- Added a new feature to the `z3ed` AI agent allowing testing in mock ROM mode, which creates a minimal valid ROM structure with embedded labels but no actual game data. - Updated the `agent_test_suite.sh` script to default to mock ROM mode for easier testing. - Introduced `--mock-rom` command line flag to enable mock ROM mode in various agent commands. - Enhanced documentation to cover the usage and benefits of mock ROM mode for CI/CD and development testing. - Implemented necessary changes in the codebase to support mock ROM initialization and label management.
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yaze Documentation
Welcome to the official documentation for yaze, a comprehensive ROM editor for The Legend of Zelda: A Link to the Past.
A: Getting Started & Testing
- A1: Getting Started - Basic setup and usage.
- A2: Testing Guide - The testing framework and best practices.
B: Build & Platform
- B1: Build Instructions - How to build yaze on Windows, macOS, and Linux.
- B2: Platform Compatibility - Cross-platform support details.
- B3: Build Presets - A guide to the CMake preset system.
- B4: Git Workflow - Branching strategy, commit conventions, and release process.
- B5: Architecture and Networking - System architecture, gRPC, and networking.
C: z3ed CLI
- C1:
z3edAgent Guide - The AI-powered command-line interface. - C2: Testing Without ROMs - Using mock ROM mode for testing and CI/CD.
E: Development & API
- E1: Assembly Style Guide - 65816 assembly coding standards.
- E2: Development Guide - Core architectural patterns, UI systems, and best practices.
- E3: API Reference - C/C++ API documentation for extensions.
- E4: Emulator Development Guide - SNES emulator subsystem implementation guide.
- E5: Debugging Guide - Debugging techniques and workflows.
- E6: Emulator Improvements - Core accuracy and performance improvements roadmap.
- E7: Debugging Startup Flags - CLI flags for quick editor access and testing.
- E8: Emulator Debugging Vision - Long-term vision for Mesen2-level debugging features.
F: Technical Documentation
- F1: Dungeon Editor Guide - Master guide to the dungeon editing system.
- F2: Tile16 Editor Palette System - Design of the palette system.
- F3: Overworld Loading - How vanilla and ZSCustomOverworld maps are loaded.
- F4: Overworld Agent Guide - AI agent integration for overworld editing.
G: Graphics & GUI Systems
- G1: Canvas System and Automation - The core GUI drawing and interaction system.
- G2: Renderer Migration Plan - Historical plan for renderer refactoring.
- G3: Palette System Overview - SNES palette system and editor integration.
- G3: Renderer Migration Complete - Post-migration analysis and results.
- G4: Canvas Coordinate Fix - Technical deep-dive on canvas coordinate synchronization bug fix.
H: Project Info
I: Roadmap & Vision
- I1: Roadmap - Current development roadmap and planned releases.
- I2: Future Improvements - Long-term vision and aspirational features.
R: ROM Reference
- R1: A Link to the Past ROM Reference - Technical reference for ALTTP ROM structures, graphics, palettes, and compression.
Documentation Standards
Naming Convention
- A-series: Getting Started & Testing
- B-series: Build, Platform & Git Workflow
- C-series: CLI Tools (
z3ed) - E-series: Development, API & Emulator
- F-series: Feature-Specific Technical Docs
- G-series: Graphics & GUI Systems
- H-series: Project Info (Changelog, etc.)
- I-series: Roadmap & Vision
- R-series: ROM Technical Reference
File Naming
- Use descriptive, kebab-case names
- Prefix with series letter and number (e.g.,
E4-emulator-development-guide.md) - Keep filenames concise but clear
Last updated: October 10, 2025 - Version 0.3.2 (Preparing for Release)