commit
f6dc6ea92d
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@ -43,6 +43,7 @@ window.IngameRes = function(rom) {
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var characters = [];
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var karts = [];
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var test = new spa(r.MainEffect.getFile("RaceEffect.spa"));
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loadItems();
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loadTires();
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@ -0,0 +1,479 @@
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//
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// spa.js
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//--------------------
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// Reads spa files. Based off of code from MJDS Course Modifier, which was very incomplete but at least got the textures.
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// Reverse engineered most of the emitter stuff.
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// by RHY3756547
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//
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window.spa = function(input) {
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var t = this;
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this.load = load;
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var colourBuffer;
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function load(input) {
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colourBuffer = new Uint32Array(4);
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var view = new DataView(input);
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var header = null;
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var offset = 0;
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var stamp = readChar(view, 0x0)+readChar(view, 0x1)+readChar(view, 0x2)+readChar(view, 0x3);
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if (stamp != " APS") throw "SPA invalid. Expected ' APS', found "+stamp;
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offset += 4;
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var version = readChar(view, offset)+readChar(view, offset+1)+readChar(view, offset+2)+readChar(view, offset+3);
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offset += 4;
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var particleCount = view.getUint16(offset, true);
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var particleTexCount = view.getUint16(offset+2, true);
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var unknown = view.getUint32(offset+4, true);
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var unknown2 = view.getUint32(offset+8, true);
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var unknown3 = view.getUint32(offset+12, true);
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var firstTexOffset = view.getUint32(offset+16, true);
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var pad = view.getUint32(offset+20, true);
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offset += 24;
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if (version == "12_1") {
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this.particles = [];
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for (let i=0; i<particleCount; i++) {
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this.particles[i] = readParticle(view, offset);
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offset = this.particles[i].nextOff;
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}
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}
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offset = firstTexOffset;
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this.particleTextures = [];
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for (let i=0; i<particleTexCount; i++) {
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this.particleTextures[i] = readParticleTexture(view, offset);
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offset = this.particleTextures[i].nextOff;
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}
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if (window.debugParticle) {
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for (let i=0; i<particleCount; i++) {
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var text = document.createElement("textarea");
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var p = this.particles[i];
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text.value = JSON.stringify(p, true, 4);
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text.style.width = 500;
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text.style.height = 200;
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var obj = this.particleTextures[p.textureId];
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if (p.texAnim) obj = this.particleTextures[p.texAnim.textures[0]];
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if (obj == null) {
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continue;
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}
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var test = readTexWithPal(obj.info, obj);
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document.body.appendChild(test);
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document.body.appendChild(text);
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document.body.appendChild(document.createElement("br"));
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}
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}
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}
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function readParticle(view, off) {
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var obj = {};
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var ParticleFlags =
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{
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Type0: 0,
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//1: random sphere
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//2: random ground
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//3: rotation invariant
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//4+: unpredictable past here
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Type1: 0x10, //spark type
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Type2: 0x20, //3d, makes rotation around billboard axis
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Type3: 0x30, //spark 3d
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Type4: 0x40, //billboard
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Type5: 0x80, //billboard but ignores ground setting? maybe 2d
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ScaleAnim: 0x100,
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ColorAnimation: 0x200,
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OpacityAnimation: 0x400,
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TextureAnimation: 0x800,
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Unknown: 0x1000,
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RandomDirection: 0x2000,
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CrashGame: 0x4000,
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AttachedToEmitter: 0x8000,
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Bit16: 0x10000,
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Bit21: 0x200000,
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Bit22: 0x400000,
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Bit23: 0x800000,
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Gravity: 0x1000000,
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Bit25: 0x2000000, //balloon? perhaps sine rotation (as it flies away)
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Bit26: 0x4000000,
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Bit27: 0x8000000,
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Bit28: 0x10000000,
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Bit29: 0x20000000
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}
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obj.flag = view.getUint32(off, true);
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obj.position = [view.getInt32(off+0x4, true)/4096, view.getInt32(off+0x8, true)/4096, view.getInt32(off+0xC, true)/4096];
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//this is just hilarious at this point
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//the best approach here is to look at each particle on a case by case basis, seeing how each particle behaves ingame
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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.
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obj.areaSpread = view.getInt32(off+0x14, true)/4096; //x and z
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//^ particle count?
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obj.unknown3 = view.getInt32(off+0x18, true)/4096; //unknown (does not change anything for grass)
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//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)
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obj.vector = [view.getInt16(off+0x1C, true)/4096, view.getInt16(off+0x1E, true)/4096, view.getInt16(off+0x20, true)/4096];
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obj.color = view.getUint16(off+0x22, true); //15 bit, usually 32767 for white.
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obj.randomxz = view.getUint32(off+0x24, true); //random xz velocity intensity
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obj.velocity = view.getUint32(off+0x28, true); //initial velocity related
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obj.size = view.getUint32(off+0x2C, true)/4096; //size
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obj.aspect = view.getUint16(off+0x30, true) / 4096; //aspect
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//frame delay before activation (x2)
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//rotational velocity from (x2)
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//rotational velocity to (x2)
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obj.delay = view.getUint16(off+0x32, true);
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obj.rotVelFrom = view.getInt16(off+0x34, true);
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obj.rotVelTo = view.getInt16(off+0x36, true);
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obj.unknown13 = view.getUint16(off+0x38, true); //??? (0)
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obj.unknown14 = view.getUint16(off+0x3A, true); //??? (4B)
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obj.emitterLifetime = view.getUint16(off+0x3C, true); //stop emitting particles after this many frames
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obj.duration = view.getUint16(off+0x3E, true);
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obj.varScale = view.getUint8(off+0x40, true);
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obj.varDuration = view.getUint8(off+0x42, true);
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obj.varUnk1 = view.getUint8(off+0x44, true); //usually like 1-8
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obj.varUnk2 = view.getUint8(off+0x46, true); //usually like 128 (hahaa)
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obj.frequency = view.getUint8(off+0x44, true); //create particle every n frames
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obj.opacity = view.getUint8(off+0x45, true); //opacity (0-1F)
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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)
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obj.textureId = view.getUint8(off+0x47, true);
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obj.unknown21 = view.getUint32(off+0x48, true); //negative number makes grass disappear (1 for grass, smoke)
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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.getUint16(off+0x50, true); //x scale delta for some reason. usually 0
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obj.yScaleDelta = view.getUint16(off+0x52, true); //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
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off += 0x58;
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if ((obj.flag & ParticleFlags.ScaleAnim) != 0)
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{
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obj.scaleAnim = [];
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//1.000 (doesn't seem to do anything important, but occasionally is between start and end)
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//start scale
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//end scale
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//???? (seems to affect the interpolation. cubic params?)
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//flags (1: random scale for one frame? everything above it might be cubic params)
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//???? (0x4B)
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obj.scaleAnim = {
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unkBase: view.getUint16(off, true)/4096,
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scaleFrom: view.getUint16(off+2, true)/4096,
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scaleTo: view.getUint16(off+4, true)/4096,
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param: view.getUint16(off+6, true),
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flagParam: view.getUint16(off+8, true),
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unk4b: view.getUint16(off+10, true),
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};
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off += 12;
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}
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if ((obj.flag & ParticleFlags.ColorAnimation) != 0)
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{
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obj.ColorAnimation = {
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colorFrom: view.getUint16(off, true), //color from
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colorTo: view.getUint16(off+2, true), //color to (seems to be same as base color)
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framePct: view.getUint16(off+4, true), //frame pct to become color to (FFFF means always from, 8000 is about the middle)
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unknown: view.getUint16(off+6, true), //unknown, 00FF for fire?
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flags: view.getUint32(off+8, true), //flags (1: binary select color, 4: smooth blend)
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};
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off += 12;
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}
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if ((obj.flag & ParticleFlags.OpacityAnimation) != 0)
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{
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//opacity
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//intensity x2 (0FFF to 0000. smoke is 0bff. 1000 breaks it, i'm assuming it pushes opacity from 1f to 20 (overflow to 0))
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//random flicker
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//unknown (negative byte breaks it)
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//startfade x2
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//cubic param? x2
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obj.opacityAnim = {
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intensity: view.getUint16(off, true),
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random: view.getUint8(off+2, true),
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unk: view.getUint8(off+3, true),
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startFade: view.getUint16(off+4, true), //0-FFFF. seems to be the pct of duration where the anim starts.
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param: view.getUint16(off+6, true),
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}
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off += 8;
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}
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if ((obj.flag & ParticleFlags.TextureAnimation) != 0)
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{
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var textures = [];
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for (let i=0; i<8; i++) textures[i] = view.getUint8(off+i);
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obj.texAnim = {
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textures: textures,
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frames: view.getUint8(off+8),
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unknown1: view.getUint8(off+9), //128 - duration of particle. 37 - blue spark? (7 frames for 7 duration effect)
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unknown2: view.getUint16(off+10, true), //1 - random frame?
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}
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off += 12;
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}
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if ((obj.flag & ParticleFlags.Bit16) != 0)
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{
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obj.Bit16 = [];
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for (let i=0; i<20; i++) obj.Bit16[i] = view.getUint8(off+i);
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off += 20;
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}
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if ((obj.flag & ParticleFlags.Gravity) != 0)
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{
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//gravity
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//x wind
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//gravity (signed 16, -1 is down, leaves are FFEA (-22/4096))
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//z wind
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//pad?
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obj.gravity = [
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view.getInt16(off, true)/4096,
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view.getInt16(off+2, true)/4096,
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view.getInt16(off+4, true)/4096,
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view.getInt16(off+6, true)/4096, //pad, should be ignored by vec3 ops
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];
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off += 8;
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}
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if ((obj.flag & ParticleFlags.Bit25) != 0)
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{
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//seems to be 4 int 16s typically in some kind of pattern.
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obj.Bit25 = [];
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for (let i=0; i<8; i++) obj.Bit25[i] = view.getUint8(off+i);
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off += 8;
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}
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if ((obj.flag & ParticleFlags.Bit26) != 0)
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{
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obj.Bit26 = [];
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for (let i=0; i<16; i++) obj.Bit26[i] = view.getUint8(off+i);
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off += 16;
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}
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if ((obj.flag & ParticleFlags.Bit27) != 0)
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{
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obj.Bit27 = [];
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for (let i=0; i<4; i++) obj.Bit27[i] = view.getUint8(off+i);
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off += 4;
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}
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if ((obj.flag & ParticleFlags.Bit28) != 0)
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{
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obj.Bit28 = [];
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for (let i=0; i<8; i++) obj.Bit28[i] = view.getUint8(off+i);
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off += 8;
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}
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if ((obj.flag & ParticleFlags.Bit29) != 0)
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{
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obj.Bit29 = [];
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for (let i=0; i<16; i++) obj.Bit29[i] = view.getUint8(off+i);
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off += 16;
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}
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obj.nextOff = off;
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return obj;
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}
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function readParticleTexture(view, off) {
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var obj = {};
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obj.stamp = readChar(view, off+0x0)+readChar(view, off+0x1)+readChar(view, off+0x2)+readChar(view, off+0x3);
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if (obj.stamp != " TPS") throw "SPT invalid (particle texture in SPA). Expected ' TPS', found "+obj.stamp;
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var flags = view.getUint16(off+4, true);
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obj.info = {
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pal0trans: (flags>>3)&1, //weirdly different format
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format: ((flags)&7),
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height: 8 << ((flags>>8)&0xF),
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width: 8 << ((flags>>4)&0xF),
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repeatX: (flags>>12)&1,
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repeatY: (flags>>13)&1,
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flipX: (flags>>14)&1,
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flipY: (flags>>15)&1,
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}
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obj.flags = flags;
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obj.unknown = view.getUint16(off+6, true);
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obj.texDataLength = view.getUint32(off+8, true);
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obj.palOff = view.getUint32(off+0xC, true);
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obj.palDataLength = view.getUint32(off+0x10, true);
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obj.unknown2 = view.getUint32(off+0x14, true);
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obj.unknown3 = view.getUint32(off+0x18, true);
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obj.unknown4 = view.getUint32(off+0x1C, true);
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obj.texData = view.buffer.slice(off+32, off+32+obj.texDataLength);
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off += 32+obj.texDataLength;
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obj.palData = view.buffer.slice(off, off+obj.palDataLength);
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obj.nextOff = off+obj.palDataLength;
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//var test = readTexWithPal(obj.info, obj);
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//document.body.appendChild(test);
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return obj;
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}
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//modified from NSBTX.js - should probably refactor to use be generic between both
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function readTexWithPal(tex, data) {
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var format = tex.format;
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var trans = tex.pal0trans;
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if (format == 5) return readCompressedTex(tex, data); //compressed 4x4 texture, different processing entirely
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var off = 0;//tex.texOffset;
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var palView = new DataView(data.palData);
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var texView = new DataView(data.texData);
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var palOff = 0;//pal.palOffset;
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var canvas = document.createElement("canvas");
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canvas.width = tex.width;
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canvas.height = tex.height;
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var ctx = canvas.getContext("2d");
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var img = ctx.getImageData(0, 0, tex.width, tex.height);
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var total = tex.width*tex.height;
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var databuf;
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for (var i=0; i<total; i++) {
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var col;
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if (format == 1) { //A3I5 encoding. 3 bits alpha 5 bits pal index
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var dat = texView.getUint8(off++)
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col = readPalColour(palView, palOff, dat&31, trans);
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col[3] = (dat>>5)*(255/7);
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} else if (format == 2) { //2 bit pal
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if (i%4 == 0) databuf = texView.getUint8(off++);
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col = readPalColour(palView, palOff, (databuf>>((i%4)*2))&3, trans)
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} else if (format == 3) { //4 bit pal
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if (i%2 == 0) {
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databuf = texView.getUint8(off++);
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col = readPalColour(palView, palOff, databuf&15, trans)
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} else {
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col = readPalColour(palView, palOff, databuf>>4, trans)
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}
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} else if (format == 4) { //8 bit pal
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col = readPalColour(palView, palOff, texView.getUint8(off++), trans)
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} else if (format == 6) { //A5I3 encoding. 5 bits alpha 3 bits pal index
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var dat = texView.getUint8(off++)
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col = readPalColour(palView, palOff, dat&7, trans);
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col[3] = (dat>>3)*(255/31);
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} else if (format == 7) { //raw color data
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col = texView.getUint16(off, true);
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colourBuffer[0] = Math.round(((col&31)/31)*255)
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colourBuffer[1] = Math.round((((col>>5)&31)/31)*255)
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colourBuffer[2] = Math.round((((col>>10)&31)/31)*255)
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colourBuffer[3] = Math.round((col>>15)*255);
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col = colourBuffer;
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off += 2;
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} else {
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console.log("texture format is none, ignoring")
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return canvas;
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}
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img.data.set(col, i*4);
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}
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ctx.putImageData(img, 0, 0)
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return canvas;
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}
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function readCompressedTex(tex) { //format 5, 4x4 texels. I'll keep this well documented so it's easy to understand.
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throw "compressed tex not supported for particles! (unknowns for tex data offsets and lengths?)";
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var off = 0;//tex.texOffset;
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var texView = new DataView(compData); //real texture data - 32 bits per 4x4 block (one byte per 4px horizontal line, each descending 1px)
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var compView = new DataView(compInfoData); //view into compression info - informs of pallete and parameters.
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var palView = new DataView(data.palData); //view into the texture pallete
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var compOff = off/2; //info is 2 bytes per block, so the offset is half that of the tex offset.
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var palOff = 0;//pal.palOffset;
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var transColor = new Uint8Array([0, 0, 0, 0]); //transparent black
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var canvas = document.createElement("canvas");
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canvas.width = tex.width;
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canvas.height = tex.height;
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var ctx = canvas.getContext("2d");
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var img = ctx.getImageData(0, 0, tex.width, tex.height);
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var w = tex.width>>2; //iterate over blocks, block w and h is /4.
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var h = tex.height>>2;
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|
||||
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);
|
||||
}
|
||||
}
|
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue