papermario/tools/splat_ext/pm_sprites.py
2024-09-01 20:20:38 +09:00

860 lines
28 KiB
Python

#! /usr/bin/env python3
import struct
import sys
import re
import xml.etree.ElementTree as ET
from dataclasses import dataclass, field
from pathlib import Path
from typing import Any, Dict, List, Optional, Set, Tuple
import crunch64
import png # type: ignore
import yaml as yaml_loader
from n64img.image import CI4
from splat.segtypes.segment import Segment
from splat.util import options
from splat.util.color import unpack_color
sys.path.insert(0, str(Path(__file__).parent))
from sprite_common import AnimComponent, iter_in_groups, read_offset_list
sys.path.insert(0, str(Path(__file__).parent.parent))
from common import get_asset_path
# 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"
HAS_BACK_XML = "hasBack"
PALETTE_XML = "palette"
BACK_PALETTE_XML = "backPalette"
SPECIAL_RASTER = 0x1F880
LIST_END_BYTES = b"\xFF\xFF\xFF\xFF"
def indent(elem, level=0):
i = "\n" + level * " "
if len(elem):
if not elem.text or not elem.text.strip():
elem.text = i + " "
if not elem.tail or not elem.tail.strip():
elem.tail = i
for elem in elem:
indent(elem, level + 1)
if not elem.tail or not elem.tail.strip():
elem.tail = i
else:
if level and (not elem.tail or not elem.tail.strip()):
elem.tail = i
def pretty_print_xml(tree: ET.ElementTree, path: Path):
root = tree.getroot()
indent(root)
xml_str = ET.tostring(root, encoding="unicode")
xml_str = re.sub(" />", "/>", xml_str)
with open(path, "w") as f:
f.write(xml_str)
@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 = crunch64.yay0.decompress(yay0_piece)
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_xml(xml, out_path / PLAYER_SPRITE_MEDADATA_XML_FILENAME)
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_xml(xml, out_path / NPC_SPRITE_MEDADATA_XML_FILENAME)
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),
HAS_BACK_XML: str(has_back).lower(),
},
)
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_xml(xml, out_path / f"{cur_sprite_name}.xml")
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]]
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}"
(path / "rasters").mkdir(parents=True, exist_ok=True)
image.write(path / "rasters" / (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]
(path / "palettes").mkdir(parents=True, exist_ok=True)
img.write(path / "palettes" / (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_xml(xml, path / "SpriteSheet.xml")
class N64SegPm_sprites(Segment):
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)
path = Path(__file__).parent / f"npc_sprite_names.yaml"
with path.open("r") as f:
self.npc_cfg = yaml_loader.load(f.read(), Loader=yaml_loader.SafeLoader)
self.npc_cfg_modified_time = path.stat().st_mtime
path = Path(__file__).parent / f"player_sprite_names.yaml"
with path.open("r") as f:
self.player_cfg = yaml_loader.load(f.read(), Loader=yaml_loader.SafeLoader)
self.player_cfg_modified_time = path.stat().st_mtime
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 = crunch64.yay0.decompress(data[start:end])
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 splat.segtypes.linker_entry import LinkerEntry
import splat.scripts.split as split
src_paths = [options.opts.asset_path / "sprite"]
# read npc.xml - we can't use self.npc_cfg because nonvanilla asset packs can change it
# for each sprite, add to src_paths
asset_stack = tuple(Path(p) for p in split.config["asset_stack"])
orderings_tree = ET.parse(get_asset_path(Path("sprite") / NPC_SPRITE_MEDADATA_XML_FILENAME, asset_stack))
for sprite_tag in orderings_tree.getroot()[0]:
name = sprite_tag.attrib["name"]
src_paths.append(options.opts.asset_path / "sprite" / "npc" / name)
return [LinkerEntry(self, src_paths, self.out_path(), self.get_linker_section(), self.get_linker_section())]
def cache(self):
return (self.yaml, self.rom_end, self.player_cfg_modified_time, self.npc_cfg_modified_time)