Basic port of battle tilemap decompression
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extends Node
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const LENGTH := 0x500 / 2 # Expanded length 0x500, RLE step produces 0x280 bytes
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func decompress_battle_tilemap(buffer: StreamPeerBuffer) -> PoolByteArray:
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# Decompresses the tilemap for a battle background.
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# Battle BGs use a type of RLE with 2byte repeat and 1byte incremental repeat.
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var o1 := PoolByteArray()
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while len(o1) < LENGTH:
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var byte := buffer.get_u8()
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if byte != 0xFF:
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o1.append(byte)
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else: # Byte begins a repeat code
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var repeat_code := buffer.get_u8()
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var repeat := repeat_code & 0x3F
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byte = buffer.get_u8()
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if repeat_code & 0x80: # Repeat 2 tiles
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var b := buffer.get_u8()
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for i in repeat:
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o1.append(byte)
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o1.append(b)
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else: # Incremental repeat
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var inc := buffer.get_u8()
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if repeat_code & 0x40: # Negative increment
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inc = -inc
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for i in repeat:
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o1.append(byte + (inc * i))
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var output := PoolByteArray()
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for byte in o1:
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# 0bYXXXXXXX -> 0b0000YY00_1XXXXXXX
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output.append(byte | 0x80)
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output.append(((1+(byte>>7)) << 2) & 0xDF)
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return output
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func apply_battle_tilemap_flips(buffer: StreamPeerBuffer, id: int, tilemap: PoolByteArray):
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if id==0xFF:
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return tilemap
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buffer.seek(0x14C736+(id*2))
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var ptr := 0x140000 + buffer.get_u16()
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buffer.seek(ptr)
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var output = tilemap
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var tile_i := 0
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while tile_i < LENGTH:
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var a := buffer.get_u8()
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if a == 0x00: # Skip N*8 tiles
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tile_i += buffer.get_u8() * 8
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else:
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# Each bit is a tile, 1 means flip horizontally
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for b in range(7, -1, -1):
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var tile_flip := (a>>b) & 0x01
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output[(tile_i*2)+1] |= tile_flip << 6 # Set the OAM flag for this tile
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tile_i += 1
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return output
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class TileMapping:
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var tile_index: int
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var palette: int
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var priority: int
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var h_flip: int
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var v_flip: int
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func _init(w: int):
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self.tile_index = w & 0x03FF
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self.palette = (w & 0x1C00) >> 10
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self.priority = (w & 0x2000) >> 13
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self.h_flip = (w & 0x4000) >> 14
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self.v_flip = (w & 0x8000) >> 15
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