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 return image
func snes_load_worldmap(rom: File): # func snes_load_worldmap(rom: File):
# Load Worldmap Graphics # # Load Worldmap Graphics
var worldmap_tile_counts = [256, 256, 128] # Only 128 underwater tiles # 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) # 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 tile_count: int = worldmap_tile_counts[world_ts]
var image := generate_palette(rom, Common.SNES_PSX_addresses['worldmap_palettes']['SNES'] + (world_ts*0x100), 0x100) # var image := generate_palette(rom, Common.SNES_PSX_addresses['worldmap_palettes']['SNES'] + (world_ts*0x100), 0x100)
worldmap_palette_imgs.append(image) # worldmap_palette_imgs.append(image)
worldmap_palette_textures.append(texture_from_image(image)) # worldmap_palette_textures.append(texture_from_image(image))
var tile_palettes = [] # var tile_palettes = []
rom.seek(Common.SNES_PSX_addresses['worldmap_tiles.bias']['SNES'] + (world_ts*0x100)) # rom.seek(Common.SNES_PSX_addresses['worldmap_tiles.bias']['SNES'] + (world_ts*0x100))
for pal in 256: # for pal in 256:
tile_palettes.append(rom.get_8()) # tile_palettes.append(rom.get_8())
var tile_images = [] # var tile_images = []
# var tile_textures = [] # # var tile_textures = []
rom.seek(Common.SNES_PSX_addresses['worldmap_tiles']['SNES'] + (world_ts*0x2000)) # rom.seek(Common.SNES_PSX_addresses['worldmap_tiles']['SNES'] + (world_ts*0x2000))
for tile in tile_count: # for tile in tile_count:
var tiledata := rom.get_buffer(32) # var tiledata := rom.get_buffer(32)
image = snes_graphics.mode7_compressed_to_tile(tiledata, tile_palettes[tile]) # image = snes_graphics.mode7_compressed_to_tile(tiledata, tile_palettes[tile])
tile_images.append(image) # tile_images.append(image)
# tile_textures.append(texture_from_image(image)) # # tile_textures.append(texture_from_image(image))
if world_ts == 0: # Waterfall hack: lay it out vertically, pushing out dummy tiles # if world_ts == 0: # Waterfall hack: lay it out vertically, pushing out dummy tiles
tile_images[0x97] = tile_images[0x88] # tile_images[0x97] = tile_images[0x88]
tile_images[0x98] = tile_images[0x87] # tile_images[0x98] = tile_images[0x87]
worldmap_tile_individual_imgs.append(tile_images) # worldmap_tile_individual_imgs.append(tile_images)
worldmap_tile_atlas_textures.append(texture_from_image(make_tile_atlas(tile_images))) # worldmap_tile_atlas_textures.append(texture_from_image(make_tile_atlas(tile_images)))
# Block definitions # # Block definitions
var block_images = [] # var block_images = []
var block_textures = [] # var block_textures = []
var block_bank_start: int = Common.SNES_PSX_addresses['worldmap_blocks']['SNES'] + (world_ts*0x300) # var block_bank_start: int = Common.SNES_PSX_addresses['worldmap_blocks']['SNES'] + (world_ts*0x300)
var block_tile_ids := PoolByteArray() # var block_tile_ids := PoolByteArray()
for block in 0xC0: # 192 blocks per world tileset # for block in 0xC0: # 192 blocks per world tileset
image = Image.new() # image = Image.new()
image.create(16, 16, false, INDEX_FORMAT) # image.create(16, 16, false, INDEX_FORMAT)
for tile in 4: # for tile in 4:
rom.seek(block_bank_start + block + (tile * 0xC0)) # Horrible interleaving scheme # rom.seek(block_bank_start + block + (tile * 0xC0)) # Horrible interleaving scheme
var src_idx := rom.get_8() # var src_idx := rom.get_8()
block_tile_ids.append(src_idx) # block_tile_ids.append(src_idx)
if src_idx < tile_count: # if src_idx < tile_count:
image.blit_rect(tile_images[src_idx], Rect2(0, 0, 8, 8), Vector2((tile%2)*8, (tile/2)*8)) # image.blit_rect(tile_images[src_idx], Rect2(0, 0, 8, 8), Vector2((tile%2)*8, (tile/2)*8))
block_images.append(image) # block_images.append(image)
block_textures.append(texture_from_image(image)) # block_textures.append(texture_from_image(image))
worldmap_block_individual_imgs.append(block_images) # worldmap_block_individual_imgs.append(block_images)
worldmap_block_individual_textures.append(block_textures) # worldmap_block_individual_textures.append(block_textures)
worldmap_block_tile_ids.append(block_tile_ids) # worldmap_block_tile_ids.append(block_tile_ids)
# Make block atlas # # Make block atlas
image = Image.new() # image = Image.new()
image.create(16*16, 16*12, false, INDEX_FORMAT) # image.create(16*16, 16*12, false, INDEX_FORMAT)
for block in 0xC0: # for block in 0xC0:
image.blit_rect(block_images[block], Rect2(0, 0, 16, 16), Vector2((block%16)*16, (block/16)*16)) # 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_imgs.append(image)
worldmap_block_atlas_textures.append(texture_from_image(image)) # worldmap_block_atlas_textures.append(texture_from_image(image))
# # DEBUG: Make tile atlas # # # DEBUG: Make tile atlas
# image = Image.new() # # image = Image.new()
# image.create(16*8, (tile_count/16)*8, false, INDEX_FORMAT) # # image.create(16*8, (tile_count/16)*8, false, INDEX_FORMAT)
# for tile in tile_count: # # for tile in tile_count:
# image.blit_rect(tile_images[tile], Rect2(0, 0, 8, 8), Vector2((tile%16)*8, (tile/16)*8)) # # 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)) # # 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): # func snes_load_battle_sprites(rom: File):
# Load Battle sprites # # Load Battle sprites
rom.seek(Common.SNES_PSX_addresses['character_battle_sprite_layouts']['SNES']) # rom.seek(Common.SNES_PSX_addresses['character_battle_sprite_layouts']['SNES'])
var battle_strip_layouts = rom.get_buffer(num_Character_Battle_Sprite_Layouts * 6) # var battle_strip_layouts = rom.get_buffer(num_Character_Battle_Sprite_Layouts * 6)
# Character Battle Sprite Tiles # # Character Battle Sprite Tiles
for strip in range(0, 22*5): # for strip in range(0, 22*5):
var tiles = [] # var tiles = []
for i in range(0, 32*48, 32): # 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)) # 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() # var strip_image = Image.new()
strip_image.create(16, 24 * num_Character_Battle_Sprite_Layouts, false, INDEX_FORMAT) # strip_image.create(16, 24 * num_Character_Battle_Sprite_Layouts, false, INDEX_FORMAT)
for i in range(6 * num_Character_Battle_Sprite_Layouts): # 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_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_images.append(strip_image)
strip_textures.append(texture_from_image(strip_image)) # strip_textures.append(texture_from_image(strip_image))
# Character Battle Sprite Palettes # # Character Battle Sprite Palettes
for palette in range(0, 22*5): # 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_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_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_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 json_sprite_blocks: Dictionary = Common.load_json('res://data/sprite_blocks.json') # This needs error handling later
var sprite_blocks := {} # var sprite_blocks := {}
func snes_load_map_sprites(rom: File): # func snes_load_map_sprites(rom: File):
# Main palettes # # Main palettes
var map_palettes = [] # var map_palettes = []
for i in 4: # for i in 4:
map_palettes.append(generate_palette(rom, 0x1FFC00 + 32*i)) # map_palettes.append(generate_palette(rom, 0x1FFC00 + 32*i))
for k in json_sprite_blocks.keys(): # for k in json_sprite_blocks.keys():
var v = json_sprite_blocks[k] # var v = json_sprite_blocks[k]
var start: int = v['start'].hex_to_int() # var start: int = v['start'].hex_to_int()
var bpp := int(v['bpp']) # var bpp := int(v['bpp'])
var definitions = v['definitions'] # var definitions = v['definitions']
var total_tiles := 0 # var total_tiles := 0
for defn in definitions: # for defn in definitions:
total_tiles += defn[0] * defn[1] * defn[2] # 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]) # print_debug('Processing sprite block "%s" - starts at $%06X with %d %dbpp tiles' % [k, start, total_tiles, bpp])
rom.seek(start) # rom.seek(start)
var tiles := [] # var tiles := []
match bpp: # match bpp:
1: # 1:
for i in total_tiles: # for i in total_tiles:
tiles.append(snes_graphics._1plane_to_tile(rom.get_buffer(8))) # tiles.append(snes_graphics._1plane_to_tile(rom.get_buffer(8)))
2: # 2:
for i in total_tiles: # for i in total_tiles:
tiles.append(snes_graphics._2plane_to_tile(rom.get_buffer(16))) # tiles.append(snes_graphics._2plane_to_tile(rom.get_buffer(16)))
3: # 3:
for i in total_tiles: # for i in total_tiles:
tiles.append(snes_graphics._3plane_to_tile(rom.get_buffer(24))) # tiles.append(snes_graphics._3plane_to_tile(rom.get_buffer(24)))
4: # 4:
for i in total_tiles: # for i in total_tiles:
tiles.append(snes_graphics._4plane_to_tile(rom.get_buffer(32))) # tiles.append(snes_graphics._4plane_to_tile(rom.get_buffer(32)))
_: # _:
print_debug('Invalid bpp "%s" in sprite blocks json' % bpp) # print_debug('Invalid bpp "%s" in sprite blocks json' % bpp)
sprite_blocks[k] = tiles # sprite_blocks[k] = tiles
static func bias_tile(unbiased: PoolByteArray, bias: int) -> Image: static func bias_tile(unbiased: PoolByteArray, bias: int) -> Image:
var image := Image.new() 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) image.create_from_data(8, 8, false, INDEX_FORMAT, biased)
return image return image
func load_snes_rom(rom: File): # func load_snes_rom(rom: File):
snes_load_battle_sprites(rom) # snes_load_battle_sprites(rom)
snes_load_worldmap(rom) # snes_load_worldmap(rom)
# snes_load_map_sprites(rom) # # snes_load_map_sprites(rom)
func load_from_structs(data: Dictionary): func load_from_structs(data: Dictionary):
# Load Battle sprites # Load Battle sprites