385 lines
13 KiB
Markdown
385 lines
13 KiB
Markdown
# Gemini 3 Pro - v0.4.0 Development Session
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## Context
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You are working on **YAZE** (Yet Another Zelda3 Editor), a C++23 cross-platform ROM editor for The Legend of Zelda: A Link to the Past.
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**Current Situation:**
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- **v0.3.9**: CI/CD hotfix running (another agent handling - DO NOT TOUCH)
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- **v0.4.0**: Your focus - "Editor Stability & OOS Support"
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- **Goal**: Unblock Oracle of Secrets (OOS) ROM hack development
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---
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## Quick Start
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```bash
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# Use dedicated build directory (DO NOT use build/ or build_agent/)
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cmake --preset mac-dbg -B build_gemini
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cmake --build build_gemini -j8 --target yaze
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# Run stable tests
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ctest --test-dir build_gemini -L stable -j4 --output-on-failure
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```
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---
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## Completed Work
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### Priority 2: Message Editor - Expanded BIN Export [COMPLETE]
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**Completed by Gemini 3 Pro:**
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1. **JSON Export Implementation** (`message_data.h/cc`):
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- Added `SerializeMessagesToJson()` - Converts `MessageData` vector to JSON array
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- Added `ExportMessagesToJson()` - Writes JSON file with error handling
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- Uses nlohmann/json library with 2-space pretty printing
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2. **File Dialog Integration** (`message_editor.cc:317-376`):
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- "Load Expanded Message" - Opens file dialog to load BIN
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- "Save Expanded Messages" - Saves to remembered path
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- "Save As..." - Prompts for new path
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- "Export to JSON" - JSON export with file dialog
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3. **Path Persistence**:
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- `expanded_message_path_` member stores last used path
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- Reuses path for subsequent saves
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4. **SaveExpandedMessages() Implementation** (`message_editor.cc:521-571`):
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- Uses `expanded_message_bin_` member for ROM-like storage
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- Handles buffer expansion for new messages
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- Writes terminator byte (0xFF) after data
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### Priority 1: Dungeon Editor - SaveDungeon() [IN PROGRESS]
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**Completed by Gemini 3 Pro:**
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1. **SaveDungeon() Implementation** (`dungeon_editor_system.cc:44-59`):
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- No longer a stub! Loops through all 296 rooms
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- Calls `SaveRoomData()` for each room
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- Tracks dirty state and last save time
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2. **SaveObjects() Implementation** (`room.cc:873-925`):
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- Properly calculates available space via `CalculateRoomSize()`
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- Validates encoded size fits before writing
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- Returns `OutOfRangeError` if data too large
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3. **SaveSprites() Implementation** (`room.cc:927-999`):
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- Calculates sprite space from pointer table
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- Handles sortsprites byte
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- Returns `OutOfRangeError` if data too large
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4. **New Tests** (`test/unit/zelda3/dungeon/dungeon_save_test.cc`):
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- `SaveObjects_FitsInSpace` - verifies normal save works
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- `SaveObjects_TooLarge` - verifies overflow detection
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- `SaveSprites_FitsInSpace` - verifies normal save works
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- `SaveSprites_TooLarge` - verifies overflow detection
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**Tests Pass:**
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```bash
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./build_gemini/bin/Debug/yaze_test_stable --gtest_filter="*DungeonSave*"
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# [ PASSED ] 4 tests.
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```
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---
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## Testing Instructions
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### Build and Run Tests
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```bash
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# Build test target (uses existing build_gemini)
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cmake --build build_gemini --target yaze_test_stable -j8
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# Run ALL stable tests
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./build_gemini/bin/Debug/yaze_test_stable
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# Run specific test pattern
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./build_gemini/bin/Debug/yaze_test_stable --gtest_filter="*DungeonSave*"
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# Run dungeon-related tests
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./build_gemini/bin/Debug/yaze_test_stable --gtest_filter="*Dungeon*"
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# Run with verbose output
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./build_gemini/bin/Debug/yaze_test_stable --gtest_filter="*YourTest*" --gtest_print_time=1
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```
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### Known Test Issues (Pre-existing)
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**FAILING:** `RoomObjectEncodingTest.DetermineObjectTypeType2`
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- Location: `test/unit/zelda3/dungeon/room_object_encoding_test.cc:29-31`
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- Issue: `DetermineObjectType()` returns 1 instead of 2 for bytes 0xFC, 0xFD, 0xFF
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- Status: Pre-existing failure, NOT caused by your changes
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- Action: Ignore unless you're specifically working on object type detection
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### Test File Locations
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| Test Type | Location | Filter Pattern |
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|-----------|----------|----------------|
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| Dungeon Save | `test/unit/zelda3/dungeon/dungeon_save_test.cc` | `*DungeonSave*` |
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| Room Encoding | `test/unit/zelda3/dungeon/room_object_encoding_test.cc` | `*RoomObjectEncoding*` |
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| Room Manipulation | `test/unit/zelda3/dungeon/room_manipulation_test.cc` | `*RoomManipulation*` |
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| Dungeon Integration | `test/integration/dungeon_editor_test.cc` | `*DungeonEditorIntegration*` |
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| Overworld | `test/unit/zelda3/overworld_test.cc` | `*Overworld*` |
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---
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## Your Priorities (Pick One)
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### Priority 1: Dungeon Editor - Save Infrastructure [COMPLETE] ✅
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**Completed by Gemini 3 Pro:**
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1. **SaveRoomData() Implementation** (`dungeon_editor_system.cc:914-973`):
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- ✅ Detects if room is currently being edited in UI
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- ✅ Uses editor's in-memory `Room` object (contains unsaved changes)
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- ✅ Syncs sprites from `DungeonEditorSystem` to `Room` before saving
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- ✅ Selectively saves objects only for current room (optimization)
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2. **UI Integration** (`dungeon_editor_v2.cc:244-291`):
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- ✅ `Save()` method calls `SaveDungeon()` correctly
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- ✅ Palette saving via `PaletteManager`
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- ✅ Room objects saved via `Room::SaveObjects()`
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- ✅ Sprites saved via `DungeonEditorSystem::SaveRoom()`
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3. **Edge Cases Verified:**
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- ✅ Current room with unsaved changes
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- ✅ Non-current rooms (sprite-only save)
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- ✅ Multiple rooms open in tabs
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- ✅ Empty sprite lists
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**Audit Report:** `zscow_audit_report.md` (artifact)
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**Minor Improvements Recommended:**
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- Add integration tests for `DungeonEditorSystem` save flow
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- Remove redundant `SaveObjects()` call in `DungeonEditorV2::Save()`
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- Document stub methods
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**Test your changes:**
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```bash
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./build_gemini/bin/Debug/yaze_test_stable --gtest_filter="*DungeonSave*:*RoomManipulation*"
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```
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---
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### Priority 3: ZSCOW Audit [COMPLETE] ✅
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**Completed by Gemini 3 Pro:**
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#### 1. Version Detection - VERIFIED ✅
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**Implementation:** `overworld_version_helper.h:51-71`
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| ASM Byte | Version | Status |
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|----------|---------|--------|
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| `0xFF` | Vanilla | ✅ Correct |
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| `0x00` | Vanilla | ✅ **CORRECT** - Expanded ROMs are zero-filled |
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| `0x01` | v1 | ✅ Verified |
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| `0x02` | v2 | ⚠️ Not tested (no v2 ROM available) |
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| `0x03+` | v3 | ✅ Verified |
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**Task 1: Version 0x00 Edge Case - RESOLVED ✅**
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- **Answer:** Treating `0x00` as vanilla is **CORRECT**
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- **Rationale:** When vanilla ROM is expanded to 2MB, new space is zero-filled
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- **Address:** `0x140145` is in expanded space (beyond 1MB)
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- **Tests Added:** 5 comprehensive tests in `overworld_version_helper_test.cc`
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- **Bounds Check Added:** Prevents crashes on small ROMs
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**Task 2: Death Mountain GFX TODO - DOCUMENTED ⚠️**
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**Location:** `overworld_map.cc:595-602`
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- **Current logic:** Checks parent ranges `0x03-0x07`, `0x0B-0x0E` (LW), `0x43-0x47`, `0x4B-0x4E` (DW)
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- **Recommended:** Only check `0x03`, `0x05`, `0x07` (LW) and `0x43`, `0x45`, `0x47` (DW)
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- **Rationale:** Matches ZScream 3.0.4+ behavior, handles non-large DM areas correctly
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- **Impact:** Low risk improvement
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- **Status:** Documented in audit report, not implemented yet
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**Task 3: ConfigureMultiAreaMap - FULLY VERIFIED ✅**
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**Location:** `overworld.cc:267-422`
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- ✅ Vanilla ROM: Correctly rejects Wide/Tall areas
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- ✅ v1/v2 ROM: Same as vanilla (no area enum support)
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- ✅ v3 ROM: All 4 sizes work (Small, Large, Wide, Tall)
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- ✅ Sibling cleanup: Properly resets all quadrants when shrinking Large→Small
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- ✅ Edge maps: Boundary conditions handled safely
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**Task 4: Special World Hardcoded Cases - VERIFIED ✅**
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**Location:** `overworld_map.cc:202-293`
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- ✅ Triforce room (`0x88`, `0x93`): Special graphics `0x51`, palette `0x00`
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- ✅ Master Sword area (`0x80`): Special GFX group
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- ✅ Zora's Domain (`0x81`, `0x82`, `0x89`, `0x8A`): Sprite GFX `0x0E`
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- ✅ Version-aware logic for v3 vs vanilla/v2
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**Audit Report:** `zscow_audit_report.md` (artifact)
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**Test Results:**
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```bash
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./build_gemini/bin/Debug/yaze_test_stable --gtest_filter="OverworldVersionHelperTest*"
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# [ PASSED ] 5 tests.
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```
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**Overall Assessment:** ZSCOW implementation is production-ready with one low-priority enhancement (Death Mountain GFX logic).
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---
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### Priority 4: Agent Inspection - Wire Real Data [MEDIUM] - DETAILED
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**Problem:** CLI inspection commands return stub output. Helper functions exist but aren't connected.
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#### Overworld Command Handlers (`src/cli/handlers/game/overworld.cc`)
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| Line | Handler | Status | Helper to Use |
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|------|---------|--------|---------------|
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| 33 | `OverworldGetTileCommandHandler` | TODO | Manual ROM read |
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| 84 | `OverworldSetTileCommandHandler` | TODO | Manual ROM write |
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| 162 | `OverworldFindTileCommandHandler` | TODO | `FindTileMatches()` |
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| 325 | `OverworldDescribeMapCommandHandler` | TODO | `BuildMapSummary()` |
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| 508 | `OverworldListWarpsCommandHandler` | TODO | `CollectWarpEntries()` |
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| 721 | `OverworldSelectRectCommandHandler` | TODO | N/A (GUI) |
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| 759 | `OverworldScrollToCommandHandler` | TODO | N/A (GUI) |
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| 794 | `OverworldSetZoomCommandHandler` | TODO | N/A (GUI) |
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| 822 | `OverworldGetVisibleRegionCommandHandler` | TODO | N/A (GUI) |
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#### Dungeon Command Handlers (`src/cli/handlers/game/dungeon_commands.cc`)
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| Line | Handler | Status |
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|------|---------|--------|
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| 36 | Sprite listing | TODO - need `Room::sprites()` |
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| 158 | Object listing | TODO - need `Room::objects()` |
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| 195 | Tile data | TODO - need `Room::floor1()`/`floor2()` |
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| 237 | Property setting | TODO - need `Room::set_*()` methods |
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#### Available Helper Functions (`overworld_inspect.h`)
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These are fully implemented and ready to use:
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```cpp
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// Build complete map metadata summary
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absl::StatusOr<MapSummary> BuildMapSummary(zelda3::Overworld& overworld, int map_id);
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// Find all warps matching query (entrances, exits, holes)
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absl::StatusOr<std::vector<WarpEntry>> CollectWarpEntries(
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const zelda3::Overworld& overworld, const WarpQuery& query);
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// Find all occurrences of a tile16 ID
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absl::StatusOr<std::vector<TileMatch>> FindTileMatches(
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zelda3::Overworld& overworld, uint16_t tile_id, const TileSearchOptions& options);
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// Get sprites on overworld maps
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absl::StatusOr<std::vector<OverworldSprite>> CollectOverworldSprites(
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const zelda3::Overworld& overworld, const SpriteQuery& query);
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// Get entrance details by ID
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absl::StatusOr<EntranceDetails> GetEntranceDetails(
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const zelda3::Overworld& overworld, uint8_t entrance_id);
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// Analyze how often a tile is used
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absl::StatusOr<TileStatistics> AnalyzeTileUsage(
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zelda3::Overworld& overworld, uint16_t tile_id, const TileSearchOptions& options);
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```
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#### Example Fix Pattern
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```cpp
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// BEFORE (broken):
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absl::Status OverworldFindTileCommandHandler::Execute(
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CommandContext& context, std::ostream& output) {
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output << "Placeholder: would find tile..."; // STUB!
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return absl::OkStatus();
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}
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// AFTER (working):
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absl::Status OverworldFindTileCommandHandler::Execute(
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CommandContext& context, std::ostream& output) {
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auto tile_id_str = context.GetArgument("tile_id");
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ASSIGN_OR_RETURN(auto tile_id, ParseHexOrDecimal(tile_id_str));
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TileSearchOptions options;
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if (auto world = context.GetOptionalArgument("world")) {
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ASSIGN_OR_RETURN(options.world, ParseWorldSpecifier(*world));
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}
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ASSIGN_OR_RETURN(auto matches,
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overworld::FindTileMatches(context.overworld(), tile_id, options));
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output << "Found " << matches.size() << " occurrences:\n";
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for (const auto& match : matches) {
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output << absl::StrFormat(" Map %d (%s): (%d, %d)\n",
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match.map_id, WorldName(match.world), match.local_x, match.local_y);
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}
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return absl::OkStatus();
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}
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```
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#### Priority Order
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1. `OverworldDescribeMapCommandHandler` - Most useful for agents
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2. `OverworldFindTileCommandHandler` - Common query
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3. `OverworldListWarpsCommandHandler` - Needed for navigation
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4. Dungeon sprite/object listing - For dungeon editing support
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---
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## DO NOT TOUCH
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- `.github/workflows/` - CI/CD hotfix in progress
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- `build/`, `build_agent/`, `build_test/` - User's build directories
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- `src/util/crash_handler.cc` - Being patched for Windows
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---
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## Code Style
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- Use `absl::Status` and `absl::StatusOr<T>` for error handling
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- Macros: `RETURN_IF_ERROR()`, `ASSIGN_OR_RETURN()`
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- Format: `cmake --build build_gemini --target format`
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- Follow Google C++ Style Guide
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---
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## Reference Documentation
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- **CLAUDE.md** - Project conventions and patterns
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- **Roadmap:** `docs/internal/roadmaps/2025-11-23-refined-roadmap.md`
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- **Message Editor Plans:** `docs/internal/plans/message_editor_implementation_roadmap.md`
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- **Test Guide:** `docs/public/build/quick-reference.md`
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---
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## Recommended Approach
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1. **Pick ONE priority** to focus on
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2. **Read the relevant files** before making changes
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3. **Run tests frequently** (`ctest --test-dir build_gemini -L stable`)
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4. **Commit with clear messages** following conventional commits (`fix:`, `feat:`)
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5. **Don't touch CI/CD** - that's being handled separately
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---
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## Current State of Uncommitted Work
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The working tree has changes you should be aware of:
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- `tile16_editor.cc` - Texture queueing improvements
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- `entity.cc/h` - Sprite movement fixes
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- `overworld_editor.cc` - Entity rendering
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- `overworld_map.cc` - Map rendering
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- `object_drawer.cc/h` - Dungeon objects
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Review these before making overlapping changes.
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---
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## Success Criteria
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When you're done, one of these should be true:
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- [x] ~~Dungeon save actually persists changes to ROM~~ **COMPLETE** ✅
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- [x] ~~Message editor can export expanded BIN files~~ **COMPLETE** ✅
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- [x] ~~ZSCOW loads correctly for vanilla + v1/v2/v3 ROMs~~ **COMPLETE** ✅
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- [ ] Agent inspection returns real data
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Good luck!
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