ChocolateBird/scripts/loaders/RomLoader.gd

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3.9 KiB
GDScript3
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extends Node
const STRUCT := preload('res://scripts/struct.gd')
const STRUCT_SNES := preload('res://scripts/loaders/snes/structs.gd')
var structdefs := {}
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const loader_cd_image := preload('res://scripts/loaders/cd/image.gd')
var psx_productcode_regex := RegEx.new()
const psx_ff5_productcodes = [
'SLUS_008.79', # US Anthology, both 1.0 and 1.1
'SCES_138.40', # EU/Aus Anthology
'SLPM_860.81', # JP
'SCPS_452.14', # JP original, untested
]
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var ROM_filename := 'FF5_SCC_WepTweaks_Inus_Dash.sfc' # 'Final Fantasy V (Japan).sfc'
var GBA_filename := '2564 - Final Fantasy V Advance (U)(Independent).gba'
var rom_snes := File.new()
var snes_data := {}
var thread := Thread.new()
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func load_snes_rom(filename: String):
var error := rom_snes.open(filename, File.READ)
if error == OK:
# Copy entire SNES ROM to a buffer for StreamPeerBuffer usage.
# Unfortunately, the File API is different and slightly worse than the StreamPeer API.
var bytes := rom_snes.get_buffer(rom_snes.get_len())
var buffer = StreamPeerBuffer.new()
buffer.data_array = bytes
# SpriteLoader.load_snes_rom(rom_snes)
# MapLoader.load_snes_rom(rom_snes)
StringLoader.load_snes_rom(rom_snes, true)
# Don't do this concurrently, avoid file pointer conflicts
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#var _thread_error = thread.start(SoundLoader, 'parse_rom', rom_snes)
# Can concurrently work with the preloaded StreamPeerBuffer though
for key in Common.SNES_PSX_addresses:
var d = Common.SNES_PSX_addresses[key]
if d.format:
var s: STRUCT.StructType
if d.format in structdefs:
s = structdefs[d.format]
else:
s = STRUCT.get_structarraytype(d.format, structdefs)
structdefs[d.format] = s
if not s:
assert(false, 'Invalid StructType: "%s"' % d.format)
buffer.seek(d.SNES)
if '.' in key:
var keysplit: PoolStringArray = key.split('.', 1)
var k0 := keysplit[0]
var k1 = keysplit[1]
if k1.is_valid_integer():
k1 = int(k1)
if not (k0 in snes_data):
snes_data[k0] = {k1: s.get_value(buffer, [0, 0])}
else:
snes_data[k0][k1] = s.get_value(buffer, [0, 0])
else:
snes_data[key] = s.get_value(buffer, [0, 0])
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snes_data['job_levels'] = []
for job_id in 21:
var ability_list_ptr: int = snes_data.ptrs_job_ability_lists[job_id]
var num_abilities: int = snes_data.job_ability_counts[job_id]
var ability_list := []
buffer.seek(0x110000 + ability_list_ptr)
for i in num_abilities:
var abp_requirement: int = buffer.get_u16()
var ability_learned: int = buffer.get_u8()
ability_list.append({'ABP': abp_requirement, 'ability': ability_learned})
snes_data.job_levels.append(ability_list)
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#print(snes_data.job_levels)
SpriteLoader.load_from_structs(snes_data)
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SpriteLoader.load_enemy_battle_sprites(snes_data, buffer)
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SpriteLoader.load_battle_bgs(snes_data, buffer)
MapLoader.load_snes_rom(rom_snes)
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func load_psx_folder(_dirname: String):
pass
func load_psx_image(filename: String):
# While it would technically be possible to load everything with no temporary files,
# It is more convenient to unpack the small files we care about to the user:// directory
var rom_psx := File.new()
var error := rom_psx.open(filename, File.READ)
if error == OK:
var cd := loader_cd_image.new(rom_psx)
for key in cd.directory:
var s = key.trim_prefix('./')
var re_match := psx_productcode_regex.search(s)
if re_match:
print(re_match.get_string(0))
print(cd.directory)
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func _ready():
structdefs.merge(STRUCT.get_base_structarraytypes())
structdefs.merge(STRUCT_SNES.get_structtypes())
STRUCT.parse_struct_definitions_from_tsv_filename('res://data/SNES_save.tsv', structdefs)
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STRUCT.parse_struct_definitions_from_tsv_filename('res://data/SNES_other.tsv', structdefs)
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var _error := psx_productcode_regex.compile('(S[A-Z]{3}_\\d{3}\\.\\d{2});(\\d)')
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load_snes_rom(ROM_filename)
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# Debugging breakpoint
pass
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func _exit_tree() -> void:
thread.wait_to_finish()