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//
// spa.js
//--------------------
// Reads spa files. Based off of code from MJDS Course Modifier, which was very incomplete but at least got the textures.
// Reverse engineered most of the emitter stuff.
// by RHY3756547
//
window . spa = function ( input ) {
var t = this ;
this . load = load ;
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this . getTexture = getTexture ;
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var colourBuffer ;
function load ( input ) {
colourBuffer = new Uint32Array ( 4 ) ;
var view = new DataView ( input ) ;
var header = null ;
var offset = 0 ;
var stamp = readChar ( view , 0x0 ) + readChar ( view , 0x1 ) + readChar ( view , 0x2 ) + readChar ( view , 0x3 ) ;
if ( stamp != " APS" ) throw "SPA invalid. Expected ' APS', found " + stamp ;
offset += 4 ;
var version = readChar ( view , offset ) + readChar ( view , offset + 1 ) + readChar ( view , offset + 2 ) + readChar ( view , offset + 3 ) ;
offset += 4 ;
var particleCount = view . getUint16 ( offset , true ) ;
var particleTexCount = view . getUint16 ( offset + 2 , true ) ;
var unknown = view . getUint32 ( offset + 4 , true ) ;
var unknown2 = view . getUint32 ( offset + 8 , true ) ;
var unknown3 = view . getUint32 ( offset + 12 , true ) ;
var firstTexOffset = view . getUint32 ( offset + 16 , true ) ;
var pad = view . getUint32 ( offset + 20 , true ) ;
offset += 24 ;
if ( version == "12_1" ) {
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t . particles = [ ] ;
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for ( let i = 0 ; i < particleCount ; i ++ ) {
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t . particles [ i ] = readParticle ( view , offset ) ;
t . particles [ i ] . parent = t ;
offset = t . particles [ i ] . nextOff ;
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}
}
offset = firstTexOffset ;
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t . particleTextures = [ ] ;
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for ( let i = 0 ; i < particleTexCount ; i ++ ) {
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t . particleTextures [ i ] = readParticleTexture ( view , offset ) ;
offset = t . particleTextures [ i ] . nextOff ;
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}
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//window.debugParticle = true;
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if ( window . debugParticle ) {
for ( let i = 0 ; i < particleCount ; i ++ ) {
var text = document . createElement ( "textarea" ) ;
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var p = t . particles [ i ] ;
p . parent = null ;
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text . value = JSON . stringify ( p , true , 4 ) ;
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p . parent = t ;
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text . style . width = 500 ;
text . style . height = 200 ;
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var obj = t . particleTextures [ p . textureId ] ;
if ( p . texAnim ) obj = t . particleTextures [ p . texAnim . textures [ 0 ] ] ;
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if ( obj == null ) {
continue ;
}
var test = readTexWithPal ( obj . info , obj ) ;
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document . body . appendChild ( document . createElement ( "br" ) ) ;
document . body . appendChild ( document . createTextNode ( i + ":" ) ) ;
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document . body . appendChild ( test ) ;
document . body . appendChild ( text ) ;
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}
}
}
function getTexture ( id , gl ) {
var t = this ;
var obj = t . particleTextures [ id ] ;
if ( obj == null ) {
return null ;
}
if ( obj . glTex == null ) {
var canvas = readTexWithPal ( obj . info , obj ) ;
var m = obj . info ;
if ( m . flipX || m . flipY ) {
var fC = document . createElement ( "canvas" ) ;
var ctx = fC . getContext ( "2d" ) ;
fC . width = ( m . flipX ) ? canvas . width * 2 : canvas . width ;
fC . height = ( m . flipY ) ? canvas . height * 2 : canvas . height ;
ctx . drawImage ( canvas , 0 , 0 ) ;
ctx . save ( ) ;
if ( m . flipX ) {
ctx . translate ( 2 * canvas . width , 0 ) ;
ctx . scale ( - 1 , 1 ) ;
ctx . drawImage ( canvas , 0 , 0 ) ;
ctx . restore ( ) ;
ctx . save ( ) ;
}
if ( m . flipY ) {
ctx . translate ( 0 , 2 * canvas . height ) ;
ctx . scale ( 1 , - 1 ) ;
ctx . drawImage ( fC , 0 , 0 ) ;
ctx . restore ( ) ;
}
var t = loadTex ( fC , gl , ! m . repeatX , ! m . repeatY ) ;
t . realWidth = canvas . width ;
t . realHeight = canvas . height ;
obj . glTex = t ;
} else {
var t = loadTex ( canvas , gl , ! m . repeatX , ! m . repeatY ) ;
t . realWidth = canvas . width ;
t . realHeight = canvas . height ;
obj . glTex = t ;
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}
}
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return obj . glTex ;
}
function loadTex ( img , gl , clampx , clampy ) { //general purpose function for loading an image into a texture.
var texture = gl . createTexture ( ) ;
gl . bindTexture ( gl . TEXTURE _2D , texture ) ;
gl . texImage2D ( gl . TEXTURE _2D , 0 , gl . RGBA , gl . RGBA , gl . UNSIGNED _BYTE , img ) ;
gl . texParameteri ( gl . TEXTURE _2D , gl . TEXTURE _MIN _FILTER , gl . NEAREST ) ;
gl . texParameteri ( gl . TEXTURE _2D , gl . TEXTURE _MAG _FILTER , gl . NEAREST ) ;
if ( clampx ) gl . texParameteri ( gl . TEXTURE _2D , gl . TEXTURE _WRAP _S , gl . CLAMP _TO _EDGE ) ;
if ( clampy ) gl . texParameteri ( gl . TEXTURE _2D , gl . TEXTURE _WRAP _T , gl . CLAMP _TO _EDGE ) ;
texture . width = img . width ;
texture . height = img . height ;
gl . bindTexture ( gl . TEXTURE _2D , null ) ;
return texture ;
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}
function readParticle ( view , off ) {
var obj = { } ;
var ParticleFlags =
{
Type0 : 0 ,
//1: random sphere
//2: random ground
//3: rotation invariant
//4+: unpredictable past here
Type1 : 0x10 , //spark type
Type2 : 0x20 , //3d, makes rotation around billboard axis
Type3 : 0x30 , //spark 3d
Type4 : 0x40 , //billboard
Type5 : 0x80 , //billboard but ignores ground setting? maybe 2d
ScaleAnim : 0x100 ,
ColorAnimation : 0x200 ,
OpacityAnimation : 0x400 ,
TextureAnimation : 0x800 ,
Unknown : 0x1000 ,
RandomDirection : 0x2000 ,
CrashGame : 0x4000 ,
AttachedToEmitter : 0x8000 ,
Bit16 : 0x10000 ,
Bit21 : 0x200000 ,
Bit22 : 0x400000 ,
Bit23 : 0x800000 ,
Gravity : 0x1000000 ,
Bit25 : 0x2000000 , //balloon? perhaps sine rotation (as it flies away)
Bit26 : 0x4000000 ,
Bit27 : 0x8000000 ,
Bit28 : 0x10000000 ,
Bit29 : 0x20000000
}
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obj . ParticleFlags = ParticleFlags ;
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obj . flag = view . getUint32 ( off , true ) ;
obj . position = [ view . getInt32 ( off + 0x4 , true ) / 4096 , view . getInt32 ( off + 0x8 , true ) / 4096 , view . getInt32 ( off + 0xC , true ) / 4096 ] ;
//this is just hilarious at this point
//the best approach here is to look at each particle on a case by case basis, seeing how each particle behaves ingame
obj . particleChance = view . getInt32 ( off + 0x10 , true ) / 4096 ; //if less than 1, pct chance a particle will appear on that frame. >1 means more than one particle will appear.
obj . areaSpread = view . getInt32 ( off + 0x14 , true ) / 4096 ; //x and z
//^ particle count?
obj . unknown3 = view . getInt32 ( off + 0x18 , true ) / 4096 ; //unknown (does not change anything for grass)
//not sure what this vector is for. grass it's (0, 1, 0), smoke it's (-0.706787109375, 0, -0.707275390625) billboard alignment vector? (it's a bit crazy for powerslide)
obj . vector = [ view . getInt16 ( off + 0x1C , true ) / 4096 , view . getInt16 ( off + 0x1E , true ) / 4096 , view . getInt16 ( off + 0x20 , true ) / 4096 ] ;
obj . color = view . getUint16 ( off + 0x22 , true ) ; //15 bit, usually 32767 for white.
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obj . randomxz = view . getUint32 ( off + 0x24 , true ) / 4096 ; //random xz velocity intensity
obj . velocity = view . getUint32 ( off + 0x28 , true ) / 4096 ; //initial velocity related (along predefined vector)
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obj . size = view . getUint32 ( off + 0x2C , true ) / 4096 ; //size
obj . aspect = view . getUint16 ( off + 0x30 , true ) / 4096 ; //aspect
//frame delay before activation (x2)
//rotational velocity from (x2)
//rotational velocity to (x2)
obj . delay = view . getUint16 ( off + 0x32 , true ) ;
obj . rotVelFrom = view . getInt16 ( off + 0x34 , true ) ;
obj . rotVelTo = view . getInt16 ( off + 0x36 , true ) ;
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obj . scX = view . getInt16 ( off + 0x38 , true ) / 0x8000 ; //??? (0) //scale center offset?
obj . scY = view . getInt16 ( off + 0x3A , true ) / 0x8000 ; //??? (4B) //scale center offset?
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obj . emitterLifetime = view . getUint16 ( off + 0x3C , true ) ; //stop emitting particles after this many frames
obj . duration = view . getUint16 ( off + 0x3E , true ) ;
obj . varScale = view . getUint8 ( off + 0x40 , true ) ;
obj . varDuration = view . getUint8 ( off + 0x42 , true ) ;
obj . varUnk1 = view . getUint8 ( off + 0x44 , true ) ; //usually like 1-8
obj . varUnk2 = view . getUint8 ( off + 0x46 , true ) ; //usually like 128 (hahaa)
obj . frequency = view . getUint8 ( off + 0x44 , true ) ; //create particle every n frames
obj . opacity = view . getUint8 ( off + 0x45 , true ) ; //opacity (0-1F)
obj . yOffIntensity = view . getUint8 ( off + 0x46 , true ) ; //y offset intensity (seems to include updraft and gravity. 124 for smoke, 120 for grass. 128 is probably 1x)
obj . textureId = view . getUint8 ( off + 0x47 , true ) ;
obj . unknown21 = view . getUint32 ( off + 0x48 , true ) ; //negative number makes grass disappear (1 for grass, smoke)
obj . unknown22 = view . getUint32 ( off + 0x4C , true ) ; //some numbers make grass disappear (0x458d00 for grass, 0x74725f60 for smoke)
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obj . xScaleDelta = view . getInt16 ( off + 0x50 , true ) / 4096 ; //x scale delta for some reason. usually 0
obj . yScaleDelta = view . getInt16 ( off + 0x52 , true ) / 4096 ; //y scale delta for some reason. usually 0
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obj . unknown25 = view . getUint32 ( off + 0x54 , true ) ; //FFFFFFFF makes run at half framerate. idk? usually 0
off += 0x58 ;
if ( ( obj . flag & ParticleFlags . ScaleAnim ) != 0 )
{
obj . scaleAnim = [ ] ;
//1.000 (doesn't seem to do anything important, but occasionally is between start and end)
//start scale
//end scale
//???? (seems to affect the interpolation. cubic params?)
//flags (1: random scale for one frame? everything above it might be cubic params)
//???? (0x4B)
obj . scaleAnim = {
unkBase : view . getUint16 ( off , true ) / 4096 ,
scaleFrom : view . getUint16 ( off + 2 , true ) / 4096 ,
scaleTo : view . getUint16 ( off + 4 , true ) / 4096 ,
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fromZeroTime : view . getUint8 ( off + 6 , true ) / 0xFF , //time to dedicate to an animation from zero size
holdTime : view . getUint8 ( off + 7 , true ) / 0xFF , //time to dedicate to holding state at the end.
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flagParam : view . getUint16 ( off + 8 , true ) ,
unk4b : view . getUint16 ( off + 10 , true ) ,
} ;
off += 12 ;
}
if ( ( obj . flag & ParticleFlags . ColorAnimation ) != 0 )
{
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obj . colorAnim = {
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colorFrom : view . getUint16 ( off , true ) , //color from
colorTo : view . getUint16 ( off + 2 , true ) , //color to (seems to be same as base color)
framePct : view . getUint16 ( off + 4 , true ) , //frame pct to become color to (FFFF means always from, 8000 is about the middle)
unknown : view . getUint16 ( off + 6 , true ) , //unknown, 00FF for fire?
flags : view . getUint32 ( off + 8 , true ) , //flags (1: binary select color, 4: smooth blend)
} ;
off += 12 ;
}
if ( ( obj . flag & ParticleFlags . OpacityAnimation ) != 0 )
{
//opacity
//intensity x2 (0FFF to 0000. smoke is 0bff. 1000 breaks it, i'm assuming it pushes opacity from 1f to 20 (overflow to 0))
//random flicker
//unknown (negative byte breaks it)
//startfade x2
//cubic param? x2
obj . opacityAnim = {
intensity : view . getUint16 ( off , true ) ,
random : view . getUint8 ( off + 2 , true ) ,
unk : view . getUint8 ( off + 3 , true ) ,
startFade : view . getUint16 ( off + 4 , true ) , //0-FFFF. seems to be the pct of duration where the anim starts.
param : view . getUint16 ( off + 6 , true ) ,
}
off += 8 ;
}
if ( ( obj . flag & ParticleFlags . TextureAnimation ) != 0 )
{
var textures = [ ] ;
for ( let i = 0 ; i < 8 ; i ++ ) textures [ i ] = view . getUint8 ( off + i ) ;
obj . texAnim = {
textures : textures ,
frames : view . getUint8 ( off + 8 ) ,
unknown1 : view . getUint8 ( off + 9 ) , //128 - duration of particle. 37 - blue spark? (7 frames for 7 duration effect)
unknown2 : view . getUint16 ( off + 10 , true ) , //1 - random frame?
}
off += 12 ;
}
if ( ( obj . flag & ParticleFlags . Bit16 ) != 0 )
{
obj . Bit16 = [ ] ;
for ( let i = 0 ; i < 20 ; i ++ ) obj . Bit16 [ i ] = view . getUint8 ( off + i ) ;
off += 20 ;
}
if ( ( obj . flag & ParticleFlags . Gravity ) != 0 )
{
//gravity
//x wind
//gravity (signed 16, -1 is down, leaves are FFEA (-22/4096))
//z wind
//pad?
obj . gravity = [
view . getInt16 ( off , true ) / 4096 ,
view . getInt16 ( off + 2 , true ) / 4096 ,
view . getInt16 ( off + 4 , true ) / 4096 ,
view . getInt16 ( off + 6 , true ) / 4096 , //pad, should be ignored by vec3 ops
] ;
off += 8 ;
}
if ( ( obj . flag & ParticleFlags . Bit25 ) != 0 )
{
//seems to be 4 int 16s typically in some kind of pattern.
obj . Bit25 = [ ] ;
for ( let i = 0 ; i < 8 ; i ++ ) obj . Bit25 [ i ] = view . getUint8 ( off + i ) ;
off += 8 ;
}
if ( ( obj . flag & ParticleFlags . Bit26 ) != 0 )
{
obj . Bit26 = [ ] ;
for ( let i = 0 ; i < 16 ; i ++ ) obj . Bit26 [ i ] = view . getUint8 ( off + i ) ;
off += 16 ;
}
if ( ( obj . flag & ParticleFlags . Bit27 ) != 0 )
{
obj . Bit27 = [ ] ;
for ( let i = 0 ; i < 4 ; i ++ ) obj . Bit27 [ i ] = view . getUint8 ( off + i ) ;
off += 4 ;
}
if ( ( obj . flag & ParticleFlags . Bit28 ) != 0 )
{
obj . Bit28 = [ ] ;
for ( let i = 0 ; i < 8 ; i ++ ) obj . Bit28 [ i ] = view . getUint8 ( off + i ) ;
off += 8 ;
}
if ( ( obj . flag & ParticleFlags . Bit29 ) != 0 )
{
obj . Bit29 = [ ] ;
for ( let i = 0 ; i < 16 ; i ++ ) obj . Bit29 [ i ] = view . getUint8 ( off + i ) ;
off += 16 ;
}
obj . nextOff = off ;
return obj ;
}
function readParticleTexture ( view , off ) {
var obj = { } ;
obj . stamp = readChar ( view , off + 0x0 ) + readChar ( view , off + 0x1 ) + readChar ( view , off + 0x2 ) + readChar ( view , off + 0x3 ) ;
if ( obj . stamp != " TPS" ) throw "SPT invalid (particle texture in SPA). Expected ' TPS', found " + obj . stamp ;
var flags = view . getUint16 ( off + 4 , true ) ;
obj . info = {
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pal0trans : true , //z(flags>>3)&1, //weirdly different format
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format : ( ( flags ) & 7 ) ,
height : 8 << ( ( flags >> 8 ) & 0xF ) ,
width : 8 << ( ( flags >> 4 ) & 0xF ) ,
repeatX : ( flags >> 12 ) & 1 ,
repeatY : ( flags >> 13 ) & 1 ,
flipX : ( flags >> 14 ) & 1 ,
flipY : ( flags >> 15 ) & 1 ,
}
obj . flags = flags ;
obj . unknown = view . getUint16 ( off + 6 , true ) ;
obj . texDataLength = view . getUint32 ( off + 8 , true ) ;
obj . palOff = view . getUint32 ( off + 0xC , true ) ;
obj . palDataLength = view . getUint32 ( off + 0x10 , true ) ;
obj . unknown2 = view . getUint32 ( off + 0x14 , true ) ;
obj . unknown3 = view . getUint32 ( off + 0x18 , true ) ;
obj . unknown4 = view . getUint32 ( off + 0x1C , true ) ;
obj . texData = view . buffer . slice ( off + 32 , off + 32 + obj . texDataLength ) ;
off += 32 + obj . texDataLength ;
obj . palData = view . buffer . slice ( off , off + obj . palDataLength ) ;
obj . nextOff = off + obj . palDataLength ;
//var test = readTexWithPal(obj.info, obj);
//document.body.appendChild(test);
return obj ;
}
//modified from NSBTX.js - should probably refactor to use be generic between both
function readTexWithPal ( tex , data ) {
var format = tex . format ;
var trans = tex . pal0trans ;
if ( format == 5 ) return readCompressedTex ( tex , data ) ; //compressed 4x4 texture, different processing entirely
var off = 0 ; //tex.texOffset;
var palView = new DataView ( data . palData ) ;
var texView = new DataView ( data . texData ) ;
var palOff = 0 ; //pal.palOffset;
var canvas = document . createElement ( "canvas" ) ;
canvas . width = tex . width ;
canvas . height = tex . height ;
var ctx = canvas . getContext ( "2d" ) ;
var img = ctx . getImageData ( 0 , 0 , tex . width , tex . height ) ;
var total = tex . width * tex . height ;
var databuf ;
for ( var i = 0 ; i < total ; i ++ ) {
var col ;
if ( format == 1 ) { //A3I5 encoding. 3 bits alpha 5 bits pal index
var dat = texView . getUint8 ( off ++ )
col = readPalColour ( palView , palOff , dat & 31 , trans ) ;
col [ 3 ] = ( dat >> 5 ) * ( 255 / 7 ) ;
} else if ( format == 2 ) { //2 bit pal
if ( i % 4 == 0 ) databuf = texView . getUint8 ( off ++ ) ;
col = readPalColour ( palView , palOff , ( databuf >> ( ( i % 4 ) * 2 ) ) & 3 , trans )
} else if ( format == 3 ) { //4 bit pal
if ( i % 2 == 0 ) {
databuf = texView . getUint8 ( off ++ ) ;
col = readPalColour ( palView , palOff , databuf & 15 , trans )
} else {
col = readPalColour ( palView , palOff , databuf >> 4 , trans )
}
} else if ( format == 4 ) { //8 bit pal
col = readPalColour ( palView , palOff , texView . getUint8 ( off ++ ) , trans )
} else if ( format == 6 ) { //A5I3 encoding. 5 bits alpha 3 bits pal index
var dat = texView . getUint8 ( off ++ )
col = readPalColour ( palView , palOff , dat & 7 , trans ) ;
col [ 3 ] = ( dat >> 3 ) * ( 255 / 31 ) ;
} else if ( format == 7 ) { //raw color data
col = texView . getUint16 ( off , true ) ;
colourBuffer [ 0 ] = Math . round ( ( ( col & 31 ) / 31 ) * 255 )
colourBuffer [ 1 ] = Math . round ( ( ( ( col >> 5 ) & 31 ) / 31 ) * 255 )
colourBuffer [ 2 ] = Math . round ( ( ( ( col >> 10 ) & 31 ) / 31 ) * 255 )
colourBuffer [ 3 ] = Math . round ( ( col >> 15 ) * 255 ) ;
col = colourBuffer ;
off += 2 ;
} else {
console . log ( "texture format is none, ignoring" )
return canvas ;
}
img . data . set ( col , i * 4 ) ;
}
ctx . putImageData ( img , 0 , 0 )
return canvas ;
}
function readCompressedTex ( tex ) { //format 5, 4x4 texels. I'll keep this well documented so it's easy to understand.
throw "compressed tex not supported for particles! (unknowns for tex data offsets and lengths?)" ;
var off = 0 ; //tex.texOffset;
var texView = new DataView ( compData ) ; //real texture data - 32 bits per 4x4 block (one byte per 4px horizontal line, each descending 1px)
var compView = new DataView ( compInfoData ) ; //view into compression info - informs of pallete and parameters.
var palView = new DataView ( data . palData ) ; //view into the texture pallete
var compOff = off / 2 ; //info is 2 bytes per block, so the offset is half that of the tex offset.
var palOff = 0 ; //pal.palOffset;
var transColor = new Uint8Array ( [ 0 , 0 , 0 , 0 ] ) ; //transparent black
var canvas = document . createElement ( "canvas" ) ;
canvas . width = tex . width ;
canvas . height = tex . height ;
var ctx = canvas . getContext ( "2d" ) ;
var img = ctx . getImageData ( 0 , 0 , tex . width , tex . height ) ;
var w = tex . width >> 2 ; //iterate over blocks, block w and h is /4.
var h = tex . height >> 2 ;
for ( var y = 0 ; y < h ; y ++ ) {
for ( var x = 0 ; x < w ; x ++ ) {
//inside block
var bInfo = compView . getUint16 ( compOff , true ) ; //block info
var addr = ( bInfo & 0x3fff ) ; //offset to relevant pallete
var mode = ( ( bInfo >> 14 ) & 3 ) ;
var finalPo = palOff + addr * 4 ;
var imgoff = x * 4 + ( y * w * 16 ) ;
for ( var iy = 0 ; iy < 4 ; iy ++ ) {
var dat = texView . getUint8 ( off ++ ) ;
for ( var ix = 0 ; ix < 4 ; ix ++ ) { //iterate over horiz lines
var part = ( dat >> ( ix * 2 ) ) & 3 ;
var col ;
switch ( mode ) {
case 0 : //value 3 is transparent, otherwise pal colour
if ( part == 3 ) col = transColor ;
else col = readPalColour ( palView , finalPo , part ) ;
break ;
case 1 : //average mode - colour 2 is average of 1st two, 3 is transparent. 0&1 are normal.
if ( part == 3 ) col = transColor ;
else if ( part == 2 ) col = readFractionalPal ( palView , finalPo , 0.5 ) ;
else col = readPalColour ( palView , finalPo , part ) ;
break ;
case 2 : //pal colour
col = readPalColour ( palView , finalPo , part ) ;
break ;
case 3 : //5/8 3/8 mode - colour 2 is 5/8 of col0 plus 3/8 of col1, 3 is 3/8 of col0 plus 5/8 of col1. 0&1 are normal.
if ( part == 3 ) col = readFractionalPal ( palView , finalPo , 3 / 8 ) ;
else if ( part == 2 ) col = readFractionalPal ( palView , finalPo , 5 / 8 ) ;
else col = readPalColour ( palView , finalPo , part ) ;
break ;
}
img . data . set ( col , ( imgoff ++ ) * 4 )
}
imgoff += tex . width - 4 ;
}
compOff += 2 ; //align off to next block
}
}
ctx . putImageData ( img , 0 , 0 )
return canvas ;
}
function readPalColour ( view , palOff , ind , pal0trans ) {
var col = view . getUint16 ( palOff + ind * 2 , true ) ;
var f = 255 / 31 ;
colourBuffer [ 0 ] = Math . round ( ( col & 31 ) * f )
colourBuffer [ 1 ] = Math . round ( ( ( col >> 5 ) & 31 ) * f )
colourBuffer [ 2 ] = Math . round ( ( ( col >> 10 ) & 31 ) * f )
colourBuffer [ 3 ] = ( pal0trans && ind == 0 ) ? 0 : 255 ;
return colourBuffer ;
}
function readFractionalPal ( view , palOff , i ) {
var col = view . getUint16 ( palOff , true ) ;
var col2 = view . getUint16 ( palOff + 2 , true ) ;
var ni = 1 - i ;
var f = 255 / 31 ;
colourBuffer [ 0 ] = Math . round ( ( col & 31 ) * f * i + ( col2 & 31 ) * f * ni )
colourBuffer [ 1 ] = Math . round ( ( ( col >> 5 ) & 31 ) * f * i + ( ( col2 >> 5 ) & 31 ) * f * ni )
colourBuffer [ 2 ] = Math . round ( ( ( col >> 10 ) & 31 ) * f * i + ( ( col2 >> 10 ) & 31 ) * f * ni )
colourBuffer [ 3 ] = 255 ;
return colourBuffer ;
}
//end NSBTX
function readChar ( view , offset ) {
return String . fromCharCode ( view . getUint8 ( offset ) ) ;
}
if ( input != null ) {
load ( input ) ;
}
}