mirror of
https://github.com/pmret/papermario.git
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46b2f11a59
* 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>
236 lines
7.6 KiB
Python
236 lines
7.6 KiB
Python
#!/usr/bin/env python3
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from math import floor
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from sys import argv, path
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from pathlib import Path
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from typing import List, Tuple
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import xml.etree.ElementTree as ET
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import png # type: ignore
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path.append(str(Path(__file__).parent.parent))
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path.append(str(Path(__file__).parent.parent.parent))
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path.append(str(Path(__file__).parent.parent.parent / "splat"))
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path.append(str(Path(__file__).parent.parent.parent / "splat_ext"))
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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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MAX_COMPONENTS_XML,
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PALETTE_GROUPS_XML,
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NpcRaster,
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NpcSprite,
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)
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from splat_ext.sprite_common import AnimComponent
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def pack_color(r, g, b, a):
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r = floor(31 * (r / 255))
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g = floor(31 * (g / 255))
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b = floor(31 * (b / 255))
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s = round(a / 0xFF)
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s |= (r & 0x1F) << 11
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s |= (g & 0x1F) << 6
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s |= (b & 0x1F) << 1
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return s
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def from_dir(
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sprite_name: str,
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asset_stack: Tuple[Path, ...],
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load_images: bool = True,
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) -> NpcSprite:
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sprite_dir = Path(f"sprite/npc/{sprite_name}")
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sprite_sheet_xml_path = get_asset_path(sprite_dir / "SpriteSheet.xml", asset_stack)
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xml = ET.parse(sprite_sheet_xml_path)
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SpriteSheet = xml.getroot()
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true_max_components = 0
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if "a" in SpriteSheet.attrib:
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max_components = int(SpriteSheet.attrib["a"])
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else:
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max_components = int(SpriteSheet.attrib[MAX_COMPONENTS_XML])
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if "b" in SpriteSheet.attrib:
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num_variations = int(SpriteSheet.attrib["b"])
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else:
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num_variations = int(SpriteSheet.attrib[PALETTE_GROUPS_XML])
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variation_names = SpriteSheet.get("variations", default="").split(",")
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palettes = []
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palette_names: List[str] = []
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for Palette in SpriteSheet.findall("./PaletteList/Palette"):
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if asset_stack is not None and load_images:
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img_name = Palette.attrib["src"]
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img_path = str(get_asset_path(sprite_dir / "palettes" / img_name, asset_stack))
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img = png.Reader(img_path)
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img.preamble(True)
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palette = img.palette(alpha="force")
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palette = palette[0:16]
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assert len(palette) == 16
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palettes.append(palette)
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palette_names.append(Palette.get("name", Palette.attrib["src"].split(".png")[0]))
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images = []
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image_names: List[str] = []
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for Raster in SpriteSheet.findall("./RasterList/Raster"):
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if asset_stack is not None and load_images:
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img_name = Raster.attrib["src"]
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img_path = str(get_asset_path(sprite_dir / "rasters" / img_name, asset_stack))
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width, height, raster, info = png.Reader(img_path).read_flat()
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palette_index = int(Raster.attrib["palette"], base=16)
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image = NpcRaster(width, height, palette_index, raster)
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assert (image.width % 8) == 0, f"{img_path} width is not a multiple of 8"
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assert (image.height % 8) == 0, f"{img_path} height is not a multiple of 8"
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images.append(image)
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image_names.append(Raster.attrib["src"].split(".png")[0])
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animations = []
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animation_names: List[str] = []
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for Animation in SpriteSheet.findall("./AnimationList/Animation"):
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comps: List[AnimComponent] = []
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for comp_xml in Animation:
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comp: AnimComponent = AnimComponent.from_xml(comp_xml)
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comps.append(comp)
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animation_names.append(Animation.attrib["name"])
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animations.append(comps)
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if len(comps) > true_max_components:
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true_max_components = len(comps)
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max_components = true_max_components
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# assert self.max_components == true_max_components, f"{true_max_components} component(s) used, but SpriteSheet.a = {self.max_components}"
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return NpcSprite(
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max_components,
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num_variations,
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animations,
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palettes,
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images,
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image_names,
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palette_names,
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animation_names,
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variation_names,
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)
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if __name__ == "__main__":
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if len(argv) != 4:
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print("usage: sprite.py [OUTBIN] [SPRITE_NAME] [ASSET_STACK]")
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exit(1)
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_, outfile, sprite_name, asset_stack_raw = argv
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asset_stack = tuple(Path(d) for d in asset_stack_raw.split(","))
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try:
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sprite = from_dir(sprite_name, asset_stack)
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except AssertionError as e:
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print("error:", e)
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exit(1)
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with open(outfile, "wb") as f:
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f.seek(0x10) # leave space for header
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# leave space for animation offset list
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f.seek((len(sprite.animations) + 1) * 4, 1)
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animation_offsets = []
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# write animations
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for i, components in enumerate(sprite.animations):
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animation_offsets.append(f.tell())
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# leave space for component offset list
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f.seek((len(components) + 1) * 4, 1)
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component_offsets = []
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for comp in components:
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offset = f.tell()
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for command in comp.commands:
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f.write(command.to_bytes(2, byteorder="big"))
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f.seek(f.tell() % 4, 1)
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component_offsets.append(f.tell())
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f.write(offset.to_bytes(4, byteorder="big"))
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f.write((len(comp.commands) * 2).to_bytes(2, byteorder="big"))
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f.write(comp.x.to_bytes(2, byteorder="big", signed=True))
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f.write(comp.y.to_bytes(2, byteorder="big", signed=True))
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f.write(comp.z.to_bytes(2, byteorder="big", signed=True))
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next_anim = f.tell()
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# write component offset list
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f.seek(animation_offsets[i])
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component_offsets.append(-1)
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for offset in component_offsets:
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f.write(offset.to_bytes(4, byteorder="big", signed=True))
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f.seek(next_anim)
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# palettes start 8-byte aligned
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if (f.tell() & 7) == 4:
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f.seek(4, 1)
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# write palettes
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palette_offsets: List[int] = []
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for i, palette in enumerate(sprite.palettes):
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palette_offsets.append(f.tell())
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for rgba in palette:
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if rgba[3] not in (0, 0xFF):
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print("error: translucent pixels not allowed in palette {sprite.palette_names[i]}")
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exit(1)
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color = pack_color(*rgba)
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f.write(color.to_bytes(2, byteorder="big"))
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# write images/rasters
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image_offsets = []
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for image in sprite.images:
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offset = f.tell()
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for a, b in iter_in_groups(image.raster, 2):
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byte = (a << 4) | b
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f.write(byte.to_bytes(1, byteorder="big"))
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image_offsets.append(f.tell())
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f.write(offset.to_bytes(4, byteorder="big"))
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f.write(bytes([image.width, image.height, image.palette_index, 0xFF]))
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# write image offset list
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image_offset_list_offset = f.tell()
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image_offsets.append(-1)
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for offset in image_offsets:
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f.write(offset.to_bytes(4, byteorder="big", signed=True))
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# write palette offset list
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palette_offset_list_offset = f.tell()
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palette_offsets.append(-1)
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for offset in palette_offsets:
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f.write(offset.to_bytes(4, byteorder="big", signed=True))
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# write header
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f.seek(0)
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f.write(image_offset_list_offset.to_bytes(4, byteorder="big"))
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f.write(palette_offset_list_offset.to_bytes(4, byteorder="big"))
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f.write(sprite.max_components.to_bytes(4, byteorder="big"))
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f.write(sprite.num_variations.to_bytes(4, byteorder="big"))
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# write animation offset list
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animation_offsets.append(-1)
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for offset in animation_offsets:
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f.write(offset.to_bytes(4, byteorder="big", signed=True))
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