2016-08-08 05:46:07 +00:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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2018-01-14 05:31:02 +00:00
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namespace PKHeX.Core
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2016-08-08 05:46:07 +00:00
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{
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2019-10-04 02:09:02 +00:00
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/// <summary>
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/// Generation 5 C-Gear Background Image
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/// </summary>
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public sealed class CGearBackground
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2016-08-08 05:46:07 +00:00
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{
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public const string Extension = "cgb";
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public const string Filter = "C-Gear Background|*.cgb";
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public const int Width = 256; // px
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public const int Height = 192; // px
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public const int SIZE_CGB = 0x2600;
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2020-12-08 04:14:12 +00:00
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private const int ColorCount = 0x10;
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private const int TileSize = 8;
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private const int TileCount = (Width / TileSize) * (Height / TileSize); // 0x300
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2016-08-08 05:46:07 +00:00
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/* CGearBackground Documentation
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* CGearBackgrounds (.cgb) are tiled images.
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* Tiles are 8x8, and serve as a tileset for building the image.
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* The first 0x2000 bytes are the tile building region.
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* A tile to have two pixels defined in one byte of space.
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* A tile takes up 64 pixels, 32 bytes, 0x20 chunks.
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* The last tile is actually the colors used in the image (16bit).
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* Only 16 colors can be used for the entire image.
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* 255 tiles may be chosen from, as (0x2000-(0x20))/0x20 = 0xFF
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* The last 0x600 bytes are the tiles used.
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* 256/8 = 32, 192/8 = 24
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* 32 * 24 = 0x300
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* The tiles are chosen based on the 16bit index of the tile.
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* 0x300 * 2 = 0x600!
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2018-05-12 19:28:48 +00:00
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*
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2018-01-14 00:32:57 +00:00
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* CGearBackgrounds tilemap (when stored on BW) employs some obfuscation.
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* BW obfuscates by adding 0xA0A0.
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2016-08-08 05:46:07 +00:00
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* The obfuscated number is then tweaked by adding 15*(i/17)
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* To reverse, use a similar reverse calculation
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* PSK files are basically raw game rips (obfuscated)
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2018-01-14 00:32:57 +00:00
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* CGB files are un-obfuscated / B2W2.
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2016-08-08 05:46:07 +00:00
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* Due to BW and B2W2 using different obfuscation adds, PSK files are incompatible between the versions.
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*/
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2018-05-12 15:13:39 +00:00
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2016-08-08 05:46:07 +00:00
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public CGearBackground(byte[] data)
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{
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if (data.Length != SIZE_CGB)
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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throw new ArgumentException(nameof(data));
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2016-08-08 05:46:07 +00:00
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2018-01-10 07:30:44 +00:00
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// decode for easy handling
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if (!IsCGB(data))
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2018-01-14 00:32:57 +00:00
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{
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_psk = data;
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data = PSKtoCGB(data);
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}
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2018-01-10 07:30:44 +00:00
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else
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2018-07-29 20:27:48 +00:00
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{
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2018-01-10 07:30:44 +00:00
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_cgb = data;
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2018-07-29 20:27:48 +00:00
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}
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2018-01-10 07:30:44 +00:00
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2021-05-23 17:56:25 +00:00
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var Region1 = data.AsSpan(0, 0x1FE0);
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var ColorData = data.Slice(0x1FE0, 0x20);
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var Region2 = data.Slice(0x2000, 0x600);
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2016-08-08 05:46:07 +00:00
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2020-12-08 04:14:12 +00:00
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ColorPalette = new int[ColorCount];
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for (int i = 0; i < ColorPalette.Length; i++)
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2017-06-18 01:37:19 +00:00
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ColorPalette[i] = GetRGB555_16(BitConverter.ToUInt16(ColorData, i * 2));
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2016-08-08 05:46:07 +00:00
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Tiles = new Tile[0xFF];
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2021-05-23 17:56:25 +00:00
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for (int i = 0; i < Tiles.Length; i++)
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2016-08-08 05:46:07 +00:00
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{
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2021-05-23 17:56:25 +00:00
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byte[] tiledata = Region1.Slice(i * Tile.SIZE_TILE, Tile.SIZE_TILE).ToArray();
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2018-01-09 06:40:29 +00:00
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Tiles[i] = new Tile(tiledata);
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2017-06-18 01:37:19 +00:00
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Tiles[i].SetTile(ColorPalette);
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2016-08-08 05:46:07 +00:00
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}
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Map = new TileMap(Region2);
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}
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2020-12-08 04:14:12 +00:00
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public readonly int[] ColorPalette;
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public readonly Tile[] Tiles;
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public readonly TileMap Map;
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// Track the original data
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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private readonly byte[]? _cgb;
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private readonly byte[]? _psk;
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2020-12-08 04:14:12 +00:00
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/// <summary>
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/// Writes the <see cref="CGearBackground"/> data to a binary form.
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/// </summary>
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/// <param name="B2W2">True if the destination game is <see cref="GameVersion.B2W2"/>, otherwise false for <see cref="GameVersion.BW"/>.</param>
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/// <returns>Serialized skin data for writing to the save file</returns>
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public byte[] GetSkin(bool B2W2) => B2W2 ? GetCGB() : GetPSK();
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2018-01-14 00:32:57 +00:00
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private byte[] GetCGB() => _cgb ?? Write();
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private byte[] GetPSK() => _psk ?? CGBtoPSK(Write());
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2018-01-10 07:30:44 +00:00
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2018-01-14 00:32:57 +00:00
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private byte[] Write()
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2016-08-08 05:46:07 +00:00
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{
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byte[] data = new byte[SIZE_CGB];
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for (int i = 0; i < Tiles.Length; i++)
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Array.Copy(Tiles[i].Write(), 0, data, i*Tile.SIZE_TILE, Tile.SIZE_TILE);
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for (int i = 0; i < ColorPalette.Length; i++)
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2018-07-29 20:27:48 +00:00
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BitConverter.GetBytes(GetRGB555(ColorPalette[i])).CopyTo(data, 0x1FE0 + (i * 2));
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2016-08-08 05:46:07 +00:00
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Array.Copy(Map.Write(), 0, data, 0x2000, 0x600);
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return data;
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}
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2018-01-14 05:31:02 +00:00
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private static bool IsCGB(IReadOnlyList<byte> data)
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2016-08-08 05:46:07 +00:00
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{
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2018-01-14 05:31:02 +00:00
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if (data.Count != SIZE_CGB)
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2018-01-10 05:47:04 +00:00
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return false;
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// check odd bytes for anything not rotation flag
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for (int i = 0x2000; i < 0x2600; i += 2)
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2018-07-29 20:27:48 +00:00
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{
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2018-01-10 05:47:04 +00:00
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if ((data[i + 1] & ~0b1100) != 0)
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return false;
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2018-07-29 20:27:48 +00:00
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}
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2018-01-10 05:47:04 +00:00
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return true;
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2016-08-08 05:46:07 +00:00
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}
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2018-07-29 20:27:48 +00:00
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2018-01-14 00:32:57 +00:00
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private static byte[] CGBtoPSK(byte[] cgb)
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2016-08-08 05:46:07 +00:00
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{
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byte[] psk = (byte[])cgb.Clone();
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for (int i = 0x2000; i < 0x2600; i += 2)
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{
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2018-01-14 00:32:57 +00:00
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var tileVal = BitConverter.ToUInt16(cgb, i);
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int val = GetPSKValue(tileVal);
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2018-01-10 07:30:44 +00:00
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psk[i] = (byte)val;
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psk[i + 1] = (byte)(val >> 8);
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2016-08-08 05:46:07 +00:00
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}
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return psk;
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}
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2018-07-29 20:27:48 +00:00
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2018-01-14 00:32:57 +00:00
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private static int GetPSKValue(ushort val)
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{
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int rot = val & 0xFF00;
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int tile = val & 0x00FF;
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if (tile == 0xFF) // invalid tile?
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tile = 0;
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2018-05-12 15:13:39 +00:00
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2018-07-29 20:27:48 +00:00
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return tile + (15 * (tile / 17)) + 0xA0A0 + rot;
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2018-01-14 00:32:57 +00:00
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}
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2018-07-29 20:27:48 +00:00
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2018-01-14 00:32:57 +00:00
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private static byte[] PSKtoCGB(byte[] psk)
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2016-08-08 05:46:07 +00:00
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{
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byte[] cgb = (byte[])psk.Clone();
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for (int i = 0x2000; i < 0x2600; i += 2)
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{
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int val = BitConverter.ToUInt16(psk, i);
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2016-08-09 09:27:14 +00:00
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int index = ValToIndex(val);
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2018-01-14 00:32:57 +00:00
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byte tile = (byte)index;
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byte rot = (byte)(index >> 8);
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if (tile == 0xFF)
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tile = 0;
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cgb[i] = tile;
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cgb[i + 1] = rot;
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2016-08-08 05:46:07 +00:00
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}
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return cgb;
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}
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2016-08-09 09:27:14 +00:00
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private static int ValToIndex(int val)
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2016-08-08 05:46:07 +00:00
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{
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2020-12-25 20:30:26 +00:00
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var trunc = (val & 0x3FF);
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if (trunc is < 0xA0 or > 0x280)
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2018-05-12 19:28:48 +00:00
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return (val & 0x5C00) | 0xFF;
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2020-12-25 20:30:26 +00:00
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return ((val % 0x20) + (17 * ((trunc - 0xA0) / 0x20))) | (val & 0x5C00);
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2016-08-08 05:46:07 +00:00
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}
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2018-05-12 15:13:39 +00:00
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2017-06-18 01:37:19 +00:00
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private static byte Convert8to5(int colorval)
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2016-08-08 05:46:07 +00:00
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{
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byte i = 0;
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while (colorval > Convert5To8[i]) i++;
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return i;
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}
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2018-07-29 20:27:48 +00:00
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2018-01-14 03:09:43 +00:00
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private static int GetRGB555_32(int val)
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2016-08-08 05:46:07 +00:00
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{
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2018-01-14 03:09:43 +00:00
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var R = (val >> 0 >> 3) & 0x1F;
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var G = (val >> 8 >> 3) & 0x1F;
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var B = (val >> 16 >> 3) & 0x1F;
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return 0xFF << 24 | R << 16 | G << 8 | B;
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2016-08-08 05:46:07 +00:00
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}
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2018-07-29 20:27:48 +00:00
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2018-01-14 03:09:43 +00:00
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private static int GetRGB555_16(ushort val)
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2016-08-08 07:45:30 +00:00
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{
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int R = (val >> 0) & 0x1F;
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int G = (val >> 5) & 0x1F;
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int B = (val >> 10) & 0x1F;
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2018-01-14 03:09:43 +00:00
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R = Convert5To8[R];
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G = Convert5To8[G];
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B = Convert5To8[B];
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return 0xFF << 24 | R << 16 | G << 8 | B;
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2016-08-08 07:45:30 +00:00
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}
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2018-07-29 20:27:48 +00:00
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2018-01-14 03:09:43 +00:00
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private static ushort GetRGB555(int v)
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2016-08-08 05:46:07 +00:00
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{
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2018-01-14 05:31:02 +00:00
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var R = (byte)(v >> 16);
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var G = (byte)(v >> 8);
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var B = (byte)(v >> 0);
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2018-01-14 03:09:43 +00:00
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2016-08-08 05:46:07 +00:00
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int val = 0;
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2018-01-14 03:09:43 +00:00
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val |= Convert8to5(R) << 0;
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val |= Convert8to5(G) << 5;
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val |= Convert8to5(B) << 10;
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2016-08-08 05:46:07 +00:00
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return (ushort)val;
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}
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2018-07-29 20:27:48 +00:00
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2016-08-08 05:46:07 +00:00
|
|
|
|
private static readonly int[] Convert5To8 = { 0x00,0x08,0x10,0x18,0x20,0x29,0x31,0x39,
|
|
|
|
|
0x41,0x4A,0x52,0x5A,0x62,0x6A,0x73,0x7B,
|
|
|
|
|
0x83,0x8B,0x94,0x9C,0xA4,0xAC,0xB4,0xBD,
|
|
|
|
|
0xC5,0xCD,0xD5,0xDE,0xE6,0xEE,0xF6,0xFF };
|
2018-01-14 05:31:02 +00:00
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Creates a new C-Gear Background object from an input image data byte array
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|
|
|
|
/// </summary>
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|
|
/// <param name="data">Image data</param>
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|
|
/// <param name="bpp">Bytes per pixel</param>
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|
|
|
|
/// <returns>new C-Gear Background object</returns>
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|
|
|
|
public static CGearBackground GetBackground(byte[] data, int bpp = 4)
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|
|
|
|
{
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|
|
|
|
int[] pixels = new int[data.Length / bpp];
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|
|
|
Buffer.BlockCopy(data, 0, pixels, 0, data.Length);
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|
|
|
|
var colors = GetColorData(pixels);
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|
|
|
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|
|
|
|
var Palette = colors.Distinct().ToArray();
|
2020-12-08 04:14:12 +00:00
|
|
|
|
if (Palette.Length > ColorCount)
|
2018-01-14 05:31:02 +00:00
|
|
|
|
throw new ArgumentException($"Too many unique colors. Expected <= 16, got {Palette.Length}");
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|
|
|
|
|
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|
|
var tiles = GetTiles(colors, Palette);
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|
|
|
GetTileList(tiles, out List<Tile> tilelist, out TileMap tm);
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|
|
|
|
if (tilelist.Count >= 0xFF)
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|
|
|
|
throw new ArgumentException($"Too many unique tiles. Expected < 256, received {tilelist.Count}.");
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|
|
// Finished!
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|
|
return new CGearBackground(Palette, tilelist.ToArray(), tm);
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|
|
|
|
}
|
2018-07-29 20:27:48 +00:00
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|
|
|
|
2018-01-14 05:31:02 +00:00
|
|
|
|
private static int[] GetColorData(IReadOnlyList<int> pixels)
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|
|
|
|
{
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|
|
|
|
int[] colors = new int[pixels.Count];
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|
|
|
for (int i = 0; i < pixels.Count; i++)
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|
|
colors[i] = GetRGB555_32(pixels[i]);
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|
|
return colors;
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|
|
|
}
|
2018-07-29 20:27:48 +00:00
|
|
|
|
|
2020-12-08 04:14:12 +00:00
|
|
|
|
private static Tile[] GetTiles(IReadOnlyList<int> colors, int[] palette)
|
2018-01-14 05:31:02 +00:00
|
|
|
|
{
|
2020-12-08 04:14:12 +00:00
|
|
|
|
var tiles = new Tile[TileCount];
|
2018-01-14 05:31:02 +00:00
|
|
|
|
for (int i = 0; i < tiles.Length; i++)
|
2020-12-08 04:14:12 +00:00
|
|
|
|
tiles[i] = GetTile(colors, palette, i);
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|
|
|
return tiles;
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|
|
|
|
}
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|
|
|
|
|
|
|
private static Tile GetTile(IReadOnlyList<int> colors, int[] palette, int tileIndex)
|
|
|
|
|
{
|
|
|
|
|
int x = (tileIndex * 8) % Width;
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|
|
|
|
int y = 8 * ((tileIndex * 8) / Width);
|
2018-01-14 05:31:02 +00:00
|
|
|
|
|
2020-12-08 04:14:12 +00:00
|
|
|
|
var t = new Tile();
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|
|
|
for (uint ix = 0; ix < 8; ix++)
|
|
|
|
|
{
|
|
|
|
|
for (uint iy = 0; iy < 8; iy++)
|
2018-01-14 05:31:02 +00:00
|
|
|
|
{
|
2020-12-08 04:14:12 +00:00
|
|
|
|
int index = ((int) (y + iy) * Width) + (int) (x + ix);
|
|
|
|
|
int c = colors[index];
|
2018-01-14 05:31:02 +00:00
|
|
|
|
|
2020-12-08 04:14:12 +00:00
|
|
|
|
t.ColorChoices[(ix % 8) + (iy * 8)] = Array.IndexOf(palette, c);
|
2018-01-14 05:31:02 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-12-08 04:14:12 +00:00
|
|
|
|
t.SetTile(palette);
|
|
|
|
|
return t;
|
2018-01-14 05:31:02 +00:00
|
|
|
|
}
|
2018-07-29 20:27:48 +00:00
|
|
|
|
|
2018-01-14 05:31:02 +00:00
|
|
|
|
private static void GetTileList(IReadOnlyList<Tile> tiles, out List<Tile> tilelist, out TileMap tm)
|
|
|
|
|
{
|
|
|
|
|
tilelist = new List<Tile> { tiles[0] };
|
|
|
|
|
tm = new TileMap(new byte[2 * Width * Height / 64]);
|
|
|
|
|
|
|
|
|
|
// start at 1 as the 0th tile is always non-duplicate
|
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|
|
|
for (int i = 1; i < tm.TileChoices.Length; i++)
|
|
|
|
|
FindPossibleRotatedTile(tiles[i], tilelist, tm, i);
|
|
|
|
|
}
|
2018-07-29 20:27:48 +00:00
|
|
|
|
|
2018-01-14 05:31:02 +00:00
|
|
|
|
private static void FindPossibleRotatedTile(Tile t, IList<Tile> tilelist, TileMap tm, int tileIndex)
|
|
|
|
|
{
|
|
|
|
|
// Test all tiles currently in the list
|
|
|
|
|
for (int j = 0; j < tilelist.Count; j++)
|
|
|
|
|
{
|
|
|
|
|
int rotVal = t.GetRotationValue(tilelist[j].ColorChoices);
|
|
|
|
|
if (rotVal <= -1)
|
|
|
|
|
continue;
|
|
|
|
|
tm.TileChoices[tileIndex] = j;
|
|
|
|
|
tm.Rotations[tileIndex] = rotVal;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// No tile found, add to list
|
|
|
|
|
tm.TileChoices[tileIndex] = tilelist.Count - 1;
|
|
|
|
|
tm.Rotations[tileIndex] = 0;
|
|
|
|
|
tilelist.Add(t);
|
|
|
|
|
}
|
2018-07-29 20:27:48 +00:00
|
|
|
|
|
2018-01-14 05:31:02 +00:00
|
|
|
|
private CGearBackground(int[] Palette, Tile[] tilelist, TileMap tm)
|
|
|
|
|
{
|
|
|
|
|
Map = tm;
|
|
|
|
|
ColorPalette = Palette;
|
|
|
|
|
Tiles = tilelist;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public byte[] GetImageData()
|
|
|
|
|
{
|
|
|
|
|
byte[] data = new byte[4 * Width * Height];
|
|
|
|
|
for (int i = 0; i < Map.TileChoices.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
int x = (i * 8) % Width;
|
|
|
|
|
int y = 8 * ((i * 8) / Width);
|
|
|
|
|
var choice = Map.TileChoices[i] % (Tiles.Length + 1);
|
|
|
|
|
var tile = Tiles[choice];
|
|
|
|
|
var tileData = tile.Rotate(Map.Rotations[i]);
|
|
|
|
|
for (int iy = 0; iy < 8; iy++)
|
|
|
|
|
{
|
|
|
|
|
int src = iy * (4 * 8);
|
2018-07-29 20:27:48 +00:00
|
|
|
|
int dest = (((y+iy) * Width) + x) * 4;
|
2018-01-14 05:31:02 +00:00
|
|
|
|
Array.Copy(tileData, src, data, dest, 4*8);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return data;
|
|
|
|
|
}
|
2016-08-08 05:46:07 +00:00
|
|
|
|
}
|
2019-10-28 03:39:07 +00:00
|
|
|
|
|
|
|
|
|
public sealed class Tile
|
|
|
|
|
{
|
|
|
|
|
internal const int SIZE_TILE = 0x20;
|
|
|
|
|
private const int TileWidth = 8;
|
|
|
|
|
private const int TileHeight = 8;
|
|
|
|
|
internal readonly int[] ColorChoices;
|
|
|
|
|
private byte[] PixelData;
|
|
|
|
|
private byte[]? PixelDataX;
|
|
|
|
|
private byte[]? PixelDataY;
|
|
|
|
|
|
|
|
|
|
internal Tile() : this(new byte[SIZE_TILE]) { }
|
|
|
|
|
|
|
|
|
|
internal Tile(byte[] data)
|
|
|
|
|
{
|
|
|
|
|
if (data.Length != SIZE_TILE)
|
|
|
|
|
throw new ArgumentException(nameof(data));
|
|
|
|
|
|
|
|
|
|
ColorChoices = new int[TileWidth * TileHeight];
|
|
|
|
|
for (int i = 0; i < data.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
var ofs = i * 2;
|
|
|
|
|
ColorChoices[ofs + 0] = data[i] & 0xF;
|
|
|
|
|
ColorChoices[ofs + 1] = data[i] >> 4;
|
|
|
|
|
}
|
|
|
|
|
PixelData = Array.Empty<byte>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
internal void SetTile(int[] Palette) => PixelData = GetTileData(Palette);
|
|
|
|
|
|
|
|
|
|
private byte[] GetTileData(IReadOnlyList<int> Palette)
|
|
|
|
|
{
|
|
|
|
|
const int pixels = TileWidth * TileHeight;
|
|
|
|
|
byte[] data = new byte[pixels * 4];
|
|
|
|
|
for (int i = 0; i < pixels; i++)
|
|
|
|
|
{
|
|
|
|
|
var choice = ColorChoices[i];
|
|
|
|
|
var val = Palette[choice];
|
|
|
|
|
var o = 4 * i;
|
|
|
|
|
data[o + 0] = (byte)(val & 0xFF);
|
|
|
|
|
data[o + 1] = (byte)(val >> 8 & 0xFF);
|
|
|
|
|
data[o + 2] = (byte)(val >> 16 & 0xFF);
|
|
|
|
|
data[o + 3] = (byte)(val >> 24 & 0xFF);
|
|
|
|
|
}
|
|
|
|
|
return data;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
internal byte[] Write()
|
|
|
|
|
{
|
|
|
|
|
byte[] data = new byte[SIZE_TILE];
|
|
|
|
|
for (int i = 0; i < data.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
var ofs = i * 2;
|
|
|
|
|
data[i] |= (byte)(ColorChoices[ofs + 0] & 0xF);
|
|
|
|
|
data[i] |= (byte)((ColorChoices[ofs + 1] & 0xF) << 4);
|
|
|
|
|
}
|
|
|
|
|
return data;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public byte[] Rotate(int rotFlip)
|
|
|
|
|
{
|
|
|
|
|
if (rotFlip == 0)
|
|
|
|
|
return PixelData;
|
|
|
|
|
if ((rotFlip & 4) > 0)
|
|
|
|
|
return PixelDataX ??= FlipX(PixelData, TileWidth);
|
|
|
|
|
if ((rotFlip & 8) > 0)
|
|
|
|
|
return PixelDataY ??= FlipY(PixelData, TileHeight);
|
|
|
|
|
return PixelData;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static byte[] FlipX(IReadOnlyList<byte> data, int width, int bpp = 4)
|
|
|
|
|
{
|
|
|
|
|
byte[] result = new byte[data.Count];
|
|
|
|
|
int pixels = data.Count / bpp;
|
|
|
|
|
for (int i = 0; i < pixels; i++)
|
|
|
|
|
{
|
|
|
|
|
int x = i % width;
|
|
|
|
|
int y = i / width;
|
|
|
|
|
|
|
|
|
|
x = width - x - 1; // flip x
|
|
|
|
|
int dest = ((y * width) + x) * bpp;
|
|
|
|
|
|
|
|
|
|
var o = 4 * i;
|
|
|
|
|
result[dest + 0] = data[o + 0];
|
|
|
|
|
result[dest + 1] = data[o + 1];
|
|
|
|
|
result[dest + 2] = data[o + 2];
|
|
|
|
|
result[dest + 3] = data[o + 3];
|
|
|
|
|
}
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static byte[] FlipY(IReadOnlyList<byte> data, int height, int bpp = 4)
|
|
|
|
|
{
|
|
|
|
|
byte[] result = new byte[data.Count];
|
|
|
|
|
int pixels = data.Count / bpp;
|
|
|
|
|
int width = pixels / height;
|
|
|
|
|
for (int i = 0; i < pixels; i++)
|
|
|
|
|
{
|
|
|
|
|
int x = i % width;
|
|
|
|
|
int y = i / width;
|
|
|
|
|
|
|
|
|
|
y = height - y - 1; // flip x
|
|
|
|
|
int dest = ((y * width) + x) * bpp;
|
|
|
|
|
|
|
|
|
|
var o = 4 * i;
|
|
|
|
|
result[dest + 0] = data[o + 0];
|
|
|
|
|
result[dest + 1] = data[o + 1];
|
|
|
|
|
result[dest + 2] = data[o + 2];
|
|
|
|
|
result[dest + 3] = data[o + 3];
|
|
|
|
|
}
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
internal int GetRotationValue(int[] tileColors)
|
|
|
|
|
{
|
|
|
|
|
// Check all rotation types
|
|
|
|
|
if (ColorChoices.SequenceEqual(tileColors))
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
|
|
if (IsMirrorX(tileColors))
|
|
|
|
|
return 4;
|
|
|
|
|
if (IsMirrorY(tileColors))
|
|
|
|
|
return 8;
|
|
|
|
|
if (IsMirrorXY(tileColors))
|
|
|
|
|
return 12;
|
|
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private bool IsMirrorX(int[] tileColors)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < 64; i++)
|
|
|
|
|
{
|
|
|
|
|
if (ColorChoices[(7 - (i & 7)) + (8 * (i / 8))] != tileColors[i])
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private bool IsMirrorY(int[] tileColors)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < 64; i++)
|
|
|
|
|
{
|
|
|
|
|
if (ColorChoices[64 - (8 * (1 + (i / 8))) + (i & 7)] != tileColors[i])
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private bool IsMirrorXY(int[] tileColors)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < 64; i++)
|
|
|
|
|
{
|
|
|
|
|
if (ColorChoices[63 - i] != tileColors[i])
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public sealed class TileMap
|
|
|
|
|
{
|
|
|
|
|
public readonly int[] TileChoices;
|
|
|
|
|
public readonly int[] Rotations;
|
|
|
|
|
|
|
|
|
|
internal TileMap(byte[] data)
|
|
|
|
|
{
|
|
|
|
|
TileChoices = new int[data.Length / 2];
|
|
|
|
|
Rotations = new int[data.Length / 2];
|
|
|
|
|
for (int i = 0; i < data.Length; i += 2)
|
|
|
|
|
{
|
|
|
|
|
TileChoices[i / 2] = data[i];
|
|
|
|
|
Rotations[i / 2] = data[i + 1];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
internal byte[] Write()
|
|
|
|
|
{
|
|
|
|
|
byte[] data = new byte[TileChoices.Length * 2];
|
|
|
|
|
for (int i = 0; i < data.Length; i += 2)
|
|
|
|
|
{
|
|
|
|
|
data[i] = (byte)TileChoices[i / 2];
|
|
|
|
|
data[i + 1] = (byte)Rotations[i / 2];
|
|
|
|
|
}
|
|
|
|
|
return data;
|
|
|
|
|
}
|
|
|
|
|
}
|
2016-08-08 05:46:07 +00:00
|
|
|
|
}
|