extends Node var shader_material = load('res://palette_mat.tres') # Portability for GLES2 vs GLES3 stuff const INDEX_FORMAT := Image.FORMAT_L8 # Offsets # Glyphs const offset_glyphs_small := 0x1FF000 # 0x100 entries, 2bpp const offset_glyphs_dialog := 0x03E800 # 0x100 entries, 1bpp const offset_glyphs_kanji := 0x1BD000 # 0x1AA entries, 1bpp # Images const offset_title_ffv := 0x031243 # Type 02 headed compression, expands to 0x1000 bytes const offset_title_dragon := 0x032D22 # Type 02 compression, expands to 0x1200 bytes const offset_title_dragon_OAM := 0x033342 # Type 02 headed compression, expands to 0x0120 bytes const offset_locations_bg_palettes := 0x03BB00 # 2bytes * 128 colors * 43 sets const offset_worldmap_blocks := 0x0FF0C0 # 0x0FF3C0 0x0FF6C0 const offset_worldmap_tile_palettes := 0x0FF9C0 # 0x0FFAC0 0x0FFBC0 Length 0x100 const offset_worldmap_palettes := 0x0FFCC0 # 0x0FFDC0 0x0FFEC0 Length 0x100 const offset_worldmap_tiles := 0x1B8000 # 0x1BA000 0x1BC000 const offset_Character_Battle_Sprite_Tiles := 0x120000 const offset_Character_Battle_Sprite_Palettes := 0x14A3C0 const offset_Character_Battle_Sprite_Layouts := 0x14B997 const num_Character_Battle_Sprite_Layouts := 11 const offset_Character_Battle_Sprite_Disabled_Palette := 0x00F867 const offset_Character_Battle_Sprite_Stone_Palette := 0x00F807 const offset_Tiles_Fist := 0x11D710 # 3bpp tile # Arrays to store sprites in var worldmap_palette_imgs = [] var worldmap_palette_textures = [] var worldmap_tile_individual_imgs = [] var worldmap_tile_atlas_textures = [] var worldmap_block_tile_ids = [] var worldmap_block_individual_imgs = [] var worldmap_block_individual_textures = [] var worldmap_block_atlas_imgs = [] var worldmap_block_atlas_textures = [] # var worldmap_tile_atlas_textures = [] #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 = {} func ByteArray(size: int) -> PoolByteArray: var arr := PoolByteArray() arr.resize(size) return arr 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() var rows := length/16 img.create(16, rows, false, Image.FORMAT_RGBF) img.lock() for y in rows: for x in 16: var color = bgr555_to_color(rom.get_16()) img.set_pixel(x, y, color) img.unlock() return img func generate_palette_rgb8(rom: File, offset: int, length: int = 16) -> Image: # Safe for GLES2 only! # Implicit sRGB -> linear conversion on ImageTexture creation from RGB8 Image ruins this in GLES3 mode 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(16, length/16, 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(16, length/16, false, Image.FORMAT_RGBA5551, data) return img func generate_palette(rom: File, offset: int, length: int = 16) -> Image: if length < 16: length = 16 return generate_palette_rgb8(rom, offset, length) 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, INDEX_FORMAT, tdata) return tile func snes_mode7_to_tile(data: PoolByteArray) -> Image: # Easy one, it's just straight data left-to-right, top-to-bottom var tile := Image.new() tile.create_from_data(8, 8, false, INDEX_FORMAT, data) return tile func snes_mode7_compressed_to_tile(data: PoolByteArray, tile_palette: int = 0) -> Image: # 4 bits per pixel. var tdata := ByteArray(64) for i in 32: var b := data[i] var j: int = i*2 tdata[j] = (b & 0x0F) | tile_palette tdata[j+1] = (b >> 4) | tile_palette return snes_mode7_to_tile(tdata) 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, INDEX_FORMAT, 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, INDEX_FORMAT, 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, INDEX_FORMAT, 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, INDEX_FORMAT, 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) func make_tile_atlas(tile_images) -> Image: var r := Rect2(0, 0, 8, 8) var image = Image.new() image.create(128, 128, false, INDEX_FORMAT) var tile = 0 for y in tile_images.size()/16: for x in 16: image.blit_rect(tile_images[tile], r, Vector2(x*8, y*8)) tile += 1 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, offset_worldmap_palettes + (world_ts*0x100), 0x100) worldmap_palette_imgs.append(image) worldmap_palette_textures.append(texture_from_image(image)) var tile_palettes = [] rom.seek(offset_worldmap_tile_palettes + (world_ts*0x100)) for pal in 256: tile_palettes.append(rom.get_8()) var tile_images = [] # var tile_textures = [] rom.seek(offset_worldmap_tiles + (world_ts*0x2000)) for tile in tile_count: var tiledata := rom.get_buffer(32) image = snes_mode7_compressed_to_tile(tiledata, tile_palettes[tile]) tile_images.append(image) # tile_textures.append(texture_from_image(image)) 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 = offset_worldmap_blocks + (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)) MapLoader.update_worldmap_block_tile_ids(worldmap_block_tile_ids) func snes_load_battle_sprites(rom: File): # Load Battle sprites 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, 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, 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)) var json_sprite_blocks := Common.load_json('res://data/sprite_blocks.json') 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']) 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_1plane_to_tile(rom.get_buffer(8))) 2: for i in total_tiles: tiles.append(snes_2plane_to_tile(rom.get_buffer(16))) 3: for i in total_tiles: tiles.append(snes_3plane_to_tile(rom.get_buffer(24))) 4: for i in total_tiles: tiles.append(snes_4plane_to_tile(rom.get_buffer(32))) _: print_debug('Invalid bpp "%s" in sprite blocks json' % bpp) sprite_blocks[k] = tiles func load_snes_rom(rom: File): snes_load_battle_sprites(rom) snes_load_worldmap(rom) snes_load_map_sprites(rom) 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 var tiledata = CommonGBA.LZ77_decompress(rom, address) 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, 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, 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 = [] # func _ready(): #pass