Comment out File-based spriteloader methods

This commit is contained in:
Luke Hubmayer-Werner 2023-08-07 21:27:28 +09:30
parent 11059735ee
commit 4460a4863c
1 changed files with 117 additions and 117 deletions

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@ -146,132 +146,132 @@ static func make_tile_atlas(tile_images) -> Image:
return image
func snes_load_worldmap(rom: File):
# Load Worldmap Graphics
var worldmap_tile_counts = [256, 256, 128] # Only 128 underwater tiles
for world_ts in 3: # Bartz/Combined World, Galuf World, Underwater (world tilesets, not to be confused with the 5 world maps)
var tile_count: int = worldmap_tile_counts[world_ts]
var image := generate_palette(rom, Common.SNES_PSX_addresses['worldmap_palettes']['SNES'] + (world_ts*0x100), 0x100)
worldmap_palette_imgs.append(image)
worldmap_palette_textures.append(texture_from_image(image))
# func snes_load_worldmap(rom: File):
# # Load Worldmap Graphics
# var worldmap_tile_counts = [256, 256, 128] # Only 128 underwater tiles
# for world_ts in 3: # Bartz/Combined World, Galuf World, Underwater (world tilesets, not to be confused with the 5 world maps)
# var tile_count: int = worldmap_tile_counts[world_ts]
# var image := generate_palette(rom, Common.SNES_PSX_addresses['worldmap_palettes']['SNES'] + (world_ts*0x100), 0x100)
# worldmap_palette_imgs.append(image)
# worldmap_palette_textures.append(texture_from_image(image))
var tile_palettes = []
rom.seek(Common.SNES_PSX_addresses['worldmap_tiles.bias']['SNES'] + (world_ts*0x100))
for pal in 256:
tile_palettes.append(rom.get_8())
# var tile_palettes = []
# rom.seek(Common.SNES_PSX_addresses['worldmap_tiles.bias']['SNES'] + (world_ts*0x100))
# for pal in 256:
# tile_palettes.append(rom.get_8())
var tile_images = []
# var tile_textures = []
rom.seek(Common.SNES_PSX_addresses['worldmap_tiles']['SNES'] + (world_ts*0x2000))
for tile in tile_count:
var tiledata := rom.get_buffer(32)
image = snes_graphics.mode7_compressed_to_tile(tiledata, tile_palettes[tile])
tile_images.append(image)
# tile_textures.append(texture_from_image(image))
if world_ts == 0: # Waterfall hack: lay it out vertically, pushing out dummy tiles
tile_images[0x97] = tile_images[0x88]
tile_images[0x98] = tile_images[0x87]
worldmap_tile_individual_imgs.append(tile_images)
worldmap_tile_atlas_textures.append(texture_from_image(make_tile_atlas(tile_images)))
# var tile_images = []
# # var tile_textures = []
# rom.seek(Common.SNES_PSX_addresses['worldmap_tiles']['SNES'] + (world_ts*0x2000))
# for tile in tile_count:
# var tiledata := rom.get_buffer(32)
# image = snes_graphics.mode7_compressed_to_tile(tiledata, tile_palettes[tile])
# tile_images.append(image)
# # tile_textures.append(texture_from_image(image))
# if world_ts == 0: # Waterfall hack: lay it out vertically, pushing out dummy tiles
# tile_images[0x97] = tile_images[0x88]
# tile_images[0x98] = tile_images[0x87]
# worldmap_tile_individual_imgs.append(tile_images)
# worldmap_tile_atlas_textures.append(texture_from_image(make_tile_atlas(tile_images)))
# Block definitions
var block_images = []
var block_textures = []
var block_bank_start: int = Common.SNES_PSX_addresses['worldmap_blocks']['SNES'] + (world_ts*0x300)
var block_tile_ids := PoolByteArray()
for block in 0xC0: # 192 blocks per world tileset
image = Image.new()
image.create(16, 16, false, INDEX_FORMAT)
for tile in 4:
rom.seek(block_bank_start + block + (tile * 0xC0)) # Horrible interleaving scheme
var src_idx := rom.get_8()
block_tile_ids.append(src_idx)
if src_idx < tile_count:
image.blit_rect(tile_images[src_idx], Rect2(0, 0, 8, 8), Vector2((tile%2)*8, (tile/2)*8))
block_images.append(image)
block_textures.append(texture_from_image(image))
worldmap_block_individual_imgs.append(block_images)
worldmap_block_individual_textures.append(block_textures)
worldmap_block_tile_ids.append(block_tile_ids)
# Make block atlas
image = Image.new()
image.create(16*16, 16*12, false, INDEX_FORMAT)
for block in 0xC0:
image.blit_rect(block_images[block], Rect2(0, 0, 16, 16), Vector2((block%16)*16, (block/16)*16))
worldmap_block_atlas_imgs.append(image)
worldmap_block_atlas_textures.append(texture_from_image(image))
# # Block definitions
# var block_images = []
# var block_textures = []
# var block_bank_start: int = Common.SNES_PSX_addresses['worldmap_blocks']['SNES'] + (world_ts*0x300)
# var block_tile_ids := PoolByteArray()
# for block in 0xC0: # 192 blocks per world tileset
# image = Image.new()
# image.create(16, 16, false, INDEX_FORMAT)
# for tile in 4:
# rom.seek(block_bank_start + block + (tile * 0xC0)) # Horrible interleaving scheme
# var src_idx := rom.get_8()
# block_tile_ids.append(src_idx)
# if src_idx < tile_count:
# image.blit_rect(tile_images[src_idx], Rect2(0, 0, 8, 8), Vector2((tile%2)*8, (tile/2)*8))
# block_images.append(image)
# block_textures.append(texture_from_image(image))
# worldmap_block_individual_imgs.append(block_images)
# worldmap_block_individual_textures.append(block_textures)
# worldmap_block_tile_ids.append(block_tile_ids)
# # Make block atlas
# image = Image.new()
# image.create(16*16, 16*12, false, INDEX_FORMAT)
# for block in 0xC0:
# image.blit_rect(block_images[block], Rect2(0, 0, 16, 16), Vector2((block%16)*16, (block/16)*16))
# worldmap_block_atlas_imgs.append(image)
# worldmap_block_atlas_textures.append(texture_from_image(image))
# # DEBUG: Make tile atlas
# image = Image.new()
# image.create(16*8, (tile_count/16)*8, false, INDEX_FORMAT)
# for tile in tile_count:
# image.blit_rect(tile_images[tile], Rect2(0, 0, 8, 8), Vector2((tile%16)*8, (tile/16)*8))
# worldmap_tile_atlas_textures.append(texture_from_image(image))
# # # DEBUG: Make tile atlas
# # image = Image.new()
# # image.create(16*8, (tile_count/16)*8, false, INDEX_FORMAT)
# # for tile in tile_count:
# # image.blit_rect(tile_images[tile], Rect2(0, 0, 8, 8), Vector2((tile%16)*8, (tile/16)*8))
# # worldmap_tile_atlas_textures.append(texture_from_image(image))
MapLoader.update_worldmap_block_tile_ids(worldmap_block_tile_ids)
# MapLoader.update_worldmap_block_tile_ids(worldmap_block_tile_ids)
func snes_load_battle_sprites(rom: File):
# Load Battle sprites
rom.seek(Common.SNES_PSX_addresses['character_battle_sprite_layouts']['SNES'])
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_graphics.get_tile(rom, Common.SNES_PSX_addresses['character_battle_sprite_tiles']['SNES'] + (strip*32*48) + i, 32))
var strip_image = Image.new()
strip_image.create(16, 24 * num_Character_Battle_Sprite_Layouts, false, INDEX_FORMAT)
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))
# func snes_load_battle_sprites(rom: File):
# # Load Battle sprites
# rom.seek(Common.SNES_PSX_addresses['character_battle_sprite_layouts']['SNES'])
# 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_graphics.get_tile(rom, Common.SNES_PSX_addresses['character_battle_sprite_tiles']['SNES'] + (strip*32*48) + i, 32))
# var strip_image = Image.new()
# strip_image.create(16, 24 * num_Character_Battle_Sprite_Layouts, false, INDEX_FORMAT)
# 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, Common.SNES_PSX_addresses['character_battle_sprite_palettes']['SNES'] + (palette*32))))
character_battle_sprite_palette_disabled_texture = texture_from_image(generate_palette(rom, Common.SNES_PSX_addresses['character_battle_sprite_disabled_palette']['SNES']))
character_battle_sprite_palette_stone_texture = texture_from_image(generate_palette(rom, Common.SNES_PSX_addresses['character_battle_sprite_stone_palette']['SNES']))
# # Character Battle Sprite Palettes
# for palette in range(0, 22*5):
# character_battle_sprite_palette_textures.append(texture_from_image(generate_palette(rom, Common.SNES_PSX_addresses['character_battle_sprite_palettes']['SNES'] + (palette*32))))
# character_battle_sprite_palette_disabled_texture = texture_from_image(generate_palette(rom, Common.SNES_PSX_addresses['character_battle_sprite_disabled_palette']['SNES']))
# character_battle_sprite_palette_stone_texture = texture_from_image(generate_palette(rom, Common.SNES_PSX_addresses['character_battle_sprite_stone_palette']['SNES']))
weapon_textures['Fist'] = texture_from_image(snes_graphics.get_tile(rom, Common.SNES_PSX_addresses['tiles_fist']['SNES'], 24))
# weapon_textures['Fist'] = texture_from_image(snes_graphics.get_tile(rom, Common.SNES_PSX_addresses['tiles_fist']['SNES'], 24))
var json_sprite_blocks: Dictionary = Common.load_json('res://data/sprite_blocks.json') # This needs error handling later
var sprite_blocks := {}
func snes_load_map_sprites(rom: File):
# Main palettes
var map_palettes = []
for i in 4:
map_palettes.append(generate_palette(rom, 0x1FFC00 + 32*i))
# var json_sprite_blocks: Dictionary = Common.load_json('res://data/sprite_blocks.json') # This needs error handling later
# var sprite_blocks := {}
# func snes_load_map_sprites(rom: File):
# # Main palettes
# var map_palettes = []
# for i in 4:
# map_palettes.append(generate_palette(rom, 0x1FFC00 + 32*i))
for k in json_sprite_blocks.keys():
var v = json_sprite_blocks[k]
var start: int = v['start'].hex_to_int()
var bpp := int(v['bpp'])
var definitions = v['definitions']
var total_tiles := 0
for defn in definitions:
total_tiles += defn[0] * defn[1] * defn[2]
print_debug('Processing sprite block "%s" - starts at $%06X with %d %dbpp tiles' % [k, start, total_tiles, bpp])
rom.seek(start)
var tiles := []
match bpp:
1:
for i in total_tiles:
tiles.append(snes_graphics._1plane_to_tile(rom.get_buffer(8)))
2:
for i in total_tiles:
tiles.append(snes_graphics._2plane_to_tile(rom.get_buffer(16)))
3:
for i in total_tiles:
tiles.append(snes_graphics._3plane_to_tile(rom.get_buffer(24)))
4:
for i in total_tiles:
tiles.append(snes_graphics._4plane_to_tile(rom.get_buffer(32)))
_:
print_debug('Invalid bpp "%s" in sprite blocks json' % bpp)
sprite_blocks[k] = tiles
# for k in json_sprite_blocks.keys():
# var v = json_sprite_blocks[k]
# var start: int = v['start'].hex_to_int()
# var bpp := int(v['bpp'])
# var definitions = v['definitions']
# var total_tiles := 0
# for defn in definitions:
# total_tiles += defn[0] * defn[1] * defn[2]
# print_debug('Processing sprite block "%s" - starts at $%06X with %d %dbpp tiles' % [k, start, total_tiles, bpp])
# rom.seek(start)
# var tiles := []
# match bpp:
# 1:
# for i in total_tiles:
# tiles.append(snes_graphics._1plane_to_tile(rom.get_buffer(8)))
# 2:
# for i in total_tiles:
# tiles.append(snes_graphics._2plane_to_tile(rom.get_buffer(16)))
# 3:
# for i in total_tiles:
# tiles.append(snes_graphics._3plane_to_tile(rom.get_buffer(24)))
# 4:
# for i in total_tiles:
# tiles.append(snes_graphics._4plane_to_tile(rom.get_buffer(32)))
# _:
# print_debug('Invalid bpp "%s" in sprite blocks json' % bpp)
# sprite_blocks[k] = tiles
static func bias_tile(unbiased: PoolByteArray, bias: int) -> Image:
var image := Image.new()
@ -281,10 +281,10 @@ static func bias_tile(unbiased: PoolByteArray, bias: int) -> Image:
image.create_from_data(8, 8, false, INDEX_FORMAT, biased)
return image
func load_snes_rom(rom: File):
snes_load_battle_sprites(rom)
snes_load_worldmap(rom)
# snes_load_map_sprites(rom)
# func load_snes_rom(rom: File):
# snes_load_battle_sprites(rom)
# snes_load_worldmap(rom)
# # snes_load_map_sprites(rom)
func load_from_structs(data: Dictionary):
# Load Battle sprites