The Dungeon Editor provides a multi-panel workspace for editing Zelda 3 dungeon rooms. Each room has isolated graphics, objects, and palette data, allowing you to work on multiple rooms simultaneously.
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.
./build/bin/yaze --rom_file=zelda3.sfc| Panel | Purpose |
|---|---|
| Room Graphics | Main canvas with BG toggles and grid options |
| Object Editor | Edit objects by type, layer, and coordinates |
| Palette Editor | Adjust room palettes with live preview |
| Entrances List | Navigate between overworld entrances and rooms |
| Room Matrix | Visual dungeon room grid for quick navigation |
Panels can be docked, detached, or saved as workspace presets.
| 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 |
Enable Object Labels from the toolbar to display layer-colored labels.
Cmd/Ctrl+Z and Cmd/Ctrl+Shift+ZFile > Options > Experiment Flags| Issue | Solution |
|---|---|
| Objects on wrong layer | Check BG toggles in Room Graphics and layer filter in Object Editor |
| Palette not saving | Ensure Palette Editor writes values before switching rooms |
| Door alignment issues | Right-click door markers to verify leads-to IDs |
| Sluggish performance | Close unused room panels to release textures |