- Created a comprehensive guide detailing the refactor of the dungeon object rendering system, transitioning from SNES emulation to direct ROM parsing for improved performance and maintainability. - Documented the new architecture, including components like ObjectParser, ObjectRenderer, and Enhanced RoomObject, along with their features and implementation details. - Added an integration test suite guide to validate ROM loading and overworld functionality, outlining test structure, execution, and best practices for adding new tests. - Included an overworld loading guide comparing ZScream and Yaze implementations, highlighting key differences and common issues with solutions.
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Overworld Loading Guide: ZScream vs Yaze
This document provides a comprehensive guide to understanding how overworld loading works in both ZScream (C#) and yaze (C++), including the differences between vanilla ROMs and ZSCustomOverworld v2/v3 ROMs.
Table of Contents
- Overview
- ROM Types and Versions
- Overworld Map Structure
- Loading Process
- ZScream Implementation
- Yaze Implementation
- Key Differences
- Common Issues and Solutions
Overview
Both ZScream and yaze are Zelda 3 ROM editors that support editing overworld maps. They handle three main types of ROMs:
- Vanilla ROMs: Original Zelda 3 ROMs without modifications
- ZSCustomOverworld v2: ROMs with expanded overworld features
- ZSCustomOverworld v3: ROMs with additional features like overlays and custom background colors
ROM Types and Versions
Version Detection
Both editors detect the ROM version using the same constant:
// Address: 0x140145
constexpr int OverworldCustomASMHasBeenApplied = 0x140145;
// Version values:
// 0xFF = Vanilla ROM
// 0x02 = ZSCustomOverworld v2
// 0x03 = ZSCustomOverworld v3
Feature Support by Version
| Feature | Vanilla | v2 | v3 |
|---|---|---|---|
| Basic Overworld Maps | ✅ | ✅ | ✅ |
| Area Size Enum | ❌ | ❌ | ✅ |
| Main Palette | ❌ | ✅ | ✅ |
| Custom Background Colors | ❌ | ✅ | ✅ |
| Subscreen Overlays | ✅ | ✅ | ✅ |
| Animated GFX | ❌ | ❌ | ✅ |
| Custom Tile Graphics | ❌ | ❌ | ✅ |
| Vanilla Overlays | ✅ | ✅ | ✅ |
Note: Subscreen overlays are a shared concept from vanilla ROMs. ZSCustomOverworld v2+ expands on this by adding support for special overworld areas and custom overlay configurations.
Overworld Map Structure
Core Properties
Each overworld map contains the following core properties:
class OverworldMap {
// Basic properties
uint8_t index_; // Map index (0-159)
uint8_t parent_; // Parent map ID
uint8_t world_; // World type (0=LW, 1=DW, 2=SW)
uint8_t game_state_; // Game state (0=Beginning, 1=Zelda, 2=Agahnim)
// Graphics and palettes
uint8_t area_graphics_; // Area graphics ID
uint8_t area_palette_; // Area palette ID
uint8_t main_palette_; // Main palette ID (v2+)
std::array<uint8_t, 3> sprite_graphics_; // Sprite graphics IDs
std::array<uint8_t, 3> sprite_palette_; // Sprite palette IDs
// Map properties
uint16_t message_id_; // Message ID
bool mosaic_; // Mosaic effect enabled
bool large_map_; // Is large map (vanilla)
AreaSizeEnum area_size_; // Area size (v3)
// Custom features (v2/v3)
uint16_t area_specific_bg_color_; // Custom background color
uint16_t subscreen_overlay_; // Subscreen overlay ID (references special area maps)
uint8_t animated_gfx_; // Animated graphics ID
std::array<uint8_t, 8> custom_gfx_ids_; // Custom tile graphics
// Overlay support (vanilla and custom)
uint16_t vanilla_overlay_id_; // Vanilla overlay ID
bool has_vanilla_overlay_; // Has vanilla overlay data
std::vector<uint8_t> vanilla_overlay_data_; // Raw overlay data
};
Overlays and Special Area Maps
Understanding Overlays
Overlays in Zelda 3 are overworld maps from special areas (maps 0x80-0x9F) that are displayed semi-transparently on top of other maps. This is a shared concept from vanilla ROMs that ZSCustomOverworld expands upon.
Special Area Maps (0x80-0x9F)
Special area maps are the overworld maps past the dark world (maps 0x80-0x9F). These include:
- 0x80-0x8A: Various special areas (Lost Woods, Skull Woods, etc.)
- 0x8B-0x8F: Additional special areas
- 0x90-0x9F: More special areas including Death Mountain variants
Overlay ID Mappings
Common overlay IDs reference specific special area maps:
| Overlay ID | Special Area Map | Description |
|---|---|---|
| 0x009D | 0x8D | Fog 2 (Lost Woods/Skull Woods) |
| 0x0095 | 0x85 | Sky Background (Death Mountain) |
| 0x009C | 0x8C | Lava (Dark World Death Mountain) |
| 0x0096 | 0x86 | Pyramid Background |
| 0x0097 | 0x87 | Fog 1 (Master Sword Area) |
| 0x0093 | 0x83 | Triforce Room Curtains |
Vanilla Overlay Loading
absl::Status LoadVanillaOverlay() {
uint8_t asm_version = (*rom_)[OverworldCustomASMHasBeenApplied];
// Only load vanilla overlays for vanilla ROMs
if (asm_version != 0xFF) {
has_vanilla_overlay_ = false;
return absl::OkStatus();
}
// Load overlay pointer for this map
int address = (kOverlayPointersBank << 16) +
((*rom_)[kOverlayPointers + (index_ * 2) + 1] << 8) +
(*rom_)[kOverlayPointers + (index_ * 2)];
// Parse overlay commands (SNES assembly-like)
// Commands like LDA, LDX, STA, JMP, END (0x60)
// These commands configure which special area map to use as overlay
return absl::OkStatus();
}
Special Area Graphics Loading
Special area maps require special handling for graphics loading:
void LoadAreaInfo() {
if (parent_ >= kSpecialWorldMapIdStart) {
// Special World (SW) areas
if (asm_version >= 3 && asm_version != 0xFF) {
// Use expanded sprite tables for v3
sprite_graphics_[0] = (*rom_)[kOverworldSpecialSpriteGfxGroupExpandedTemp +
parent_ - kSpecialWorldMapIdStart];
} else {
// Use original sprite tables for v2/vanilla
sprite_graphics_[0] = (*rom_)[kOverworldSpecialGfxGroup +
parent_ - kSpecialWorldMapIdStart];
}
// Handle special cases for specific maps
if (index_ == 0x88 || index_ == 0x93) {
area_graphics_ = 0x51;
area_palette_ = 0x00;
} else if (index_ == 0x95) {
// Make this the same GFX as LW death mountain areas
area_graphics_ = (*rom_)[kAreaGfxIdPtr + 0x03];
area_palette_ = (*rom_)[kOverworldMapPaletteIds + 0x03];
} else if (index_ == 0x96) {
// Make this the same GFX as pyramid areas
area_graphics_ = (*rom_)[kAreaGfxIdPtr + 0x5B];
area_palette_ = (*rom_)[kOverworldMapPaletteIds + 0x5B];
} else if (index_ == 0x9C) {
// Make this the same GFX as DW death mountain areas
area_graphics_ = (*rom_)[kAreaGfxIdPtr + 0x43];
area_palette_ = (*rom_)[kOverworldMapPaletteIds + 0x43];
}
}
}
Loading Process
1. Version Detection
Both editors first detect the ROM version:
uint8_t asm_version = rom[OverworldCustomASMHasBeenApplied];
2. Map Initialization
For each of the 160 overworld maps (0x00-0x9F):
// ZScream
var map = new OverworldMap(index, overworld);
// Yaze
OverworldMap map(index, rom);
3. Property Loading
The loading process varies by ROM version:
Vanilla ROMs (asm_version == 0xFF)
void LoadAreaInfo() {
// Load from vanilla tables
message_id_ = rom[kOverworldMessageIds + index_ * 2];
area_graphics_ = rom[kOverworldMapGfx + index_];
area_palette_ = rom[kOverworldMapPaletteIds + index_];
// Determine large map status
large_map_ = (rom[kOverworldMapSize + index_] != 0);
// Load vanilla overlay
LoadVanillaOverlay();
}
ZSCustomOverworld v2/v3
void LoadAreaInfo() {
// Use expanded tables for v3
if (asm_version >= 3) {
message_id_ = rom[kOverworldMessagesExpanded + index_ * 2];
area_size_ = static_cast<AreaSizeEnum>(rom[kOverworldScreenSize + index_]);
} else {
message_id_ = rom[kOverworldMessageIds + index_ * 2];
area_size_ = large_map_ ? LargeArea : SmallArea;
}
// Load custom overworld data
LoadCustomOverworldData();
}
4. Custom Data Loading
For ZSCustomOverworld ROMs:
void LoadCustomOverworldData() {
// Load main palette
main_palette_ = rom[OverworldCustomMainPaletteArray + index_];
// Load custom background color
if (rom[OverworldCustomAreaSpecificBGEnabled] != 0) {
area_specific_bg_color_ = rom[OverworldCustomAreaSpecificBGPalette + index_ * 2];
}
// Load v3 features
if (asm_version >= 3) {
subscreen_overlay_ = rom[OverworldCustomSubscreenOverlayArray + index_ * 2];
animated_gfx_ = rom[OverworldCustomAnimatedGFXArray + index_];
// Load custom tile graphics (8 sheets)
for (int i = 0; i < 8; i++) {
custom_gfx_ids_[i] = rom[OverworldCustomTileGFXGroupArray + index_ * 8 + i];
}
}
}
ZScream Implementation
OverworldMap Constructor
public OverworldMap(byte index, Overworld overworld) {
Index = index;
this.overworld = overworld;
// Load area info
LoadAreaInfo();
// Load custom data if available
if (ROM.DATA[Constants.OverworldCustomASMHasBeenApplied] != 0xFF) {
LoadCustomOverworldData();
}
// Build graphics and palette
BuildMap();
}
Key Methods
LoadAreaInfo(): Loads basic map properties from ROMLoadCustomOverworldData(): Loads ZSCustomOverworld featuresLoadPalette(): Loads and processes palette dataBuildMap(): Constructs the final map bitmap
Yaze Implementation
OverworldMap Constructor
OverworldMap::OverworldMap(int index, Rom* rom) : index_(index), rom_(rom) {
LoadAreaInfo();
LoadCustomOverworldData();
SetupCustomTileset(asm_version);
}
Key Methods
LoadAreaInfo(): Loads basic map propertiesLoadCustomOverworldData(): Loads ZSCustomOverworld featuresLoadVanillaOverlay(): Loads vanilla overlay dataLoadPalette(): Loads and processes palette dataBuildTileset(): Constructs graphics tilesetBuildBitmap(): Creates the final map bitmap
Key Differences
1. Language and Architecture
| Aspect | ZScream | Yaze |
|---|---|---|
| Language | C# | C++ |
| Memory Management | Garbage Collected | Manual (RAII) |
| Graphics | System.Drawing | Custom OpenGL |
| UI Framework | WinForms | ImGui |
2. Data Structures
ZScream:
public class OverworldMap {
public byte Index { get; set; }
public AreaSizeEnum AreaSize { get; set; }
public Bitmap GFXBitmap { get; set; }
// ... other properties
}
Yaze:
class OverworldMap {
uint8_t index_;
AreaSizeEnum area_size_;
std::vector<uint8_t> bitmap_data_;
// ... other member variables
};
3. Error Handling
ZScream: Uses exceptions and try-catch blocks
Yaze: Uses absl::Status return values and RETURN_IF_ERROR macros
4. Graphics Processing
ZScream: Uses .NET's Bitmap class and GDI+
Yaze: Uses custom gfx::Bitmap class with OpenGL textures
Common Issues and Solutions
1. Version Detection Issues
Problem: ROM not recognized as ZSCustomOverworld
Solution: Check that OverworldCustomASMHasBeenApplied is set correctly
2. Palette Loading Errors
Problem: Maps appear with wrong colors Solution: Verify palette group addresses and 0xFF fallback handling
3. Graphics Not Loading
Problem: Blank textures or missing graphics Solution: Check graphics buffer bounds and ProcessGraphicsBuffer implementation
4. Overlay Issues
Problem: Vanilla overlays not displaying Solution:
- Verify overlay pointer addresses and SNES-to-PC conversion
- Ensure special area maps (0x80-0x9F) are properly loaded with correct graphics
- Check that overlay ID mappings are correct (e.g., 0x009D → map 0x8D)
- Verify that overlay preview shows the actual bitmap of the referenced special area map
Problem: Overlay preview showing hex data instead of bitmap Solution: Implement proper overlay preview that displays the bitmap of the referenced special area map, not just the overlay command data
5. Large Map Problems
Problem: Large maps not rendering correctly Solution: Check parent-child relationships and large map detection logic
6. Special Area Graphics Issues
Problem: Special area maps (0x80-0x9F) showing blank or incorrect graphics Solution:
- Verify special area graphics loading in
LoadAreaInfo() - Check that special cases for maps like 0x88, 0x93, 0x95, 0x96, 0x9C are handled correctly
- Ensure proper sprite graphics table selection for v2 vs v3 ROMs
- Verify that special area maps use the correct graphics from referenced LW/DW maps
Best Practices
1. Version-Specific Code
Always check the ASM version before accessing version-specific features:
uint8_t asm_version = (*rom_)[OverworldCustomASMHasBeenApplied];
if (asm_version >= 3) {
// v3 features
} else if (asm_version == 0xFF) {
// Vanilla features
}
2. Error Handling
Use proper error handling for ROM operations:
absl::Status LoadPalette() {
RETURN_IF_ERROR(LoadPaletteData());
RETURN_IF_ERROR(ProcessPalette());
return absl::OkStatus();
}
3. Memory Management
Be careful with memory management in C++:
// Good: RAII and smart pointers
std::vector<uint8_t> data;
std::unique_ptr<OverworldMap> map;
// Bad: Raw pointers without cleanup
uint8_t* raw_data = new uint8_t[size];
OverworldMap* map = new OverworldMap();
4. Thread Safety
Both editors use threading for performance:
// Yaze: Use std::async for parallel processing
auto future = std::async(std::launch::async, [this](int map_index) {
RefreshChildMap(map_index);
}, map_index);
Conclusion
Understanding the differences between ZScream and yaze implementations is crucial for maintaining compatibility and adding new features. Both editors follow similar patterns but use different approaches due to their respective languages and architectures.
The key is to maintain the same ROM data structure understanding while adapting to each editor's specific implementation patterns.