps
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ppu.HandleFrameStart();
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for (int line = 0; line < 224; line++) {
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ppu.RunLine(line);
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}
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ppu.HandleVblank();
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// 15. Get the rendered pixels from PPU
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void* pixels = nullptr;
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int pitch = 0;
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if (renderer_->LockTexture(object_texture_, nullptr, &pixels, &pitch)) {
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snes_instance_->SetPixels(static_cast<uint8_t*>(pixels));
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renderer_->UnlockTexture(object_texture_);
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}
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}
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} // namespace gui
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} // namespace yaze
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