The Dungeon Editor provides a Workbench-first workspace for editing Zelda 3 dungeon rooms. The default flow keeps room navigation, the canvas, selection inspection, and local edit tools in one stable window so common edits do not require chasing separate floating panels.
Related Documentation:
The editor uses a three-layer architecture:
| Layer | Components | Responsibility |
|---|---|---|
| UI | DungeonEditorV2 | Panels, canvas, menus, toolbar |
| Backend | DungeonEditorSystem | State management, undo/redo, persistence |
| Data | Room Model | Buffers, objects, palettes, blocksets |
Changes to tiles, palettes, or objects invalidate only the affected room's cache.
./scripts/yaze zelda3.sfcThe right inspector has three primary modes:
| Mode | Purpose |
|---|---|
| Room | Current room summary, room actions, header fields, apply scope, layer/compositing controls |
| Selection | Focused object/entity properties, copy/delete/clear actions, and entity-specific tools |
| Tools | Workbench-local edit tools embedded in the inspector drawer |
The Tools drawer includes Object Selector, Door tools, Sprite tools, Item tools, Palette, Room Graphics, Room Tags, Custom Collision, Water Fill, and Minecart tools. A compact 2x5 icon strip at the top of the drawer lets you hop between tools in one click; the active tool is highlighted with the accent color and hovering each icon shows a tooltip with the full tool name. Returning to the room metadata view is one click on the inspector's primary segmented selector. The drawer body fills the remaining inspector height so embedded tools render as primary content rather than cramped popups. Standalone copies of these tools remain available in the Window Browser/sidebar while Workbench mode is active; entering Workbench mode only collapses navigation windows and per-room windows by default.
The Object Selector renders room-context thumbnails by default when room graphics are available. Entries that cannot render a tile layout fall back to a typed symbol, and the hover tooltip shows whether the visible preview is a rendered layout or a fallback.
| Panel | Purpose |
|---|---|
| Dungeon Workbench | Default single-window dungeon editing surface |
| Room List / Room Matrix | Navigation/review surfaces; also available inside the Workbench flow |
| Entrances List | Navigate between overworld entrances and rooms |
| Object Tile Editor | Standalone 8x8 tile composition editor for object asset authoring |
| Window Browser | Manage standalone windows when using Window workflow |
Workbench-local edit tools are available both inside the Workbench drawer and as standalone windows. Switch to Window workflow from the sidebar when you want the older navigation-first panel layout.
| Action | Control |
|---|---|
| Select object | Left-click |
| Add to selection | Shift + Left-click |
| Move object | Drag handles |
| Pan canvas | Hold Space + drag |
| Zoom | Mouse wheel or trackpad pinch |
| Context menu | Right-click |
| Cycle overlapping selections | Alt + click |
Enable Object Labels from the toolbar to display layer-colored labels.
0xF0 0xFF marker), then palettes, torches, pits, blocks, chests, pot items, and dirty entrance/spawn-point metadata. No need to save from the Dungeon Editor separately for ROM file writes.Cmd/Ctrl+Z and Cmd/Ctrl+Shift+ZFile > Options > Experiment Flags| Issue | Solution |
|---|---|
| Objects on wrong layer | Check BG toggles in the Workbench toolbar and the layer field in Selection or Inspector → Tools |
| Palette not saving | Open Inspector → Tools → Palette and ensure the palette edit is applied before switching rooms |
| Door alignment issues | Use clickable door-pair badges or Inspector → Tools → Doors to verify linked room IDs |
| Sluggish performance | Prefer Workbench mode and close unused standalone room windows |