Skip to content

Warp tab: A-Z list with maps, and every dungeon room - #554

Merged
peiikai merged 1 commit into
beta_6from
warp-tab-maps
Nov 2, 2026
Merged

peiikai merged 1 commit into
beta_6from
warp-tab-maps

Conversation

@peiikai

@peiikai peiikai commented Nov 2, 2026

Copy link
Copy Markdown
Owner

The Warp tab keeps the two columns of the other tabs, with maps added on the right.

Left: Overworld, Houses & caves and Dungeons, each with its areas A-Z. Areas open and close like folders (Right / A opens, Left closes). Search shows only matching areas.

Right: a map of the place under the cursor, drawn from our own simple shapes:

  • Overworld places and houses / caves: the island as a 16 x 16 grid of regions with terrain marks and an icon per place; the place's square is framed.
  • Dungeons: the real floor and a closer sketch of the room (walls, water, pits, doors by kind, blocks, pots, chests, stairs, switches, statues, traps, the instrument). No enemies.

Every dungeon room is a place now (about 200 more). Rooms are named by what is in them and where they lie ("Chest room, north-east"). Rooms without an arrival point warp to the level's nearest one; once the level has loaded, Link is moved onto a floor tile just inside a doorway (warp_request_place in runtime/hle/warp.c, the position door jumps write).

Room data is read at runtime from the extracted level files (runtime/ui/warp_rooms.mm), so the repo ships no room data.

Tested on macOS: in-game screenshots of every view, a room warp into a room with no arrival point, and a human play-test (layout, maps, Left to close, houses, dungeon maps, room warps, shutter / instrument rooms, search).

Not done yet: translations for the new room and compass words (they show in English), and Windows / Linux builds beyond CI.

🤖 Generated with Claude Code

The Warp tab keeps the two columns of the other tabs: on the left Overworld,
Houses & caves and Dungeons, each with its areas A-Z opening like folders
(Right / A opens, Left closes); on the right a map of the place under the
cursor, drawn from our own simple shapes - the island as a 16 x 16 grid of
regions with terrain marks and an icon per place, or the dungeon's floor and a
closer sketch of the room.

Dungeon rooms are read at runtime from the extracted level files
(warp_rooms.mm): each room's tile grid (walls, water, pits), its doors and
landmarks, its arrival points, and which cells form one room. Every top-down
room is now a place, named by what is in it and where it lies ("Chest room,
north-east"). Rooms without an arrival point of their own warp to the level's
nearest one, then Link is moved onto a floor tile just inside a doorway once
the level has loaded (warp_request_place, the position door jumps write).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@peiikai
peiikai merged commit e0f1eaa into beta_6 Nov 2, 2026
5 checks passed
@peiikai
peiikai deleted the warp-tab-maps branch November 2, 2026 17:19
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant