// // nsbtx.js //-------------------- // Reads NSBTX files (or TEX0 sections) and provides canvases containing decoded texture data. // by RHY3756547 // // includes: gl-matrix.js (glMatrix 2.0) // /formats/nitro.js // window.nsbtx = function(input, tex0) { var texDataSize, texInfoOff, texOffset, compTexSize, compTexInfoOff, compTexOffset, compTexInfoDataOff /*wtf*/, palSize, palInfoOff, palOffset, mainOff var textureInfo, paletteInfo, palData, texData, compData, compInfoData, colourBuffer var thisObj = this; var bitDepths = [0, 8, 2, 4, 8, 2, 8, 16] if (input != null) { load(input, tex0); } this.load = load; this.readTexWithPal = readTexWithPal; this.cache = {}; //textures for btx are cached in this object. this.scopeEval = function(code) {return eval(code)} //for debug purposes function load(input, tex0) { colourBuffer = new Uint32Array(4); var view = new DataView(input); var header = null; var offset = 0; if (!tex0) { //nitro 3d header header = nitro.readHeader(view); if (header.stamp != "BTX0") throw "nsbtx invalid. Expected BTX0, found "+header.stamp; if (header.numSections > 1) throw "NSBTX invalid. Too many sections - should only have one."; offset = header.sectionOffsets[0]; } mainOff = offset; var stamp = readChar(view, offset+0x0)+readChar(view, offset+0x1)+readChar(view, offset+0x2)+readChar(view, offset+0x3); if (stamp != "TEX0") throw "NSBTX invalid. Expected TEX0, found "+stamp; var size = view.getUint32(offset+0x04, true); texDataSize = view.getUint16(offset+0x0C, true)<<3; texInfoOff = view.getUint16(offset+0x0E, true); texOffset = view.getUint16(offset+0x14, true); compTexSize = view.getUint16(offset+0x1C, true)<<3; compTexInfoOff = view.getUint16(offset+0x1E, true); compTexOffset = view.getUint32(offset+0x24, true); compTexInfoDataOff = view.getUint32(offset+0x28, true); palSize = view.getUint32(offset+0x30, true)<<3; palInfoOff = view.getUint32(offset+0x34, true); palOffset = view.getUint32(offset+0x38, true); //read palletes, then textures. var po = mainOff + palOffset; palData = input.slice(po, po+palSize); var to = mainOff + texOffset; texData = input.slice(to, to+texDataSize); var co = mainOff + compTexOffset; compData = input.slice(co, co+compTexSize); //pixel information for compression. 2bpp, 16 pixels, so per 4x4 block takes up 4 bytes var cio = mainOff + compTexInfoDataOff; compInfoData = input.slice(cio, cio+compTexSize/2); //each 4x4 block has a 16bit information uint. 2 bytes per block, thus half the size of above. paletteInfo = nitro.read3dInfo(view, mainOff + palInfoOff, palInfoHandler); textureInfo = nitro.read3dInfo(view, mainOff + texInfoOff, texInfoHandler); buildNameToIndex(paletteInfo); buildNameToIndex(textureInfo); thisObj.paletteInfo = paletteInfo; thisObj.textureInfo = textureInfo; } function buildNameToIndex(info) { var nameToIndex = {}; for (var i=0; i>5)*(255/7); premultiply(col); } 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); premultiply(col); } 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; premultiply(col); 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 premultiply(col) { col[0] *= col[3]/255; col[1] *= col[3]/255; col[2] *= col[3]/255; } function readCompressedTex(tex, pal) { //format 5, 4x4 texels. I'll keep this well documented so it's easy to understand. var off = 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(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 = 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> 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; } function palInfoHandler(view, offset) { var palOffset = view.getUint16(offset, true)<<3; var unknown = view.getUint16(offset+2, true); return { palOffset: palOffset, unknown: unknown, nextoff: offset+4 } } function texInfoHandler(view, offset) { var texOffset = view.getUint16(offset, true)<<3; var flags = view.getUint16(offset+2, true); var width2 = view.getUint8(offset+4, true); var unknown = view.getUint8(offset+5, true); var height2 = view.getUint8(offset+6, true); var unknown2 = view.getUint8(offset+7, true); return { texOffset: texOffset, pal0trans: (flags>>13)&1, //two top flags are texture matrix modes. not sure if it really matters (except for nsbta animation maybe, but 0 = no transform and things that have tex animations are set to 0 anyways). format: ((flags>>10)&7), height: 8 << ((flags>>7)&7), width: 8 << ((flags>>4)&7), repeatX: flags&1, repeatY: (flags>>1)&1, flipX: (flags>>2)&1, flipY: (flags>>3)&1, unkWidth: width2, unk1: unknown, unkHeight: height2, unk2: unknown2, nextoff: offset+8 } } function readChar(view, offset) { return String.fromCharCode(view.getUint8(offset)); } }