mirror of
https://github.com/pmret/papermario.git
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4f77ffbc3e
* cod changes and fixes for npc sprites * 6 mo * Cleanup
690 lines
21 KiB
Python
Executable File
690 lines
21 KiB
Python
Executable File
#! /usr/bin/env
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import argparse
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from dataclasses import dataclass
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from pathlib import Path
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import sys
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from typing import List
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sys.path.append(str(Path(__file__).parent.parent))
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sys.path.append(str(Path(__file__).parent.parent.parent))
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sys.path.append(str(Path(__file__).parent.parent.parent))
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sys.path.append(str(Path(__file__).parent.parent.parent / "splat"))
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from common import get_asset_path, iter_in_groups
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from splat_ext.pm_sprites import (
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BACK_PALETTE_XML,
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LIST_END_BYTES,
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MAX_COMPONENTS_XML,
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NPC_SPRITE_MEDADATA_XML_FILENAME,
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PALETTE_GROUPS_XML,
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PALETTE_XML,
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PLAYER_SPRITE_MEDADATA_XML_FILENAME,
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SPECIAL_RASTER,
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PlayerRaster,
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RasterTableEntry,
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)
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from splat_ext.sprite_common import AnimComponent
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import os
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import png # type: ignore
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import struct
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import subprocess
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import xml.etree.ElementTree as ET
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from dataclasses import dataclass
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from typing import Dict, List, Tuple
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TOOLS_DIR = Path(
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os.path.dirname(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
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)
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sys.path.append(str(TOOLS_DIR))
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ASSET_DIR = TOOLS_DIR.parent / "assets"
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def pack_color(r, g, b, a) -> int:
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r = r >> 3
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g = g >> 3
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b = b >> 3
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a = a >> 7
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return (r << 11) | (g << 6) | (b << 1) | a
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def get_player_sprite_metadata(
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asset_stack: Tuple[Path, ...],
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) -> Tuple[str, List[str], List[str]]:
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orderings_tree = ET.parse(
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get_asset_path(
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Path("sprite") / PLAYER_SPRITE_MEDADATA_XML_FILENAME, asset_stack
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)
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)
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build_info = str(orderings_tree.getroot()[0].text)
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sprite_order: List[str] = []
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for sprite_tag in orderings_tree.getroot()[1]:
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sprite_order.append(sprite_tag.attrib["name"])
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raster_order: List[str] = []
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for raster_tag in orderings_tree.getroot()[2]:
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raster_order.append(raster_tag.attrib["name"])
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return build_info, sprite_order, raster_order
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def get_npc_sprite_metadata(asset_stack: Tuple[Path, ...]) -> List[str]:
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orderings_tree = ET.parse(
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get_asset_path(Path("sprite") / NPC_SPRITE_MEDADATA_XML_FILENAME, asset_stack)
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)
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sprite_order: List[str] = []
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for sprite_tag in orderings_tree.getroot()[0]:
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sprite_order.append(sprite_tag.attrib["name"])
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return sprite_order
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@dataclass
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class CI4Info:
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offset: int
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width: int
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height: int
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data: bytes
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@property
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def size(self):
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return self.width * self.height // 2
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RASTER_CACHE: Dict[str, CI4Info] = {}
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PALETTE_CACHE: Dict[str, bytes] = {}
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PLAYER_XML_CACHE: Dict[str, ET.Element] = {}
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# TODO perhaps encode this better
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SPECIAL_RASTER_BYTES = (
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b"\x80\x30\x02\x10\x00\x00\x02\x00\x00\x00\x00\x01\x00\x10\x00\x00"
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)
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def cache_player_rasters(raster_order: List[str], asset_stack: Tuple[Path, ...]):
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# Read all player rasters and cache them
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cur_offset = 0
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for raster_name in raster_order:
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png_path = get_asset_path(
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Path(f"sprite/player/rasters/{raster_name}.png"), asset_stack
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)
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# "Weird" raster
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if os.path.getsize(png_path) == 0x10:
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RASTER_CACHE[raster_name] = CI4Info(0, 0, cur_offset, SPECIAL_RASTER_BYTES)
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cur_offset += 0x10
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continue
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with open(png_path, "rb") as f:
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reader = png.Reader(f)
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width, height, rows, _ = reader.read()
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img_bytes = b""
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for row in rows:
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for a, b in iter_in_groups(row, 2):
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byte: int = (a << 4) | b
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byte = byte & 0xFF
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img_bytes += byte.to_bytes(1, byteorder="big")
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RASTER_CACHE[raster_name] = CI4Info(cur_offset, width, height, img_bytes)
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cur_offset += RASTER_CACHE[raster_name].size
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def player_raster_from_xml(xml: ET.Element, back: bool = False) -> PlayerRaster:
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palette = int(xml.attrib[PALETTE_XML], 16)
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is_special = "special" in xml.attrib
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if back in xml.attrib:
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img_name = xml.attrib["back"]
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else:
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img_name = xml.attrib["src"]
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raster_info = RASTER_CACHE[img_name[:-4]]
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return PlayerRaster(
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0,
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raster_info.width,
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raster_info.height,
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palette,
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is_special,
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)
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def player_xml_to_bytes(xml: ET.Element, asset_stack: Tuple[Path, ...]) -> List[bytes]:
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has_back = False
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out_bytes = b""
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back_out_bytes = b""
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max_components = int(xml.attrib[MAX_COMPONENTS_XML])
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num_variations = int(xml.attrib[PALETTE_GROUPS_XML])
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# Animations
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animations: List[List[AnimComponent]] = []
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for anim_xml in xml[2]:
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comps: List[AnimComponent] = []
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for comp_xml in anim_xml:
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comp: AnimComponent = AnimComponent.from_xml(comp_xml)
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comps.append(comp)
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animations.append(comps)
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cur_offset = 0x10 # header
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cur_offset += (len(animations) + 1) * 4 # animation offsets and list terminator
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animation_offsets: List[int] = []
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total_anim_bytes = b""
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for anim in animations:
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animation_offsets.append(cur_offset)
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animation_bytes: bytes = b""
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cur_offset += (len(anim) + 1) * 4
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comp_offsets = []
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for comp in anim:
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cmd_start_offset = cur_offset
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for cmd in comp.commands:
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animation_bytes += int.to_bytes(cmd, 2, "big")
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cur_offset += 2
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if comp.size % 2 != 0:
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animation_bytes += b"\x00\x00"
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cur_offset += 2
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comp_offsets.append(cur_offset)
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animation_bytes += int.to_bytes(cmd_start_offset, 4, "big")
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animation_bytes += int.to_bytes(comp.size * 2, 2, "big")
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animation_bytes += struct.pack(">hhh", comp.x, comp.y, comp.z)
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cur_offset += 12
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offset_bytes = b""
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for offset in comp_offsets:
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offset_bytes += int.to_bytes(offset, 4, "big")
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offset_bytes += LIST_END_BYTES
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blah_bytes = offset_bytes + animation_bytes
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total_anim_bytes += blah_bytes
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animation_offset_bytes: bytes = b""
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for offset in animation_offsets:
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animation_offset_bytes += int.to_bytes(offset, 4, "big")
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animation_offset_bytes += LIST_END_BYTES
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total_anim_bytes = animation_offset_bytes + total_anim_bytes
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out_bytes += total_anim_bytes
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# Pad out_bytes to 0x8
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while len(out_bytes) % 8 != 0:
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out_bytes += b"\x00"
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# Back sprite sheets don't have animations, so just -1 and 0 padding
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# TODO is there always padding needed, or is this just a result of the vanilla data alignment?
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back_out_bytes += LIST_END_BYTES + b"\x00\x00\x00\x00"
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# Palettes
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palette_list_start = len(out_bytes) + 0x10
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palette_list_start_back = len(back_out_bytes) + 0x10
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palette_bytes: bytes = b""
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palette_bytes_back: bytes = b""
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for palette_xml in xml[0]:
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source = palette_xml.attrib["src"]
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front_only = bool(palette_xml.get("front_only", False))
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if source not in PALETTE_CACHE:
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palette_path = get_asset_path(
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Path(f"sprite/player/palettes/{source}"), asset_stack
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)
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with open(palette_path, "rb") as f:
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img = png.Reader(f)
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img.preamble(True)
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palette = img.palette(alpha="force")
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pal: bytes = b""
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for rgba in palette:
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if rgba[3] not in (0, 0xFF):
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print("alpha mask mode but translucent pixels used")
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color = pack_color(*rgba)
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pal += int.to_bytes(color, 2, "big")
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PALETTE_CACHE[source] = pal
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palette_bytes += PALETTE_CACHE[source]
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if not front_only:
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palette_bytes_back += PALETTE_CACHE[source]
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# Pad out_bytes to 0x8
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while len(out_bytes) % 8 != 0:
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out_bytes += b"\x00"
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out_bytes += palette_bytes
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back_out_bytes += palette_bytes_back
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# Rasters
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raster_list_start = len(out_bytes) + 0x10
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raster_list_start_back = len(back_out_bytes) + 0x10
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raster_bytes: bytes = b""
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raster_bytes_back: bytes = b""
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raster_offset = 0
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for raster_xml in xml[1]:
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if "back" in raster_xml.attrib:
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has_back = True
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r = player_raster_from_xml(raster_xml, back=False)
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raster_bytes += struct.pack(
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">IBBBB", raster_offset, r.width, r.height, r.palette_idx, 0xFF
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)
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raster_offset += r.width * r.height // 2
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if has_back:
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raster_offset = 0
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for raster_xml in xml[1]:
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is_back = False
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r = player_raster_from_xml(raster_xml, back=is_back)
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if "back" in raster_xml.attrib:
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is_back = True
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width = r.width
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height = r.height
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else:
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special = raster_xml.attrib["special"].split(",")
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width = int(special[0], 16)
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height = int(special[1], 16)
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palette = int(raster_xml.attrib.get(BACK_PALETTE_XML, r.palette_idx))
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raster_bytes_back += struct.pack(
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">IBBBB", raster_offset, width, height, palette, 0xFF
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)
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if is_back:
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raster_offset += width * height // 2
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else:
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raster_offset += 0x10
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out_bytes += raster_bytes
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back_out_bytes += raster_bytes_back
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raster_list_offset = len(out_bytes) + 0x10
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raster_list_offset_back = len(back_out_bytes) + 0x10
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# Raster file offsets
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raster_offsets_bytes = b""
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raster_offsets_bytes_back = b""
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for i in range(len(xml[1])):
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raster_offsets_bytes += int.to_bytes(raster_list_start + i * 8, 4, "big")
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raster_offsets_bytes_back += int.to_bytes(
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raster_list_start_back + i * 8, 4, "big"
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)
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raster_offsets_bytes += LIST_END_BYTES
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raster_offsets_bytes_back += LIST_END_BYTES
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out_bytes += raster_offsets_bytes
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back_out_bytes += raster_offsets_bytes_back
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# Palette file offsets
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palette_list_offset = len(out_bytes) + 0x10
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palette_list_offset_back = len(back_out_bytes) + 0x10
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palette_offsets_bytes = b""
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palette_offsets_bytes_back = b""
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for i, palette_xml in enumerate(xml[0]):
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palette_offsets_bytes += int.to_bytes(palette_list_start + i * 0x20, 4, "big")
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front_only = bool(palette_xml.attrib.get("front_only", False))
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if not front_only:
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palette_offsets_bytes_back += int.to_bytes(
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palette_list_start_back + i * 0x20, 4, "big"
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)
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palette_offsets_bytes += LIST_END_BYTES
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palette_offsets_bytes_back += LIST_END_BYTES
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out_bytes += palette_offsets_bytes
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back_out_bytes += palette_offsets_bytes_back
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header = struct.pack(
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">IIII",
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raster_list_offset,
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palette_list_offset,
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max_components,
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num_variations,
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)
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out_bytes = header + out_bytes
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ret = [out_bytes]
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if has_back:
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back_header = struct.pack(
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">IIII",
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raster_list_offset_back,
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palette_list_offset_back,
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0,
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num_variations,
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)
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back_out_bytes = back_header + back_out_bytes
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ret.append(back_out_bytes)
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return ret
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def xml_has_back(xml: ET.Element) -> bool:
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for raster_xml in xml[1]:
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if "back" in raster_xml.attrib:
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return True
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return False
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def write_player_sprite_header(
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sprite_order: List[str],
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out_file: Path,
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) -> None:
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ifdef_name = "_PLAYER_SPRITE_H_"
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sprite_id = 1
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player_sprites: Dict[str, int] = {}
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player_rasters: Dict[str, Dict[str, int]] = {}
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player_palettes: Dict[str, Dict[str, int]] = {}
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player_anims: Dict[str, Dict[str, int]] = {}
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max_sprite_sizes: Dict[str, int] = {}
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for sprite_name in sprite_order:
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sprite_xml = PLAYER_XML_CACHE[sprite_name]
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has_back = xml_has_back(sprite_xml)
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player_sprites[f"SPR_{sprite_name}"] = sprite_id
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player_rasters[sprite_name] = {}
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player_palettes[sprite_name] = {}
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player_anims[sprite_name] = {}
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for palette_xml in sprite_xml[0]:
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palette_id = int(palette_xml.attrib["id"], 0x10)
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palette_name = palette_xml.attrib["name"]
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player_palettes[sprite_name][
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f"SPR_PAL_{sprite_name}_{palette_name}"
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] = palette_id
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for anim_id, anim_xml in enumerate(sprite_xml[2]):
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anim_name = anim_xml.attrib["name"]
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if palette_id > 0:
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anim_name = f"{palette_name}_{anim_name}"
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player_anims[sprite_name][f"ANIM_{sprite_name}_{anim_name}"] = (
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(sprite_id << 16) | (palette_id << 8) | anim_id
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)
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max_size = 0
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for raster_xml in sprite_xml[1]:
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raster_id = int(raster_xml.attrib["id"], 0x10)
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raster_name = raster_xml.attrib["name"]
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player_rasters[sprite_name][
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f"SPR_IMG_{sprite_name}_{raster_name}"
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] = raster_id
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raster = RASTER_CACHE[raster_xml.attrib["src"][:-4]]
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if max_size < raster.size:
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max_size = raster.size
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max_sprite_sizes[sprite_name] = max_size
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sprite_id += 1
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if has_back:
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player_sprites[f"SPR_{sprite_name}_Back"] = sprite_id
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max_size = 0
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for raster_xml in sprite_xml[1]:
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if "back" in raster_xml.attrib:
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raster = RASTER_CACHE[raster_xml.attrib["back"][:-4]]
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if max_size < raster.size:
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max_size = raster.size
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max_sprite_sizes[f"{sprite_name}_Back"] = max_size
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sprite_id += 1
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out_file.parent.mkdir(exist_ok=True, parents=True)
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with open(out_file, "w") as f:
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f.write(f"#ifndef {ifdef_name}\n")
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f.write(f"#define {ifdef_name}\n\n")
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# PlayerSprites
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f.write("enum PlayerSprites {\n")
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for sprite_name, sprite_id in player_sprites.items():
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f.write(f" {sprite_name} = 0x{sprite_id:X},\n")
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f.write("};\n\n")
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for sprite_name in max_sprite_sizes:
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f.write(
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f"#define MAX_IMG_{sprite_name} 0x{max_sprite_sizes[sprite_name]:04X}\n"
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)
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f.write("\n")
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for sprite_name in sprite_order:
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f.write(f"// {sprite_name}\n")
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for raster_name, raster_id in player_rasters[sprite_name].items():
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f.write(f"#define {raster_name} 0x{raster_id:02X}\n")
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f.write("\n")
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for palette_name, palette_id in player_palettes[sprite_name].items():
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f.write(f"#define {palette_name} 0x{palette_id:02X}\n")
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f.write("\n")
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for anim_name, anim_id in player_anims[sprite_name].items():
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f.write(f"#define {anim_name} 0x{anim_id:X}\n")
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f.write("\n")
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f.write(f"#endif // {ifdef_name}\n")
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def build_player_sprites(
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sprite_order: List[str], build_dir: Path, asset_stack: Tuple[Path, ...]
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) -> bytes:
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sprite_bytes: List[bytes] = []
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for sprite_name in sprite_order:
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sprite_bytes.extend(
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player_xml_to_bytes(PLAYER_XML_CACHE[sprite_name], asset_stack)
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)
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|
# Compress sprite bytes
|
|
compressed_sprite_bytes: bytes = b""
|
|
yay0_cur_offset = 4 * (len(sprite_bytes) + 1)
|
|
list_bytes: bytes = struct.pack(">I", yay0_cur_offset)
|
|
|
|
# TODO figure out how to use tmp files if possible
|
|
build_dir.mkdir(exist_ok=True, parents=True)
|
|
yay0_in_path = build_dir / "yay0_bytes.bin"
|
|
yay0_out_path = build_dir / "yay0_bytes.Yay0"
|
|
|
|
for sprite_byte in sprite_bytes:
|
|
with open(yay0_in_path, "wb") as f:
|
|
f.write(sprite_byte)
|
|
|
|
subprocess.run(
|
|
[
|
|
str(TOOLS_DIR / "build/yay0/Yay0compress"),
|
|
yay0_in_path,
|
|
yay0_out_path,
|
|
]
|
|
)
|
|
|
|
with open(yay0_out_path, "rb") as f:
|
|
yay0_bytes = f.read()
|
|
# Pad to 0x8
|
|
yay0_bytes += b"\0" * (8 - (len(yay0_bytes) % 8))
|
|
|
|
compressed_sprite_bytes += yay0_bytes
|
|
yay0_cur_offset += len(yay0_bytes)
|
|
list_bytes += struct.pack(">I", yay0_cur_offset)
|
|
|
|
os.remove(yay0_in_path)
|
|
os.remove(yay0_out_path)
|
|
|
|
return list_bytes + compressed_sprite_bytes
|
|
|
|
|
|
def build_npc_sprites(sprite_order: List[str], build_dir: Path) -> bytes:
|
|
compressed_sprite_bytes: bytes = b""
|
|
yay0_cur_offset = 4 * (len(sprite_order) + 1)
|
|
list_bytes: bytes = struct.pack(">I", yay0_cur_offset)
|
|
|
|
for sprite_name in sprite_order:
|
|
with open(build_dir / "npc" / f"{sprite_name}.Yay0", "rb") as f:
|
|
yay0_bytes = f.read()
|
|
|
|
# Add 0s to pad to 0x8
|
|
yay0_bytes_len = (len(yay0_bytes) + 0x7) & ~0x7
|
|
yay0_bytes += b"\0" * (yay0_bytes_len - len(yay0_bytes))
|
|
|
|
compressed_sprite_bytes += yay0_bytes
|
|
yay0_cur_offset += len(yay0_bytes)
|
|
list_bytes += struct.pack(">I", yay0_cur_offset)
|
|
|
|
return list_bytes + compressed_sprite_bytes
|
|
|
|
|
|
def build_player_rasters(sprite_order: List[str], raster_order: List[str]) -> bytes:
|
|
packed_raster_data = b""
|
|
raster_info_offsets: list[int] = []
|
|
rtes: List[RasterTableEntry] = []
|
|
num_sheets = 0
|
|
|
|
# Get raster data
|
|
for sprite_name in sprite_order:
|
|
sprite_xml = PLAYER_XML_CACHE[sprite_name]
|
|
|
|
sheet_rtes: List[RasterTableEntry] = []
|
|
sheet_rtes_back: List[RasterTableEntry] = []
|
|
|
|
has_back = False
|
|
for raster_xml in sprite_xml[1]:
|
|
if "back" in raster_xml.attrib:
|
|
has_back = True
|
|
|
|
if has_back:
|
|
if "back" in raster_xml.attrib:
|
|
png_info = RASTER_CACHE[raster_xml.attrib["back"][:-4]]
|
|
sheet_rtes_back.append(
|
|
RasterTableEntry(png_info.offset, png_info.size)
|
|
)
|
|
else:
|
|
sheet_rtes_back.append(RasterTableEntry(SPECIAL_RASTER, 0x10))
|
|
|
|
png_info = RASTER_CACHE[raster_xml.attrib["src"][:-4]]
|
|
sheet_rtes.append(RasterTableEntry(png_info.offset, png_info.size))
|
|
|
|
raster_info_offsets.append(len(rtes))
|
|
num_sheets += 1
|
|
rtes.extend(sheet_rtes)
|
|
if has_back:
|
|
raster_info_offsets.append(len(rtes))
|
|
num_sheets += 1
|
|
rtes.extend(sheet_rtes_back)
|
|
raster_info_offsets.append(len(rtes)) # Final 'offset' (size of list)
|
|
|
|
info_list_bytes = b""
|
|
for offset in raster_info_offsets:
|
|
info_list_bytes += struct.pack(">I", offset)
|
|
|
|
separators_offset = 0x10
|
|
infos_offset = separators_offset + (num_sheets + 1) * 4
|
|
rasters_offset = infos_offset + (len(rtes) + 1) * 4
|
|
|
|
# Align raster_offset_start to 0x10 offset
|
|
rasters_offset = (rasters_offset + 0xF) & ~0xF
|
|
|
|
for rte in rtes:
|
|
if rte.offset == SPECIAL_RASTER:
|
|
packed_raster_data += struct.pack(">I", 0x0011F880)
|
|
continue
|
|
|
|
packed_info = (rte.size >> 4) << 20
|
|
packed_info |= (rte.offset + rasters_offset) & 0xFFFFF
|
|
packed_raster_data += struct.pack(">I", packed_info)
|
|
|
|
# This is the missing raster from before
|
|
packed_raster_data += struct.pack(">I", 0x06C9CD50)
|
|
|
|
header = struct.pack(">IIII", separators_offset, infos_offset, rasters_offset, 0)
|
|
|
|
ret = header + info_list_bytes + packed_raster_data
|
|
|
|
# Align cumulative data to 0x10 offset
|
|
ret += b"\0" * ((0x10 - len(ret)) & 0xF)
|
|
|
|
raster_bytes = b""
|
|
for raster_name in raster_order[:-1]: # Skip last raster
|
|
png_info = RASTER_CACHE[raster_name]
|
|
raster_bytes += png_info.data
|
|
|
|
ret += raster_bytes
|
|
return ret
|
|
|
|
|
|
def build(
|
|
out_file: Path,
|
|
player_header_path: Path,
|
|
build_dir: Path,
|
|
asset_stack: Tuple[Path, ...],
|
|
) -> None:
|
|
build_info, player_sprite_order, player_raster_order = get_player_sprite_metadata(
|
|
asset_stack
|
|
)
|
|
npc_sprite_order = get_npc_sprite_metadata(asset_stack)
|
|
|
|
cache_player_rasters(player_raster_order, asset_stack)
|
|
|
|
# Read and cache player XMLs
|
|
for sprite_name in player_sprite_order:
|
|
sprite_xml = ET.parse(
|
|
get_asset_path(Path(f"sprite/player/{sprite_name}.xml"), asset_stack)
|
|
).getroot()
|
|
PLAYER_XML_CACHE[sprite_name] = sprite_xml
|
|
|
|
# Encode build_info to bytes and pad to 0x10
|
|
build_info_bytes = build_info.encode("ascii")
|
|
build_info_bytes += b"\0" * (0x10 - len(build_info_bytes))
|
|
|
|
player_sprite_bytes = build_player_sprites(
|
|
player_sprite_order, build_dir / "player", asset_stack
|
|
)
|
|
player_raster_bytes = build_player_rasters(player_sprite_order, player_raster_order)
|
|
npc_sprite_bytes = build_npc_sprites(npc_sprite_order, build_dir)
|
|
|
|
built_raster_info_offset = 0x10 + len(player_raster_bytes)
|
|
compressed_sprite_bytes_offset = built_raster_info_offset + len(player_sprite_bytes)
|
|
npc_sprites_offset = compressed_sprite_bytes_offset + len(npc_sprite_bytes)
|
|
|
|
major_file_divisons = struct.pack(
|
|
">IIII",
|
|
0x10,
|
|
built_raster_info_offset,
|
|
compressed_sprite_bytes_offset,
|
|
npc_sprites_offset,
|
|
)
|
|
|
|
final_data = (
|
|
build_info_bytes
|
|
+ major_file_divisons
|
|
+ player_raster_bytes
|
|
+ player_sprite_bytes
|
|
+ npc_sprite_bytes
|
|
)
|
|
|
|
with open(out_file, "wb") as f:
|
|
f.write(final_data)
|
|
|
|
write_player_sprite_header(player_sprite_order, player_header_path)
|
|
|
|
|
|
if __name__ == "__main__":
|
|
parser = argparse.ArgumentParser(description="Builds sprite blobs")
|
|
parser.add_argument("out")
|
|
parser.add_argument("player_header_out")
|
|
parser.add_argument("build_dir")
|
|
parser.add_argument("asset_stack")
|
|
args = parser.parse_args()
|
|
|
|
build(
|
|
Path(args.out),
|
|
Path(args.player_header_out),
|
|
Path(args.build_dir),
|
|
tuple(Path(d) for d in args.asset_stack.split(",")),
|
|
)
|