FF5Reader/ff5reader.py

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Python
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#!/usr/bin/python3 -i
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'''
No license for now
'''
import sys
import os
from struct import unpack
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from itertools import chain
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from array import array
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from snestile import generate_glyphs, generate_glyphs_large, generate_palette, create_tile, create_tile_indexed, create_tile_mode7_compressed, create_tile_mode7_compressed_indexed
from snestile import Canvas, Canvas_Indexed
from snestile import bg_color, bg_trans
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import const
import time
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pyqt_version = 0
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skip_pyqt5 = 'PYQT4' in os.environ
filename_en = 'Final Fantasy V (Japan) [En by RPGe v1.1].sfc'
filename_jp = 'Final Fantasy V (Japan).sfc'
filename_jp_ff4 = 'Final Fantasy IV (Japan) (Rev A).sfc'
filename_jp_ff6 = 'Final Fantasy VI (Japan).sfc'
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if not skip_pyqt5:
try:
from PyQt5 import QtGui, QtCore
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from PyQt5.QtGui import QIcon, QPalette, QColor, QFont, QFontInfo, QImage, QPixmap
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from PyQt5.QtWidgets import (
QApplication, QMainWindow, QFormLayout,
QGridLayout, QHBoxLayout, QVBoxLayout,
QAbstractItemView, QHeaderView, QListWidget,
QListWidgetItem, QTabWidget, QTableWidget,
QTableWidgetItem, QFrame, QScrollArea,
QStackedWidget, QWidget, QCheckBox, QComboBox,
QDoubleSpinBox, QGroupBox, QLineEdit,
QPushButton, QRadioButton, QSpinBox,
QStyleOptionButton, QToolButton, QProgressBar,
QDialog, QColorDialog, QDialogButtonBox,
QFileDialog, QInputDialog, QMessageBox,
QAction, QActionGroup, QLabel, QMenu, QStyle,
QSystemTrayIcon, QStyleOptionProgressBar
)
pyqt_version = 5
except ImportError:
print("Couldn't import Qt5 dependencies. "
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'Make sure you installed the PyQt5 package.')
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if pyqt_version == 0:
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try:
import sip
sip.setapi('QVariant', 2)
from PyQt4 import QtGui, QtCore
from PyQt4.QtGui import (
QApplication, QMainWindow, QFormLayout,
QGridLayout, QHBoxLayout, QVBoxLayout,
QAbstractItemView, QHeaderView, QListWidget,
QListWidgetItem, QTabWidget, QTableWidget,
QTableWidgetItem, QFrame, QScrollArea,
QStackedWidget, QWidget, QCheckBox,
QComboBox, QDoubleSpinBox, QGroupBox,
QLineEdit, QPushButton, QRadioButton,
QSpinBox, QStyleOptionButton, QToolButton,
QProgressBar, QDialog, QColorDialog,
QDialogButtonBox, QFileDialog, QInputDialog,
QMessageBox, QAction, QActionGroup,
QLabel, QMenu, QStyle,
QSystemTrayIcon, QIcon, QPalette, QColor,
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QValidator, QFont, QFontInfo, QImage, QPixmap
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)
from PyQt4.QtGui import QStyleOptionProgressBarV2 as QStyleOptionProgressBar
pyqt_version = 4
except ImportError:
print("Couldn't import Qt dependencies. "
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'Make sure you installed the PyQt4 package.')
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sys.exit(-1)
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HEX_PREFIX = '#' # '$' or '0x' are also nice
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monofont = QFont()
monofont.setStyleHint(QFont.Monospace)
if not monofont.fixedPitch():
monofont.setStyleHint(QFont.TypeWriter)
if not monofont.fixedPitch():
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monofont.setFamily('Monospace')
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def divceil(numerator, denominator):
# Reverse floor division for ceil
return -(-numerator // denominator)
def hex_length(i):
return divceil(i.bit_length(), 4)
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with open(filename_en, 'rb') as file:
ROM_en = file.read()
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print(len(ROM_en), filename_en)
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with open(filename_jp, 'rb') as file:
ROM_jp = file.read()
print(len(ROM_jp), filename_jp)
with open(filename_jp_ff4, 'rb') as file:
ROM_FF4jp = file.read()
print(len(ROM_FF4jp), filename_jp_ff4)
with open(filename_jp_ff6, 'rb') as file:
ROM_FF6jp = file.read()
print(len(ROM_FF6jp), filename_jp_ff6)
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stringlist_headers = ['Address', 'ID', 'Name']
imglist_headers = stringlist_headers + ['Img', 'Name JP', 'Img JP']
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class FF5Reader(QMainWindow):
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"""
Main GUI class
"""
def __init__(self):
QMainWindow.__init__(self, None)
global glyph_sprites_en_large, glyph_sprites_en_small, glyph_sprites_jp_small, glyph_sprites_jp_large, glyph_sprites_kanji, glyph_sprites_jp_dialogue
perfcount()
print('Generating Glyphs')
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glyph_sprites_en_small = generate_glyphs(ROM_en, 0x11F000)
glyph_sprites_en_large = generate_glyphs_large(ROM_en, 0x03E800)
glyph_sprites_jp_small = generate_glyphs(ROM_jp, 0x11F000)
glyph_sprites_jp_large = generate_glyphs_large(ROM_jp, 0x03E800)
glyph_sprites_kanji = generate_glyphs_large(ROM_jp, 0x1BD000, 0x1AA) # Kanji are unchanged in EN version
perfcount()
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global zone_names
print('Generating Strings')
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zone_names = make_string_img_list(0x107000, 2, 0x100, start_str=0x270000, start_jp_str=0x107200, indirect=True, large=True)
items = make_string_img_list(0x111380, 9, 256)
magics = make_string_img_list(0x111C80, 6, 87)
more_magics = make_string_img_list(0x111E8A, 9, 73)
enemy_names = make_string_img_list(0x200050, 10, 0x180, 0x105C00, 8)
character_names = make_string_img_list(0x115500, 6, 5)
job_names = make_string_img_list(0x115600, 8, 22)
ability_names = make_string_img_list(0x116200, 8, 33)
battle_commands = make_string_img_list(0x201150, 7, 0x60, 0x115800, 5)
perfcount()
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dialogue = make_string_img_list(0x2013F0, 3, 0x900, start_jp=0x082220, len_jp=2, start_str=0x0, start_jp_str=0x0A0000, indirect=True, large=True, macros_en=const.Dialogue_Macros_EN, macros_jp=const.Dialogue_Macros_JP)
perfcount()
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def split_tilesets(data):
tilesets = [(data & 0x00003F),
(data & 0x000FC0) >> 6,
(data & 0x03F000) >> 12,
(data & 0xFC0000) >> 18]
return ' '.join([hex(i,2) for i in tilesets])
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zone_structure = [('NPC Layer', 2, None),
('Name', 1, [z[2] for z in zone_names]),
('ShadowFlags', 1, None),
(hex(4, 2), 1, None),
(hex(5, 2), 1, None),
('Flags '+hex(6,2),1, None),
(hex(7, 2), 1, None),
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('Tilesets', 3, split_tilesets),
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(hex(11, 2), 1, None),
('Collision Layer',1, None),
(hex(13, 2), 1, None),
(hex(14, 2), 1, None),
(hex(15, 2), 1, None),
(hex(16, 2), 1, None),
(hex(17, 2), 1, None),
(hex(18, 2), 1, None),
(hex(19, 2), 1, None),
(hex(20, 2), 1, None),
(hex(21, 2), 1, None),
('Palette', 1, None),
(hex(23, 2), 1, None),
(hex(24, 2), 1, None),
('Music', 1, const.BGM_Tracks)]
zone_headers = ['Address'] + [z[0] for z in zone_structure]
zone_data = [parse_struct(ROM_en, 0x0E9C00 + (i*0x1A), zone_structure) for i in range(const.zone_count)]
battle_bg_structure = [('ImageID', 1, None),
('ColorID 1', 1, None),
('ColorID 2', 1, None),
('TerrainID', 1, None),
('TerrainFlipID', 1, None),
(hex(5, 1), 1, None),
('Movement', 1, None),
(hex(7, 1), 1, None),]
battle_bg_headers = ['Address'] + [z[0] for z in battle_bg_structure]
battle_bg_data = [parse_struct(ROM_jp, 0x14BA21 + (i*8), battle_bg_structure) for i in range(34)]
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tileset_headers = ("ID", "Offset", "Pointer", "Expected Length")
tileset_data = []
for i in range(0x1C):
offset = 0x0F0000 + (i*2)
pointer = 0x0F0000 + indirect(ROM_en, offset)
length = indirect(ROM_en, offset+2) - indirect(ROM_en, offset)
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tileset_data.append((hex(i, 2), hex(offset, 6), hex(pointer, 6), hex(length, 4)))
npc_layers = []
offset = 0x0E59C0
for layer in range(const.npc_layer_count):
i = offset + (layer*2)
start = indirect(ROM_en, i) + offset
next = indirect(ROM_en, i+2) + offset
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npcs = (next - start) // 7
for npc in range(npcs):
address = start + (npc*7)
npc_layers.append([hex(i, 6), hex(layer, 3)] + parse_struct(ROM_en, address, const.npc_layer_structure))
enemy_sprite_data = []
enemy_sprite_structure = [
('Sprite data offset', 2, None),
('Multiple things', 2, None),
('Tile Layout ID', 1, None)
]
enemy_sprite_headers = ['Address']+[i[0] for i in enemy_sprite_structure]+['EN Name','EN Name']
address = 0x14B180
for i in range(0x180):
enemy_sprite_data.append(parse_struct(ROM_en, address + (i*5), enemy_sprite_structure) + enemy_names[i][2:4])
perfcount()
print('Generating map tiles')
worldmap_palettes = [generate_palette(ROM_jp, 0x0FFCC0+(i*0x100), length=0x160, transparent=True) for i in range(3)]
world_tiles = [make_worldmap_tiles(ROM_jp, 0x0FF0C0+(i*0x300), 0x1B8000+(i*0x2000), 0x0FF9C0+(i*0x100)) for i in range(3)]
worldpixmaps = [make_worldmap_pixmap(ROM_jp, i, 0x0FFCC0+(t*0x100), world_tiles[t]) for i, t in enumerate([0, 1, 0, 2, 2])]
world_tiles_pixmaps = []
for i, tiles in enumerate(world_tiles):
a = []
for t in tiles:
t.setColorTable(worldmap_palettes[i])
a.append(QPixmap.fromImage(t))
world_tiles_pixmaps.append(a)
perfcount()
worldmap_subtiles = make_worldmap_subtiles_pixmap(ROM_jp, 0x1B8000, 0x0FF9C0, 0x0FFCC0)
worldmap_subtiles += make_worldmap_subtiles_pixmap(ROM_jp, 0x1BA000, 0x0FFAC0, 0x0FFDC0)
worldmap_subtiles += make_worldmap_subtiles_pixmap(ROM_jp, 0x1BC000, 0x0FFBC0, 0x0FFEC0, length=128)
perfcount()
field_tiles = make_all_field_tiles(ROM_jp)
field_minitiles = make_all_field_minitiles(ROM_jp)
perfcount()
st_field_tiles = [stitch_tileset(ts) for ts in field_tiles]
st_field_minitiles = [stitch_tileset(ts) for ts in field_minitiles]
perfcount()
fieldmap_tiles = [make_field_map_tile_pixmap(ROM_jp, i, st_field_tiles, st_field_minitiles) for i in range(const.zone_count)]
perfcount()
print('Generating Battle backgrounds')
battle_bgs = make_battle_backgrounds(ROM_jp)
perfcount()
print('Generating other sprites')
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self.battle_strips = make_character_battle_sprites(ROM_en)
status_strips = make_character_status_sprites(ROM_en)
enemy_sprites = make_enemy_sprites(ROM_en)
enemy_sprites_named = [stack_labels(s, d[-2]) for s, d in zip(enemy_sprites, enemy_sprite_data)]
perfcount()
print('Generating FF4 and FF6 stuff')
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self.battle_strips_ff4 = make_character_battle_sprites_ff4(ROM_FF4jp)
self.field_strips_ff4 = make_character_field_sprites_ff4(ROM_FF4jp)
self.portraits_ff4 = make_character_portrait_sprites_ff4(ROM_FF4jp)
self.battle_strips_ff6 = make_character_battle_sprites_ff6(ROM_FF6jp)
self.portraits_ff6 = make_character_portrait_sprites_ff6(ROM_FF6jp)
perfcount()
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self.gamewidget = QTabWidget()
self.ff4widget = QTabWidget()
self.ff5widget = QTabWidget()
self.ff6widget = QTabWidget()
self.gamewidget.addTab(self.ff5widget, 'FFV')
self.gamewidget.addTab(self.ff4widget, 'FFIV')
self.gamewidget.addTab(self.ff6widget, 'FFVI')
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strings_tab = QTabWidget()
structs_tab = QTabWidget()
sprites_tab = QTabWidget()
self.ff5widget.addTab(strings_tab, 'Strings')
self.ff5widget.addTab(structs_tab, 'Structs')
self.ff5widget.addTab(sprites_tab, 'Images')
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sprites_tab.addTab(make_pixmap_table(glyph_sprites_en_small, scale=4), 'Glyphs (EN)')
sprites_tab.addTab(make_pixmap_table(glyph_sprites_en_large, scale=2), 'Glyphs (Dialogue EN)')
sprites_tab.addTab(make_pixmap_table(glyph_sprites_jp_small, scale=4), 'Glyphs (JP)')
sprites_tab.addTab(make_pixmap_table(glyph_sprites_jp_large, scale=2), 'Glyphs (Large JP)')
sprites_tab.addTab(make_pixmap_table(glyph_sprites_kanji, scale=2), 'Glyphs (Kanji)')
sprites_tab.addTab(make_pixmap_table(worldmap_subtiles, cols=16, scale=4), 'Worldmap Subtiles')
sprites_tab.addTab(make_pixmap_table(world_tiles_pixmaps[0], cols=16, scale=4), 'World 1 Tiles')
sprites_tab.addTab(make_pixmap_table(world_tiles_pixmaps[1], cols=16, scale=4), 'World 2 Tiles')
sprites_tab.addTab(make_pixmap_table(world_tiles_pixmaps[2], cols=16, scale=4), 'Underwater Tiles')
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sprites_tab.addTab(make_pixmap_table(worldpixmaps, cols=1, scale=1, large=True), 'Worldmaps')
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sprites_tab.addTab(make_pixmap_table(fieldmap_tiles, cols=8, scale=2), 'Fieldmap Tiles')
sprites_tab.addTab(make_pixmap_table(battle_bgs, cols=8, scale=1), 'Battle BGs')
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sprites_tab.addTab(make_pixmap_table(self.battle_strips, cols=22, scale=2), 'Character Battle Sprites')
sprites_tab.addTab(make_pixmap_table(status_strips, cols=22, scale=2), 'Status Sprites')
sprites_tab.addTab(make_pixmap_table(enemy_sprites_named, cols=32, scale=1), 'Enemy Sprites')
self.ff4widget.addTab(make_pixmap_table(self.battle_strips_ff4, cols=16, scale=2), 'Character Battle Sprites')
self.ff4widget.addTab(make_pixmap_table(self.portraits_ff4, cols=14, scale=2), 'Character Portraits')
self.ff4widget.addTab(make_pixmap_table(self.field_strips_ff4, cols=17, scale=2), 'Character Field Sprites')
self.ff6widget.addTab(make_pixmap_table(self.battle_strips_ff6, cols=32, scale=2), 'Character Sprites')
self.ff6widget.addTab(make_pixmap_table(self.portraits_ff6, cols=19, scale=2), 'Character Portraits')
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structs_tab.addTab(make_table(zone_headers, zone_data, True), 'Zones')
structs_tab.addTab(make_table(tileset_headers, tileset_data, True), 'Tilesets')
structs_tab.addTab(make_table(battle_bg_headers, battle_bg_data, True), 'BattleBGs')
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structs_tab.addTab(make_table(const.npc_layer_headers, npc_layers, True), 'NPC Layers')
structs_tab.addTab(make_table(enemy_sprite_headers, enemy_sprite_data, True), 'Enemy Sprites')
strings_tab.addTab(make_table(imglist_headers, items, row_labels=False), 'Items')
strings_tab.addTab(make_table(imglist_headers, magics, row_labels=False), 'Magics')
strings_tab.addTab(make_table(imglist_headers, more_magics, row_labels=False), 'More Magics')
strings_tab.addTab(make_table(imglist_headers, enemy_names, row_labels=False), 'Enemy Names')
strings_tab.addTab(make_table(imglist_headers, character_names, row_labels=False), 'Character Names')
strings_tab.addTab(make_table(imglist_headers, job_names, row_labels=False), 'Job Names')
strings_tab.addTab(make_table(imglist_headers, ability_names, row_labels=False), 'Ability Names')
strings_tab.addTab(make_table(imglist_headers, battle_commands, row_labels=False), 'Battle Commands')
strings_tab.addTab(make_table(imglist_headers, zone_names, True, scale=1), 'Zone Names')
strings_tab.addTab(make_table(imglist_headers+['JP address'], dialogue, scale=1), 'Dialogue')
self.string_decoder = QWidget()
self.decoder_input = QLineEdit()
self.decoder_input.returnPressed.connect(self._string_decode)
self.decoder_layout = QVBoxLayout()
self.decoder_layout.addWidget(self.decoder_input)
self.string_decoder.setLayout(self.decoder_layout)
strings_tab.addTab(self.string_decoder, 'String Decoder')
layout = QHBoxLayout()
layout.addWidget(self.gamewidget)
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self.main_widget = QWidget(self)
self.main_widget.setLayout(layout)
self.main_widget.setMinimumSize(800,600)
self.setCentralWidget(self.main_widget)
self.show()
def _string_decode(self):
string = ''.join(self.decoder_input.text().split())
if len(string) % 1:
string += '0'
bytelist = [int(string[i:i+2], 16) for i in range(0, len(string), 2)]
tups = make_string_img_small(bytes(bytelist))
print(tups[0])
img = QLabel()
img.setPixmap(tups[1])
self.decoder_layout.addWidget(img)
self.decoder_input.setText('')
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def parse_struct(rom, offset, structure):
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out = [hex(offset, 6)]
j = 0
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for title, length, handler in structure:
val = indirect(rom, offset+j, length=length)
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if callable(handler):
out.append(handler(val))
elif handler and val < len(handler):
out.append(handler[val])
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else:
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out.append(hex(val, length*2))
j += length
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return out
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def make_enemy_sprites(rom):
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sprites = []
for e_id in range(0, 0x180*5, 5):
triplane = bool(rom[0x14B180+e_id]&0x80) # True if 3 planes, False if 4
bytes_per_tile = 24 if triplane else 32
tile_offset = ((((rom[0x14B180+e_id]&0x7F)<<8)| rom[0x14B181+e_id]) << 3) + 0x150000 # For whatever reason this is big endian
pal_offset = ((((rom[0x14B182+e_id]&0x03)<<8)| rom[0x14B183+e_id]) << 4) + 0x0ED000 # For whatever reason this is big endian
pal_size = 16 if triplane else 32
palette = generate_palette(rom, pal_offset, pal_size, transparent=True)
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layout_id = rom[0x14B184+e_id]
boss_layout = bool(rom[0x14B182+e_id]&0x80)
if boss_layout:
layout = rom[0x10D334+(layout_id<<5):0x10D334+(layout_id<<5)+32]
sprite = Canvas(16, 16)
for x, y in [(x,y) for y in range(16) for x in range(16)]:
if (int.from_bytes(layout[y*2:y*2+2], 'little') & (0x8000 >> x)):
sprite.draw_pixmap(x, y, create_tile(rom[tile_offset:tile_offset+bytes_per_tile], palette))
tile_offset += bytes_per_tile
else:
layout = rom[0x10D004+(layout_id<<3):0x10D004+(layout_id<<3)+8]
sprite = Canvas(8, 8)
for x, y in [(x,y) for y in range(8) for x in range(8)]:
if (layout[y] & (0x80 >> x)):
sprite.draw_pixmap(x, y, create_tile(rom[tile_offset:tile_offset+bytes_per_tile], palette))
tile_offset += bytes_per_tile
# TODO: Shadow stuff
sprites.append(sprite.pixmap(True))
return sprites
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def make_worldmap_subtiles(rom, tiles_address, lut_address, length=0x100):
subtiles = []
for i in range(length):
pal_index = rom[lut_address+i]//16
subtiles.append(create_tile_mode7_compressed_indexed(rom[tiles_address+i*32:tiles_address+i*32+32], pal_index))
return subtiles
def stitch_worldmap_tiles(rom, subtiles, offset=0x0FF0C0):
tiles = []
for i in range(0xC0):
canvas = Canvas_Indexed(2, 2)
for j in range(4):
k = indirect(rom, offset+(j*0xC0)+i, length=1)
canvas.draw_tile(j%2, j//2, subtiles[k])
tiles.append(canvas.image)
return tiles
def make_worldmap_tiles(rom, tiles_address, subtiles_address, lut_address, length=0x100):
return stitch_worldmap_tiles(rom, make_worldmap_subtiles(rom, subtiles_address, lut_address, length=length), tiles_address)
def make_worldmap_subtiles_pixmap(rom, tiles_address, lut_address, palette_address, length=0x100):
tiles = []
palettes = [generate_palette(rom, palette_address+i*32, transparent=True) for i in range(16)]
for i in range(length):
palette = palettes[rom[lut_address+i]//16]
tiles.append(create_tile_mode7_compressed(rom[tiles_address+i*32:tiles_address+i*32+32], palette))
return tiles
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def make_worldmap_chunk(rom, id, length=256):
i = indirect(rom, 0x0FE000+(id*2)) + 0x070000
if id > 0x433:
i += 0x010000
mountains = [0x0C, 0x1C, 0x2C]
chunk = []
while len(chunk) < length:
j = indirect(rom, i, 1)
if j >= 0xC0:
k = j-0xBF
i += 1
j = indirect(rom, i, 1)
chunk += [j]*k
elif j in mountains:
chunk += [j, j+1, j+2]
else:
chunk.append(j)
i += 1
return chunk
def make_worldmap_chunk_pixmap(rom, id, palette_address, tiles):
chunk = make_worldmap_chunk(rom, id)
palette = generate_palette(rom, palette_address, length=0x320, transparent=True)
canvas = Canvas_Indexed(len(chunk), 1, tilesize=16)
for i, c in enumerate(chunk):
canvas.draw_tile(i, 0, tiles[c])
return canvas.pixmap(palette)
def make_worldmap_pixmap(rom, map_id, palette_address, tiles):
id_offset = map_id*256
palette = generate_palette(rom, palette_address, length=0x320, transparent=True)
canvas = Canvas_Indexed(256, 256, tilesize=16)
for j in range(256):
chunk = make_worldmap_chunk(rom, j+id_offset)
for i, c in enumerate(chunk):
canvas.draw_tile(i, j, tiles[c])
return canvas.pixmap(palette)
def make_field_tiles(rom, id):
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tiles_address = indirect(rom, 0x1C2D84 + id*4, length=4) + 0x1C2E24
return [create_tile_indexed(rom[tiles_address+i*32:tiles_address+i*32+32]) for i in range(256)]
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def make_field_minitiles(rom, id):
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tiles_address = indirect(rom, 0x1C0000 + id*2) + 0x1C0024
return [create_tile_indexed(rom[tiles_address+i*16:tiles_address+i*16+16]) for i in range(256)]
def make_all_field_tiles(rom):
return [make_field_tiles(rom, i) for i in range(40)]
def make_all_field_minitiles(rom):
return [make_field_minitiles(rom, i) for i in range(18)]
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def stitch_tileset(tiles):
canvas = Canvas_Indexed(16, len(tiles)//16)
for i, tile in enumerate(tiles):
canvas.draw_tile(i%16, i//16, tile)
return canvas
def get_field_map_tiles(rom, id):
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'''
This is a bit of a mess of pointer chains for now, so generalising it will have to wait.
Palette selection is probably determined by the tilemap which is outside the scope of this, so we'll just use #1.
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UPDATE: i2-i7 merely obtain a zone ID. Whoops.
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'''
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#i2 = indirect(rom, 0x0E2400 + id*2)
#i3 = indirect(rom, 0x0E2402 + i2)*2
#i4 = indirect(rom, 0x18E080 + i3)
#i5 = indirect(rom, 0x18E081 + i4+4)*3
#i6 = indirect(rom, 0x083320 + i5)
#i7 = indirect(rom, 0x080001 + i6) & 0x03FF
i8 = id * 0x1A
tilesets = indirect(rom, 0x0E9C09 + i8, length=3)
tile_index_0 = (tilesets & 0x00003F) # (indirect(rom, 0x0E9C09 + i8) & 0x003F)
tile_index_1 = (tilesets & 0x000FC0) >> 6 # (indirect(rom, 0x0E9C09 + i8) & 0x0FC0)>>6
tile_index_2 = (tilesets & 0x03F000) >> 12 # (indirect(rom, 0x0E9C0A + i8) & 0x03F0)>>4
minitile_index = (tilesets & 0xFC0000) >> 18 # (indirect(rom, 0x0E9C0A + i8) & 0x03F0)>>4
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pal_offset = indirect(rom, 0x0E9C16 + i8) * 0x100
palette_address = 0x03BB00 + pal_offset
palettes = [generate_palette(rom, palette_address+i*32, transparent=True) for i in range(8)]
return tile_index_0, tile_index_1, tile_index_2, minitile_index, palettes
def make_field_map_tile_pixmap(rom, id, st_tiles, st_minitiles):
*tiles, minitile, palettes = get_field_map_tiles(rom, id)
p = palettes[1]
canvas = Canvas(16, 64)
for i, ts in enumerate(tiles):
canvas.draw_pixmap(0, i*16, st_tiles[ts].pixmap(p))
canvas.draw_pixmap(0, 48, st_minitiles[minitile].pixmap(p))
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return canvas.pixmap()
def decompress_lzss(rom, start, header=False):
'''
Algorithm from http://slickproductions.org/slickwiki/index.php/Noisecross:Final_Fantasy_V_Compression
'''
uncompressed_length = indirect(rom, start)
ptr = start+2
output = []
buffer = [0 for i in range(0x800)]
buffer_p = 0x07DE
while len(output) < uncompressed_length:
bitmap_byte = rom[ptr]
ptr += 1
for i in range(8):
bit = (bitmap_byte >> i) & 1
if bit:
b = rom[ptr]
ptr += 1
output.append(b)
buffer[buffer_p] = b
buffer_p = (buffer_p+1) % 0x800
else:
b1 = rom[ptr]
b2 = rom[ptr+1]
ptr += 2
offset = b1|((b2 & 0xE0)<<3)
length = b2 & 0x1F
for j in range(length+3):
b = buffer[offset]
output.append(b)
buffer[buffer_p] = b
buffer_p = (buffer_p+1) % 0x800
offset = (offset+1) % 0x800
return bytes(output[:uncompressed_length])
def decompress_battle_terrain(rom, address):
'''
Decompresses the tilemap for a battle background.
'''
length = 0x500
output = [0 for i in range(length)]
o1 = []
ptr = address
while len(o1) < length//2:
a = rom[ptr]
ptr += 1
if a != 0xFF:
o1.append(a)
else:
repeat = rom[ptr]
ptr += 1
if repeat & 0x80: # Repeat 2 tiles
repeat &= 0x3F
a, b = rom[ptr:ptr+2]
ptr += 2
o1 += [a, b]*repeat
else: # Incremental repeat
a, inc = rom[ptr:ptr+2]
ptr += 2
if repeat & 0x40: # Negative increment
inc = -inc
repeat &= 0x3F
o1 += [a+(i*inc) for i in range(repeat)]
o2 = [4*(1+(i>>7)) for i in o1]
output[::2] = [i|0x80 for i in o1[:length//2]]
output[1::2] = [i&0xDF for i in o2[:length//2]]
return bytes(output)
def apply_battle_terrain_flips(rom, id, battle_terrain):
if id==0xFF:
return battle_terrain
ptr = indirect(rom, 0x14C736+(id*2))+0x140000
length = len(battle_terrain)//2
output = list(battle_terrain)
buffer = []
while len(buffer) < length:
a = rom[ptr]
ptr += 1
if a == 0x00:
skip = rom[ptr]
ptr += 1
buffer += [0]*skip*8
else:
for b in reversed(range(0, 8, 1)):
buffer.append((a>>b)&0x01)
for i in range(len(battle_terrain)//2):
output[i*2+1] |= (buffer[i] << 6)
return bytes(output)
def make_tilemap_pixmap(tilemap, tiles, palettes, tile_adjust=0):
'''
Battle bg is 64x64 map size, 8x8 tile size
4bpp tiles
'''
canvas = Canvas(64, 64)
for i in range(len(tilemap)//2):
a, b = tilemap[i*2:(i+1)*2]
tile_index = a|((b & 0x02) << 8)
p = (b & 0x1C) >> 2
priority = (b & 0x20) >> 5
h_flip = (b & 0x40) >> 6
v_flip = (b & 0x80) >> 7
x = (i % 32) + 32*((i//1024) % 2)
y = (i //32) - 32*((i//1024) % 2)
try:
palette = palettes[p]
tile = tiles[(tile_index+tile_adjust)%0x80]
tile.setColorTable(palette)
tile_px = QPixmap.fromImage(tile)
canvas.draw_pixmap(x, y, tile_px, h_flip, v_flip)
except BaseException as e:
print(e, p, hex(tile_index,2), hex(tile_adjust,2), hex(tile_index+tile_adjust,2))
return canvas.pixmap(True)
def make_battle_backgrounds(rom):
'''
21 pointers in memory for the compressed data of the tilesets.
Most of these are not unique, and only a subset of the resulting block is used.
The block appears to get DMA'd to 0x0400 in VRAM
Terrain gets DMA'd to 0x2000 (size 0x500) in VRAM from 0x7f0000 in RAM
'''
palettes = [generate_palette(rom, 0x14BB31+(i*0x20)) for i in range(84)]
battle_bgs = []
for i in range(34):
bg = {
'tiles_id': rom[0x14BA21+(i*8)],
'pal1_id': rom[0x14BA22+(i*8)],
'pal2_id': rom[0x14BA23+(i*8)],
'terrain_id': rom[0x14BA24+(i*8)],
'terrain_flips_id': rom[0x14BA25+(i*8)],
}
bg['palette'] = [palettes[0], palettes[bg['pal1_id']], palettes[bg['pal2_id']]]
battle_bgs.append(bg)
tiles_pointer_start = 0x184196
tiles_RAM_pointer_start = 0x184157
tiles_pointers = [indirect(rom, tiles_pointer_start+(i*3), length=3)-0xC00000 for i in range(21)]
tiles_raw = [decompress_lzss(rom, p) for p in tiles_pointers]
tiles_skips = [indirect(rom, tiles_RAM_pointer_start+(i*3), length=3)-0x7FC000 for i in range(21)]
tiles = []
for raw, skip in zip(tiles_raw, tiles_skips):
r = raw[skip:]
tiles.append([create_tile_indexed(r[i*32:(i+1)*32]) for i in range(len(r)//32)])
terrain_pointer_start = 0x14C86D
terrain_pointers = [indirect(rom, terrain_pointer_start+(i*2))+0x140000 for i in range(28)]
terrains = [decompress_battle_terrain(rom, p) for p in terrain_pointers]
pixmaps = []
for bg in battle_bgs:
terrain = apply_battle_terrain_flips(rom, bg['terrain_flips_id'], terrains[bg['terrain_id']])
pixmaps.append(make_tilemap_pixmap(terrain, tiles[bg['tiles_id']], bg['palette']))
#[make_tilemap_pixmap(terrains[5], tiles[2], palettes)]
return pixmaps
def make_battle_strip(rom, palette_address, tile_address, num_tiles, bpp=4):
if isinstance(palette_address, int):
palette = generate_palette(rom, palette_address, transparent=True)
else:
palette = palette_address
b = 24 if bpp==3 else 32
battle_strip = Canvas(2, divceil(num_tiles, 2))
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for j in range(num_tiles):
offset = tile_address+(j*b)
battle_strip.draw_pixmap(j%2, j//2, create_tile(rom[offset:offset+b], palette))
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return battle_strip.pixmap()
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def get_zone_tiles_start(rom, id):
i1 = indirect(rom, 0x0E59C0+(id*2))+7
i2 = indirect(rom, 0x0E59C2+i1, 1)
# There is a divergent path here based on the value. Other things appear to be affected by this.
if i2 > 0x67:
i3 = ((i2 - 0x67) << 11) + 0x1A0000
elif i2 > 0x52:
i3 = ((i2 - 0x52) << 9) + 0x1A0000
elif i2 > 0x4B:
i3 = ((i2 - 0x4B) << 11) + 0x1AC800
elif i2 > 0x32:
i3 = ((i2 - 0x32) << 10) + 0x1A0000
else:
i3 = (i2 << 9) + 0x1A0000
return i3
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def make_character_battle_sprites_ff4(rom):
tile_address = 0xD0000
pig_tile_address = 0xD7000
golbez_tile_address = 0xD7600
anna_tile_address = 0xD7960
palette_address = 0xE7D00
golbez_palette_address = 0xE7EC0
anna_palette_address = 0xE7EE0
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battle_strips = []
for i in range(0, 14*32, 32): # 14 regular characters. Pig, Golbez and Anna follow with different tile spacing and palette order.
battle_strips.append(make_battle_strip(rom, palette_address+i, tile_address+(i*64), 64)) # KO sprites are here which means more tiles per strip than FFV
battle_strips.append(make_battle_strip(rom, golbez_palette_address, golbez_tile_address, 27))
battle_strips.append(make_battle_strip(rom, anna_palette_address, anna_tile_address, 14))
for i in range(0, 16*32, 32): # 16 pigs.
battle_strips.append(make_battle_strip(rom, palette_address+i, pig_tile_address, 48))
return battle_strips
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def make_character_field_sprites_ff4(rom):
tile_address = 0xD8000
palette_address = 0x68000
palettes = [generate_palette(rom, palette_address+i*16, transparent=True) for i in range(8)]
LUT = [0, 0, 1, 2, 2, 2, 0, 1, 1, 3, 0, 1, 0, 0, 0,0,0]
strips = []
for p, i in zip(LUT, range(0, 17*24*32, 24*32)): # 14 regular characters. Mini, toad, pig.
strips.append(make_battle_strip(rom, palettes[p], tile_address+(i), 32, bpp=3))
for palette in palettes:
for i in range(0, 42*24*16, 24*16): # 42 others
strips.append(make_battle_strip(rom, palette, tile_address+(17*24*32)+(i), 16, bpp=3))
#for i in range(0, 16*24, 24): # 16 pigs.
#strips.append(make_battle_strip(rom, palette_address+i, tile_address, 48))
return strips
def make_character_portrait_sprites_ff4(rom):
# 4x4 tiles per character, all 3bpp
tile_address = 0xED3C0
palette_address = 0x686D0
palettes = [generate_palette(rom, palette_address+i*16, transparent=True) for i in range(14)]
portrait_images = []
for t_start in [tile_address+i*16*24 for i in range(17)]:
canvas = Canvas_Indexed(4, 4)
for t in range(16):
offset = t_start+(t*24)
canvas.draw_tile(t%4, t//4, create_tile_indexed(rom[offset:offset+24]))
portrait_images.append(canvas)
portraits = []
for palette, portrait in zip(palettes, portrait_images):
portraits.append(portrait.pixmap(palette))
for portrait in portrait_images[14:]: # 14, 15, 16 are Pig, Mini, Toad and use character palettes
for palette in palettes:
portraits.append(portrait.pixmap(palette))
for palette in palettes:
for portrait in portrait_images[:14]:
portraits.append(portrait.pixmap(palette))
return portraits
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def make_character_battle_sprites_ff6(rom):
# Palettes are non-trivial for this, will need a LUT
tile_address = 0x150000
palette_address = 0x268000
battle_strips = []
for i in range(0, 16*32, 32): # quite a few characters
battle_strips.append(make_battle_strip(rom, palette_address+0x80, tile_address+(i*181), 181))
tile_address += 16*181*32
for i in range(0, 6*32, 32): # bonus memes
battle_strips.append(make_battle_strip(rom, palette_address+0x80, tile_address+(i*171), 171))
tile_address += 6*171*32
for i in range(0, 4*32, 32): # bonus memes
battle_strips.append(make_battle_strip(rom, palette_address+0x80, tile_address+(i*55), 55))
tile_address += 4*55*32
for i in range(0, 40*32, 32): # bonus memes
battle_strips.append(make_battle_strip(rom, palette_address+0x80, tile_address+(i*56), 56))
return battle_strips
def make_character_portrait_sprites_ff6(rom):
# 5x5 tiles per character, annoying arrangement but palettes are good
tile_address = 0x2D1D00
palette_address = 0x2D5860
palettes = [generate_palette(rom, palette_address+i*32, transparent=True) for i in range(19)]
# Coordinates for each tile
LUT = [(0,0), (1,0), (2,0), (3,0), (0,2), (1,2), (2,2), (3,2), (4,0), (4,1), (4,2), (4,3), (4,4), (0,4), (1,4), (2,4), (0,1), (1,1), (2,1), (3,1), (0,3), (1,3), (2,3), (3,3), (3,4)]
portrait_images = []
for t_start in [tile_address+i*25*32 for i in range(19)]:
canvas = Canvas_Indexed(5, 5)
for t in range(25):
offset = t_start+(t*32)
canvas.draw_tile(*LUT[t], create_tile_indexed(rom[offset:offset+32]))
portrait_images.append(canvas)
portraits = []
for palette, portrait in zip(palettes, portrait_images):
portraits.append(portrait.pixmap(palette))
for palette in palettes:
for portrait in portrait_images:
portraits.append(portrait.pixmap(palette))
return portraits
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def make_character_battle_sprites(rom):
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tile_address = 0x120000
palette_address = 0x14A3C0
battle_strips = []
for i in range(0, (22*5)*32, 32): # 22 jobs 5 characters
battle_strips.append(make_battle_strip(rom, palette_address+i, tile_address+(i*48), 48))
return battle_strips
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def make_character_status_sprites(rom):
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tile_address = 0x149400
palette_address = 0x14A660
pixmaps = []
for i in range(5):
palette = generate_palette(rom, palette_address + (i*22*32), transparent=True) # Freelance palette per character
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wounded = Canvas(3, 2)
for j in range(6):
offset = tile_address+(i*192)+(j*32)
wounded.draw_pixmap(j%3, j//3, create_tile(rom[offset:offset+32], palette))
pixmaps.append(wounded.pixmap())
mini_strip = Canvas(2, 19)
for j in range(38):
offset = tile_address+0x3C0+(j*24)
mini_strip.draw_pixmap(j%2, j//2, create_tile(rom[offset:offset+24], palette))
pixmaps.append(mini_strip.pixmap())
frog_strip = Canvas(2, 15)
for j in range(30):
offset = tile_address+0x750+(j*24)
frog_strip.draw_pixmap(j%2, j//2, create_tile(rom[offset:offset+24], palette))
pixmaps.append(frog_strip.pixmap())
return pixmaps
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def make_string_img_small(bytestring, jp=False):
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if len(bytestring) < 1:
raise ValueError('Empty bytestring was passed')
string = ""
img = QImage(len(bytestring)*8, 10, QImage.Format_RGB16)
img.fill(bg_color)
painter = QtGui.QPainter(img)
if jp:
for x, j in enumerate(bytestring):
string = string + const.Glyphs_JP2[j]
if 0x20 <= j < 0x52:
if j > 0x48:
painter.drawPixmap(x*8, 2, glyph_sprites_jp_small[j+0x17])
painter.drawPixmap(x*8+1,-5, glyph_sprites_jp_small[0x52])
else:
painter.drawPixmap(x*8, 2, glyph_sprites_jp_small[j+0x40])
painter.drawPixmap(x*8+1,-6, glyph_sprites_jp_small[0x51])
else:
painter.drawPixmap(x*8, 2, glyph_sprites_jp_small[j])
else:
for x, j in enumerate(bytestring):
string = string + const.Glyphs[j]
painter.drawPixmap(x*8, 1, glyph_sprites_en_small[j])
del painter
return string, QPixmap.fromImage(img)
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def make_string_img_large(bytestring, macros=None, jp=False):
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'''
This is how we decipher dialogue data, which has multiple lines, macro expansions and kanji.
English characters have varying widths. In the japanese version, everything is fullwidth (16px)
Kanji aren't used in English dialogue but the cost is likely the same in checking either way.
'''
if len(bytestring) < 1:
raise ValueError('Empty bytestring was passed')
newstring = []
bytes = iter(bytestring)
for b in bytes:
if b in const.DoubleChars:
b2 = next(bytes)
newstring.append((b<<8) + b2)
elif macros and b in macros:
newstring.extend(macros[b])
else:
newstring.append(b)
string = ""
# Because the length of the input has little bearing on the size of the image thanks to linebreaks and macros, we overprovision then clip away.
max_width = 256 # This seems to check out, but the EN dialogue has linebreaks virtually everywhere anyway
max_height = 1024 # I've seen up to 58 rows in EN, 36 in JP. Stay safe.
img = QImage(max_width, max_height, QImage.Format_RGB16)
img.fill(bg_color)
painter = QtGui.QPainter(img)
x = xmax = y = 0
for j in newstring:
if x >= max_width: # Wrap on long line
string += '[wr]\n'
xmax = max_width # Can't go higher than this anyway
x = 0
y += 16
if j == 0x01: # Line break
string += '[br]\n'
xmax = x if x > xmax else xmax
x = 0
y += 16
elif 0x1E00 <= j < 0x1FAA: # Kanji live in this range
string += const.Glyphs_Kanji[j-0x1E00]
painter.drawPixmap(x, y+2, glyph_sprites_kanji[j-0x1E00])
x += 16
elif j < 0x13 or j > 0xFF: # Everything remaining outside this is a control char
string += '[0x{:02X}]'.format(j)
else:
if jp:
string += const.Glyphs_JP_large[j]
painter.drawPixmap(x, y+2, glyph_sprites_jp_large[j])
x += 16
else:
string += const.Glyphs[j]
painter.drawPixmap(x, y+4, glyph_sprites_en_large[j])
x += const.Dialogue_Width[j]
del painter
xmax = x if x > xmax else xmax
return string, QPixmap.fromImage(img.copy(0, 0, xmax, y+16))
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def make_string_img_list(start, length, num, start_jp=None, len_jp=None, start_str=None, start_jp_str=None,
indirect=False, large=False, macros_en=None, macros_jp=None):
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start_jp = start if start_jp is None else start_jp
len_jp = length if len_jp is None else len_jp
start_str = start if start_str is None else start_str
start_jp_str = start_str if start_jp_str is None else start_jp_str
stringlist = []
id_digits = hex_length(num-1)
if indirect:
for id in range(num):
en = start + (id*length)
jp = start_jp + (id*len_jp)
en_start = int.from_bytes(ROM_en[en:en+length],'little') + start_str
en_end = int.from_bytes(ROM_en[en+length:en+(length*2)],'little') + start_str
if en_start >= 0xC00000: # SNES memory space has the ROM starting at 0xC00000 in HiROM mode.
en_start -= 0xC00000
en_end -= 0xC00000
jp_start = int.from_bytes(ROM_jp[jp:jp+len_jp],'little') + start_jp_str
jp_end = int.from_bytes(ROM_jp[jp+len_jp:jp+(len_jp*2)],'little') + start_jp_str
if jp_start >= 0xC00000: # SNES memory space has the ROM starting at 0xC00000 in HiROM mode.
jp_start -= 0xC00000
jp_end -= 0xC00000
if (en_end == start_str) or (jp_end == start_jp_str):
break
try: # When dealing with pointer redirection we might end up passing empty strings
if large:
str_en, img_en = make_string_img_large(ROM_en[en_start:en_end], macros_en)
else:
str_en, img_en = make_string_img_small(ROM_en[en_start:en_end])
except ValueError:
str_en = ''
img_en = None
try:
if large:
str_jp, img_jp = make_string_img_large(ROM_jp[jp_start:jp_end], macros_jp, jp=True)
else:
str_jp, img_jp = make_string_img_small(ROM_jp[jp_start:jp_end], jp=True)
except ValueError:
str_jp = ''
img_jp = None
stringlist.append([
hex(en, 6), hex(id, id_digits),
str_en, img_en, str_jp, img_jp, hex(jp_start, 6)
])
else:
for id in range(num):
j1 = start + (id*length)
j2 = start_jp + (id*len_jp)
if large:
str_en, img_en = make_string_img_large(ROM_en[j1:j1+length], macros_en)
str_jp, img_jp = make_string_img_large(ROM_jp[j2:j2+len_jp], macros_jp, jp=True)
else:
str_en, img_en = make_string_img_small(ROM_en[j1:j1+length])
str_jp, img_jp = make_string_img_small(ROM_jp[j2:j2+len_jp], jp=True)
stringlist.append([hex(j1, 6), hex(id, id_digits), str_en, img_en, str_jp, img_jp])
return stringlist
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def table_size_to_contents(table):
# Stupid hack to get table to size correctly
table.hide()
geometry = table.viewport().geometry()
table.viewport().setGeometry(QtCore.QRect(0, 0, 0x7FFFFFFF, 0x7FFFFFFF))
table.resizeColumnsToContents()
table.resizeRowsToContents()
table.viewport().setGeometry(geometry)
table.show()
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def make_table(headers, items, sortable=False, row_labels=True, scale=2):
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'''
Helper function to tabulate 2d lists
'''
cols = len(headers)
rows = len(items)
rd = hex_length(rows-1)
table = QTableWidget(rows, cols)
if row_labels:
table.setVerticalHeaderLabels([hex(v, rd) for v in range(rows)])
else:
table.verticalHeader().setVisible(False)
table.setHorizontalHeaderLabels(headers)
for row, col, item in [(x,y,items[x][y]) for x in range(rows) for y in range(cols)]:
if isinstance(item, QWidget):
table.setCellWidget(row, col, item)
elif isinstance(item, QPixmap):
pix = item.scaled(item.size() * scale)
lab = QLabel()
lab.setPixmap(pix)
table.setCellWidget(row, col, lab)
elif item is not None:
if item.endswith('₁₆'):
s = '<tt>{}</tt><sub>16</sub>'.format(item[:-2])
lab = QLabel(s)
table.setCellWidget(row, col, lab)
else:
q_item = QTableWidgetItem(item)
if item.startswith(HEX_PREFIX):
q_item.setFont(monofont)
table.setItem(row, col, q_item)
table_size_to_contents(table)
if sortable:
table.setSortingEnabled(True)
table.sortItems(0)
return table
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def make_pixmap_table(items, cols=16, scale=4, large=False):
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rows = divceil(len(items), cols)
rd = hex_length(rows-1)+1
cd = hex_length(cols-1)
table = QTableWidget(rows, cols)
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if large:
table.setHorizontalScrollMode(QAbstractItemView.ScrollPerPixel)
table.setVerticalScrollMode(QAbstractItemView.ScrollPerPixel)
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table.setVerticalHeaderLabels([hex(v*cols, rd) for v in range(rows)])
table.setHorizontalHeaderLabels([hex(v, cd) for v in range(cols)])
for i, item in enumerate(items):
if isinstance(item, QWidget):
table.setCellWidget(i // cols, i % cols, item)
elif isinstance(item, QPixmap):
lab = QLabel()
lab.setPixmap(item.scaled(item.size() * scale))
lab.setAlignment(QtCore.Qt.AlignCenter)
table.setCellWidget(i // cols, i % cols, lab)
table_size_to_contents(table)
return table
def stack_labels(*items):
w = QWidget()
w.setContentsMargins(0, 0, 0, 0)
l = QVBoxLayout()
l.setAlignment(QtCore.Qt.AlignCenter)
l.setSpacing(0)
l.setContentsMargins(0, 0, 0, 0)
for item in items:
lab = QLabel()
if isinstance(item, QPixmap):
lab.setPixmap(item)
else:
lab.setText(item.strip())
lab.setAlignment(QtCore.Qt.AlignCenter)
lab.setMargin(0)
l.addWidget(lab)
w.setLayout(l)
return w
def hex(num, digits):
# Consolidate formatting for consistency
#return '{:0{}X}₁₆'.format(num, digits)
return HEX_PREFIX + '{:0{}X}'.format(num, digits)
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def indirect(rom, start, length=2):
return int.from_bytes(rom[start:start+length], 'little')
last_perfcount = None
def perfcount():
'''
Really basic timing for debugging
'''
global last_perfcount
t = time.perf_counter()
if last_perfcount:
print(t-last_perfcount)
else:
print('perfcount initialised')
last_perfcount = t
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def main():
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app = QApplication(sys.argv)
mainwindow = FF5Reader()
sys.exit(app.exec_())
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if __name__ == '__main__':
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main()