538 lines
21 KiB
GDScript
538 lines
21 KiB
GDScript
extends Node
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const globals = preload('res://globals.gd') # Make LSP shut up about non-const
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# Portability for GLES2 vs GLES3 stuff
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const INDEX_FORMAT := globals.INDEX_FORMAT
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const snes_graphics := preload('res://scripts/loaders/snes/graphics.gd')
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const snes_battle_bgs := preload('res://scripts/loaders/snes/battle_bgs.gd')
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const gba_graphics := preload('res://scripts/loaders/gba/graphics.gd')
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var shader_material = load('res://palette_mat.tres')
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const TILE_RECT := Rect2(0, 0, 8, 8)
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const GLYPH_RECT := Rect2(0, 0, 16, 12)
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# Offsets
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# Glyphs
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const offset_glyphs_small := 0x1FF000 # 0x100 entries, 2bpp
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const offset_glyphs_dialog := 0x03E800 # 0x100 entries, 1bpp
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const offset_glyphs_kanji := 0x1BD000 # 0x1AA entries, 1bpp
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# Images
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const offset_title_ffv := 0x031243 # Type 02 headed compression, expands to 0x1000 bytes
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const offset_title_dragon := 0x032D22 # Type 02 compression, expands to 0x1200 bytes
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const offset_title_dragon_OAM := 0x033342 # Type 02 headed compression, expands to 0x0120 bytes
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const num_Character_Battle_Sprite_Layouts := 11
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# Arrays to store sprites in
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var worldmap_palette_imgs = []
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var worldmap_palette_textures = []
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var worldmap_tile_individual_imgs = []
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var worldmap_tile_atlas_textures = []
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var worldmap_block_tile_ids = []
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var worldmap_block_individual_imgs = []
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var worldmap_block_individual_textures = []
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var worldmap_block_atlas_imgs = []
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var worldmap_block_atlas_textures = []
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#var character_battle_sprite_tiles = []
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#var character_battle_sprite_palette_imgs = []
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var character_battle_sprite_palette_textures = []
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var character_battle_sprite_palette_disabled_texture: ImageTexture
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var character_battle_sprite_palette_stone_texture: ImageTexture
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var weapon_textures = {}
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var font_atlas_image: Image
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var font_atlas_texture: ImageTexture
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var font: BitmapFont
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var strip_images = []
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var strip_textures = []
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var battle_backgrounds := []
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var character_status_palette_replacements = {
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'poison': {4: '$7EDB = #DEB5FF', 8: '$4DD3 = #9C739C'}, # Also kneel
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'zombie': {3: '$7FFF = #FFFFFF', 4: '$3AF5 = #ADBD73', 8: '$3210 = #848463'}, # Also kneel in menu
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# Darkness None
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'old': {5: '$5294 = #A5A5A5', 9: '$4210 = #848484'},
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# Sleep None, Paralyze None, Charm None
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'berserk': {4: '$013F = #FF4A00', 8: '$001F = #FF0000'},
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# Mute None, Image None
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'wall': {1: '$6A60 = #009CD6'}, # Strobe between normal ($1084 = #212121) and this aqua at 30Hz (2 frames each)
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'armor': {1: '$031F = #FFC600'}, # Strobe between normal ($1084 = #212121) and this orange at 30Hz (2 frames each)
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'shell': {1: '$0B64 = #21DE10'}, # Strobe between normal ($1084 = #212121) and this green 30Hz (2 frames each)
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'stop': {1: '$001A = #D60000'}, # Strobe between normal ($1084 = #212121) and this aqua at 30Hz (2 frames each)
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'haste': {1: '$017F = #FF5A00'}, # Strobe between normal ($1084 = #212121) and this orange at 30Hz (2 frames each)
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'slow': {1: '$7FFF = #FFFFFF'}, # Strobe between normal ($1084 = #212121) and this green 30Hz (2 frames each)
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}
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static func ByteArray(size: int) -> PoolByteArray:
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var arr := PoolByteArray()
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arr.resize(size)
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return arr
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static func texture_from_image(image: Image, flags: int = 0) -> ImageTexture:
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var tex = ImageTexture.new()
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tex.create_from_image(image, flags)
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return tex
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static func bgr555_to_color(short: int) -> Color:
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var color = Color()
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color.a = 1
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color.r = ((short & 0x1F) / 31.0)
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color.g = (((short >> 5) & 0x1F) / 31.0)
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color.b = (((short >> 10) & 0x1F) / 31.0)
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return color
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static func generate_palette_rgbf(rom: File, offset: int, length: int = 16) -> Image:
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rom.seek(offset)
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var img := Image.new()
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var rows := length/16
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img.create(16, rows, false, Image.FORMAT_RGBF)
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img.lock()
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for y in rows:
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for x in 16:
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var color = bgr555_to_color(rom.get_16())
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img.set_pixel(x, y, color)
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img.unlock()
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return img
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static func generate_palette_rgb8(rom: File, offset: int, length: int = 16) -> Image:
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# Safe for GLES2 only!
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# Implicit sRGB -> linear conversion on ImageTexture creation from RGB8 Image ruins this in GLES3 mode
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rom.seek(offset)
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var data = ByteArray(length*3)
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# img.lock()
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for i in length:
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var color := bgr555_to_color(rom.get_16())
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var j: int = i*3
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data[j] = color.r8
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data[j+1] = color.g8
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data[j+2] = color.b8
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var img := Image.new()
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img.create_from_data(16, length/16, false, Image.FORMAT_RGB8, data)
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return img
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static func generate_palette_rgb5_a1(rom: File, offset: int, length: int = 16) -> Image:
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var data = ByteArray(length*2)
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rom.seek(offset)
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for i in range(length):
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var bgr555 := rom.get_16()
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var r := bgr555 & 0x1F
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var g := (bgr555 >> 5) & 0x1F
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var b := (bgr555 >> 10) & 0x1F
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var rgb5_a1 := (r << 11) | (g << 6) | (b << 1) | 1
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data[i*2] = rgb5_a1 & 0xFF
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data[(i*2)+1] = rgb5_a1 >> 8
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var img := Image.new()
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img.create_from_data(16, length/16, false, Image.FORMAT_RGBA5551, data)
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return img
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static func generate_palette(rom: File, offset: int, length: int = 16) -> Image:
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if length < 16:
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length = 16
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return generate_palette_rgb8(rom, offset, length)
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static func generate_palette_from_colorarray(colors: PoolColorArray, format:=Image.FORMAT_RGBF) -> Image:
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var img := Image.new()
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var rows := len(colors)/16
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img.create(16, rows, false, format)
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img.lock()
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var i := 0
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for y in rows:
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for x in 16:
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img.set_pixel(x, y, colors[i])
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i += 1
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img.unlock()
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return img
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static func make_tile_atlas(tile_images) -> Image:
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var image = Image.new()
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image.create(128, 128, false, INDEX_FORMAT)
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for tile in len(tile_images):
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image.blit_rect(tile_images[tile], TILE_RECT, Vector2((tile%16)*8, (tile/16)*8))
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return image
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static func make_font_glyph_atlas(small_glyph_indexed_images, dialog_glyph_images, kanji_glyph_images) -> Image:
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# Pack 256 small glyphs, 256 dialog glyphs, 426 kanji glyphs into a 512x512 atlas
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var atlas = Image.new()
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atlas.create(512, 512, false, Image.FORMAT_LA8)
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for i in 256:
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# First, convert indexed to LA8
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var indexed: Image = small_glyph_indexed_images[i]
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var data := PoolByteArray()
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for pixel in indexed.get_data():
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match pixel:
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0:
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data.append(0)
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data.append(0xFF)
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1:
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data.append(0)
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data.append(0)
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2:
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data.append(0x80)
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data.append(0xFF)
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3:
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data.append(0xFF)
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data.append(0xFF)
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var tile = Image.new()
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tile.create_from_data(8, 8, false, Image.FORMAT_LA8, data)
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atlas.blit_rect(tile, TILE_RECT, Vector2((i%64)*8, (i/64)*8))
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for i in 256:
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atlas.blit_rect(dialog_glyph_images[i], GLYPH_RECT, Vector2((i%32)*16, (i/32)*12 + 32))
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for i in 426:
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atlas.blit_rect(kanji_glyph_images[i], GLYPH_RECT, Vector2((i%32)*16, (i/32)*12 + 128))
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return atlas
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# var json_sprite_blocks: Dictionary = Common.load_json('res://data/5/sprite_blocks.json') # This needs error handling later
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# var sprite_blocks := {}
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# func snes_load_map_sprites(rom: File):
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# # Main palettes
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# var map_palettes = []
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# for i in 4:
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# map_palettes.append(generate_palette(rom, 0x1FFC00 + 32*i))
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# for k in json_sprite_blocks.keys():
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# var v = json_sprite_blocks[k]
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# var start: int = v['start'].hex_to_int()
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# var bpp := int(v['bpp'])
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# var definitions = v['definitions']
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# var total_tiles := 0
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# for defn in definitions:
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# total_tiles += defn[0] * defn[1] * defn[2]
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# print_debug('Processing sprite block "%s" - starts at $%06X with %d %dbpp tiles' % [k, start, total_tiles, bpp])
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# rom.seek(start)
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# var tiles := []
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# match bpp:
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# 1:
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# for i in total_tiles:
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# tiles.append(snes_graphics._1plane_to_tile(rom.get_buffer(8)))
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# 2:
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# for i in total_tiles:
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# tiles.append(snes_graphics._2plane_to_tile(rom.get_buffer(16)))
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# 3:
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# for i in total_tiles:
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# tiles.append(snes_graphics._3plane_to_tile(rom.get_buffer(24)))
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# 4:
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# for i in total_tiles:
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# tiles.append(snes_graphics._4plane_to_tile(rom.get_buffer(32)))
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# _:
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# print_debug('Invalid bpp "%s" in sprite blocks json' % bpp)
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# sprite_blocks[k] = tiles
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# func load_snes_rom(rom: File):
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# snes_load_battle_sprites(rom)
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# snes_load_worldmap(rom)
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# # snes_load_map_sprites(rom)
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# Cache these as they are shared between monsters
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var monster_battle_sprite_palettes := {} # offset -> 16 colour palette image
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var monster_battle_sprite_palette_textures := {} # offset -> 16 colour palette texture
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var monster_battle_sprite_images := {} # "tiles_offset:layout_id:large:bpp" -> tiles laid out in image
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var monster_battle_sprite_textures := {} # "tiles_offset:layout_id:large:bpp" -> tiles laid out in texture
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func load_enemy_battle_sprites(data: Dictionary, buffer: StreamPeerBuffer):
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var PAL: int = Common.SNES_PSX_addresses.enemy_battle_sprite_palettes.SNES
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var TILES: int = Common.SNES_PSX_addresses.enemy_battle_sprite_tiles.SNES
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data.monster_battle_sprites = []
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for monster in data.enemy_battle_sprite_data:
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var entry = {}
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# Fetch or generate+cache palette
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var palette_offset = (monster.palette_offset_hi << 12) + (monster.palette_offset_lo << 4)
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if not (palette_offset in monster_battle_sprite_palettes):
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buffer.seek(palette_offset + PAL)
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var colors = PoolColorArray()
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for i in 16:
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colors.append(snes_graphics.bgr555_to_color(buffer.get_u16()))
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var image := generate_palette_from_colorarray(colors)
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monster_battle_sprite_palettes[palette_offset] = image
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monster_battle_sprite_palette_textures[palette_offset] = texture_from_image(image)
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entry['palette'] = monster_battle_sprite_palette_textures[palette_offset]
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# Fetch or generate+cache tiles and layout
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var bpp := 3 if monster.is_3bpp else 4
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var tiles_offset = (monster.tileset_offset_hi << 11) + (monster.tileset_offset_lo << 3)
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var key: String
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if monster.is_large_layout:
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var layout = data.enemy_battle_sprite_layouts_large[monster.layout_id]
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key = '%04X:%02X:1:%d' % [tiles_offset, monster.layout_id, bpp]
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if not (key in monster_battle_sprite_images):
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buffer.seek(tiles_offset + TILES)
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var image := Image.new()
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image.create(128, 128, false, INDEX_FORMAT)
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var max_col := 0
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var max_row := 0
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if bpp == 3:
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for y in 16:
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for x in 16:
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if (layout[y] & (0x8000 >> x)):
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image.blit_rect(snes_graphics._3plane_to_tile(buffer.get_data(24)[1]), TILE_RECT, Vector2(x, y)*8)
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if max_row < y:
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max_row = y
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if max_col < x:
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max_col = x
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else:
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for y in 16:
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for x in 16:
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if (layout[y] & (0x8000 >> x)):
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image.blit_rect(snes_graphics._4plane_to_tile(buffer.get_data(32)[1]), TILE_RECT, Vector2(x, y)*8)
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if max_row < y:
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max_row = y
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if max_col < x:
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max_col = x
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image.crop(8*(max_col+1), 8*(max_row+1))
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monster_battle_sprite_images[key] = image
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monster_battle_sprite_textures[key] = texture_from_image(image)
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else:
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var layout = data.enemy_battle_sprite_layouts_small[monster.layout_id]
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key = '%04X:%02X:0:%d' % [tiles_offset, monster.layout_id, bpp]
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if not (key in monster_battle_sprite_images):
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buffer.seek(tiles_offset + TILES)
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var image := Image.new()
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image.create(64, 64, false, INDEX_FORMAT)
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var max_col := 0
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var max_row := 0
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if bpp == 3:
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for y in 8:
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for x in 8:
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if (layout[y] & (0x80 >> x)):
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image.blit_rect(snes_graphics._3plane_to_tile(buffer.get_data(24)[1]), TILE_RECT, Vector2(x, y)*8)
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if max_row < y:
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max_row = y
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if max_col < x:
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max_col = x
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else:
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for y in 8:
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for x in 8:
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if (layout[y] & (0x80 >> x)):
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image.blit_rect(snes_graphics._4plane_to_tile(buffer.get_data(32)[1]), TILE_RECT, Vector2(x, y)*8)
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if max_row < y:
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max_row = y
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if max_col < x:
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max_col = x
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image.crop(8*(max_col+1), 8*(max_row+1))
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monster_battle_sprite_images[key] = image
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monster_battle_sprite_textures[key] = texture_from_image(image)
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entry['sprite'] = monster_battle_sprite_textures[key]
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# Save monster
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data.monster_battle_sprites.append(entry)
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class BattleBackground:
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var tilemap_image: Image
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var tilemap_tex: Texture
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var palette_images: Array
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var palette_texs: Array
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var tile_atlas_images: Array
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var tile_atlas_texs: Array
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func load_battle_bgs(data: Dictionary, buffer: StreamPeerBuffer):
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var bg_palettes = data.battle_background_palettes
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for map in snes_battle_bgs.get_all_battle_background_tilemaps(buffer, data):
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var bg := BattleBackground.new()
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bg.tilemap_image = map.tilemap_image
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bg.tilemap_tex = texture_from_image(bg.tilemap_image)
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var palette_images = []
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var palette_texs = []
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for ids in map.palette_ids:
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var pal_image := generate_palette_from_colorarray(bg_palettes[ids[0]] + bg_palettes[ids[1]])
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palette_images.append(pal_image)
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palette_texs.append(texture_from_image(pal_image))
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bg.palette_images = palette_images
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bg.palette_texs = palette_texs
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var tiles := []
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var ts: PoolByteArray = map.tileset
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var ts_l = len(ts)
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for i in 128:
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var start: int = i*32
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var end: int = start+31 # inclusive...
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if end >= ts_l:
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break
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tiles.append(snes_graphics._4plane_to_tile(ts.subarray(start, end)))
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if 'animated_tiles' in map:
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bg.tile_atlas_images = []
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bg.tile_atlas_texs = []
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var frames = []
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for frame in 4:
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frames.append(tiles.duplicate())
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for pair in map.animated_tiles:
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var frame = pair[0] >> 6
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var tile_dst = pair[0] & 0x3F
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var tile_src = pair[1]
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frames[frame][tile_dst] = tiles[tile_src]
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for frame in 4:
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var atlas_image = make_tile_atlas(frames[frame])
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bg.tile_atlas_images.append(atlas_image)
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bg.tile_atlas_texs.append(texture_from_image(atlas_image))
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else:
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var atlas_image = make_tile_atlas(tiles)
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bg.tile_atlas_images = [atlas_image]
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bg.tile_atlas_texs = [texture_from_image(atlas_image)]
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battle_backgrounds.append(bg)
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static func bias_tile(unbiased: PoolByteArray, bias: int) -> Image:
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var image := Image.new()
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var biased = ByteArray(64)
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for i in 64:
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biased[i] = unbiased[i] + bias
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image.create_from_data(8, 8, false, INDEX_FORMAT, biased)
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return image
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func load_from_structs(data: Dictionary):
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# Load Battle sprites
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for character_tiles in data.character_battle_sprite_tiles:
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for job_tiles in character_tiles:
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var strip_image = Image.new()
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# Should probably refactor later
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strip_image.create(16, 24 * num_Character_Battle_Sprite_Layouts, false, INDEX_FORMAT)
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for sprite in num_Character_Battle_Sprite_Layouts:
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var sprite_tiles: PoolByteArray = data.character_battle_sprite_layouts[sprite]
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for i in 6:
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strip_image.blit_rect(job_tiles[sprite_tiles[i]], TILE_RECT, Vector2((i%2) * 8, ((i/2) * 8) + (sprite * 24)))
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strip_images.append(strip_image)
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strip_textures.append(texture_from_image(strip_image))
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# Character Battle Sprite Palettes
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for character_palettes in data.character_battle_sprite_palettes:
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for job_palette in character_palettes:
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character_battle_sprite_palette_textures.append(texture_from_image(generate_palette_from_colorarray(job_palette)))
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character_battle_sprite_palette_disabled_texture = texture_from_image(generate_palette_from_colorarray(data.character_battle_sprite_disabled_palette))
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character_battle_sprite_palette_stone_texture = texture_from_image(generate_palette_from_colorarray(data.character_battle_sprite_stone_palette))
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weapon_textures['Fist'] = texture_from_image(data.tiles_fist)
|
|
# Load World Map
|
|
# 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_from_colorarray(data.worldmap_palettes[world_ts])
|
|
worldmap_palette_imgs.append(image)
|
|
worldmap_palette_textures.append(texture_from_image(image))
|
|
var tile_biases: PoolByteArray = data.worldmap_tiles.bias[world_ts]
|
|
var tile_images_unbiased = data.worldmap_tiles[world_ts]
|
|
var tile_images := []
|
|
for i in tile_count:
|
|
tile_images.append(bias_tile(tile_images_unbiased[i].get_data(), tile_biases[i]))
|
|
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_tile_ids := PoolByteArray()
|
|
for block in 0xC0: # 192 blocks per world tileset
|
|
image = Image.new()
|
|
image.create(16, 16, false, INDEX_FORMAT)
|
|
for i in 4:
|
|
var src_idx: int = data.worldmap_blocks[world_ts][i][block]
|
|
block_tile_ids.append(src_idx)
|
|
if src_idx < tile_count:
|
|
image.blit_rect(tile_images[src_idx], TILE_RECT, Vector2((i%2)*8, (i/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], TILE_RECT, 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)
|
|
|
|
# Make font atlas
|
|
if 'RPGe_font_character_widths' in data:
|
|
self.font_atlas_image = make_font_glyph_atlas(data.font_glyphs_small, data.font_glyphs_dialogue, data.font_glyphs_kanji)
|
|
self.font_atlas_texture = texture_from_image(self.font_atlas_image)
|
|
self.font = BitmapFont.new()
|
|
self.font.add_texture(self.font_atlas_texture)
|
|
# self.font.extra_spacing_top = -2
|
|
# self.font.extra_spacing_bottom = -1
|
|
# self.font.extra_spacing_char = -1
|
|
# self.font.extra_spacing_space = 1
|
|
var glyph_table: PoolStringArray = StringLoader.glyph_tables.RPGe_dialog
|
|
var advance_table: PoolByteArray = data.RPGe_font_character_widths
|
|
for i in 256:
|
|
var s := glyph_table[i]
|
|
if len(s) == 1: # ignore icons etc. for now
|
|
var c := s.ord_at(0)
|
|
self.font.add_char(c, 0, Rect2((i%32)*16, (i/32)*12 + 32, advance_table[i], 12))
|
|
if c == 0x2019: # RIGHT SINGLE QUOTATION MARK
|
|
# Add for ' as well
|
|
self.font.add_char(0x27, 0, Rect2((i%32)*16, (i/32)*12 + 32, advance_table[i], 12))
|
|
# ThemeManager.theme.default_font = self.font
|
|
|
|
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_graphics._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]], TILE_RECT, 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))
|
|
|
|
|
|
func reset() -> void:
|
|
# Clean out old arrays in case we are loading another ROM
|
|
worldmap_palette_imgs.clear()
|
|
worldmap_palette_textures.clear()
|
|
worldmap_tile_individual_imgs.clear()
|
|
worldmap_tile_atlas_textures.clear()
|
|
worldmap_block_tile_ids.clear()
|
|
worldmap_block_individual_imgs.clear()
|
|
worldmap_block_individual_textures.clear()
|
|
worldmap_block_atlas_imgs.clear()
|
|
worldmap_block_atlas_textures.clear()
|
|
battle_backgrounds.clear()
|
|
character_battle_sprite_palette_textures.clear()
|
|
strip_images.clear()
|
|
strip_textures.clear()
|