2022-06-18 18:04:24 +00:00
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using System;
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2016-08-08 05:46:07 +00:00
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using System.Collections.Generic;
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using System.Linq;
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2022-08-27 06:43:36 +00:00
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using System.Runtime.InteropServices;
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2022-01-03 05:35:59 +00:00
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using static System.Buffers.Binary.BinaryPrimitives;
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2016-08-08 05:46:07 +00:00
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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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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{
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public const string Extension = "cgb";
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public const string Filter = $"C-Gear Background|*.{Extension}";
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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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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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/* 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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*
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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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* 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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* CGB files are un-obfuscated / B2W2.
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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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public CGearBackground(byte[] data)
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{
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if (data.Length != SIZE_CGB)
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throw new ArgumentOutOfRangeException(nameof(data));
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// decode for easy handling
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if (!IsCGB(data))
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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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else
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{
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_cgb = data;
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}
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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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2018-01-10 07:30:44 +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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ColorPalette[i] = GetRGB555_16(ReadUInt16LittleEndian(ColorData.AsSpan(i * 2)));
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Tiles = new Tile[0xFF];
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for (int i = 0; i < Tiles.Length; i++)
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{
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byte[] tiledata = Region1.Slice(i * Tile.SIZE_TILE, Tile.SIZE_TILE).ToArray();
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Tiles[i] = new Tile(tiledata);
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Tiles[i].SetTile(ColorPalette);
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}
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Map = new TileMap(Region2);
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}
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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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private readonly byte[]? _cgb;
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private readonly byte[]? _psk;
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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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private byte[] GetCGB() => _cgb ?? Write();
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private byte[] GetPSK() => _psk ?? CGBtoPSK(Write());
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private byte[] Write()
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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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{
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var value = GetRGB555(ColorPalette[i]);
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var span = data.AsSpan(0x1FE0 + (i * 2));
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WriteUInt16LittleEndian(span, value);
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}
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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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private static bool IsCGB(ReadOnlySpan<byte> data)
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{
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if (data.Length != SIZE_CGB)
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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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{
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if ((data[i + 1] & ~0b1100) != 0)
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return false;
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}
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return true;
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}
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2018-07-29 20:27:48 +00:00
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private static byte[] CGBtoPSK(ReadOnlySpan<byte> cgb)
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{
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byte[] psk = cgb.ToArray();
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for (int i = 0x2000; i < 0x2600; i += 2)
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{
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var span = psk.AsSpan(i);
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var tileVal = ReadUInt16LittleEndian(span);
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int val = GetPSKValue(tileVal);
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WriteUInt16LittleEndian(span, (ushort)val);
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}
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return psk;
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}
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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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return tile + (15 * (tile / 17)) + 0xA0A0 + rot;
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}
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private static byte[] PSKtoCGB(ReadOnlySpan<byte> psk)
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{
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byte[] cgb = psk.ToArray();
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var tileRegion = cgb.AsSpan(0x2000, 0x600);
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ConvertTilesPSKtoCGB(tileRegion);
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return cgb;
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}
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2023-02-17 07:51:15 +00:00
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2023-01-22 04:02:33 +00:00
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private static void ConvertTilesPSKtoCGB(Span<byte> tileRegion)
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{
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for (int i = 0; i < tileRegion.Length; i += 2)
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{
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var exist = tileRegion.Slice(i, 2);
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var value = ReadUInt16LittleEndian(exist);
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var index = ValToIndex(value);
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2018-05-12 15:13:39 +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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exist[0] = tile;
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exist[1] = rot;
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}
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}
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private static int ValToIndex(ushort val)
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{
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var trunc = (val & 0x3FF);
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if (trunc is < 0xA0 or > 0x280)
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return (val & 0x5C00) | 0xFF;
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return ((val % 0x20) + (17 * ((trunc - 0xA0) / 0x20))) | (val & 0x5C00);
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}
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private static byte Convert8to5(int colorval)
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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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2018-01-14 03:09:43 +00:00
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private static int GetRGB555_32(int val)
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{
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var R = (val >> 00) & 0xFF;
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var G = (val >> 08) & 0xFF;
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var B = (val >> 16) & 0xFF;
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return (0xFF << 24) | (B << 16) | (G << 8) | R;
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}
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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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{
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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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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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}
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2018-01-14 05:31:02 +00:00
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private static ushort GetRGB555(int v)
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{
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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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int val = 0;
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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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return (ushort)val;
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}
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2023-01-22 04:02:33 +00:00
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private static ReadOnlySpan<byte> Convert5To8 => new byte[] // 0x20 entries
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{
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0x00,0x08,0x10,0x18,0x20,0x29,0x31,0x39,
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0x41,0x4A,0x52,0x5A,0x62,0x6A,0x73,0x7B,
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0x83,0x8B,0x94,0x9C,0xA4,0xAC,0xB4,0xBD,
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0xC5,0xCD,0xD5,0xDE,0xE6,0xEE,0xF6,0xFF,
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};
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/// <summary>
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/// Creates a new C-Gear Background object from an input image data byte array, with 32 bits per pixel.
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/// </summary>
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/// <param name="data">Image data</param>
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/// <returns>new C-Gear Background object</returns>
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public static CGearBackground GetBackground(ReadOnlySpan<byte> data)
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{
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const int bpp = 4;
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if (Width * Height * bpp != data.Length)
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throw new ArgumentException("Invalid image data size.");
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2023-04-15 08:58:37 +00:00
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var colors = GetColorData(data);
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var palette = colors.Distinct().ToArray();
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if (palette.Length > ColorCount)
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throw new ArgumentException($"Too many unique colors. Expected <= 16, got {palette.Length}");
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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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}
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2018-01-14 05:31:02 +00:00
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private static int[] GetColorData(ReadOnlySpan<byte> data)
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{
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var pixels = MemoryMarshal.Cast<byte, int>(data);
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int[] colors = new int[pixels.Length];
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for (int i = 0; i < pixels.Length; i++)
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{
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var pixel = pixels[i];
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if (!BitConverter.IsLittleEndian)
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pixel = ReverseEndianness(pixel);
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colors[i] = GetRGB555_32(pixel);
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}
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return colors;
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}
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2018-01-14 05:31:02 +00:00
|
|
|
|
2022-08-27 06:43:36 +00:00
|
|
|
private static Tile[] GetTiles(ReadOnlySpan<int> colors, ReadOnlySpan<int> palette)
|
2022-06-18 18:04:24 +00:00
|
|
|
{
|
|
|
|
var tiles = new Tile[TileCount];
|
|
|
|
for (int i = 0; i < tiles.Length; i++)
|
|
|
|
tiles[i] = GetTile(colors, palette, i);
|
|
|
|
return tiles;
|
|
|
|
}
|
2018-01-14 05:31:02 +00:00
|
|
|
|
2022-08-27 06:43:36 +00:00
|
|
|
private static Tile GetTile(ReadOnlySpan<int> colors, ReadOnlySpan<int> palette, int tileIndex)
|
2022-06-18 18:04:24 +00:00
|
|
|
{
|
|
|
|
int x = (tileIndex * 8) % Width;
|
|
|
|
int y = 8 * ((tileIndex * 8) / Width);
|
2018-07-29 20:27:48 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
var t = new Tile();
|
|
|
|
for (uint ix = 0; ix < 8; ix++)
|
2018-01-14 05:31:02 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
for (uint iy = 0; iy < 8; iy++)
|
|
|
|
{
|
|
|
|
int index = ((int) (y + iy) * Width) + (int) (x + ix);
|
|
|
|
int c = colors[index];
|
2018-01-14 05:31:02 +00:00
|
|
|
|
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
|
|
|
t.ColorChoices[(ix % 8) + (iy * 8)] = palette.IndexOf(c);
|
2022-06-18 18:04:24 +00:00
|
|
|
}
|
2018-01-14 05:31:02 +00:00
|
|
|
}
|
2018-07-29 20:27:48 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
t.SetTile(palette);
|
|
|
|
return t;
|
|
|
|
}
|
2018-01-14 05:31:02 +00:00
|
|
|
|
2022-08-27 06:43:36 +00:00
|
|
|
private static void GetTileList(ReadOnlySpan<Tile> tiles, out List<Tile> tilelist, out TileMap tm)
|
2022-06-18 18:04:24 +00:00
|
|
|
{
|
|
|
|
tilelist = new List<Tile> { tiles[0] };
|
|
|
|
tm = new TileMap(new byte[2 * Width * Height / 64]);
|
2018-07-29 20:27:48 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
// start at 1 as the 0th tile is always non-duplicate
|
|
|
|
for (int i = 1; i < tm.TileChoices.Length; i++)
|
|
|
|
FindPossibleRotatedTile(tiles[i], tilelist, tm, i);
|
|
|
|
}
|
|
|
|
|
|
|
|
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++)
|
2018-01-14 05:31:02 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
int rotVal = t.GetRotationValue(tilelist[j].ColorChoices);
|
|
|
|
if (rotVal <= -1)
|
|
|
|
continue;
|
|
|
|
tm.TileChoices[tileIndex] = j;
|
|
|
|
tm.Rotations[tileIndex] = rotVal;
|
|
|
|
return;
|
2018-01-14 05:31:02 +00:00
|
|
|
}
|
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
// No tile found, add to list
|
|
|
|
tilelist.Add(t);
|
|
|
|
tm.TileChoices[tileIndex] = tilelist.Count - 1;
|
|
|
|
tm.Rotations[tileIndex] = 0;
|
|
|
|
}
|
|
|
|
|
2023-04-15 08:58:37 +00:00
|
|
|
private CGearBackground(int[] palette, Tile[] tilelist, TileMap tm)
|
2022-06-18 18:04:24 +00:00
|
|
|
{
|
|
|
|
Map = tm;
|
2023-04-15 08:58:37 +00:00
|
|
|
ColorPalette = palette;
|
2022-06-18 18:04:24 +00:00
|
|
|
Tiles = tilelist;
|
|
|
|
}
|
|
|
|
|
|
|
|
public byte[] GetImageData()
|
|
|
|
{
|
|
|
|
byte[] data = new byte[4 * Width * Height];
|
|
|
|
for (int i = 0; i < Map.TileChoices.Length; i++)
|
2018-01-14 05:31:02 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
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++)
|
2018-01-14 05:31:02 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
int src = iy * (4 * 8);
|
|
|
|
int dest = (((y+iy) * Width) + x) * 4;
|
|
|
|
Array.Copy(tileData, src, data, dest, 4*8);
|
2018-01-14 05:31:02 +00:00
|
|
|
}
|
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
return data;
|
2016-08-08 05:46:07 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
}
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +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;
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
internal Tile() : this(new byte[SIZE_TILE]) { }
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
internal Tile(byte[] data)
|
|
|
|
{
|
|
|
|
if (data.Length != SIZE_TILE)
|
|
|
|
throw new ArgumentException(nameof(data));
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
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;
|
2019-10-28 03:39:07 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
PixelData = Array.Empty<byte>();
|
|
|
|
}
|
2019-10-28 03:39:07 +00:00
|
|
|
|
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
|
|
|
internal void SetTile(ReadOnlySpan<int> palette) => PixelData = GetTileData(palette);
|
2019-10-28 03:39:07 +00:00
|
|
|
|
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
|
|
|
private byte[] GetTileData(ReadOnlySpan<int> Palette)
|
2022-06-18 18:04:24 +00:00
|
|
|
{
|
|
|
|
const int pixels = TileWidth * TileHeight;
|
|
|
|
byte[] data = new byte[pixels * 4];
|
|
|
|
for (int i = 0; i < pixels; i++)
|
2019-10-28 03:39:07 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
var choice = ColorChoices[i];
|
|
|
|
var value = Palette[choice];
|
|
|
|
var span = data.AsSpan(4 * i, 4);
|
|
|
|
WriteInt32LittleEndian(span, value);
|
2019-10-28 03:39:07 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
return data;
|
|
|
|
}
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
internal byte[] Write()
|
|
|
|
{
|
|
|
|
byte[] data = new byte[SIZE_TILE];
|
|
|
|
for (int i = 0; i < data.Length; i++)
|
2019-10-28 03:39:07 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
var span = ColorChoices.AsSpan(i * 2, 2);
|
|
|
|
data[i] = (byte)((span[0] & 0xF) | ((span[1] & 0xF) << 4));
|
2019-10-28 03:39:07 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
return data;
|
|
|
|
}
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
public byte[] Rotate(int rotFlip)
|
|
|
|
{
|
|
|
|
if (rotFlip == 0)
|
2019-10-28 03:39:07 +00:00
|
|
|
return PixelData;
|
2022-06-18 18:04:24 +00:00
|
|
|
if ((rotFlip & 4) > 0)
|
|
|
|
return PixelDataX ??= FlipX(PixelData, TileWidth);
|
|
|
|
if ((rotFlip & 8) > 0)
|
|
|
|
return PixelDataY ??= FlipY(PixelData, TileHeight);
|
|
|
|
return PixelData;
|
|
|
|
}
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-08-27 06:43:36 +00:00
|
|
|
private static byte[] FlipX(ReadOnlySpan<byte> data, int width, int bpp = 4)
|
2022-06-18 18:04:24 +00:00
|
|
|
{
|
2022-08-27 06:43:36 +00:00
|
|
|
byte[] result = new byte[data.Length];
|
|
|
|
int pixels = data.Length / bpp;
|
2022-06-18 18:04:24 +00:00
|
|
|
for (int i = 0; i < pixels; i++)
|
2019-10-28 03:39:07 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
int x = i % width;
|
|
|
|
int y = i / width;
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
x = width - x - 1; // flip x
|
|
|
|
int dest = ((y * width) + x) * bpp;
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
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];
|
2019-10-28 03:39:07 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
return result;
|
|
|
|
}
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-08-27 06:43:36 +00:00
|
|
|
private static byte[] FlipY(ReadOnlySpan<byte> data, int height, int bpp = 4)
|
2022-06-18 18:04:24 +00:00
|
|
|
{
|
2022-08-27 06:43:36 +00:00
|
|
|
byte[] result = new byte[data.Length];
|
|
|
|
int pixels = data.Length / bpp;
|
2022-06-18 18:04:24 +00:00
|
|
|
int width = pixels / height;
|
|
|
|
for (int i = 0; i < pixels; i++)
|
2019-10-28 03:39:07 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
int x = i % width;
|
|
|
|
int y = i / width;
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
y = height - y - 1; // flip x
|
|
|
|
int dest = ((y * width) + x) * bpp;
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
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];
|
2019-10-28 03:39:07 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
return result;
|
|
|
|
}
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
internal int GetRotationValue(ReadOnlySpan<int> tileColors)
|
|
|
|
{
|
|
|
|
// Check all rotation types
|
|
|
|
if (tileColors.SequenceEqual(ColorChoices))
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
if (IsMirrorX(tileColors))
|
|
|
|
return 4;
|
|
|
|
if (IsMirrorY(tileColors))
|
|
|
|
return 8;
|
|
|
|
if (IsMirrorXY(tileColors))
|
|
|
|
return 12;
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
private bool IsMirrorX(ReadOnlySpan<int> tileColors)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 64; i++)
|
2019-10-28 03:39:07 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
if (ColorChoices[(7 - (i & 7)) + (8 * (i / 8))] != tileColors[i])
|
|
|
|
return false;
|
2019-10-28 03:39:07 +00:00
|
|
|
}
|
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
return true;
|
|
|
|
}
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
private bool IsMirrorY(ReadOnlySpan<int> tileColors)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 64; i++)
|
|
|
|
{
|
|
|
|
if (ColorChoices[64 - (8 * (1 + (i / 8))) + (i & 7)] != tileColors[i])
|
|
|
|
return false;
|
2019-10-28 03:39:07 +00:00
|
|
|
}
|
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
return true;
|
|
|
|
}
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
private bool IsMirrorXY(ReadOnlySpan<int> tileColors)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 64; i++)
|
|
|
|
{
|
|
|
|
if (ColorChoices[63 - i] != tileColors[i])
|
|
|
|
return false;
|
2019-10-28 03:39:07 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
|
|
|
|
return true;
|
2019-10-28 03:39:07 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
}
|
2019-10-28 03:39:07 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
public sealed class TileMap
|
|
|
|
{
|
|
|
|
public readonly int[] TileChoices;
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public readonly int[] Rotations;
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2019-10-28 03:39:07 +00:00
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2022-06-18 18:04:24 +00:00
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internal TileMap(byte[] data)
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{
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TileChoices = new int[data.Length / 2];
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Rotations = new int[data.Length / 2];
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for (int i = 0; i < data.Length; i += 2)
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2019-10-28 03:39:07 +00:00
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{
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2022-06-18 18:04:24 +00:00
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TileChoices[i / 2] = data[i];
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Rotations[i / 2] = data[i + 1];
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2019-10-28 03:39:07 +00:00
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}
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2022-06-18 18:04:24 +00:00
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}
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2019-10-28 03:39:07 +00:00
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2022-06-18 18:04:24 +00:00
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internal byte[] Write()
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{
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byte[] data = new byte[TileChoices.Length * 2];
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for (int i = 0; i < data.Length; i += 2)
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2019-10-28 03:39:07 +00:00
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{
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2022-06-18 18:04:24 +00:00
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data[i] = (byte)TileChoices[i / 2];
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data[i + 1] = (byte)Rotations[i / 2];
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2019-10-28 03:39:07 +00:00
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}
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2022-06-18 18:04:24 +00:00
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return data;
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2019-10-28 03:39:07 +00:00
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}
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2016-08-08 05:46:07 +00:00
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}
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