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renderer.py
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from PIL import Image
import traceback
import os
from mclib.palette_group import PaletteGroup
from mclib.sprite import Sprite
from mclib.sprite_loading import SpriteLoadingData
from mclib.docs import Docs
class Renderer:
MAX_8x8_TILES_PER_ROW = 32
DUMMY_PALETTE = [(255, 0, 0, 255)]*16
def __init__(self, game):
self.game = game
self.rom = self.game.rom
self.common_palettes = self.generate_palettes_from_palette_group_by_index(0xB)
self.curr_room_bg_palettes = None
self.curr_room_tileset_images = [None]*4
def update_curr_room_palettes_and_tilesets(self, room):
if room is None:
self.curr_room_bg_palettes = None
self.curr_room_tileset_images = [None]*4
return
area = room.area
if room.layers_asset_list is None:
gfx_index = 0
else:
gfx_index = room.gfx_index
self.curr_room_bg_palettes = self.generate_palettes_for_area_by_gfx_index(area, gfx_index)
self.curr_room_tileset_images = [None]*4
if area.uses_256_color_bg1s:
return
for layer_index in range(1, 3+1):
try:
tileset_image = self.render_tileset(area, room.gfx_index, self.curr_room_bg_palettes, layer_index)
self.curr_room_tileset_images[layer_index] = tileset_image
except Exception as e:
stack_trace = traceback.format_exc()
error_message = "Error rendering tileset:\n" + str(e) + "\n\n" + stack_trace
print(error_message)
def render_tileset(self, area, gfx_index, palettes, layer_index):
rom = self.rom
gfx_asset_list = area.get_gfx_asset_list(gfx_index)
gfx_data = gfx_asset_list.gfx_data
tileset_datas = area.tilesets_asset_list.tileset_datas
tileset_image = self.render_tileset_by_assets(gfx_data, palettes, tileset_datas, layer_index)
#
#Uncomment these 2 lines to output the tileset to the ..\GitHub Dir
#
#if tileset_image:
# tileset_image.save("../area%02X-layer%02X-gfxindex%02X-tileset.png" % (area.area_index, layer_index, gfx_index))
return tileset_image
def render_tileset_by_assets(self, gfx_data, palettes, tileset_datas, layer_index):
if layer_index in [1, 3]:
gfx_data = gfx_data.read_raw(0x4000, len(gfx_data)-0x4000)
tileset_data = tileset_datas[layer_index]
if tileset_data is None:
return None
tileset_height = (len(tileset_data)+3)//4
tileset_image = Image.new("RGBA", (16*16, tileset_height), (255, 255, 255, 0))
cached_tile_images_by_tile_attrs = {}
for tile_index_16x16 in range(len(tileset_data)//4):
tile_x = tile_index_16x16 % 16
tile_y = tile_index_16x16 // 16
for tile_8x8_i in range(4):
tile_attrs = tileset_data[tile_index_16x16*4 + tile_8x8_i]
if tile_attrs in cached_tile_images_by_tile_attrs:
tile_image = cached_tile_images_by_tile_attrs[tile_attrs]
else:
tile_image = self.render_tile_by_tile_attrs(tile_attrs, gfx_data, palettes)
cached_tile_images_by_tile_attrs[tile_attrs] = tile_image
x_on_16x16_tile = tile_8x8_i % 2
y_on_16x16_tile = tile_8x8_i // 2
x = tile_x*16 + x_on_16x16_tile*8
y = tile_y*16 + y_on_16x16_tile*8
tileset_image.paste(tile_image, (x, y))
return tileset_image
def render_room(self, room, palettes):
area = room.area
room_image = Image.new("RGBA", (room.width, room.height), (255, 255, 255, 0))
for layer_index in range(1, 3+1):
layer_image = self.render_layer(room, palettes, layer_index)
room_image.alpha_composite(layer_image)
room_image.save("../room_renders/area%02X-room%02X.png" % (area.area_index, room.room_index))
return room_image
def render_layer(self, room, tileset_image, palettes, layer_index):
if room.area.uses_256_color_bg1s:
if layer_index == 2:
return self.render_layer_mapped(room, palettes, layer_index, color_mode=256)
else:
# Their BG1s may be unused? They seem to error out when trying to render them. TODO figure them out
return Image.new("RGBA", (room.width, room.height), (255, 255, 255, 0))
else:
return self.render_layer_16_color(room, tileset_image, layer_index)
def render_layer_16_color(self, room, tileset_image, layer_index):
rom = self.rom
area = room.area
layer_image = Image.new("RGBA", (room.width, room.height), (255, 255, 255, 0))
if room.layers_asset_list is None:
return layer_image
# TODO: figure out what these are
if len(room.layers_asset_list.gfx_data) != 0:
print("room.layers_asset_list.gfx_data: ", room.layers_asset_list.gfx_data)
if room.layers_asset_list.palette_group_index is not None:
print("room.layers_asset_list.palette_group_index: ", room.layers_asset_list.palette_group_index)
layer = room.layers_asset_list.layers[layer_index]
if layer is None:
raise Exception("Layer BG%d has no layer data" % layer_index)
room_width_in_16x16_tiles = room.width//16
cached_tile_images_by_16x16_index = {}
for i in range(len(layer.data)):
tile_index_16x16 = layer.data[i]
if tile_index_16x16 in cached_tile_images_by_16x16_index:
tile_image = cached_tile_images_by_16x16_index[tile_index_16x16]
else:
tile_image = self.get_16x16_tile_by_index(tileset_image, tile_index_16x16)
cached_tile_images_by_16x16_index[tile_index_16x16] = tile_image
x_in_room = i % room_width_in_16x16_tiles
y_in_room = i // room_width_in_16x16_tiles
layer_image.paste(tile_image, (x_in_room*16, y_in_room*16))
return layer_image
def render_layer_mapped(self, room, palettes, layer_index, color_mode=256):
rom = self.rom
area = room.area
layer_image = Image.new("RGBA", (room.width, room.height), (255, 255, 255, 0))
gfx_asset_list = area.get_gfx_asset_list(room.gfx_index)
gfx_data = gfx_asset_list.gfx_data
if layer_index in [1, 3]:
gfx_data = gfx_data.read_raw(0x4000, len(gfx_data)-0x4000)
if layer_index == 3:
tile_mapping_8x8_data = area.get_gfx_asset_list(room.gfx_index).tile_mappings_8x8[layer_index]
else:
tile_mapping_8x8_data = room.layers_asset_list.tile_mappings_8x8[layer_index]
if tile_mapping_8x8_data is None:
raise Exception("Layer BG%d has no 8x8 tile mapping" % layer_index)
layer_image_in_chunks = self.render_gfx_mapped(gfx_data, tile_mapping_8x8_data, palettes, color_mode=color_mode)
# Reassemble the layer out of the 256x256 chunks.
dst_y = 0
src_y = 0
while dst_y < room.height:
dst_x = 0
while dst_x < room.width:
layer_chunk = layer_image_in_chunks.crop((0, src_y, 256, src_y+256))
layer_image.paste(layer_chunk, (dst_x, dst_y))
dst_x += 256
src_y += 256
dst_y += 256
return layer_image
def get_16x16_tile_by_index(self, tileset_image, tile_index_16x16):
x_on_tileset = tile_index_16x16 % 16
y_on_tileset = tile_index_16x16 // 16
tile_image = tileset_image.crop((x_on_tileset*16, y_on_tileset*16, x_on_tileset*16+16, y_on_tileset*16+16))
return tile_image
def render_gfx_mapped(self, gfx_data, tile_mapping_8x8_data, palettes, color_mode=16):
self.MAX_8x8_TILES_PER_ROW = 32
image_height = (len(tile_mapping_8x8_data)+3)//4
image = Image.new("RGBA", (self.MAX_8x8_TILES_PER_ROW*8, image_height), (255, 255, 255, 0))
for tile_i in range(len(tile_mapping_8x8_data)):
tile_attrs = tile_mapping_8x8_data[tile_i]
tile_image = self.render_tile_by_tile_attrs(tile_attrs, gfx_data, palettes, color_mode=color_mode)
tile_x = tile_i % self.MAX_8x8_TILES_PER_ROW
tile_y = tile_i // self.MAX_8x8_TILES_PER_ROW
x = tile_x*8
y = tile_y*8
image.paste(tile_image, (x, y))
return image
def render_tile_by_tile_attrs(self, tile_attrs, gfx_data, palettes, color_mode=16):
palette_index = (tile_attrs & 0xF000) >> 0xC
horizontal_flip = (tile_attrs & 0x0400) > 0
vertical_flip = (tile_attrs & 0x0800) > 0
tile_number = (tile_attrs & 0x03FF)
if color_mode == 16:
palette = palettes[palette_index]
tile_image = self.render_tile(gfx_data, tile_number, palette)
else:
full_palette = []
for i in range(0x10):
palette = palettes[i]
if palette is None:
full_palette += self.DUMMY_PALETTE
else:
full_palette += palette
tile_image = self.render_tile_256_colors(gfx_data, tile_number, full_palette)
if horizontal_flip:
tile_image = tile_image.transpose(Image.FLIP_LEFT_RIGHT)
if vertical_flip:
tile_image = tile_image.transpose(Image.FLIP_TOP_BOTTOM)
return tile_image
def render_gfx_raw(self, gfx_data, palette, color_mode=16, tiles_wide_8x8=MAX_8x8_TILES_PER_ROW):
if color_mode == 16:
bytes_per_8x8_tile = 0x20
else:
bytes_per_8x8_tile = 0x40
num_bytes_per_row = (bytes_per_8x8_tile*tiles_wide_8x8)
image_height_in_8x8_tiles = (len(gfx_data)+num_bytes_per_row-1)//num_bytes_per_row
image_width_in_8x8_tiles = min(len(gfx_data), num_bytes_per_row)//bytes_per_8x8_tile
image = Image.new("RGBA", (image_width_in_8x8_tiles*8, image_height_in_8x8_tiles*8), (255, 255, 255, 0))
for tile_i in range(len(gfx_data)//bytes_per_8x8_tile):
if color_mode == 16:
tile_image = self.render_tile(gfx_data, tile_i, palette)
else:
tile_image = self.render_tile_256_colors(gfx_data, tile_i, palette)
tile_x = tile_i % tiles_wide_8x8
tile_y = tile_i // tiles_wide_8x8
x = tile_x*8
y = tile_y*8
image.paste(tile_image, (x, y))
return image
def render_tile(self, gfx_data, tile_index, palette):
tile_image = Image.new("RGBA", (8, 8), (255, 255, 255, 0))
pixels = tile_image.load()
if palette is None:
palette = self.DUMMY_PALETTE
tile_gfx_offset = tile_index*0x20
x_in_tile = 0
y_in_tile = 0
while True:
byte = gfx_data.read_u8(tile_gfx_offset)
if byte != 0:
low_nibble = byte & 0xF
if low_nibble != 0:
pixels[x_in_tile,y_in_tile] = palette[low_nibble]
high_nibble = byte >> 4
if high_nibble != 0:
pixels[x_in_tile+1,y_in_tile] = palette[high_nibble]
x_in_tile += 2
if x_in_tile == 8:
x_in_tile = 0
y_in_tile += 1
if y_in_tile == 8:
break
tile_gfx_offset += 1
return tile_image
def render_tile_256_colors(self, gfx_data, tile_index, palette):
tile_image = Image.new("RGBA", (8, 8), (255, 255, 255, 0))
pixels = tile_image.load()
if palette is None:
palette = self.DUMMY_PALETTE
tile_gfx_offset = tile_index*0x40
x_in_tile = 0
y_in_tile = 0
while True:
byte = gfx_data.read_u8(tile_gfx_offset)
pixels[x_in_tile,y_in_tile] = palette[byte]
x_in_tile += 1
if x_in_tile == 8:
x_in_tile = 0
y_in_tile += 1
if y_in_tile == 8:
break
tile_gfx_offset += 1
return tile_image
def render_all_sprites(self):
for i in range(0x149):
try:
if not os.path.exists("../sprite_renders/%03d_0x%03X" % (i, i)):
os.makedirs("../sprite_renders/%03d_0x%03X" % (i, i))
sprite = Sprite(i, self.rom)
self.render_all_sprite_frames(sprite)
except Exception as e:
stack_trace = traceback.format_exc()
error_message = "Error loading map:\n" + str(e) + "\n\n" + stack_trace
print(error_message)
return
def render_all_sprite_frames(self, sprite):
palettes = self.generate_palettes_from_palette_group_by_index(0xB)
palettes[0x16] = self.generate_palettes(0x085A3040, 1)[0] # Link palette
for frame_index, frame in enumerate(sprite.frames):
frame_image = self.render_sprite_frame_swap_type_gfx(sprite, frame, palettes)
frame_image.save("../sprite_renders/%03d_0x%03X/frame%03d_0x%02X.png" % (sprite.sprite_index, sprite.sprite_index, frame_index, frame_index))
def render_entity_pretty_frame(self, entity):
if entity.type == 6 and entity.subtype == 0xC and entity.form in [0, 1]:
# Small chest spawner
chest_tile_image = self.get_16x16_tile_by_index(self.curr_room_tileset_images[2], 0x10)
return (chest_tile_image, -8, -8)
area_index = entity.room.area.area_index
loading_data = SpriteLoadingData(entity.type, entity.subtype, entity.form, self.rom, area_index)
if loading_data.has_no_sprite:
return (None, None, None)
sprite = Sprite(loading_data.sprite_index, self.rom)
best_anim_index = None
keyframe = None
if sprite.animation_list_ptr != 0:
best_anim_index = Docs.get_best_sprite_animation(entity)
frame_index = 0xFF
if best_anim_index is not None:
keyframe = sprite.get_animation(best_anim_index).keyframes[0]
frame_index = keyframe.frame_index
#print("Has animations, using anim %02X, which has frame %02X for its first keyframe" % (best_anim_index, frame_index))
if frame_index == 0xFF:
frame_index = Docs.get_best_sprite_frame(entity)
if frame_index is None:
return (None, None, None)
offsets = Docs.get_best_sprite_offset(entity)
extra_frame_indexes = Docs.get_best_extra_sprite_frames_for_entity(entity)
h_flip = False
v_flip = False
if keyframe:
if keyframe.h_flip:
h_flip = True
if keyframe.v_flip:
v_flip = True
return self.render_entity_frame(loading_data, frame_index, offsets, extra_frame_indexes, h_flip, v_flip)
def render_entity_frame(self, loading_data, frame_index, offsets, extra_frame_indexes, h_flip=False, v_flip=False):
if loading_data.has_no_sprite:
return (None, None, None)
entity_type = loading_data.entity_type
entity_subtype = loading_data.entity_subtype
entity_form = loading_data.entity_form
#print(
# "Entity %02X-%02X (form %02X): pal %02X, sprite %03X" % (
# entity_type, entity_subtype, entity_form,
# loading_data.object_palette_id, loading_data.sprite_index
# ))
palettes, entity_palette_index = self.generate_object_palettes(loading_data.object_palette_id)
sprite = Sprite(loading_data.sprite_index, self.rom)
gfx_data = self.get_sprite_gfx_data_for_frame(loading_data, sprite, frame_index)
if gfx_data is None:
return (None, None, None)
frame_obj_list = sprite.get_frame_obj_list(frame_index)
frame_image, min_x, min_y = self.render_sprite_frame_by_assets(frame_obj_list, gfx_data, palettes, entity_palette_index)
if h_flip:
frame_image = frame_image.transpose(Image.FLIP_LEFT_RIGHT)
if v_flip:
frame_image = frame_image.transpose(Image.FLIP_TOP_BOTTOM)
if extra_frame_indexes:
body_sprite = sprite
body_frame_index = frame_index
body_frame_image = frame_image
body_min_x = min_x
body_min_y = min_y
images_and_offsets = [
(body_frame_image, body_min_x, body_min_y),
]
for subentry_index, extra_frame_index in enumerate(extra_frame_indexes):
extra_sprite = sprite
if entity.subtype == 6:
# Hyrule Townspeople have a different sprite for their head and body.
# TODO: don't hardcode this
extra_sprite = Sprite(0x3A, self.rom)
extra_palettes = palettes
extra_entity_palette_index = entity_palette_index
if entity.subtype == 0x13:
# Some sitting people have different palettes for their head??
# TODO: don't hardcode this
if entity.form in [1, 5]:
extra_palettes, extra_entity_palette_index = self.generate_object_palettes(0x3E)
elif entity.form in [2, 3, 4]:
extra_palettes, extra_entity_palette_index = self.generate_object_palettes(0x40)
# TODO: the main body sprite for sitting people can also be a different palette from the one specified in the main sprite loading data
extra_x_off, extra_y_off = body_sprite.get_extra_frame_offsets_by_main_frame(body_frame_index, subentry_index)
gfx_data = self.get_sprite_gfx_data_for_frame(loading_data, extra_sprite, extra_frame_index)
extra_frame_obj_list = extra_sprite.get_frame_obj_list(extra_frame_index)
extra_frame_image, extra_min_x, extra_min_y = self.render_sprite_frame_by_assets(
extra_frame_obj_list, gfx_data, extra_palettes, extra_entity_palette_index
)
images_and_offsets.append(
(extra_frame_image, extra_min_x + extra_x_off, extra_min_y + extra_y_off),
)
# TODO: the z-indexing order of the sprites can be different for each entity.
# for example, guard with spear has his spear below his body. dina on the other hand has her pointing stick above her body.
frame_image, min_x, min_y = self.combine_multiple_images_with_offsets(images_and_offsets)
x_off, y_off = offsets
x_off += min_x
y_off += min_y
return (frame_image, x_off, y_off)
def combine_multiple_images_with_offsets(self, images_and_offsets):
final_image_min_x = 9999
final_image_min_y = 9999
final_image_max_x = -9999
final_image_max_y = -9999
for image, min_x, min_y in images_and_offsets:
max_x = min_x + image.width
max_y = min_y + image.height
if min_x < final_image_min_x:
final_image_min_x = min_x
if min_y < final_image_min_y:
final_image_min_y = min_y
if max_x > final_image_max_x:
final_image_max_x = max_x
if max_y > final_image_max_y:
final_image_max_y = max_y
final_image_width = final_image_max_x - final_image_min_x
final_image_height = final_image_max_y - final_image_min_y
final_image = Image.new("RGBA", (final_image_width, final_image_height), (255, 255, 255, 0))
for image, min_x, min_y in images_and_offsets:
x_off = min_x - final_image_min_x
y_off = min_y - final_image_min_y
final_image.paste(image, (x_off, y_off), image)
return final_image, final_image_min_x, final_image_min_y
def render_all_figurines(self):
for i in range(1, 136+1):
image = self.render_figurine(i)[0]
if image is None:
continue
image.save("./logs/figurine renders/figurine %d.png" % i)
def render_figurine(self, figurine_id):
if figurine_id == 0:
return (None, None, None)
sprite_index = 0x1F8
sprite = Sprite(sprite_index, self.rom)
frame_index = figurine_id - 1
frame_obj_list = sprite.get_frame_obj_list(frame_index)
palette_data_ptr = self.rom.read_u32(0x081281A8 + figurine_id*0x10 + 0)
gfx_data_ptr = self.rom.read_u32(0x081281A8 + figurine_id*0x10 + 4)
gfx_data_len = self.rom.read_u32(0x081281A8 + figurine_id*0x10 + 8)
final_palettes = self.common_palettes.copy()
final_palettes = self.generate_palettes_from_palette_group_by_index(0xCE, existing_palettes=final_palettes)
palettes = self.generate_palettes(palette_data_ptr, 9)
final_palettes[0x16:0x16+9] = palettes
if gfx_data_len == 0 or gfx_data_len >= 0x80000000:
raise Exception("Compressed figurine GFX not yet implemented")
else:
gfx_data = self.rom.read_raw(gfx_data_ptr, gfx_data_len)
entity_palette_index = 6
return self.render_sprite_frame_by_assets(frame_obj_list, gfx_data, final_palettes, entity_palette_index)
def get_sprite_gfx_data_for_frame(self, loading_data, sprite, frame_index):
if loading_data.gfx_type == 0:
return self.get_sprite_fixed_type_gfx_data(loading_data)
elif loading_data.gfx_type == 1:
return self.get_sprite_swap_type_gfx_data_for_frame(sprite, frame_index)
elif loading_data.gfx_type == 2:
return self.get_sprite_common_type_gfx_data(loading_data)
else:
raise Exception("Don't know how to render this sprite (GFX type %X)" % loading_data.gfx_type)
def get_sprite_swap_type_gfx_data_for_frame(self, sprite, frame_index):
frame_gfx_data = sprite.get_frame_gfx_data(frame_index)
gfx_data_ptr = sprite.gfx_pointer + frame_gfx_data.first_gfx_tile_index*0x20
gfx_data_len = frame_gfx_data.num_gfx_tiles*0x20
if gfx_data_len == 0:
raise Exception("GFX data length is 0")
gfx_data = self.rom.read_raw(gfx_data_ptr, gfx_data_len)
return gfx_data
def get_sprite_fixed_type_gfx_data(self, loading_data):
if loading_data.fixed_gfx_index == 0:
return None
bitfield = self.rom.read_u32(0x08132B30 + loading_data.fixed_gfx_index*4)
gfx_data_ptr = 0x085A2E80 + (bitfield & 0x00FFFFFC)
if bitfield & 0x00000001 == 1:
raise Exception("Compressed entity GFX not yet implemented")
else:
gfx_data_len = ((bitfield & 0x7F000000)>>24) * 0x200
if gfx_data_len == 0:
raise Exception("GFX data length is 0")
gfx_data = self.rom.read_raw(gfx_data_ptr, gfx_data_len)
return gfx_data
def get_sprite_common_type_gfx_data(self, loading_data):
# TODO: implement this properly as a separate class.
# asset with index 0x17 in list 0x08100AA8
gfx_data_ptr = 0x085A2E80 + 0x01D7E0
tile_offset = loading_data.common_gfx_tile_index*0x20
gfx_data = self.rom.read_raw(gfx_data_ptr+tile_offset, 0x2000-tile_offset)
return gfx_data
def render_sprite_frame_by_assets(self, frame_obj_list, gfx_data, palettes, entity_palette_index):
if not frame_obj_list.objs:
raise Exception("Frame has no objs")
min_x = 9999
min_y = 9999
max_x = -9999
max_y = -9999
for obj in frame_obj_list.objs:
if obj.x_off < min_x:
min_x = obj.x_off
if obj.y_off < min_y:
min_y = obj.y_off
if obj.x_off + obj.width > max_x:
max_x = obj.x_off + obj.width
if obj.y_off + obj.height > max_y:
max_y = obj.y_off + obj.height
image_width = max_x - min_x
image_height = max_y - min_y
frame_image = Image.new("RGBA", (image_width, image_height), (255, 255, 255, 0))
tiles_image_for_palette = {}
obj_i = len(frame_obj_list.objs)-1
for obj in reversed(frame_obj_list.objs):
if obj.override_entity_palette_index:
palette_index = obj.palette_index + 0x10
else:
palette_index = obj.palette_index + 0x10 + entity_palette_index
#print("%08X %02X %02X %02X" % (obj.obj_ptr, obj.palette_index, entity_palette_index, palette_index))
num_gfx_tiles_needed = (obj.width//8) * (obj.height//8)
gfx_data_for_obj = gfx_data.read_raw(obj.first_gfx_tile_offset*0x20, num_gfx_tiles_needed*0x20)
obj_image = self.render_gfx_raw(gfx_data_for_obj, palettes[palette_index], tiles_wide_8x8=obj.width//8)
if obj.h_flip:
obj_image = obj_image.transpose(Image.FLIP_LEFT_RIGHT)
if obj.v_flip:
obj_image = obj_image.transpose(Image.FLIP_TOP_BOTTOM)
#obj_image.save("./logs/%08X.png" % obj.obj_ptr)
frame_image.paste(obj_image, (obj.x_off - min_x, obj.y_off - min_y), obj_image)
obj_i -= 1
return (frame_image, min_x, min_y)
def generate_palettes_for_area_by_gfx_index(self, area, gfx_index):
palette_group = area.get_palette_group(gfx_index)
final_palettes = self.common_palettes.copy()
# First fill all the palettes with None, which will be rendered as bright red.
# This is so that any palettes not loaded in will be obviously wrong visually making it easier to notice problems.
for i in range(0x20):
final_palettes.append(None)
for palette_set in palette_group.palette_sets:
if palette_set.palette_load_offset < 0 or palette_set.palette_load_offset >= 0x20:
raise Exception("Palette set has an invalid palette load offset: %02X" % palette_set.palette_load_offset)
if palette_set.palette_load_offset + palette_set.num_palettes > 0x20 or palette_set.num_palettes == 0:
raise Exception("Palette set tried to load an invalid number of palettes: %02X" % palette_set.num_palettes)
palettes = self.generate_palettes(palette_set.first_palette_pointer, palette_set.num_palettes)
final_palettes[palette_set.palette_load_offset:palette_set.palette_load_offset+palette_set.num_palettes] = palettes
return final_palettes
def generate_palettes_from_palette_group_by_index(self, palette_group_index, existing_palettes=None):
palette_group = PaletteGroup(palette_group_index, self.rom)
if existing_palettes is None:
# First fill all the palettes with None, which will be rendered as bright red.
# This is so that any palettes not loaded in will be obviously wrong visually making it easier to notice problems.
final_palettes = []
for i in range(0x20):
final_palettes.append(None)
else:
final_palettes = existing_palettes.copy()
for palette_set in palette_group.palette_sets:
if palette_set.palette_load_offset < 0 or palette_set.palette_load_offset >= 0x20:
raise Exception("Palette set has an invalid palette load offset: %02X" % palette_set.palette_load_offset)
if palette_set.palette_load_offset + palette_set.num_palettes > 0x20 or palette_set.num_palettes == 0:
raise Exception("Palette set tried to load an invalid number of palettes: %02X" % palette_set.num_palettes)
palettes = self.generate_palettes(palette_set.first_palette_pointer, palette_set.num_palettes)
final_palettes[palette_set.palette_load_offset:palette_set.palette_load_offset+palette_set.num_palettes] = palettes
return final_palettes
def generate_object_palettes(self, object_palette_id, existing_palettes=None):
if existing_palettes is None:
final_palettes = self.common_palettes.copy()
final_palettes[0x15] = self.curr_room_bg_palettes[3]
else:
final_palettes = existing_palettes.copy()
entity_palette_index = None
for i in range(0x16, 0x20):
if final_palettes[i] is None:
entity_palette_index = i - 0x10
break
if entity_palette_index is None:
raise Exception("Failed to find any empty object palette slots")
if 0 <= object_palette_id <= 5:
entity_palette_index = object_palette_id
elif 6 <= object_palette_id <= 0x14:
background_palette_index = object_palette_id - 6
background_palette = self.curr_room_bg_palettes[background_palette_index]
final_palettes[0x10 + entity_palette_index] = background_palette
elif object_palette_id == 0x15:
color = self.curr_room_bg_palettes[3][0xC]
final_palettes[0x10 + entity_palette_index] = [color]*0x10
else:
object_palette_index = object_palette_id - 0x16
bitfield = self.rom.read_u32(0x08133368 + object_palette_index*4)
palette_ptr = 0x085A2E80 + (bitfield & 0x00FFFFFF)
num_palettes = (bitfield & 0x0F000000) >> 24
first_obj_pal_index = 0x10 + entity_palette_index
if 0x20 - first_obj_pal_index < num_palettes:
raise Exception("Failed to find enough empty object palette slots")
palettes = self.generate_palettes(palette_ptr, num_palettes)
final_palettes[first_obj_pal_index:first_obj_pal_index+num_palettes] = palettes
return (final_palettes, entity_palette_index)
def generate_palettes(self, palette_pointer, num_palettes):
palettes = []
palette_index = 0
while palette_index < num_palettes:
palette = []
color_index = 0
while color_index < 16:
pointer = palette_pointer + color_index*2
color_data = self.rom.read_u16(pointer)
blue_bits = (color_data & 0b0111_1100_0000_0000) >> 10
green_bits = (color_data & 0b0000_0011_1110_0000) >> 5
red_bits = color_data & 0b0000_0000_0001_1111
red = (red_bits << 3) | (red_bits >> 2)
green = (green_bits << 3) | (green_bits >> 2)
blue = (blue_bits << 3) | (blue_bits >> 2)
color = (red, green, blue, 0xFF)
palette.append(color)
color_index += 1
palettes.append(palette)
palette_index += 1
palette_pointer += 0x20
return palettes
def export_palettes(self, palettes):
palettes_image = Image.new("RGBA", (0x10*8, 0x20*8), (255, 255, 255, 0))
for palette_index in range(0x20):
palette = palettes[palette_index]
if palette is None:
palette = self.DUMMY_PALETTE
for color_index in range(0x10):
color = palette[color_index]
x = color_index*8
y = palette_index*8
palettes_image.paste(color, (x, y, x+8, y+8))
palettes_image.save("palette.png")
def render_world_map(self):
gfx_data = self.rom.read_raw(0x08934FE0, 0x4000)
tile_mapping_8x8_data = self.rom.read_raw(0x08938FE0, 0x500).read_all_u16s()
palettes = self.generate_palettes_from_palette_group_by_index(0xB9)
map_image = self.render_gfx_mapped(gfx_data, tile_mapping_8x8_data, palettes)
map_image = map_image.crop((40, 8, 200, 136))
return map_image
def render_dungeon_map(self, dungeon):
image_width = 128
image_height = 128*len(dungeon.floors)
dungeon_image = Image.new("RGBA", (image_width, image_height), (255, 255, 255, 0))
palettes = self.generate_palettes_from_palette_group_by_index(0xB8)
palette = palettes[0xC]
for floor in dungeon.floors:
for dungeon_room in floor:
if dungeon_room.area_index >= len(self.game.areas):
print("Invalid room on dungeon map: %02X-%02X" % (dungeon_room.area_index, dungeon_room.room_index))
continue
area = self.game.areas[dungeon_room.area_index]
if dungeon_room.room_index >= len(area.rooms):
print("Invalid room on dungeon map: %02X-%02X" % (dungeon_room.area_index, dungeon_room.room_index))
continue
room = area.rooms[dungeon_room.room_index]
if room is None:
print("Tried to render an invalid room onto the dungeon map, area %02X room %02X" % (dungeon_room.area_index, dungeon_room.room_index))
continue
room_image = self.render_dungeon_map_room(dungeon_room.room_map_data_ptr, room, palette)
room_x = room.x_pos//16
room_y = room.y_pos//16
dungeon_image.paste(room_image, (room_x, room_y), mask=room_image)
return dungeon_image
def render_dungeon_map_room(self, room_map_data_pointer, room, palette):
# Each pixel on the map is equivalent to one 16x16 tile in the room.
# Also, the width needs to be rounded up to the nearest 4 16x16 tiles because of the format of the map data.
image_width = room.width//16
bytes_per_row = (image_width+3)//4
image_width = bytes_per_row*4
image_height = room.height//16
room_image = Image.new("RGBA", (image_width, image_height), (255, 255, 255, 0))
pixels = room_image.load()
if palette is None:
palette = self.DUMMY_PALETTE
for y in range(image_height):
for x in range(0, image_width, 4):
offset = y*bytes_per_row + x//4
byte = self.rom.read_u8(room_map_data_pointer + offset)
for i in range(4):
color_type = (byte >> (6 - i*2)) & 0x03
if color_type == 2:
color_type = 3
elif color_type == 3:
color_type = 7
if color_type != 0:
color = palette[color_type]
pixels[x,y] = color
x += 1
return room_image
def render_dummy_map(self, area):
width = 128
height = 128
for room in area.rooms:
if room is None:
continue
room_x = room.x_pos // 0x10
room_y = room.y_pos // 0x10
room_w = room.width // 0x10
room_h = room.height // 0x10
if room_x + room_w > width:
width = room_x + room_w
if room_y + room_h > height:
height = room_y + room_h
map_image = Image.new("RGBA", (width, height), (255, 255, 255, 0))
for room in area.rooms:
if room is None:
continue
room_x = room.x_pos // 0x10
room_y = room.y_pos // 0x10
room_w = room.width // 0x10
room_h = room.height // 0x10
map_image.paste((210, 120, 210, 255), (room_x, room_y, room_x+room_w, room_y+room_h))
return map_image