ChocolateBird/scripts/loaders/sprite_loader.gd

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GDScript3
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extends Node
var shader_material = load('res://palette_mat.tres')
const offset_Character_Battle_Sprite_Tiles: int = 0x120000
const offset_Character_Battle_Sprite_Palettes: int = 0x14A3C0
const offset_Character_Battle_Sprite_Layouts: int = 0x14B997
const num_Character_Battle_Sprite_Layouts: int = 11
const offset_Character_Battle_Sprite_Disabled_Palette: int = 0x00F867
const offset_Character_Battle_Sprite_Stone_Palette: int = 0x00F807
const offset_Tiles_Fist: int = 0x11D710 # 3bpp tile
#var character_battle_sprite_tiles = []
#var character_battle_sprite_palette_imgs = []
var character_battle_sprite_palette_textures = []
var character_battle_sprite_palette_disabled_texture: ImageTexture
var character_battle_sprite_palette_stone_texture: ImageTexture
var weapon_textures = {}
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func ByteArray(size: int) -> PoolByteArray:
var arr := PoolByteArray()
arr.resize(size)
return arr
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func texture_from_image(image: Image, flags: int = 0) -> ImageTexture:
var tex = ImageTexture.new()
tex.create_from_image(image, flags)
return tex
func bgr555_to_color(short: int) -> Color:
var color = Color()
color.a = 1
color.r = ((short & 0x1F) / 31.0)
color.g = (((short >> 5) & 0x1F) / 31.0)
color.b = (((short >> 10) & 0x1F) / 31.0)
return color
func generate_palette_rgbf(rom: File, offset: int, length: int = 16) -> Image:
rom.seek(offset)
var img := Image.new()
img.create(length, 1, false, Image.FORMAT_RGBF)
img.lock()
for i in range(length):
var color = bgr555_to_color(rom.get_16())
img.set_pixel(i, 0, color)
img.unlock()
return img
func generate_palette_rgb8(rom: File, offset: int, length: int = 16) -> Image:
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# Safe for GLES2 only!
# Implicit sRGB -> linear conversion on ImageTexture creation from RGB8 Image ruins this in GLES3 mode
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rom.seek(offset)
var data = ByteArray(length*3)
# img.lock()
for i in length:
var color := bgr555_to_color(rom.get_16())
var j: int = i*3
data[j] = color.r8
data[j+1] = color.g8
data[j+2] = color.b8
var img := Image.new()
img.create_from_data(length, 1, false, Image.FORMAT_RGB8, data)
return img
func generate_palette_rgb5_a1(rom: File, offset: int, length: int = 16) -> Image:
var data = ByteArray(length*2)
rom.seek(offset)
for i in range(length):
var bgr555 := rom.get_16()
var r := bgr555 & 0x1F
var g := (bgr555 >> 5) & 0x1F
var b := (bgr555 >> 10) & 0x1F
var rgb5_a1 := (r << 11) | (g << 6) | (b << 1) | 1
data[i*2] = rgb5_a1 & 0xFF
data[(i*2)+1] = rgb5_a1 >> 8
var img := Image.new()
img.create_from_data(length, 1, false, Image.FORMAT_RGBA5551, data)
return img
func generate_palette(rom: File, offset: int, length: int = 16) -> Image:
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return generate_palette_rgb8(rom, offset, length)
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func gba_4bpp_to_tile(data: PoolByteArray) -> Image:
var tdata := ByteArray(64)
for i in range(32):
tdata[i*2] = data[i] % 16
tdata[i*2+1] = data[i] / 16
var tile := Image.new()
tile.create_from_data(8, 8, false, Image.FORMAT_R8, tdata)
return tile
func snes_4plane_to_tile(data: PoolByteArray) -> Image:
var tdata := ByteArray(64)
for i in range(64):
var j = (i/8)*2
var x = 7 - (i%8)
tdata[i] = (data[j] >> x & 1) | ((data[j+1] >> x & 1)<<1) | ((data[j+16] >> x & 1)<<2) | ((data[j+17] >> x & 1)<<3)
var tile := Image.new()
tile.create_from_data(8, 8, false, Image.FORMAT_R8, tdata)
return tile
func snes_3plane_to_tile(data: PoolByteArray) -> Image:
var tdata := ByteArray(64)
for i in range(64):
var j = (i/8)*2
var x = 7 - (i%8)
tdata[i] = (data[j] >> x & 1) | ((data[j+1] >> x & 1)<<1) | ((data[(i/8)+16] >> x & 1)<<2)
var tile := Image.new()
tile.create_from_data(8, 8, false, Image.FORMAT_R8, tdata)
return tile
func snes_2plane_to_tile(data: PoolByteArray) -> Image:
var tdata := ByteArray(64)
for i in range(64):
var j = (i/8)*2
var x = 7 - (i%8)
tdata[i] = (data[j] >> x & 1) | ((data[j+1] >> x & 1)<<1)
var tile := Image.new()
tile.create_from_data(8, 8, false, Image.FORMAT_R8, tdata)
return tile
func snes_1plane_to_tile(data: PoolByteArray) -> Image:
var tdata := ByteArray(64)
for i in range(64):
var x = 7 - (i%8)
tdata[i] = (data[i/8] >> x & 1)
var tile := Image.new()
tile.create_from_data(8, 8, false, Image.FORMAT_R8, tdata)
return tile
func snes_get_tile(rom: File, offset: int, length: int) -> Image:
rom.seek(offset)
var data := rom.get_buffer(length)
var planes := length / 8
match planes:
4:
return snes_4plane_to_tile(data)
3:
return snes_3plane_to_tile(data)
2:
return snes_2plane_to_tile(data)
_:
return snes_1plane_to_tile(data)
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func load_snes_rom(rom: File):
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rom.seek(offset_Character_Battle_Sprite_Layouts)
var battle_strip_layouts = rom.get_buffer(num_Character_Battle_Sprite_Layouts * 6)
# Character Battle Sprite Tiles
for strip in range(0, 22*5):
var tiles = []
for i in range(0, 32*48, 32):
tiles.append(snes_get_tile(rom, offset_Character_Battle_Sprite_Tiles + (strip*32*48) + i, 32))
var strip_image = Image.new()
strip_image.create(16, 24 * num_Character_Battle_Sprite_Layouts, false, Image.FORMAT_R8)
for i in range(6 * num_Character_Battle_Sprite_Layouts):
strip_image.blit_rect(tiles[battle_strip_layouts[i]], Rect2(0, 0, 8, 8), Vector2((i%2) * 8, (i/2) * 8))
strip_images.append(strip_image)
strip_textures.append(texture_from_image(strip_image))
# Character Battle Sprite Palettes
for palette in range(0, 22*5):
character_battle_sprite_palette_textures.append(texture_from_image(generate_palette(rom, offset_Character_Battle_Sprite_Palettes + (palette*32))))
character_battle_sprite_palette_disabled_texture = texture_from_image(generate_palette(rom, offset_Character_Battle_Sprite_Disabled_Palette))
character_battle_sprite_palette_stone_texture = texture_from_image(generate_palette(rom, offset_Character_Battle_Sprite_Stone_Palette))
weapon_textures['Fist'] = texture_from_image(snes_get_tile(rom, offset_Tiles_Fist, 24))
const gba_marker := 'FINAL FANTASY V ADVANCE SYGMAB'
const gba_marker_pos_US := 0x12FE10
const gba_marker_pos_EU := 0x131294
const gba_offset_battle_sprite_tiles := 504
const gba_offset_battle_sprite_palettes := 1064
const gba_offset_battle_sprite_layouts := 9435
func load_gba_rom(filename: String):
var rom := File.new()
var offset_marker: int
var result = rom.open(filename, File.READ)
if result != 0:
print_debug('ROM failed to open: ', result)
return
rom.seek(gba_marker_pos_US)
if rom.get_buffer(len(gba_marker)).get_string_from_ascii() == gba_marker:
offset_marker = gba_marker_pos_US
else:
rom.seek(gba_marker_pos_EU)
if rom.get_buffer(len(gba_marker)).get_string_from_ascii() == gba_marker:
offset_marker = gba_marker_pos_EU
else:
print_debug('ROM does not match known US/EU ROMs, aborting')
return
# Battle Sprite Tiles
rom.seek(offset_marker + gba_offset_battle_sprite_layouts)
var battle_strip_layouts = rom.get_buffer(num_Character_Battle_Sprite_Layouts * 6)
for strip in range(0, 26*5):
var tiles = []
rom.seek(offset_marker + gba_offset_battle_sprite_tiles + strip*4)
var address = rom.get_32() - 0x08000000
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var tiledata = CommonGBA.LZ77_decompress(rom, address)
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tiledata.append(0) # Slicing to end of array causes an engine crash. For shame!
for i in range(8, 57*32+8, 32):
tiles.append(gba_4bpp_to_tile(tiledata.subarray(i, i+32)))
var strip_image = Image.new()
strip_image.create(16, 24 * num_Character_Battle_Sprite_Layouts, false, Image.FORMAT_R8)
for i in range(6 * num_Character_Battle_Sprite_Layouts):
strip_image.blit_rect(tiles[battle_strip_layouts[i]], Rect2(0, 0, 8, 8), Vector2((i%2) * 8, (i/2) * 8))
strip_images.append(strip_image)
strip_textures.append(texture_from_image(strip_image))
# Character Battle Sprite Palettes
for palette in range(0, 26*5):
rom.seek(offset_marker + gba_offset_battle_sprite_palettes + palette*4)
character_battle_sprite_palette_textures.append(texture_from_image(generate_palette(rom, rom.get_32() - 0x08000000 + 8)))
# character_battle_sprite_palette_disabled_texture = texture_from_image(generate_palette(rom, offset_Character_Battle_Sprite_Disabled_Palette))
# character_battle_sprite_palette_stone_texture = texture_from_image(generate_palette(rom, offset_Character_Battle_Sprite_Stone_Palette))
var strip_images = []
var strip_textures = []
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# func _ready():
#pass