Files
yaze/src/app/rom.h
scawful 9d1845f997 Refactor ROM data handling and improve file saving logic
- 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.
2025-09-13 11:16:47 -04:00

282 lines
9.6 KiB
C++

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