#!/usr/bin/python3 -i ''' No license for now ''' import sys import os from struct import unpack from itertools import chain from array import array 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 import const import time pyqt_version = 0 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' if not skip_pyqt5: try: from PyQt5 import QtGui, QtCore from PyQt5.QtGui import QIcon, QPalette, QColor, QFont, QFontInfo, QImage, QPixmap 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. " 'Make sure you installed the PyQt5 package.') if pyqt_version == 0: 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, QValidator, QFont, QFontInfo, QImage, QPixmap ) from PyQt4.QtGui import QStyleOptionProgressBarV2 as QStyleOptionProgressBar pyqt_version = 4 except ImportError: print("Couldn't import Qt dependencies. " 'Make sure you installed the PyQt4 package.') sys.exit(-1) HEX_PREFIX = '#' # '$' or '0x' are also nice monofont = QFont() monofont.setStyleHint(QFont.Monospace) if not monofont.fixedPitch(): monofont.setStyleHint(QFont.TypeWriter) if not monofont.fixedPitch(): monofont.setFamily('Monospace') def divceil(numerator, denominator): # Reverse floor division for ceil return -(-numerator // denominator) def hex_length(i): return divceil(i.bit_length(), 4) with open(filename_en, 'rb') as file: ROM_en = file.read() print(len(ROM_en), filename_en) 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) stringlist_headers = ['Address', 'ID', 'Name'] imglist_headers = stringlist_headers + ['Img', 'Name JP', 'Img JP'] class FF5Reader(QMainWindow): """ 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') 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() global zone_names print('Generating Strings') 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() 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() 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]) 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), ('Tilesets', 3, split_tilesets), (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)] 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) 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 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') 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') 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() 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') 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') 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') sprites_tab.addTab(make_pixmap_table(worldpixmaps, cols=1, scale=1, large=True), 'Worldmaps') 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=2), 'Battle BGs') 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') 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') 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) 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('') def parse_struct(rom, offset, structure): out = [hex(offset, 6)] j = 0 for title, length, handler in structure: val = indirect(rom, offset+j, length=length) if callable(handler): out.append(handler(val)) elif handler and val < len(handler): out.append(handler[val]) else: out.append(hex(val, length*2)) j += length return out def make_enemy_sprites(rom): 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) 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 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 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): 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)] def make_field_minitiles(rom, id): 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)] 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): ''' 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. UPDATE: i2-i7 merely obtain a zone ID. Whoops. ''' #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 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)) 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: if repeat & 0x40: pass # TODO: trace this out else: # Incremental repeat repeat &= 0x3F a,inc = rom[ptr:ptr+2] ptr += 2 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)) 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)) return battle_strip.pixmap() 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 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 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 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 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 def make_character_battle_sprites(rom): 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 def make_character_status_sprites(rom): 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 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 def make_string_img_small(bytestring, jp=False): 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) def make_string_img_large(bytestring, macros=None, jp=False): ''' 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)) 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): 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 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() def make_table(headers, items, sortable=False, row_labels=True, scale=2): ''' 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 = '{}16'.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 def make_pixmap_table(items, cols=16, scale=4, large=False): rows = divceil(len(items), cols) rd = hex_length(rows-1)+1 cd = hex_length(cols-1) table = QTableWidget(rows, cols) if large: table.setHorizontalScrollMode(QAbstractItemView.ScrollPerPixel) table.setVerticalScrollMode(QAbstractItemView.ScrollPerPixel) 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) 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 def main(): app = QApplication(sys.argv) mainwindow = FF5Reader() sys.exit(app.exec_()) if __name__ == '__main__': main()