layering for zone backgrounds. TODO: 2bpp blocks

This commit is contained in:
Luke Hubmayer-Werner 2018-03-30 15:10:56 +10:30
parent 2e2e8e5fe1
commit ce55ca8ab7
3 changed files with 50 additions and 32 deletions

View File

@ -256,9 +256,10 @@ class FF5Reader(QMainWindow):
field_blocks = [] field_blocks = []
zone_pxs = [] zone_pxs = []
for z in zones: for z in zones:
blocks = make_field_map_blocks_px2(ROM_jp, z, field_tiles, field_minitiles, field_blocksets) blocks = make_field_map_blocks_px(ROM_jp, z, field_tiles, field_minitiles, field_blocksets)
field_blocks.append(stitch_tileset_px(blocks)) field_blocks.append(stitch_tileset_px([b.all for b in blocks]))
zone_pxs += make_zone_pxs(blocks, [blockmaps[b] for b in z.blockmaps if b!=-1]) #zone_pxs += make_zone_pxs(blocks, [blockmaps[b] for b in z.blockmaps if b!=-1])
zone_pxs += make_zone_pxs2(blocks, blockmaps, z)
perfcount() perfcount()
print('Generating Battle backgrounds') print('Generating Battle backgrounds')
@ -313,7 +314,7 @@ class FF5Reader(QMainWindow):
backgrounds_tab.addTab(make_px_table(worldpixmaps, cols=1, scale=1, large=True), 'Worldmaps') backgrounds_tab.addTab(make_px_table(worldpixmaps, cols=1, scale=1, large=True), 'Worldmaps')
backgrounds_tab.addTab(make_px_table(fieldmap_tiles, cols=16, scale=1), 'Fieldmap Tiles') backgrounds_tab.addTab(make_px_table(fieldmap_tiles, cols=16, scale=1), 'Fieldmap Tiles')
backgrounds_tab.addTab(make_px_table(field_blocks, cols=16, scale=1), 'Field Blocks') backgrounds_tab.addTab(make_px_table(field_blocks, cols=16, scale=1), 'Field Blocks')
backgrounds_tab.addTab(make_px_table(zone_pxs, cols=3, scale=1, large=1), 'Zone') backgrounds_tab.addTab(make_px_table(zone_pxs, cols=4, scale=1, large=1), 'Zone')
backgrounds_tab.addTab(make_px_table(battle_bgs, cols=8, scale=1), 'Battle BGs') backgrounds_tab.addTab(make_px_table(battle_bgs, cols=8, scale=1), 'Battle BGs')
self.ff4widget.addTab(make_px_table(self.battle_strips_ff4, cols=16, scale=2), 'Character Battle Sprites') self.ff4widget.addTab(make_px_table(self.battle_strips_ff4, cols=16, scale=2), 'Character Battle Sprites')

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@ -169,7 +169,7 @@ def make_px_table(items, cols=16, scale=4, large=False):
for i, item in enumerate(items): for i, item in enumerate(items):
if isinstance(item, QWidget): if isinstance(item, QWidget):
table.setCellWidget(i // cols, i % cols, item) table.setCellWidget(i // cols, i % cols, item)
else: elif item:
lab = Label() lab = Label()
lab.setContent(item, scale=scale) lab.setContent(item, scale=scale)
lab.setAlignment(QtCore.Qt.AlignCenter) lab.setAlignment(QtCore.Qt.AlignCenter)

View File

@ -22,7 +22,8 @@ from includes.helpers import *
from includes.snestile import * from includes.snestile import *
from collections import namedtuple from collections import namedtuple
zone = namedtuple('zone', 'npcs name shadowflags blockset tilesets blockmaps palette music') Zone = namedtuple('Zone', 'npcs name shadowflags blockset tilesets blockmaps palette music')
Block = namedtuple('Block', 'priority0 priority1 all')
def parse_zone(rom, id, start_address=0x0E9C00): def parse_zone(rom, id, start_address=0x0E9C00):
ptr = start_address+(id*0x1A) ptr = start_address+(id*0x1A)
@ -35,14 +36,14 @@ def parse_zone(rom, id, start_address=0x0E9C00):
(tilesets_b & 0x000FC0) >> 6, (tilesets_b & 0x000FC0) >> 6,
(tilesets_b & 0x03F000) >> 12, (tilesets_b & 0x03F000) >> 12,
(tilesets_b & 0xFC0000) >> 18] (tilesets_b & 0xFC0000) >> 18]
pal_address = 0x03BB00 + (indirect(rom, ptr+0x16)<<8)
blockmaps_b = indirect(rom, ptr+0xC, length=4) blockmaps_b = indirect(rom, ptr+0xC, length=4)
blockmaps = [(blockmaps_b & 0x000003FF) - 1, blockmaps = [(blockmaps_b & 0x000003FF) - 1,
((blockmaps_b & 0x000FFC00) >> 10) - 1, ((blockmaps_b & 0x000FFC00) >> 10) - 1,
((blockmaps_b & 0x3FF00000) >> 20) - 1] ((blockmaps_b & 0x3FF00000) >> 20) - 1]
pal_address = 0x03BB00 + (rom[ptr+0x16]<<8)
palettes = [generate_palette(rom, pal_address+i*32, transparent=True) for i in range(8)] palettes = [generate_palette(rom, pal_address+i*32, transparent=True) for i in range(8)]
music = rom[ptr+0x19] music = rom[ptr+0x19]
return zone(npcs, name, shadowflags, blockset, tilesets, blockmaps, palettes, music) return Zone(npcs, name, shadowflags, blockset, tilesets, blockmaps, palettes, music)
def make_battle_strip(rom, palette_address, tile_address, num_tiles, bpp=4): def make_battle_strip(rom, palette_address, tile_address, num_tiles, bpp=4):
@ -167,14 +168,6 @@ def make_worldmap_chunk(rom, id, length=256):
i += 1 i += 1
return chunk 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): def make_worldmap_pixmap(rom, map_id, palette_address, tiles):
id_offset = map_id*256 id_offset = map_id*256
palette = generate_palette(rom, palette_address, length=0x320, transparent=True) palette = generate_palette(rom, palette_address, length=0x320, transparent=True)
@ -249,27 +242,29 @@ def get_field_map_block_layouts(rom, id, start_address=0x0F0000):
output = [] output = []
for i in range(0, 0x200, 2): for i in range(0, 0x200, 2):
output.append([data[j+i+k] for j in range(0, 0x800, 0x200) for k in range(2)]) output.append([data[j+i+k] for j in range(0, 0x800, 0x200) for k in range(2)])
#for i in range(0, 0x800, 8):
#output.append([data[i+k] for k in range(8)])
return output return output
def make_field_map_blocks_px(rom, id, tilesets, minitilesets, blockmaps): def make_field_map_blocks_px(rom, zone, tilesets, minitilesets, blocksets):
*i_tiles, i_minitiles, palettes = get_field_map_tiles(rom, id) *i_tiles, i_minitiles = zone.tilesets
tiles = tilesets[i_tiles[0]] + tilesets[i_tiles[1]] + tilesets[i_tiles[2]] tiles = tilesets[i_tiles[0]] + tilesets[i_tiles[1]] + tilesets[i_tiles[2]]
tiles += minitilesets[i_minitiles] tiles += minitilesets[i_minitiles]
i_blockmap = rom[0x0E9C08 + (id * 0x1A)] blockset = blocksets[zone.blockset]
blockmap = blockmaps[i_blockmap] blocks = [Block(*[b.pixmap(zone.palette) for b in make_block(tm, tiles)]) for tm in blockset]
return blocks
blocks = [make_tilemap_canvas(tm, tiles, cols=2, rows=2, pal_adjust=0, tile_modulo=0x1000) for tm in blockmap] def make_block(tilemap, tiles, cols=2, rows=2, tile_adjust=0, pal_adjust=0, tile_modulo=0x1000):
return [b.pixmap(palettes) for b in blocks] canvases = (Canvas_Indexed(cols, rows), Canvas_Indexed(cols, rows), Canvas_Indexed(cols, rows))
for i in range(len(tilemap)//2):
def make_field_map_blocks_px2(rom, _zone, tilesets, minitilesets, blocksets): tile_index, p, h_flip, v_flip, priority = parse_tileset_word(tilemap[i*2:(i+1)*2])
*i_tiles, i_minitiles = _zone.tilesets x = i % cols
tiles = tilesets[i_tiles[0]] + tilesets[i_tiles[1]] + tilesets[i_tiles[2]] y = i //cols
tiles += minitilesets[i_minitiles] try:
blockset = blocksets[_zone.blockset] tile = tiles[(tile_index+tile_adjust)%tile_modulo]
blocks = [make_tilemap_canvas(tm, tiles, cols=2, rows=2, pal_adjust=0, tile_modulo=0x1000) for tm in blockset] canvases[priority].draw_tile(x, y, tile, h_flip, v_flip, p+pal_adjust)
return [b.pixmap(_zone.palette) for b in blocks] canvases[2].draw_tile(x, y, tile, h_flip, v_flip, p+pal_adjust)
except BaseException as e:
print(e, p, hex(tile_index,2), hex(tile_adjust,2), hex(tile_index+tile_adjust,2))
return canvases
def get_blockmaps(rom, start_address=0x0B0000, num=0x148): def get_blockmaps(rom, start_address=0x0B0000, num=0x148):
bank = 0x0B0000 bank = 0x0B0000
@ -291,6 +286,28 @@ def make_zone_pxs(blocks, blockmaps):
output.append(canvas.pixmap()) output.append(canvas.pixmap())
return output return output
def make_zone_pxs2(blocks, blockmaps, zone):
output = []
layers = [None, None, None, None, None, None] # bg1.0 bg1.1 bg2.0 bg2.1 bg3.0 bg3.1
order = [4, 2, 0, 3, 1, 5] # Draw order from http://problemkaputt.de/fullsnes.htm#snespictureprocessingunitppu
for i, i_b in enumerate(zone.blockmaps):
if i_b == -1:
output.append(None)
else:
canvases = (Canvas(64, 64, tilesize=16), Canvas(64, 64, tilesize=16), Canvas(64, 64, tilesize=16))
for j, b in enumerate(blockmaps[i_b]):
canvases[0].draw_pixmap(j%64, j//64, blocks[b].priority0)
canvases[1].draw_pixmap(j%64, j//64, blocks[b].priority1)
canvases[2].draw_pixmap(j%64, j//64, blocks[b].all)
output.append(canvases[2].pixmap())
layers[i*2:(i+1)*2] = canvases[0:2]
canvas = Canvas(64, 64, tilesize=16)
for i in order:
if layers[i]:
canvas.draw_pixmap(0, 0, layers[i].pixmap())
output.append(canvas.pixmap())
return output
def decompress_battle_tilemap(rom, address): def decompress_battle_tilemap(rom, address):
''' '''
Decompresses the tilemap for a battle background. Decompresses the tilemap for a battle background.