More .obj investigating. 0x80 seems to be a special value
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,6 +1,7 @@
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/investigation
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/investigation
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/loader
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/loader
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/orig
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/orig
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/view-obj
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/view-map
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/view-map
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/view-minimap
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/view-minimap
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/view-set
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/view-set
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6
Makefile
6
Makefile
@@ -1,10 +1,12 @@
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srcfiles = $(shell find . -iname *.go)
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srcfiles = $(shell find . -iname *.go)
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all: loader view-map view-minimap view-set
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all: loader view-obj view-map view-minimap view-set
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loader: $(srcfiles)
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loader: $(srcfiles)
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go build -o loader ur.gs/ordoor/cmd/loader
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go build -o loader ur.gs/ordoor/cmd/loader
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view-obj: $(srcfiles)
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go build -o view-obj ur.gs/ordoor/cmd/view-obj
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view-map: $(srcfiles)
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view-map: $(srcfiles)
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go build -o view-map ur.gs/ordoor/cmd/view-map
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go build -o view-map ur.gs/ordoor/cmd/view-map
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@@ -16,6 +18,6 @@ view-set: $(srcfiles)
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go build -o view-set ur.gs/ordoor/cmd/view-set
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go build -o view-set ur.gs/ordoor/cmd/view-set
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clean:
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clean:
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rm -f loader view-map view-minimap view-set
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rm -f loader view-obj view-map view-minimap view-set
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.PHONY: all clean
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.PHONY: all clean
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@@ -158,8 +158,8 @@ func (s *state) present(pWin *pixelgl.Window) {
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// TODO: bounds clipping
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// TODO: bounds clipping
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z := int(s.zIdx)
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z := int(s.zIdx)
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for y := int(gameMap.MaxLength - 1); y >= int(gameMap.MinLength); y-- {
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for y := int(gameMap.MinLength); y < int(gameMap.MaxLength); y++ {
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for x := int(gameMap.MaxWidth - 1); x >= int(gameMap.MinWidth); x-- {
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for x := int(gameMap.MinWidth); x < int(gameMap.MaxWidth); x++ {
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cell := gameMap.Cells.At(x, y, z)
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cell := gameMap.Cells.At(x, y, z)
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134
cmd/view-obj/main.go
Normal file
134
cmd/view-obj/main.go
Normal file
@@ -0,0 +1,134 @@
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package main
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import (
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"flag"
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"log"
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"math"
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"os"
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"path/filepath"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/pixelgl"
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"golang.org/x/image/colornames"
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"ur.gs/ordoor/internal/conv"
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"ur.gs/ordoor/internal/data"
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"ur.gs/ordoor/internal/ui"
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)
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var (
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gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
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objFile = flag.String("obj", "", "Path to a .obj file, e.g. ./orig/Obj/TZEENTCH.OBJ")
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)
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type env struct {
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obj *conv.Object
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}
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type state struct {
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env *env
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step int
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spriteIdx int
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zoom float64
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cam pixel.Matrix
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camPos pixel.Vec
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}
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func main() {
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flag.Parse()
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if *gamePath == "" || *objFile == "" {
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flag.Usage()
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os.Exit(1)
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}
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rawObj, err := data.LoadObject(*objFile)
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if err != nil {
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log.Fatalf("Failed to load %s: %v", *objFile, err)
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}
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obj := conv.ConvertObject(rawObj, filepath.Base(*objFile))
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env := &env{obj: obj}
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// The main thread now belongs to pixelgl
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pixelgl.Run(env.run)
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}
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func (e *env) run() {
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win, err := ui.NewWindow("View Object: " + *objFile)
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if err != nil {
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log.Fatal("Couldn't create window: %v", err)
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}
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pWin := win.PixelWindow
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state := &state{
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env: e,
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camPos: pixel.V(0, float64(-pWin.Bounds().Size().Y)),
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zoom: 8.0,
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}
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// For now, just try to display the various objects
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// left + right to change object, up + down to change frame
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win.Run(func() {
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oldState := *state
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state = state.runStep(pWin)
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if oldState != *state || oldState.step == 0 {
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log.Printf(
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"new state: numSprites=%d sprite=%d zoom=%.2f",
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len(state.env.obj.Sprites),
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state.spriteIdx,
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state.zoom,
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)
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state.present(pWin)
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}
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state.step += 1
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})
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}
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func (s *state) runStep(pWin *pixelgl.Window) *state {
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newState := *s
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newState.handleKeys(pWin)
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return &newState
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}
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func (s *state) present(pWin *pixelgl.Window) {
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obj := s.env.obj
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sprite := obj.Sprites[s.spriteIdx]
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center := pWin.Bounds().Center()
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cam := pixel.IM
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cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
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cam = cam.Scaled(center, s.zoom) // apply current zoom factor
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//cam = cam.Moved(center.Sub(s.camPos)) // Make it central
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//cam = cam.Rotated(center, -0.785) // Apply isometric angle
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s.cam = cam
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pWin.SetMatrix(s.cam)
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pWin.Clear(colornames.Black)
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pixel.NewSprite(sprite.Pic, sprite.Pic.Bounds()).Draw(pWin, pixel.IM.Moved(center))
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}
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func (s *state) handleKeys(pWin *pixelgl.Window) {
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if pWin.JustPressed(pixelgl.KeyMinus) {
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if s.spriteIdx > 0 {
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s.spriteIdx -= 1
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}
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}
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if pWin.JustPressed(pixelgl.KeyEqual) {
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if s.spriteIdx < len(s.env.obj.Sprites)-1 {
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s.spriteIdx += 1
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}
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}
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// Zoom in and out with the mouse wheel
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s.zoom *= math.Pow(1.2, pWin.MouseScroll().Y)
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}
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Binary file not shown.
Before Width: | Height: | Size: 32 KiB |
Binary file not shown.
Before Width: | Height: | Size: 42 KiB |
@@ -242,30 +242,6 @@ Investigating the sprite data a little more, it seems that we tend to have Y
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null-separated records: 1 record for sprites with a height of 1, 100 for those
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null-separated records: 1 record for sprites with a height of 1, 100 for those
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with a height of 100, etc.
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with a height of 100, etc.
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The first byte of each record seems likely to specify format - it's mostly
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invariant (always 1 for the 1x1 examples, almost always 0x80 for the altar
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sprites and the majority of other .obj files). Some other values appear too, but
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not a wide distribution.
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Number of bytes per row varies. `altar.obj` is diamond-shaped, and the widths
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are also diamond-shaped, so perhaps 0x80 means "center the data around the X
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origin and assume anything unspecified is transparent"?
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Result, with my rendering according to those rules on the left and WH40K_TD.exe
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on the right:
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Hurrah!
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"Borrowing" the 256-colour palette from `Pic/wh40k.pcx`, I get:
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It's still not perfect. Comparing the records in sprite 0 (blank) with those in
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sprite 1 (diamond)....
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Blank:
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Blank:
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```
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```
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0x0000 d1 00 42 01
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0x0000 d1 00 42 01
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@@ -277,8 +253,8 @@ Blank:
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jungtil sprite 0 (blank, draws nothing to screen
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jungtil sprite 0 (blank, draws nothing to screen
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0x0018 80 3e 04 1f 80 3e 00 = row 1
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0x0018 80 3e 04 1f 80 3e 00 128 062 004 031 128 062 000
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80 3c 08 1f 80 3c 00
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80 3c 08 1f 80 3c 00 128 060 008 031 128 060 000
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80 3a 0c 1f 80 3a 00
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80 3a 0c 1f 80 3a 00
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80 38 10 1f 80 38 00
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80 38 10 1f 80 38 00
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80 36 14 1f 80 36 00
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80 36 14 1f 80 36 00
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@@ -307,9 +283,9 @@ jungtil sprite 0 (blank, draws nothing to screen
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80 08 70 1f 80 08 00
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80 08 70 1f 80 08 00
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80 06 74 1f 80 06 00
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80 06 74 1f 80 06 00
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80 04 78 1f 80 04 00
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80 04 78 1f 80 04 00
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80 02 7c 1f 80 02 00
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80 02 7c 1f 80 02 00 128 002 124 031 128 002 000 = row 31
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7f 1f 01 1f 00 = row 32
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7f 1f 01 1f 00 127 031 001 031 000 = row 32
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80 02 7c 1f 80 02 00
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80 02 7c 1f 80 02 00 128 002 124 031 128 002 000 = roe 33
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80 04 78 1f 80 04 00
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80 04 78 1f 80 04 00
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80 06 74 1f 80 06 00
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80 06 74 1f 80 06 00
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80 08 70 1f 80 08 00
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80 08 70 1f 80 08 00
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@@ -349,7 +325,8 @@ Sprite 1:
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0x0008 00 00 00 00 5a 11 00 00
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0x0008 00 00 00 00 5a 11 00 00
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0x0010 00 00 00 00 00 00 00 00
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0x0010 00 00 00 00 00 00 00 00
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0x0018 80 3e 84 6d 6c 6e 1e 80 3e 00
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0x0018 80 3e 84 6d 6c 6e 1e 80 3e 00 128 062 132 109 108 110 30 128 062 000
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80 3c 88 bf 76 6e 6d 6e 76 76 6e 80 3c 00
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80 3c 88 bf 76 6e 6d 6e 76 76 6e 80 3c 00
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0x0030 80 3a 84 bf 76 6e 76 04 6d 84 6e 76 7d 97 80 3a 00
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0x0030 80 3a 84 bf 76 6e 76 04 6d 84 6e 76 7d 97 80 3a 00
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80 38 86 6d 76 6e 76 6e 87 04 6d 86 6e 97 1e 6e 6e 97 80 38 00
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80 38 86 6d 76 6e 76 6e 87 04 6d 86 6e 97 1e 6e 6e 97 80 38 00
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@@ -365,13 +342,18 @@ Sprite 1:
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80 24 81 76 03 97 b4 6e 97 97 6e 97 6e 97 97 1d 97 7f 6e 97 6e 1c 6e 97 6e 1e 76 7f bf 6e 97 1e 76 6e 6e 1e 97 6d 6e 97 1e 97 6e 97 6d 97 be 6e 87 6e 97 1c 97 1d 97 97 6c 97 6d 80 24 00
|
80 24 81 76 03 97 b4 6e 97 97 6e 97 6e 97 97 1d 97 7f 6e 97 6e 1c 6e 97 6e 1e 76 7f bf 6e 97 1e 76 6e 6e 1e 97 6d 6e 97 1e 97 6e 97 6d 97 be 6e 87 6e 97 1c 97 1d 97 97 6c 97 6d 80 24 00
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80 22 b7 bf 1e 6d 6d 6e 97 97 96 76 5f 1c 87 97 97 1e 97 6e 4f 1e 76 97 1e 97 1e 7e 97 1c 1e 1e 6c 6d 97 6d 76 6e 97 1e 1e 7e 1e 97 6d 76 6e ad 87 1c 6d 87 97 1d 87 97 be 97 03 6d 82 6e 97 80 22 00
|
80 22 b7 bf 1e 6d 6d 6e 97 97 96 76 5f 1c 87 97 97 1e 97 6e 4f 1e 76 97 1e 97 1e 7e 97 1c 1e 1e 6c 6d 97 6d 76 6e 97 1e 1e 7e 1e 97 6d 76 6e ad 87 1c 6d 87 97 1d 87 97 be 97 03 6d 82 6e 97 80 22 00
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80 20 81 bf 03 97 83 6e 97 6e 03 97 b6 1c 1c 6d ad 6e 97 1e 6e 97 76 6c 8f 6d 6c 96 97 1e 97 1d 97 1e 76 6e 6d 76 6e 6d 97 1e bf 1d 76 6e 97 6e 76 87 6e 87 97 96 97 6e 97 6d 6e 6e 76 6e 87 6c 6d 6d 6e 80 20 00
|
80 20 81 bf 03 97 83 6e 97 6e 03 97 b6 1c 1c 6d ad 6e 97 1e 6e 97 76 6c 8f 6d 6c 96 97 1e 97 1d 97 1e 76 6e 6d 76 6e 6d 97 1e bf 1d 76 6e 97 6e 76 87 6e 87 97 96 97 6e 97 6d 6e 6e 76 6e 87 6c 6d 6d 6e 80 20 00
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0x298 ...
|
80 1e c4 6c 87 76 6e 97 97 6e 1c 97 97 6d 97 97 6e 97 1e 97 1e 1c 6d 6d 87 76 6d be 76 6d 97 1c 97 1e bf 76 7d 97 1d 76 96 6e 6e 97 1e 97 97 6e 97 87 6e 97 97 87 76 87 6e 1c 97 6e ad 1e 6e 97 6c 76 6d 87 6d 1c 76 80 1e 00
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80 1c c8 bf 97 76 97 76 ad 6e 6d 97 97 6e 6e 76 6e 97 97 1e 1c 97 97 4f 1e 76 6d 6d be 6d 6d be 7d
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```
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```
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So the first *and last* two bytes in each record are invariant between the two
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The first byte of each record seems width-related. Mostly matches sprite width,
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tiles, but the interstitial data differs. So we can make a first pass at
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at least in the cases I've looked at so far. Not in the 0x01 case, but certainly
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improving matters by just ignoring those extra bytes for now. Do they say what
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in the 0x80 case, we then get a byte that seems to specify an offset for the
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the Y offset is? Why repeat it?
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following pixeldata, and then a trailing pair of bytes with the same value.
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For these tiles, the central (widest) row has 0x7f instead of 0x80.
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## Debugger
|
## Debugger
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@@ -1,7 +1,7 @@
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package conv
|
package conv
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import (
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import (
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"bytes"
|
"fmt"
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"image/color"
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"image/color"
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"log"
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"log"
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@@ -34,7 +34,7 @@ func ConvertObject(rawObj *data.Object, name string) *Object {
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}
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}
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for i, rawSpr := range rawObj.Sprites {
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for i, rawSpr := range rawObj.Sprites {
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pic := spriteToPic(rawSpr)
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pic := spriteToPic(name, i, rawSpr)
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out.Sprites[i] = Sprite{
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out.Sprites[i] = Sprite{
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Width: int(rawSpr.Width),
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Width: int(rawSpr.Width),
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Height: int(rawSpr.Height),
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Height: int(rawSpr.Height),
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@@ -49,53 +49,81 @@ func ConvertObject(rawObj *data.Object, name string) *Object {
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var transparent = color.RGBA{0, 0, 0, 0}
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var transparent = color.RGBA{0, 0, 0, 0}
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// WIP. Try to convert the pixeldata into a picture.
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// WIP. Try to convert the pixeldata into a picture.
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func spriteToPic(sprite *data.Sprite) *pixel.PictureData {
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func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData {
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pic := pixel.MakePictureData(pixel.R(float64(0), float64(0), float64(sprite.Width), float64(sprite.Height)))
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pic := pixel.MakePictureData(pixel.R(float64(0), float64(0), float64(sprite.Width), float64(sprite.Height)))
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buf := bytes.NewBuffer(sprite.PixelData)
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log.Printf("%v %v: width=%v height=%v", name, idx, sprite.Width, sprite.Height)
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// The pixeldata seems to be formed of Y null-terminated records, with
|
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// varying numbers of bytes in each row. Probably [type, *data] but ignore
|
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// type for now.
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//
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// Theory: perhaps the data in each X is centered around the origin?
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for y := 0; y < int(sprite.Height); y++ {
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for y := 0; y < int(sprite.Height); y++ {
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insn := buf.Next(1)[0] // Take the instruction byte, if that's what it is
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// Start with all bytes transparent
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for x := 0; x < int(sprite.Width); x++ {
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switch insn {
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pic.Pix[pic.Index(pixel.V(float64(x), float64(y)))] = transparent
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case 0:
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log.Printf("Reached the end of the sprite at y=%v (height=%v)", y, sprite.Height)
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case 1, 0x80:
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// Ignore these, as we know they exist and the logic below seems to handle them
|
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// Although I suspect 0x80 means "centered run of bytes" while 0x1
|
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// means "left-aligned run of bytes", since all 0x1 rows seem to be
|
|
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// for 1x1 images, it makes no practical difference
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default:
|
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log.Printf("Record of unknown type %v", insn)
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|
||||||
}
|
}
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|
|
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rowData, err := buf.ReadBytes(0)
|
row := sprite.Rows[y]
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if err != nil {
|
log.Printf("%#v", row)
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log.Printf("Error at y=%d: %v", y, err)
|
pixels := row[0 : len(row)-1] // Strip off the record separator (0x00)
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||||||
continue
|
|
||||||
|
// Not really clear on what this does yet. Aligned with sprite width in
|
||||||
|
// many cases but can also vary above and below that value.
|
||||||
|
u0 := int(pixels[0])
|
||||||
|
pixels = pixels[1:len(pixels)]
|
||||||
|
|
||||||
|
// In some cases, the column data is indented relative to the start of
|
||||||
|
// the row. Certainly true when u0 == 0x80, perhaps in other cases
|
||||||
|
// too.
|
||||||
|
//
|
||||||
|
// Definitely not the case when u0 == 0x01 - there aren't enough bytes
|
||||||
|
// in that case for it to be anything but pixeldata
|
||||||
|
xOffset := 0
|
||||||
|
|
||||||
|
// Do nothing if we're out of pixels
|
||||||
|
if u0 == 0x80 {
|
||||||
|
log.Printf("Handling 0x80: %#v", pixels)
|
||||||
|
xOffset = int(pixels[0])
|
||||||
|
pixels = pixels[1:len(pixels)]
|
||||||
|
|
||||||
|
// Sometimes, pixels is now empty. e.g. l_ivy02 sprite 6
|
||||||
|
if len(pixels) > 3 {
|
||||||
|
|
||||||
|
// For tiles, this has an inverse relationship with u0. Seems to add
|
||||||
|
// up to 0x42 in all cases, which matches byte 3 of the header?
|
||||||
|
//_ = int(pixels[0])
|
||||||
|
|
||||||
|
pixels = pixels[1:len(pixels)]
|
||||||
|
|
||||||
|
// On tiles, this removes some junk around the edge, but doesn't
|
||||||
|
// seem to be reasonable in-general?
|
||||||
|
pixels = pixels[0 : len(pixels)-2]
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Ignore the record separator
|
log.Printf(
|
||||||
rowData = rowData[0 : len(rowData)-1]
|
"%v %d: len(row)=%v, len(pixels)=%v sprWidth=%v u0=%v xOffset=%v",
|
||||||
leftPad := (int(sprite.Width) - len(rowData)) / 2
|
name, idx, len(row), len(pixels), sprite.Width, u0, xOffset,
|
||||||
|
)
|
||||||
|
|
||||||
// Set all bytes to be transparent by default
|
for x, b := range pixels {
|
||||||
for allX := 0; allX < int(sprite.Width); allX++ {
|
vec := pixel.V(float64(xOffset+x), float64(y))
|
||||||
idx := pic.Index(pixel.V(float64(allX), float64(y)))
|
if err := setPaletteColor(pic, vec, b); err != nil {
|
||||||
pic.Pix[idx] = transparent
|
log.Printf("%s %d: %d,%d: %v", name, idx, x, y, err)
|
||||||
}
|
}
|
||||||
|
|
||||||
for x, b := range rowData {
|
|
||||||
idx := pic.Index(pixel.V(float64(leftPad+x), float64(y)))
|
|
||||||
r, g, b, a := data.ColorPalette[int(b)].RGBA()
|
|
||||||
pic.Pix[idx] = color.RGBA{uint8(r), uint8(g), uint8(b), uint8(a)}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return pic
|
return pic
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func setPaletteColor(pic *pixel.PictureData, point pixel.Vec, colorIdx byte) error {
|
||||||
|
idx := pic.Index(point)
|
||||||
|
|
||||||
|
if idx > len(pic.Pix)-1 {
|
||||||
|
return fmt.Errorf("Got index %v which exceeds bounds", idx)
|
||||||
|
}
|
||||||
|
|
||||||
|
r, g, b, a := data.ColorPalette[int(colorIdx)].RGBA()
|
||||||
|
color := color.RGBA{uint8(r), uint8(g), uint8(b), uint8(a)}
|
||||||
|
|
||||||
|
pic.Pix[idx] = color
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
@@ -1,7 +1,7 @@
|
|||||||
package data
|
package data
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"bytes"
|
"bufio"
|
||||||
"encoding/binary"
|
"encoding/binary"
|
||||||
"fmt"
|
"fmt"
|
||||||
"io"
|
"io"
|
||||||
@@ -36,7 +36,7 @@ func (s SpriteHeader) Check(expectedSize uint32) error {
|
|||||||
type Sprite struct {
|
type Sprite struct {
|
||||||
SpriteHeader
|
SpriteHeader
|
||||||
|
|
||||||
PixelData []byte
|
Rows [][]byte
|
||||||
}
|
}
|
||||||
|
|
||||||
type dirEntry struct {
|
type dirEntry struct {
|
||||||
@@ -113,27 +113,18 @@ func LoadObject(filename string) (*Object, error) {
|
|||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
|
|
||||||
// FIXME: this might - *might* - load interstitial data we don't really
|
|
||||||
// need, so wasting memory.
|
|
||||||
data, err := ioutil.ReadAll(f)
|
|
||||||
if err != nil {
|
|
||||||
return nil, err
|
|
||||||
}
|
|
||||||
|
|
||||||
buf := bytes.NewReader(data)
|
|
||||||
|
|
||||||
for _, dirEntry := range dir {
|
for _, dirEntry := range dir {
|
||||||
if err := dirEntry.Check(); err != nil {
|
if err := dirEntry.Check(); err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
|
|
||||||
if _, err := buf.Seek(int64(dirEntry.Offset), io.SeekStart); err != nil {
|
if _, err := f.Seek(int64(out.DataOffset+dirEntry.Offset), io.SeekStart); err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
|
|
||||||
sprite := &Sprite{}
|
sprite := &Sprite{}
|
||||||
|
|
||||||
if err := binary.Read(buf, binary.LittleEndian, &sprite.SpriteHeader); err != nil {
|
if err := binary.Read(f, binary.LittleEndian, &sprite.SpriteHeader); err != nil {
|
||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -141,11 +132,18 @@ func LoadObject(filename string) (*Object, error) {
|
|||||||
return nil, err
|
return nil, err
|
||||||
}
|
}
|
||||||
|
|
||||||
// It's safe to assume that a `bytes.Reader` will always satisfy the
|
// The pixeldata seems to be formed of Y null-terminated records, with
|
||||||
// requested read size.
|
// varying numbers of bytes in each row. I don't know the internal
|
||||||
sprite.PixelData = make([]byte, sprite.PixelSize)
|
// structure yet, but there's definitely working pixel data in there
|
||||||
if _, err := buf.Read(sprite.PixelData); err != nil {
|
buf := bufio.NewReader(io.LimitReader(f, int64(sprite.PixelSize)))
|
||||||
return nil, err
|
sprite.Rows = make([][]byte, sprite.Height)
|
||||||
|
|
||||||
|
for y := 0; y < int(sprite.Height); y++ {
|
||||||
|
if row, err := buf.ReadBytes(0x00); err != nil {
|
||||||
|
return nil, err
|
||||||
|
} else {
|
||||||
|
sprite.Rows[y] = row
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
out.Sprites = append(out.Sprites, sprite)
|
out.Sprites = append(out.Sprites, sprite)
|
||||||
|
@@ -138,7 +138,7 @@ module Obj
|
|||||||
sprite_pixels = rel_data[hdr.pixel_range]
|
sprite_pixels = rel_data[hdr.pixel_range]
|
||||||
|
|
||||||
records = sprite_pixels.split("\x00")
|
records = sprite_pixels.split("\x00")
|
||||||
records.map { |record| record += "\x00" }
|
records.map! { |record| record += "\x00" }
|
||||||
|
|
||||||
new(hdr, records, rel_data)
|
new(hdr, records, rel_data)
|
||||||
end
|
end
|
||||||
@@ -216,8 +216,8 @@ def display(data, blocksize=8, skip=0, header: false)
|
|||||||
out = [
|
out = [
|
||||||
"0x#{hex(i*blocksize, 4)}",
|
"0x#{hex(i*blocksize, 4)}",
|
||||||
block.map { |b| hex(b, 2) }, # hex
|
block.map { |b| hex(b, 2) }, # hex
|
||||||
" | " + block.map { |b| text(b) }.join("") + " |", # ascii
|
# " | " + block.map { |b| text(b) }.join("") + " |", # ascii
|
||||||
block.map { |b| ascii(b) } ,# decimal bytes
|
# block.map { |b| ascii(b) } ,# decimal bytes
|
||||||
"",# decimal 2-bytes
|
"",# decimal 2-bytes
|
||||||
# decimal 4-bytes
|
# decimal 4-bytes
|
||||||
]
|
]
|
||||||
@@ -273,7 +273,6 @@ def decompress(filename)
|
|||||||
break if data.empty?
|
break if data.empty?
|
||||||
|
|
||||||
right = data.index(0)
|
right = data.index(0)
|
||||||
|
|
||||||
|
|
||||||
if right.nil?
|
if right.nil?
|
||||||
print "error! end of chunk not found"
|
print "error! end of chunk not found"
|
||||||
@@ -360,9 +359,35 @@ def sprites(filename)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
def sprite(filename, i)
|
||||||
|
obj = load_obj(filename)
|
||||||
|
|
||||||
|
puts filename + ":"
|
||||||
|
spr = obj.sprites[i]
|
||||||
|
raise "No sprite #{i}" unless spr
|
||||||
|
|
||||||
|
# Show the header
|
||||||
|
display(spr.raw[0...24], 4, header: true)
|
||||||
|
|
||||||
|
spr.records.each_with_index do |record, i|
|
||||||
|
str =
|
||||||
|
if record.size > 40
|
||||||
|
record[0...20].bytes.map { |b| hex(b, 2) }.join(" ") +
|
||||||
|
" ... " +
|
||||||
|
record[-20..-1].bytes.map { |b| hex(b, 2) }.join(" ")
|
||||||
|
else
|
||||||
|
record.bytes.map { |b| hex(b, 2) }.join(" ")
|
||||||
|
end
|
||||||
|
|
||||||
|
puts "%4d: %4d bytes: %s"%[i,record.size, str]
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
case command = ARGV.shift
|
case command = ARGV.shift
|
||||||
when "sprites" then
|
when "sprites" then
|
||||||
ARGV.each { |filename| sprites(filename) }
|
ARGV.each { |filename| sprites(filename) }
|
||||||
|
when "sprite" then
|
||||||
|
sprite(ARGV[0], ARGV[1].to_i)
|
||||||
when "dump" then
|
when "dump" then
|
||||||
ARGV.each { |filename| dump(filename) }
|
ARGV.each { |filename| dump(filename) }
|
||||||
when "compare" then
|
when "compare" then
|
||||||
|
Reference in New Issue
Block a user