244 lines
9.5 KiB
GDScript
244 lines
9.5 KiB
GDScript
extends Node
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# World Map Block Properties
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# 3 bytes
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# Byte0: movement properties
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# 0x01 = passable on foot
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# 0x02 = passable on chocobo?
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# 0x04 = passable on black chocobo
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# 0x08 = passable on hiryuu?
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# 0x10 = passable in submarine? set on deep water tiles, and all undersea tiles that aren't cliffs
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# 0x20 = passable in ship? set on deep water tiles only (not undersea) - can submerge?
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# 0x40 = passable in airship? Pretty much every tile aboveground has this. No undersea.
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# 0x80 = only set on clear sea floor. Submarine pathable/can surface?
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# Byte1: movement properties
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# 0x01 = (water flips) can move from this block rightwards
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# 0x02 = (water flips) can move from this block leftwards
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# 0x04 = (water flips) can move from this block downwards
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# 0x08 = (water flips) can move from this block upwards
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# 0x10 = Chocobo can't land/dismount. most aboveground water tiles
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# 0x20 = Black Chocobo can't land.
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# 0x40 = Hiryuu can't land.
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# 0x80 = Airship can't land.
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# Byte2: movement properties
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# 0x01 = Set on forests, deep water, void.
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# 0x02 = Set on deep water, void, desert.
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# 0x04 = Only set on diagonal land corners and Galuf World swamp
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# 0x08 = No hits.
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# 0x10 = Mountains and Exdeath's Castle
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# 0x20 = Set on first two rows of forests, also waterfall, but not lower bounds of forests
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# 0x40 = Shallow water.
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# 0x80 =
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# Vehicle landing bit masks: [00 10 20 40 00 00 80] - & with Byte1, if 1, can't land
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# Vehicle IDs: [None, Chocobo, BlkChocobo, Hiryuu, Submarine, Ship, Airship]
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# Worldmap animations
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# World 1 (and probably 3)
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# Sea tiles and waterfall tiles have a scrolling effect in tile data
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# This may require setting up a proper tile indirect lookup shader
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# Shifting sands and the portal have cycling palettes: $6C and $6D swap every frame, $51 through $55 scroll left (i.e. $55->$54, $51->$55)
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# This will be best hardcoded as a 10 palette cycle
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# World 2:
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# Sea tiles have a horizontal scrolling effect in tile data (addresses $1880, $18C0, $1C80, $1CC0)
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# ASM at C09660 BF 21 86 7F LDA $7F8621,X
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# Probably going to shader this effect instead of storing hundreds of frames
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# No palette cycling
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enum FlagsBlockPathing {
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PATHABLE_FOOT = 0x001,
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PATHABLE_CHOCOBO = 0x002,
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PATHABLE_BLACK_CHOCOBO = 0x004,
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PATHABLE_HIRYUU = 0x008,
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PATHABLE_SUBMARINE = 0x010,
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PATHABLE_SHIP = 0x020,
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PATHABLE_AIRSHIP = 0x040,
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SURFACEABLE = 0x080,
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LANDABLE_CHOCOBO = 0x100,
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LANDABLE_BLACK_CHOCOBO = 0x200,
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LANDABLE_HIRYUU = 0x400,
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LANDABLE_AIRSHIP = 0x800,
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}
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class WorldMap:
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const block_width := 256
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const block_height := 256
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const tile_width := block_width * 2
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const tile_height := block_height * 2
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var blockmap: PoolByteArray
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var blockmap_original: PoolByteArray
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var block_tile_ids: PoolByteArray
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var block_pathing: PoolIntArray
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var event_replacements: Dictionary # Dictionary[Array[EventReplacementRegion]]
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class EventReplacementRegion:
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var start_y: int
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var rows: Array # Array[Array[int, PoolByteArray]]
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func _init() -> void:
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self.rows = []
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func get_min_x() -> int:
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var min_x = block_width
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for row in rows:
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var x = row[0]
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if x < min_x:
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min_x = x
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return min_x
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func get_max_x() -> int:
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var max_x = 0
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for row in rows:
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var x = row[0]
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if x > max_x:
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max_x = x
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return max_x
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func get_block_tiles(id: int) -> PoolByteArray:
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var i = id * 4
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return self.block_tile_ids.subarray(i, i+4)
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func get_block_pathing_flags(id: int) -> int:
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return block_pathing[id]
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func make_tile_map() -> Image:
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var image := Image.new()
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var data := PoolByteArray()
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data.resize(tile_width*tile_height)
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var block_idx := 0
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for y_off in range(0, tile_height*tile_width, tile_width*2):
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for x_off in range(0, tile_width, 2):
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var tile_offset = self.blockmap[block_idx] * 4
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block_idx += 1
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data[y_off + x_off] = self.block_tile_ids[tile_offset]
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data[y_off + x_off + 1] = self.block_tile_ids[tile_offset+1]
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data[y_off + tile_width + x_off] = self.block_tile_ids[tile_offset+2]
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data[y_off + tile_width + x_off + 1] = self.block_tile_ids[tile_offset+3]
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image.create_from_data(tile_width, tile_height, false, SpriteLoader.INDEX_FORMAT, data)
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return image
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func apply_event_region_replacement(region: WorldMap.EventReplacementRegion):
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# Apply a single event region replacement
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var y := region.start_y
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var y_offset = y * block_width
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for row in region.rows:
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var x: int = row[0]
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var blocks: PoolByteArray = row[1]
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var offset = y_offset + x
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var new_blockmap := blocks
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# A simple array splice shows the API weakness of GDScript's PoolByteArrays, sadly
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if offset > 0: # Prepend behind if non-empty (weakness of PoolXArray::subarray)
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new_blockmap = self.blockmap.subarray(0, offset-1) + new_blockmap
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if len(new_blockmap) < len(self.blockmap): # Append behind if non-empty (weakness of PoolXArray::subarray)
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new_blockmap = new_blockmap + self.blockmap.subarray(len(new_blockmap), -1)
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self.blockmap = new_blockmap
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y_offset += block_width
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func apply_event_replacements(event_flags): # Any integer array is fine
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for event_flag in event_flags:
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if self.event_replacements.has(event_flag):
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for region in self.event_replacements[event_flag]:
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self.apply_event_region_replacement(region)
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func init_event_replacements(_data: Dictionary, buffer: StreamPeerBuffer, worldmap_event_replacements: Array):
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# Turn deserialized WorldMapEventReplacement structs into EventReplacementRegions
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self.event_replacements = {}
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var last_event_flag: int = -1
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var last_y: int = -1
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var region := WorldMap.EventReplacementRegion.new()
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for entry in worldmap_event_replacements:
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var event_flag = entry.event_flag + 0x1D0
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var y = entry.y
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var x = entry.x
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buffer.seek(entry.ptr_bytes)
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var blocks = PoolByteArray(buffer.get_data(entry.num_bytes)[1])
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if last_event_flag == -1: # Finish initializing the initial region
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region.start_y = y
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elif last_event_flag != event_flag or last_y != y-1:
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# Save last region and start a new one
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self.event_replacements.get_or_add(last_event_flag, []).append(region)
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# Start a new region
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region = WorldMap.EventReplacementRegion.new()
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region.start_y = y
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# Keep building existing region
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last_event_flag = event_flag
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last_y = y
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region.rows.append([x, blocks])
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# Save final region
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self.event_replacements.get_or_add(last_event_flag, []).append(region)
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var worldmaps = [WorldMap.new(), WorldMap.new(), WorldMap.new(), WorldMap.new(), WorldMap.new()]
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var worldmap_block_properties = []
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var worldmap_block_pathings = []
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func load_worldmap_block_properties(data: Dictionary): # TODO: replace this with a struct definition
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for world_ts in data.worldmap_block_properties: # 3
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var ts_properties = PoolIntArray()
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var ts_pathings = PoolIntArray()
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for properties in world_ts:
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ts_properties.append(properties)
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var pathings: int = properties >> 16 # First 8 pathable flags map directly
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pathings |= (((properties >> 12) & 0xF) ^ 0xF) << 8 # Next 4 flags (can land) are taken from high bits of second byte and inverted
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ts_pathings.append(pathings)
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worldmap_block_properties.append(ts_properties)
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worldmap_block_pathings.append(ts_pathings)
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worldmaps[0].block_pathing = worldmap_block_pathings[0]
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worldmaps[1].block_pathing = worldmap_block_pathings[1]
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worldmaps[2].block_pathing = worldmap_block_pathings[0]
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worldmaps[3].block_pathing = worldmap_block_pathings[2]
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worldmaps[4].block_pathing = worldmap_block_pathings[2]
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func load_worldmaps(data: Dictionary, buffer: StreamPeerBuffer):
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var offset1: int = Common.SNES_PSX_addresses.worldmap_compressed_tilesets.SNES
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var offset2: int = Common.SNES_PSX_addresses.worldmap_compressed_tilesets2.SNES
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for worldmap_id in 5: # Bartz World, Galuf World, Combined World, Underwater Galuf World, Underwater Combined World
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# Worldmap chunks have a basic compression.
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# Repeated blocks along a row are run-length-encoded (RLE)
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# Certain blocks (mountains) expand to 1x3
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var chunk_addresses: Array = data.ptrs_worldmap_tilesets[worldmap_id]
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var blockmap = PoolByteArray()
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# blockmap.resize(WorldMap.block_height * WorldMap.block_width) # Try this later if performance is a problem
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for chunk_id in 0x100:
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var bank = offset1
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if worldmap_id >= 0x4 and chunk_id >= 0x34: # Chunks 0x434 up to 0x500 are in the next bank
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bank = offset2
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buffer.seek(bank + chunk_addresses[chunk_id])
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var chunk_size := 0
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while chunk_size < 256:
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# var b: int = (blockmap.size() % 16) + (16 * (chunk_id % 12)); # For debugging the map shader against blocks
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var b := buffer.get_u8()
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if b >= 0xC0: # RLE
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var count := b-0xBF
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var block = buffer.get_u8()
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for i in count:
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blockmap.append(block)
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chunk_size += count
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else:
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blockmap.append(b)
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chunk_size += 1
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if b == 0x0C or b == 0x1C or b == 0x2C:
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# Mountain blocks expand to a 1x3
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blockmap.append(b+1)
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blockmap.append(b+2)
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chunk_size += 2
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worldmaps[worldmap_id].blockmap = blockmap
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worldmaps[worldmap_id].blockmap_original = blockmap
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worldmaps[worldmap_id].init_event_replacements(data, buffer, data.worldmap_event_replacements[worldmap_id])
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func update_worldmap_block_tile_ids(worldmap_block_tile_ids: Array):
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# Called by SpriteLoader
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worldmaps[0].block_tile_ids = worldmap_block_tile_ids[0]
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worldmaps[1].block_tile_ids = worldmap_block_tile_ids[1]
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worldmaps[2].block_tile_ids = worldmap_block_tile_ids[0]
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worldmaps[3].block_tile_ids = worldmap_block_tile_ids[2]
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worldmaps[4].block_tile_ids = worldmap_block_tile_ids[2]
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func load_snes_rom(data: Dictionary, buffer: StreamPeerBuffer):
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load_worldmap_block_properties(data)
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load_worldmaps(data, buffer)
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