papermario/tools/build/sprite/npc_sprite.py
HailSanta 46b2f11a59
more boss actors (#1117)
* common actors

* tubba and huff

* chapter 2

* fix ruff / tuff puff names

* bloopers

* slight

* everything except omo2

* format py

* fix pal

---------

Co-authored-by: HailSanta <Hail2Santa@gmail.com>
2023-09-23 01:57:29 -04:00

236 lines
7.6 KiB
Python

#!/usr/bin/env python3
from math import floor
from sys import argv, path
from pathlib import Path
from typing import List, Tuple
import xml.etree.ElementTree as ET
import png # type: ignore
path.append(str(Path(__file__).parent.parent))
path.append(str(Path(__file__).parent.parent.parent))
path.append(str(Path(__file__).parent.parent.parent / "splat"))
path.append(str(Path(__file__).parent.parent.parent / "splat_ext"))
from common import get_asset_path, iter_in_groups
from splat_ext.pm_sprites import (
MAX_COMPONENTS_XML,
PALETTE_GROUPS_XML,
NpcRaster,
NpcSprite,
)
from splat_ext.sprite_common import AnimComponent
def pack_color(r, g, b, a):
r = floor(31 * (r / 255))
g = floor(31 * (g / 255))
b = floor(31 * (b / 255))
s = round(a / 0xFF)
s |= (r & 0x1F) << 11
s |= (g & 0x1F) << 6
s |= (b & 0x1F) << 1
return s
def from_dir(
sprite_name: str,
asset_stack: Tuple[Path, ...],
load_images: bool = True,
) -> NpcSprite:
sprite_dir = Path(f"sprite/npc/{sprite_name}")
sprite_sheet_xml_path = get_asset_path(sprite_dir / "SpriteSheet.xml", asset_stack)
xml = ET.parse(sprite_sheet_xml_path)
SpriteSheet = xml.getroot()
true_max_components = 0
if "a" in SpriteSheet.attrib:
max_components = int(SpriteSheet.attrib["a"])
else:
max_components = int(SpriteSheet.attrib[MAX_COMPONENTS_XML])
if "b" in SpriteSheet.attrib:
num_variations = int(SpriteSheet.attrib["b"])
else:
num_variations = int(SpriteSheet.attrib[PALETTE_GROUPS_XML])
variation_names = SpriteSheet.get("variations", default="").split(",")
palettes = []
palette_names: List[str] = []
for Palette in SpriteSheet.findall("./PaletteList/Palette"):
if asset_stack is not None and load_images:
img_name = Palette.attrib["src"]
img_path = str(get_asset_path(sprite_dir / "palettes" / img_name, asset_stack))
img = png.Reader(img_path)
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.attrib["src"].split(".png")[0]))
images = []
image_names: List[str] = []
for Raster in SpriteSheet.findall("./RasterList/Raster"):
if asset_stack is not None and load_images:
img_name = Raster.attrib["src"]
img_path = str(get_asset_path(sprite_dir / "rasters" / img_name, asset_stack))
width, height, raster, info = png.Reader(img_path).read_flat()
palette_index = int(Raster.attrib["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.attrib["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,
)
if __name__ == "__main__":
if len(argv) != 4:
print("usage: sprite.py [OUTBIN] [SPRITE_NAME] [ASSET_STACK]")
exit(1)
_, outfile, sprite_name, asset_stack_raw = argv
asset_stack = tuple(Path(d) for d in asset_stack_raw.split(","))
try:
sprite = from_dir(sprite_name, asset_stack)
except AssertionError as e:
print("error:", e)
exit(1)
with open(outfile, "wb") as f:
f.seek(0x10) # leave space for header
# leave space for animation offset list
f.seek((len(sprite.animations) + 1) * 4, 1)
animation_offsets = []
# write animations
for i, components in enumerate(sprite.animations):
animation_offsets.append(f.tell())
# leave space for component offset list
f.seek((len(components) + 1) * 4, 1)
component_offsets = []
for comp in components:
offset = f.tell()
for command in comp.commands:
f.write(command.to_bytes(2, byteorder="big"))
f.seek(f.tell() % 4, 1)
component_offsets.append(f.tell())
f.write(offset.to_bytes(4, byteorder="big"))
f.write((len(comp.commands) * 2).to_bytes(2, byteorder="big"))
f.write(comp.x.to_bytes(2, byteorder="big", signed=True))
f.write(comp.y.to_bytes(2, byteorder="big", signed=True))
f.write(comp.z.to_bytes(2, byteorder="big", signed=True))
next_anim = f.tell()
# write component offset list
f.seek(animation_offsets[i])
component_offsets.append(-1)
for offset in component_offsets:
f.write(offset.to_bytes(4, byteorder="big", signed=True))
f.seek(next_anim)
# palettes start 8-byte aligned
if (f.tell() & 7) == 4:
f.seek(4, 1)
# write palettes
palette_offsets: List[int] = []
for i, palette in enumerate(sprite.palettes):
palette_offsets.append(f.tell())
for rgba in palette:
if rgba[3] not in (0, 0xFF):
print("error: translucent pixels not allowed in palette {sprite.palette_names[i]}")
exit(1)
color = pack_color(*rgba)
f.write(color.to_bytes(2, byteorder="big"))
# write images/rasters
image_offsets = []
for image in sprite.images:
offset = f.tell()
for a, b in iter_in_groups(image.raster, 2):
byte = (a << 4) | b
f.write(byte.to_bytes(1, byteorder="big"))
image_offsets.append(f.tell())
f.write(offset.to_bytes(4, byteorder="big"))
f.write(bytes([image.width, image.height, image.palette_index, 0xFF]))
# write image offset list
image_offset_list_offset = f.tell()
image_offsets.append(-1)
for offset in image_offsets:
f.write(offset.to_bytes(4, byteorder="big", signed=True))
# write palette offset list
palette_offset_list_offset = f.tell()
palette_offsets.append(-1)
for offset in palette_offsets:
f.write(offset.to_bytes(4, byteorder="big", signed=True))
# write header
f.seek(0)
f.write(image_offset_list_offset.to_bytes(4, byteorder="big"))
f.write(palette_offset_list_offset.to_bytes(4, byteorder="big"))
f.write(sprite.max_components.to_bytes(4, byteorder="big"))
f.write(sprite.num_variations.to_bytes(4, byteorder="big"))
# write animation offset list
animation_offsets.append(-1)
for offset in animation_offsets:
f.write(offset.to_bytes(4, byteorder="big", signed=True))