papermario/tools/splat_ext/pm_sprites.py

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#! /usr/bin/env python3
import struct
import sys
import xml.etree.ElementTree as ET
from dataclasses import dataclass, field
from pathlib import Path
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from typing import Any, Dict, List, Optional, Set, Tuple
import png # type: ignore
import yaml as yaml_loader
from n64img.image import CI4
from segtypes.n64.segment import N64Segment
from util import options
from util.color import unpack_color
from util.n64.Yay0decompress import Yay0Decompressor
sys.path.insert(0, str(Path(__file__).parent))
from sprite_common import AnimComponent, iter_in_groups, read_offset_list
# TODO move into yaml
PLAYER_PAL_TO_RASTER: Dict[str, int] = {
"8bit": 0x57C90,
"BareCake": 0x63F10,
"BerryCake": 0x65D10,
"Bowl": 0x63910,
"Bowl_Dark": 0x63910,
"Bowl_Poisoned": 0x63910,
"Bowl_Shocked": 0x63910,
"Burnt": 0x38390,
"Burnt_Crouch": 0x0C380,
"Butter": 0x63010,
"CakeBatter": 0x63D90,
"CakeBowl": 0x63910,
"CakeMixed": 0x63A90,
"CakePan": 0x63C10,
"Cleanser": 0x63190,
"CompleteCake": 0x63790,
"Cream": 0x62D10,
"Dark": 0x00B80,
"Default": 0x00B80,
"Egg": 0x63610,
"Flour": 0x63490,
"Frozen_Dark": 0x00B80,
"Glove": 0x89610,
"Glove_Dark": 0x89610,
"Glove_Poisoned": 0x89610,
"Glove_Shocked": 0x89610,
"Golden": 0x00B80,
"Golden_19": 0x00B80,
"Golden_Dark": 0x00B80,
"Golden_Poisoned": 0x00B80,
"Golden_Shocked": 0x00B80,
"Hammer1": 0x2C950,
"Hammer1_Dark": 0x2C950,
"Hammer1_Poisoned": 0x2C950,
"Hammer1_Shocked": 0x2C950,
"Hammer2": 0x2DE50,
"Hammer2_Dark": 0x2DE50,
"Hammer2_Poisoned": 0x2DE50,
"Hammer2_Shocked": 0x2DE50,
"Hammer3": 0x2F350,
"Hammer3_Dark": 0x2F350,
"Hammer3_Poisoned": 0x2F350,
"Hammer3_Shocked": 0x2F350,
"IcingCake": 0x65B90,
"Milk": 0x63310,
"Parasol": 0x8D410,
"Parasol_Dark": 0x8D410,
"Parasol_Poisoned": 0x8D410,
"Parasol_Shocked": 0x8D410,
"Peach": 0x58B10,
"Peach_Dark": 0x58B10,
"Peach_Poisoned": 0x58B10,
"Peach_Shocked": 0x58B10,
"Poisoned": 0x00B80,
"Red": 0x00B80,
"Red_Dark": 0x00B80,
"Red_Poisoned": 0x00B80,
"Red_Shocked": 0x00B80,
"Salt": 0x63490,
"Shocked": 0x00B80,
"Strawberry": 0x62E90,
"Sugar": 0x63490,
"Water": 0x63310,
}
PLAYER_SPRITE_MEDADATA_XML_FILENAME = "player.xml"
NPC_SPRITE_MEDADATA_XML_FILENAME = "npc.xml"
MAX_COMPONENTS_XML = "maxComponents"
PALETTE_GROUPS_XML = "paletteGroups"
PALETTE_XML = "palette"
BACK_PALETTE_XML = "backPalette"
SPECIAL_RASTER = 0x1F880
LIST_END_BYTES = b"\xFF\xFF\xFF\xFF"
@dataclass
class RasterTableEntry:
offset: int
size: int
height: int = 0
width: int = 0
raster_bytes: bytes = field(default_factory=bytes)
palette: Optional[bytes] = None
def write_png(
self, raster_buffer: bytes, path: Path, palette: Optional[bytes] = None
):
if self.height == 0 or self.width == 0:
raise ValueError("Raster size has not been set")
if palette is None:
palette = self.palette
if palette is None:
raise ValueError("Palette has not been set")
if self.raster_bytes is not None:
self.raster_bytes = raster_buffer[
self.offset : self.offset + (self.width * self.height // 2)
]
img = CI4(self.raster_bytes, self.width, self.height)
img.set_palette(palette)
img.write(path)
@dataclass
class PlayerSpriteRasterSet:
start: int
count: int
raster_offsets: List[int] = field(default_factory=list)
raster_positions: List[int] = field(default_factory=list)
raster_table_entries: List[RasterTableEntry] = field(default_factory=list)
loaded_position: int = 0
def add_table_entry(self, raster: RasterTableEntry):
self.raster_table_entries.append(raster)
self.raster_offsets.append(raster.offset)
self.raster_positions.append(self.loaded_position)
self.loaded_position += raster.size
@dataclass
class PlayerRaster:
offset: int
width: int
height: int
palette_idx: int
is_special: bool
@staticmethod
def from_bytes(
metadata: bytes,
raster_set: PlayerSpriteRasterSet,
palettes: List[bytes],
img_idx: int,
) -> "PlayerRaster":
offset, width, height, default_palette = struct.unpack(">iBBB", metadata)
assert offset == raster_set.raster_positions[img_idx]
is_special = raster_set.raster_offsets[img_idx] == SPECIAL_RASTER
if not is_special:
rte = raster_set.raster_table_entries[img_idx]
rte.width = width
rte.height = height
rte.palette = palettes[default_palette]
return PlayerRaster(offset, width, height, default_palette, is_special)
@dataclass
class PlayerSprite:
max_components: int
num_variations: int
animations: List[List[AnimComponent]]
palettes: List[bytes]
palette_indexes: List[int]
rasters: List[PlayerRaster]
@staticmethod
def from_bytes(data: bytes, raster_set: PlayerSpriteRasterSet) -> "PlayerSprite":
raster_list_offset = int.from_bytes(data[0x0:0x4], byteorder="big")
palette_list_offset = int.from_bytes(data[0x4:0x8], byteorder="big")
max_components = int.from_bytes(data[0x8:0xC], "big")
num_variations = int.from_bytes(data[0xC:0x10], "big")
raster_offsets = read_offset_list(data[raster_list_offset:])
palette_offsets = read_offset_list(data[palette_list_offset:])
animation_offsets = read_offset_list(data[0x10:])
palettes: List[bytes] = []
palette_indexes: List[int] = []
rasters: List[PlayerRaster] = []
animations: List[List[AnimComponent]] = []
# Read palettes
for i, pal_offset in enumerate(palette_offsets):
pal = data[pal_offset : pal_offset + 0x20]
palettes.append(pal)
palette_indexes.append(i)
# Read rasters
for i, metadata_offset in enumerate(raster_offsets):
raster = PlayerRaster.from_bytes(
data[metadata_offset : metadata_offset + 7],
raster_set,
palettes,
i,
)
rasters.append(raster)
# Read animations
for anim_offset in animation_offsets:
anim: List[AnimComponent] = []
for comp_offset in read_offset_list(data[anim_offset:]):
anim.append(AnimComponent.from_bytes(data[comp_offset:], data))
animations.append(anim)
return PlayerSprite(
max_components,
num_variations,
animations,
palettes,
palette_indexes,
rasters,
)
def extract_raster_table_entries(
data: bytes, raster_sets: List[PlayerSpriteRasterSet]
) -> Dict[int, RasterTableEntry]:
ret: Dict[int, RasterTableEntry] = {}
current_section_pos = 0
current_section = 0
for i in range(0, len(data) - 4, 4):
packed = int.from_bytes(data[i : i + 4], "big")
size = (packed >> 20) << 4
offset = packed & 0xFFFFF
rte = RasterTableEntry(offset, size)
if offset in ret:
assert ret[offset].size == size
else:
ret[offset] = rte
if current_section > len(raster_sets) - 1:
continue # skip the last one, because it's weird...?
raster_sets[current_section].add_table_entry(rte)
current_section_pos += 1
if current_section_pos == raster_sets[current_section].count:
current_section += 1
current_section_pos = 0
return ret
def extract_sprites(
yay0_data: bytes, raster_sets: List[PlayerSpriteRasterSet]
) -> List[PlayerSprite]:
yay0_splits = []
for i in range(14):
yay0_splits.append(int.from_bytes(yay0_data[i * 4 : i * 4 + 4], "big"))
yay0_sprite_data = []
for i in range(0, len(yay0_splits) - 1):
yay0_sprite_data.append(yay0_data[yay0_splits[i] : yay0_splits[i + 1]])
ret: List[PlayerSprite] = []
for i, yay0_piece in enumerate(yay0_sprite_data):
sprite_data = Yay0Decompressor.decompress(yay0_piece, "big")
sprite = PlayerSprite.from_bytes(sprite_data, raster_sets[i])
ret.append(sprite)
return ret
def write_player_metadata(
out_path: Path,
cfg: Any,
raster_names: List[str],
build_date: str,
) -> None:
Names = ET.Element("Names")
BuildDate = ET.SubElement(Names, "BuildDate")
BuildDate.text = build_date
Sprites = ET.SubElement(Names, "Sprites")
for sprite_name in cfg:
ET.SubElement(
Sprites,
"Sprite",
name=sprite_name,
)
Rasters = ET.SubElement(Names, "Rasters")
for raster_name in raster_names:
ET.SubElement(
Rasters,
"Raster",
name=raster_name,
)
xml = ET.ElementTree(Names)
# pretty print (Python 3.9+)
if hasattr(ET, "indent"):
ET.indent(xml, " ")
xml.write(str(out_path / PLAYER_SPRITE_MEDADATA_XML_FILENAME), encoding="unicode")
def write_npc_metadata(
out_path: Path,
cfg: Any,
) -> None:
Names = ET.Element("Names")
Sprites = ET.SubElement(Names, "Sprites")
for sprite_name in cfg:
ET.SubElement(
Sprites,
"Sprite",
name=sprite_name,
)
xml = ET.ElementTree(Names)
# pretty print (Python 3.9+)
if hasattr(ET, "indent"):
ET.indent(xml, " ")
xml.write(str(out_path / NPC_SPRITE_MEDADATA_XML_FILENAME), encoding="unicode")
def write_player_xmls(
out_path: Path,
cfg: Any,
sprites: List[PlayerSprite],
sprite_names: List[str],
raster_sets: List[PlayerSpriteRasterSet],
raster_table_entry_dict: Dict[int, RasterTableEntry],
raster_names: List[str],
) -> None:
def get_sprite_name_from_offset(
offset: int, offsets: List[int], names: List[str]
) -> str:
return names[offsets.index(offset)]
sprite_idx = 0
num_sprite_cfgs = len(list(cfg.keys()))
sprite_offsets: list[int] = list(raster_table_entry_dict.keys())
for cfg_idx in range(num_sprite_cfgs):
cur_sprite_name = sprite_names[sprite_idx]
cur_sprite: PlayerSprite = sprites[sprite_idx]
cur_sprite_back: Optional[PlayerSprite] = None
has_back = cfg[cur_sprite_name].get("has_back", False)
if has_back:
if cfg_idx == num_sprite_cfgs - 1:
print("ERROR: Last sprite has back, but no sprite to pair with")
sys.exit(1)
cur_sprite_back = sprites[sprite_idx + 1]
SpriteSheet = ET.Element(
"SpriteSheet",
{
MAX_COMPONENTS_XML: str(cur_sprite.max_components),
PALETTE_GROUPS_XML: str(cur_sprite.num_variations),
},
)
PaletteList = ET.SubElement(SpriteSheet, "PaletteList")
RasterList = ET.SubElement(SpriteSheet, "RasterList")
AnimationList = ET.SubElement(SpriteSheet, "AnimationList")
for i, raster in enumerate(cur_sprite.rasters):
name_offset = raster_sets[sprite_idx].raster_offsets[i]
raster_attributes = {
"id": f"{i:X}",
"name": f"{i:02X}",
PALETTE_XML: f"{raster.palette_idx:X}",
"src": f"{get_sprite_name_from_offset(name_offset, sprite_offsets, raster_names)}.png",
}
if has_back:
assert cur_sprite_back is not None
back_raster = cur_sprite_back.rasters[i]
if back_raster.is_special:
raster_attributes[
"special"
] = f"{back_raster.width & 0xFF:X},{back_raster.height & 0xFF:X}"
else:
back_name_offset = raster_sets[sprite_idx + 1].raster_offsets[i]
raster_attributes[
"back"
] = f"{get_sprite_name_from_offset(back_name_offset, sprite_offsets, raster_names)}.png"
if back_raster.palette_idx != raster.palette_idx:
raster_attributes[BACK_PALETTE_XML] = f"{back_raster.palette_idx:X}"
ET.SubElement(RasterList, "Raster", raster_attributes)
palette_names = cfg[cur_sprite_name].get("palettes")
for i, pal in enumerate(palette_names):
front_only = False
if isinstance(pal, str):
name = pal
elif isinstance(pal, dict):
name = str(pal["name"])
front_only = pal.get("front_only", False)
else:
raise Exception("Invalid palette format for palette: " + pal)
pal_attributes = {
"id": f"{i:X}",
"name": name,
"src": name + ".png",
}
if front_only:
pal_attributes["front_only"] = "True"
ET.SubElement(PaletteList, "Palette", pal_attributes)
animation_names = cfg[cur_sprite_name].get("animations")
for i, components in enumerate(cur_sprite.animations):
Animation = ET.SubElement(
AnimationList,
"Animation",
{
"name": animation_names[i] if animation_names else f"Anim{i:02X}",
},
)
for j, comp in enumerate(components):
Component = ET.SubElement(
Animation,
"Component",
{
"name": f"Comp_{j:X}",
"xyz": ",".join(map(str, [comp.x, comp.y, comp.z])),
},
)
for anim in comp.animations:
ET.SubElement(
Component, anim.__class__.__name__, anim.get_attributes()
)
xml = ET.ElementTree(SpriteSheet)
# pretty print (Python 3.9+)
if hasattr(ET, "indent"):
ET.indent(xml, " ")
xml.write(str(out_path / f"{cur_sprite_name}.xml"), encoding="unicode")
if has_back:
sprite_idx += 2
else:
sprite_idx += 1
def write_player_rasters(
out_path: Path,
raster_table_entry_dict: Dict[int, RasterTableEntry],
raster_data: bytes,
raster_names: List[str],
) -> None:
base_path = out_path / "rasters"
base_path.mkdir(parents=True, exist_ok=True)
for i, (offset, rte) in enumerate(raster_table_entry_dict.items()):
if offset == SPECIAL_RASTER:
with open(base_path / f"{raster_names[i]}.png", "wb") as f:
f.write(b"\x00" * 0x10)
continue
# Last raster... weird for some reason
if offset == 0x9CD50:
with open(base_path / f"{raster_names[i]}.png", "wb") as f:
f.write(b"\x00" * 0x10)
continue
rte.write_png(raster_data, base_path / f"{raster_names[i]}.png")
def write_player_palettes(
out_path: Path,
cfg: Any,
sprites: List[PlayerSprite],
sprite_names: List[str],
raster_table_entry_dict: Dict[int, RasterTableEntry],
raster_data: bytes,
) -> None:
dumped_palettes: Set[str] = set()
for i, sprite in enumerate(sprites):
sprite_name = sprite_names[i]
path = out_path / "palettes"
path.mkdir(parents=True, exist_ok=True)
for i, palette in enumerate(sprite.palettes):
pal = cfg[sprite_name]["palettes"][sprite.palette_indexes[i]]
if isinstance(pal, str):
pal_name = pal
elif isinstance(pal, dict):
pal_name = str(pal["name"])
else:
raise Exception("Invalid palette format for palette: " + pal)
if pal_name not in dumped_palettes:
offset = PLAYER_PAL_TO_RASTER[pal_name]
if pal_name not in PLAYER_PAL_TO_RASTER:
print(
f"WARNING: Palette {pal_name} has no specified raster, not dumping!"
)
raster_table_entry_dict[offset].write_png(
raster_data, path / (pal_name + ".png"), palette
)
###########
### NPC ###
###########
@dataclass
class NpcRaster:
width: int
height: int
palette_index: int
raster: bytearray
@staticmethod
def from_bytes(data, sprite_data) -> "NpcRaster":
raster_offset = int.from_bytes(data[0:4], byteorder="big")
width = data[4] & 0xFF
height = data[5] & 0xFF
palette_index = data[6]
assert data[7] == 0xFF
# CI4
raster = bytearray()
for i in range(width * height // 2):
raster.append(sprite_data[raster_offset + i] >> 4)
raster.append(sprite_data[raster_offset + i] & 0xF)
return NpcRaster(width, height, palette_index, raster)
def write(self, path, palette):
w = png.Writer(self.width, self.height, palette=palette)
with open(path, "wb") as f:
w.write_array(f, self.raster)
@dataclass
class NpcSprite:
max_components: int
num_variations: int
animations: List[List[AnimComponent]]
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palettes: List[List[Tuple[int, int, int, int]]]
images: List[NpcRaster]
image_names: List[str] = field(default_factory=list)
palette_names: List[str] = field(default_factory=list)
animation_names: List[str] = field(default_factory=list)
variation_names: List[str] = field(default_factory=list)
@staticmethod
def from_bytes(data: bytearray):
image_offsets = read_offset_list(
data[int.from_bytes(data[0:4], byteorder="big") :]
)
palette_offsets = read_offset_list(
data[int.from_bytes(data[4:8], byteorder="big") :]
)
max_components = int.from_bytes(data[8:0xC], byteorder="big")
num_variations = int.from_bytes(data[0xC:0x10], byteorder="big")
animation_offsets = read_offset_list(data[0x10:])
palettes = []
for offset in palette_offsets:
# 16 colors
color_data = data[offset : offset + 16 * 2]
palettes.append([unpack_color(c) for c in iter_in_groups(color_data, 2)])
images = []
for offset in image_offsets:
img = NpcRaster.from_bytes(data[offset:], data)
images.append(img)
animations = []
for offset in animation_offsets:
anim = []
for comp_offset in read_offset_list(data[offset:]):
comp = AnimComponent.from_bytes(data[comp_offset:], data)
anim.append(comp)
animations.append(anim)
return NpcSprite(max_components, num_variations, animations, palettes, images)
def write_to_dir(self, path):
if len(self.variation_names) > 1:
SpriteSheet = ET.Element(
"SpriteSheet",
{
MAX_COMPONENTS_XML: str(self.max_components),
PALETTE_GROUPS_XML: str(self.num_variations),
"variations": ",".join(self.variation_names),
},
)
else:
SpriteSheet = ET.Element(
"SpriteSheet",
{
MAX_COMPONENTS_XML: str(self.max_components),
PALETTE_GROUPS_XML: str(self.num_variations),
},
)
PaletteList = ET.SubElement(SpriteSheet, "PaletteList")
RasterList = ET.SubElement(SpriteSheet, "RasterList")
AnimationList = ET.SubElement(SpriteSheet, "AnimationList")
palette_to_raster = {}
for i, image in enumerate(self.images):
name = self.image_names[i] if self.image_names else f"Raster{i:02X}"
image.write(path / (name + ".png"), self.palettes[image.palette_index])
if image.palette_index not in palette_to_raster:
palette_to_raster[image.palette_index] = []
palette_to_raster[image.palette_index].append(image)
ET.SubElement(
RasterList,
"Raster",
{
"id": f"{i:X}",
"palette": f"{image.palette_index:X}",
"src": name + ".png",
},
)
for i, palette in enumerate(self.palettes):
name = (
self.palette_names[i]
if (self.palette_names and i < len(self.palette_names))
else f"Pal{i:02X}"
)
if i in palette_to_raster:
img = palette_to_raster[i][0]
else:
img = self.images[0]
img.write(path / (name + ".png"), palette)
ET.SubElement(
PaletteList,
"Palette",
{
"id": f"{i:X}",
"src": name + ".png",
},
)
for i, components in enumerate(self.animations):
Animation = ET.SubElement(
AnimationList,
"Animation",
{
"name": self.animation_names[i]
if self.animation_names
else f"Anim{i:02X}",
},
)
for j, comp in enumerate(components):
Component = ET.SubElement(
Animation,
"Component",
{
"name": f"Comp_{j:X}",
"xyz": ",".join(map(str, [comp.x, comp.y, comp.z])),
},
)
for anim in comp.animations:
ET.SubElement(
Component, anim.__class__.__name__, anim.get_attributes()
)
xml = ET.ElementTree(SpriteSheet)
# pretty print (Python 3.9+)
if hasattr(ET, "indent"):
ET.indent(xml, " ")
xml.write(str(path / "SpriteSheet.xml"), encoding="unicode")
@staticmethod
def from_dir(path, read_images=True) -> "NpcSprite":
xml = ET.parse(str(path / "SpriteSheet.xml"))
SpriteSheet = xml.getroot()
true_max_components = 0
max_components = int(
SpriteSheet.get("a") or SpriteSheet.get(MAX_COMPONENTS_XML)
) # ignored
num_variations = int(
SpriteSheet.get("b") or SpriteSheet.get(PALETTE_GROUPS_XML)
)
variation_names = SpriteSheet.get("variations", default="").split(",")
palettes = []
palette_names: List[str] = []
for Palette in SpriteSheet.findall("./PaletteList/Palette"):
if read_images:
img = png.Reader(str(path / Palette.get("src")))
img.preamble(True)
palette = img.palette(alpha="force")
palette = palette[0:16]
assert len(palette) == 16
palettes.append(palette)
palette_names.append(
Palette.get("name", Palette.get("src").split(".png")[0])
)
images = []
image_names: List[str] = []
for Raster in SpriteSheet.findall("./RasterList/Raster"):
if read_images:
img_path = str(path / Raster.get("src"))
width, height, raster, info = png.Reader(img_path).read_flat()
palette_index = int(Raster.get("palette"), base=16)
image = NpcRaster(width, height, palette_index, raster)
assert (
image.width % 8
) == 0, f"{img_path} width is not a multiple of 8"
assert (
image.height % 8
) == 0, f"{img_path} height is not a multiple of 8"
images.append(image)
image_names.append(Raster.get("src").split(".png")[0])
animations = []
animation_names: List[str] = []
for Animation in SpriteSheet.findall("./AnimationList/Animation"):
comps: List[AnimComponent] = []
for comp_xml in Animation:
comp: AnimComponent = AnimComponent.from_xml(comp_xml)
comps.append(comp)
animation_names.append(Animation.attrib["name"])
animations.append(comps)
if len(comps) > true_max_components:
true_max_components = len(comps)
max_components = true_max_components
# assert self.max_components == true_max_components, f"{true_max_components} component(s) used, but SpriteSheet.a = {self.max_components}"
return NpcSprite(
max_components,
num_variations,
animations,
palettes,
images,
image_names,
palette_names,
animation_names,
variation_names,
)
class N64SegPm_sprites(N64Segment):
DEFAULT_NPC_SPRITE_NAMES = [f"{i:02X}" for i in range(0xEA)]
def __init__(self, rom_start, rom_end, type, name, vram_start, args, yaml) -> None:
super().__init__(
rom_start, rom_end, type, name, vram_start, args=args, yaml=yaml
)
with (Path(__file__).parent / f"npc_sprite_names.yaml").open("r") as f:
self.npc_cfg = yaml_loader.load(f.read(), Loader=yaml_loader.SafeLoader)
with (Path(__file__).parent / f"player_sprite_names.yaml").open("r") as f:
self.player_cfg = yaml_loader.load(f.read(), Loader=yaml_loader.SafeLoader)
def out_path(self):
return options.opts.asset_path / "sprite" / "sprites"
def split_player(
self, build_date: str, player_raster_data: bytes, player_yay0_data: bytes
) -> None:
player_sprite_cfg = self.player_cfg["player_sprites"]
player_raster_names: List[str] = self.player_cfg["player_rasters"]
player_sprite_names = []
for sprite_name in player_sprite_cfg.keys():
player_sprite_names.append(sprite_name)
if player_sprite_cfg[sprite_name].get("has_back", False):
player_sprite_names.append(sprite_name)
# Header parsing
index_ranges_offset = int.from_bytes(player_raster_data[0:0x4], "big")
raster_info_offset = int.from_bytes(player_raster_data[0x4:0x8], "big")
ci4_raster_data_offset = int.from_bytes(player_raster_data[0x8:0xC], "big")
index_ranges = player_raster_data[index_ranges_offset:raster_info_offset]
raster_info = player_raster_data[raster_info_offset:ci4_raster_data_offset]
# ci4_raster_data = player_raster_data[ci4_raster_data_offset:]
# Parse raster sets (readSpriteSections)
raster_sets: List[PlayerSpriteRasterSet] = []
for i in range(0, len(index_ranges) - 4, 4):
start = int.from_bytes(index_ranges[i : i + 4], "big")
end = int.from_bytes(index_ranges[i + 4 : i + 8], "big")
raster_sets.append(PlayerSpriteRasterSet(start, end - start))
raster_table_entry_dict = extract_raster_table_entries(raster_info, raster_sets)
player_sprites = extract_sprites(player_yay0_data, raster_sets)
#########
# Writing
#########
player_out_path = self.out_path().parent / "player"
player_out_path.mkdir(parents=True, exist_ok=True)
write_player_metadata(
self.out_path().parent,
player_sprite_cfg,
player_raster_names,
build_date,
)
write_player_xmls(
player_out_path,
player_sprite_cfg,
player_sprites,
player_sprite_names,
raster_sets,
raster_table_entry_dict,
player_raster_names,
)
write_player_rasters(
player_out_path,
raster_table_entry_dict,
player_raster_data,
player_raster_names,
)
write_player_palettes(
player_out_path,
player_sprite_cfg,
player_sprites,
player_sprite_names,
raster_table_entry_dict,
player_raster_data,
)
def split_npc(self, data: bytes) -> None:
out_dir = self.out_path().parent / "npc"
write_npc_metadata(
self.out_path().parent,
self.npc_cfg,
)
for i, sprite_name in enumerate(self.npc_cfg):
sprite_dir = out_dir / sprite_name
sprite_dir.mkdir(parents=True, exist_ok=True)
start = int.from_bytes(data[i * 4 : (i + 1) * 4], byteorder="big")
end = int.from_bytes(data[(i + 1) * 4 : (i + 2) * 4], byteorder="big")
sprite_data = Yay0Decompressor.decompress(data[start:end], "big")
sprite = NpcSprite.from_bytes(sprite_data)
sprite.image_names = self.npc_cfg[sprite_name].get("frames", [])
sprite.palette_names = self.npc_cfg[sprite_name].get("palettes", [])
sprite.animation_names = self.npc_cfg[sprite_name].get("animations", [])
sprite.variation_names = self.npc_cfg[sprite_name].get("variations", [])
sprite.write_to_dir(sprite_dir)
def split(self, rom_bytes) -> None:
sprite_in_bytes = rom_bytes[self.rom_start : self.rom_end]
build_date = sprite_in_bytes[0:0x10].decode("ascii").rstrip("\0")
player_raster_offset = int.from_bytes(sprite_in_bytes[0x10:0x14], "big") + 0x10
player_yay0_offset = int.from_bytes(sprite_in_bytes[0x14:0x18], "big") + 0x10
npc_yay0_offset = int.from_bytes(sprite_in_bytes[0x18:0x1C], "big") + 0x10
sprite_end_offset = int.from_bytes(sprite_in_bytes[0x1C:0x20], "big") + 0x10
player_raster_data: bytes = sprite_in_bytes[
player_raster_offset:player_yay0_offset
]
player_yay0_data: bytes = sprite_in_bytes[player_yay0_offset:npc_yay0_offset]
npc_yay0_data: bytes = sprite_in_bytes[npc_yay0_offset:sprite_end_offset]
self.split_player(build_date, player_raster_data, player_yay0_data)
self.split_npc(npc_yay0_data)
def get_linker_entries(self):
from segtypes.linker_entry import LinkerEntry
# TODO collect
src_paths = [options.opts.asset_path / "sprite"]
# for NPC
src_paths += [
options.opts.asset_path / "sprite" / "npc" / sprite_name
for sprite_name in self.npc_cfg
]
return [
LinkerEntry(self, src_paths, self.out_path(), self.get_linker_section())
]
def cache(self):
return (self.yaml, self.rom_end, self.player_cfg, self.npc_cfg)