extends Node const STRUCT := preload('res://scripts/struct.gd') const STRUCT_SNES := preload('res://scripts/loaders/snes/structs.gd') var structdefs := {} 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 ] 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() 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 #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]) 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) #print(snes_data.job_levels) SpriteLoader.load_from_structs(snes_data) SpriteLoader.load_enemy_battle_sprites(snes_data, buffer) SpriteLoader.load_battle_bgs(snes_data, buffer) MapLoader.load_snes_rom(rom_snes) 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) 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) STRUCT.parse_struct_definitions_from_tsv_filename('res://data/SNES_other.tsv', structdefs) var _error := psx_productcode_regex.compile('(S[A-Z]{3}_\\d{3}\\.\\d{2});(\\d)') load_snes_rom(ROM_filename) # Debugging breakpoint pass func _exit_tree() -> void: thread.wait_to_finish()