ChocolateBird/scripts/loaders/MapLoader.gd

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extends Node
# World Map Block Properties
# 3 bytes
# Byte0: movement properties
# 0x01 = passable on foot
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# 0x02 = passable on chocobo?
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# 0x04 = passable on black chocobo
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# 0x08 = passable on hiryuu?
# 0x10 = passable in submarine? set on deep water tiles, and all undersea tiles that aren't cliffs
# 0x20 = passable in ship? set on deep water tiles only (not undersea) - can submerge?
# 0x40 = passable in airship? Pretty much every tile aboveground has this. No undersea.
# 0x80 = only set on clear sea floor. Submarine pathable/can surface?
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# Byte1: movement properties
# 0x01 = (water flips) can move from this block rightwards
# 0x02 = (water flips) can move from this block leftwards
# 0x04 = (water flips) can move from this block downwards
# 0x08 = (water flips) can move from this block upwards
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# 0x10 = Chocobo can't land/dismount. most aboveground water tiles
# 0x20 = Black Chocobo can't land.
# 0x40 = Hiryuu can't land.
# 0x80 = Airship can't land.
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# Byte2: movement properties
# 0x01 = Set on forests, deep water, void.
# 0x02 = Set on deep water, void, desert.
# 0x04 = Only set on diagonal land corners and Galuf World swamp
# 0x08 = No hits.
# 0x10 = Mountains and Exdeath's Castle
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# 0x20 = Set on first two rows of forests, also waterfall, but not lower bounds of forests
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# 0x40 = Shallow water.
# 0x80 =
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# Vehicle landing bit masks: [00 10 20 40 00 00 80] - & with Byte1, if 1, can't land
# Vehicle IDs: [None, Chocobo, BlkChocobo, Hiryuu, Submarine, Ship, Airship]
# Worldmap animations
# World 1 (and probably 3)
# Sea tiles and waterfall tiles have a scrolling effect in tile data
# This may require setting up a proper tile indirect lookup shader
# Shifting sands and the portal have cycling palettes: $6C and $6D swap every frame, $51 through $55 scroll left (i.e. $55->$54, $51->$55)
# This will be best hardcoded as a 10 palette cycle
# World 2:
# Sea tiles have a horizontal scrolling effect in tile data (addresses $1880, $18C0, $1C80, $1CC0)
# ASM at C09660 BF 21 86 7F LDA $7F8621,X
# Probably going to shader this effect instead of storing hundreds of frames
# No palette cycling
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enum FlagsBlockPathing {
PATHABLE_FOOT = 0x001,
PATHABLE_CHOCOBO = 0x002,
PATHABLE_BLACK_CHOCOBO = 0x004,
PATHABLE_HIRYUU = 0x008,
PATHABLE_SUBMARINE = 0x010,
PATHABLE_SHIP = 0x020,
PATHABLE_AIRSHIP = 0x040,
SURFACEABLE = 0x080,
LANDABLE_CHOCOBO = 0x100,
LANDABLE_BLACK_CHOCOBO = 0x200,
LANDABLE_HIRYUU = 0x400,
LANDABLE_AIRSHIP = 0x800,
}
class WorldMap:
const block_width := 256
const block_height := 256
const tile_width := block_width * 2
const tile_height := block_height * 2
var blockmap: PoolByteArray
var block_tile_ids: PoolByteArray
var block_pathing: PoolIntArray
func get_block_tiles(id: int) -> PoolByteArray:
var i = id * 4
return self.block_tile_ids.subarray(i, i+4)
func get_block_pathing_flags(id: int) -> int:
return block_pathing[id]
func make_tile_map() -> Image:
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var image := Image.new()
var data := PoolByteArray()
data.resize(tile_width*tile_height)
var block_idx := 0
for y_off in range(0, tile_height*tile_width, tile_width*2):
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for x_off in range(0, tile_width, 2):
var tile_offset = self.blockmap[block_idx] * 4
block_idx += 1
data[y_off + x_off] = self.block_tile_ids[tile_offset]
data[y_off + x_off + 1] = self.block_tile_ids[tile_offset+1]
data[y_off + tile_width + x_off] = self.block_tile_ids[tile_offset+2]
data[y_off + tile_width + x_off + 1] = self.block_tile_ids[tile_offset+3]
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image.create_from_data(tile_width, tile_height, false, SpriteLoader.INDEX_FORMAT, data)
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return image
var worldmaps = [WorldMap.new(), WorldMap.new(), WorldMap.new(), WorldMap.new(), WorldMap.new()]
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var worldmap_block_properties = []
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var worldmap_block_pathings = []
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func load_worldmap_block_properties(rom: File):
rom.seek(0x0FEA00)
for world_ts in 3:
var ts_properties = PoolIntArray()
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var ts_pathings = PoolIntArray()
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for block in 0xC0:
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var properties := rom.get_16() + (rom.get_8() << 16)
ts_properties.append(properties)
var pathings := properties >> 16 # First 8 pathable flags map directly
pathings |= (((properties >> 12) & 0xF) ^ 0xF) << 8 # Next 4 flags (can land) are taken from high bits of second byte and inverted
ts_pathings.append(pathings)
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worldmap_block_properties.append(ts_properties)
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worldmap_block_pathings.append(ts_pathings)
worldmaps[0].block_pathing = worldmap_block_pathings[0]
worldmaps[1].block_pathing = worldmap_block_pathings[1]
worldmaps[2].block_pathing = worldmap_block_pathings[0]
worldmaps[3].block_pathing = worldmap_block_pathings[2]
worldmaps[4].block_pathing = worldmap_block_pathings[2]
func load_worldmaps(rom: File):
var chunk_addresses = PoolIntArray()
chunk_addresses.resize(0x500) # 5 worldmaps * 256 chunks
rom.seek(0x0FE000)
for id in range(0, 0x434):
chunk_addresses[id] = rom.get_16() + 0x070000
for id in range(0x434, 0x500):
chunk_addresses[id] = rom.get_16() + 0x080000
for worldmap_id in 5: # Bartz World, Galuf World, Combined World, Underwater Galuf World, Underwater Combined World
# Worldmap chunks have a basic compression.
# Repeated blocks along a row are run-length-encoded (RLE)
# Certain blocks (mountains) expand to 1x3
var blockmap = PoolByteArray()
# blockmap.resize(WorldMap.block_height * WorldMap.block_width) # Try this later if performance is a problem
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for chunk_id in range(worldmap_id*0x100, (worldmap_id+1)*0x100):
rom.seek(chunk_addresses[chunk_id])
var chunk_size := 0
while chunk_size < 256:
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# var b: int = (blockmap.size() % 16) + (16 * (chunk_id % 12)); # For debugging the map shader against blocks
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var b := rom.get_8()
if b >= 0xC0: # RLE
var count := b-0xBF
var block = rom.get_8()
for i in count:
blockmap.append(block)
chunk_size += count
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else:
blockmap.append(b)
chunk_size += 1
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if b == 0x0C or b == 0x1C or b == 0x2C:
# Mountain blocks expand to a 1x3
blockmap.append(b+1)
blockmap.append(b+2)
chunk_size += 2
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worldmaps[worldmap_id].blockmap = blockmap
func update_worldmap_block_tile_ids(worldmap_block_tile_ids: Array):
# Called by SpriteLoader
worldmaps[0].block_tile_ids = worldmap_block_tile_ids[0]
worldmaps[1].block_tile_ids = worldmap_block_tile_ids[1]
worldmaps[2].block_tile_ids = worldmap_block_tile_ids[0]
worldmaps[3].block_tile_ids = worldmap_block_tile_ids[2]
worldmaps[4].block_tile_ids = worldmap_block_tile_ids[2]
func load_snes_rom(rom: File):
load_worldmap_block_properties(rom)
load_worldmaps(rom)