- Removed redundant copy operation in SaveAllGraphicsData. - Updated SaveToFile to truncate existing content instead of appending, ensuring a clean write. - Simplified error handling for file operations. - Introduced dirty flag management in Write methods to track unsaved changes. - Added getter and setter for dirty state in the Rom class.
282 lines
9.6 KiB
C++
282 lines
9.6 KiB
C++
#ifndef YAZE_APP_ROM_H
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#define YAZE_APP_ROM_H
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#include <SDL.h>
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#include <zelda.h>
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#include <cstddef>
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#include <cstdint>
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#include <cstring>
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#include <ctime>
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#include <map>
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#include <string>
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#include <variant>
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#include <vector>
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#include "absl/status/status.h"
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#include "absl/status/statusor.h"
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#include "absl/strings/str_format.h"
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#include "absl/strings/string_view.h"
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#include "app/core/project.h"
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gfx/snes_tile.h"
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#include "util/macro.h"
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namespace yaze {
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constexpr uint32_t kNumGfxSheets = 223;
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constexpr uint32_t kNumLinkSheets = 14;
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constexpr uint32_t kTile16Ptr = 0x78000;
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constexpr uint32_t kNormalGfxSpaceStart = 0x87000;
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constexpr uint32_t kNormalGfxSpaceEnd = 0xC4200;
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constexpr uint32_t kFontSpriteLocation = 0x70000;
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constexpr uint32_t kGfxGroupsPointer = 0x6237;
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constexpr uint32_t kUncompressedSheetSize = 0x0800;
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constexpr uint32_t kNumMainBlocksets = 37;
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constexpr uint32_t kNumRoomBlocksets = 82;
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constexpr uint32_t kNumSpritesets = 144;
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constexpr uint32_t kNumPalettesets = 72;
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constexpr uint32_t kEntranceGfxGroup = 0x5D97;
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constexpr uint32_t kMaxGraphics = 0x0C3FFF; // 0xC3FB5
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/**
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* @brief A map of version constants for each version of the game.
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*/
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static const std::map<zelda3_version, zelda3_version_pointers>
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kVersionConstantsMap = {
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{zelda3_version::US, zelda3_us_pointers},
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{zelda3_version::JP, zelda3_jp_pointers},
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{zelda3_version::SD, {}},
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{zelda3_version::RANDO, {}},
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};
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/**
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* @brief The Rom class is used to load, save, and modify Rom data.
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*/
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class Rom {
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public:
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struct SaveSettings {
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bool backup = false;
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bool save_new = false;
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bool z3_save = true;
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std::string filename = "";
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};
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absl::Status LoadFromFile(const std::string& filename, bool z3_load = true);
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absl::Status LoadFromData(const std::vector<uint8_t>& data,
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bool z3_load = true);
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absl::Status LoadZelda3();
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absl::Status LoadGfxGroups();
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absl::Status SaveGfxGroups();
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absl::Status SaveToFile(const SaveSettings& settings);
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absl::Status SavePalette(int index, const std::string& group_name,
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gfx::SnesPalette& palette);
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absl::Status SaveAllPalettes();
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void Expand(int size) {
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rom_data_.resize(size);
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size_ = size;
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}
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void Close() {
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rom_data_.clear();
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palette_groups_.clear();
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size_ = 0;
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}
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absl::StatusOr<uint8_t> ReadByte(int offset);
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absl::StatusOr<uint16_t> ReadWord(int offset);
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absl::StatusOr<uint32_t> ReadLong(int offset);
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absl::StatusOr<std::vector<uint8_t>> ReadByteVector(uint32_t offset,
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uint32_t length) const;
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absl::StatusOr<gfx::Tile16> ReadTile16(uint32_t tile16_id);
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absl::Status WriteTile16(int tile16_id, const gfx::Tile16& tile);
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absl::Status WriteByte(int addr, uint8_t value);
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absl::Status WriteWord(int addr, uint16_t value);
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absl::Status WriteShort(int addr, uint16_t value);
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absl::Status WriteLong(uint32_t addr, uint32_t value);
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absl::Status WriteVector(int addr, std::vector<uint8_t> data);
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absl::Status WriteColor(uint32_t address, const gfx::SnesColor& color);
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template <typename... Args>
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absl::Status WriteTransaction(Args... args) {
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absl::Status status;
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// Fold expression to apply the Write function on each argument
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((status = WriteHelper(args)), ...);
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return status;
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}
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template <typename T, typename... Args>
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absl::Status ReadTransaction(T& var, int address, Args&&... args) {
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absl::Status status = ReadHelper<T>(var, address);
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if (!status.ok()) {
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return status;
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}
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if constexpr (sizeof...(args) > 0) {
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status = ReadTransaction(std::forward<Args>(args)...);
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}
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return status;
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}
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struct WriteAction {
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using ValueType =
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std::variant<int, uint8_t, uint16_t, short, std::vector<uint8_t>,
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gfx::SnesColor, std::vector<gfx::SnesColor>>;
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int address;
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ValueType value;
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};
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virtual absl::Status WriteHelper(const WriteAction& action) {
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if (std::holds_alternative<uint8_t>(action.value)) {
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return WriteByte(action.address, std::get<uint8_t>(action.value));
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} else if (std::holds_alternative<uint16_t>(action.value) ||
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std::holds_alternative<short>(action.value)) {
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return WriteShort(action.address, std::get<uint16_t>(action.value));
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} else if (std::holds_alternative<std::vector<uint8_t>>(action.value)) {
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return WriteVector(action.address,
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std::get<std::vector<uint8_t>>(action.value));
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} else if (std::holds_alternative<gfx::SnesColor>(action.value)) {
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return WriteColor(action.address, std::get<gfx::SnesColor>(action.value));
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} else if (std::holds_alternative<std::vector<gfx::SnesColor>>(
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action.value)) {
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return absl::UnimplementedError(
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"WriteHelper: std::vector<gfx::SnesColor>");
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}
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auto error_message = absl::StrFormat("Invalid write argument type: %s",
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typeid(action.value).name());
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return absl::InvalidArgumentError(error_message);
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}
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template <typename T>
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absl::Status ReadHelper(T& var, int address) {
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if constexpr (std::is_same_v<T, uint8_t>) {
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ASSIGN_OR_RETURN(auto result, ReadByte(address));
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var = result;
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} else if constexpr (std::is_same_v<T, uint16_t>) {
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ASSIGN_OR_RETURN(auto result, ReadWord(address));
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var = result;
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} else if constexpr (std::is_same_v<T, std::vector<uint8_t>>) {
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ASSIGN_OR_RETURN(auto result, ReadByteVector(address, var.size()));
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var = result;
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}
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return absl::OkStatus();
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}
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uint8_t& operator[](unsigned long i) {
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if (i >= size_) throw std::out_of_range("Rom index out of range");
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return rom_data_[i];
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}
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bool is_loaded() const { return !rom_data_.empty(); }
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bool dirty() const { return dirty_; }
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void ClearDirty() { dirty_ = false; }
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auto title() const { return title_; }
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auto size() const { return size_; }
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auto data() const { return rom_data_.data(); }
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auto mutable_data() { return rom_data_.data(); }
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auto begin() { return rom_data_.begin(); }
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auto end() { return rom_data_.end(); }
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auto vector() const { return rom_data_; }
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auto filename() const { return filename_; }
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auto set_filename(std::string_view name) { filename_ = name; }
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auto short_name() const { return short_name_; }
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auto graphics_buffer() const { return graphics_buffer_; }
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auto mutable_graphics_buffer() { return &graphics_buffer_; }
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auto palette_group() const { return palette_groups_; }
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auto mutable_palette_group() { return &palette_groups_; }
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auto dungeon_palette(int i) { return palette_groups_.dungeon_main[i]; }
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auto mutable_dungeon_palette(int i) {
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return palette_groups_.dungeon_main.mutable_palette(i);
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}
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ResourceLabelManager* resource_label() { return &resource_label_manager_; }
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zelda3_version_pointers version_constants() const {
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return kVersionConstantsMap.at(version_);
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}
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std::array<std::array<uint8_t, 8>, kNumMainBlocksets> main_blockset_ids;
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std::array<std::array<uint8_t, 4>, kNumRoomBlocksets> room_blockset_ids;
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std::array<std::array<uint8_t, 4>, kNumSpritesets> spriteset_ids;
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std::array<std::array<uint8_t, 4>, kNumPalettesets> paletteset_ids;
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private:
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// Size of the ROM data.
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unsigned long size_ = 0;
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// Title of the ROM loaded from the header
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std::string title_ = "ROM not loaded";
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// Filename of the ROM
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std::string filename_ = "";
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// Short name of the ROM
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std::string short_name_ = "";
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// Full contiguous rom space
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std::vector<uint8_t> rom_data_;
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// Full contiguous graphics space
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std::vector<uint8_t> graphics_buffer_;
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// Label manager for unique resource names.
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ResourceLabelManager resource_label_manager_;
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// All palette groups in the game
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gfx::PaletteGroupMap palette_groups_;
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// Version of the game
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zelda3_version version_ = zelda3_version::US;
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// True if there are unsaved changes
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bool dirty_ = false;
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};
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/**
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* @brief This function iterates over all graphics sheets in the Rom and loads
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* them into memory. Depending on the sheet's index, it may be uncompressed or
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* compressed using the LC-LZ2 algorithm. The uncompressed sheets are 3 bits
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* per pixel (BPP), while the compressed sheets are 4 BPP. The loaded graphics
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* data is converted to 8 BPP and stored in a bitmap.
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*
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* The graphics sheets are divided into the following ranges:
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*
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* | Range | Compression Type | Decompressed Size | Number of Chars |
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* |---------|------------------|------------------|-----------------|
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* | 0-112 | Compressed 3bpp BGR | 0x600 chars | Decompressed each |
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* | 113-114 | Compressed 2bpp | 0x800 chars | Decompressed each |
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* | 115-126 | Uncompressed 3bpp sprites | 0x600 chars | Each |
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* | 127-217 | Compressed 3bpp sprites | 0x600 chars | Decompressed each |
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* | 218-222 | Compressed 2bpp | 0x800 chars | Decompressed each |
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*
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*/
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absl::StatusOr<std::array<gfx::Bitmap, kNumGfxSheets>> LoadAllGraphicsData(
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Rom& rom, bool defer_render = false);
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absl::Status SaveAllGraphicsData(
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Rom& rom, std::array<gfx::Bitmap, kNumGfxSheets>& gfx_sheets);
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/**
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* @brief Loads 2bpp graphics from Rom data.
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*
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* This function loads 2bpp graphics from Rom data by iterating over a list of
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* sheet IDs, decompressing the sheet data, converting it to 8bpp format, and
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* appending the converted sheet data to a byte vector.
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*
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*/
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absl::StatusOr<std::vector<uint8_t>> Load2BppGraphics(const Rom& rom);
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/**
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* @brief Loads the players 4bpp graphics sheet from Rom data.
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*/
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absl::StatusOr<std::array<gfx::Bitmap, kNumLinkSheets>> LoadLinkGraphics(
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const Rom& rom);
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absl::StatusOr<gfx::Bitmap> LoadFontGraphics(const Rom& rom);
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} // namespace yaze
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#endif
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