import json from . import entityData WARP_TYPE_IDS = {0xE1, 0xE2, 0xE3, 0xBA, 0xA8, 0xBE, 0xCB, 0xC2, 0xC6} ALT_ROOM_OVERLAYS = {"Alt06": 0x1040, "Alt0E": 0x1090, "Alt1B": 0x10E0, "Alt2B": 0x1130, "Alt79": 0x1180, "Alt8C": 0x11D0} class RoomEditor: def __init__(self, rom, room=None): assert room is not None self.room = room self.entities = [] self.objects = [] self.tileset_index = None self.palette_index = None self.attribset = None if isinstance(room, int): entities_raw = rom.entities[room] idx = 0 while entities_raw[idx] != 0xFF: x = entities_raw[idx] & 0x0F y = entities_raw[idx] >> 4 id = entities_raw[idx + 1] self.entities.append((x, y, id)) idx += 2 assert idx == len(entities_raw) - 1 if isinstance(room, str): if room in rom.rooms_overworld_top: objects_raw = rom.rooms_overworld_top[room] elif room in rom.rooms_overworld_bottom: objects_raw = rom.rooms_overworld_bottom[room] elif room in rom.rooms_indoor_a: objects_raw = rom.rooms_indoor_a[room] else: assert False, "Failed to find alt room: %s" % (room) else: if room < 0x080: objects_raw = rom.rooms_overworld_top[room] elif room < 0x100: objects_raw = rom.rooms_overworld_bottom[room - 0x80] elif room < 0x200: objects_raw = rom.rooms_indoor_a[room - 0x100] elif room < 0x300: objects_raw = rom.rooms_indoor_b[room - 0x200] else: objects_raw = rom.rooms_color_dungeon[room - 0x300] self.animation_id = objects_raw[0] self.floor_object = objects_raw[1] idx = 2 while objects_raw[idx] != 0xFE: x = objects_raw[idx] & 0x0F y = objects_raw[idx] >> 4 if y == 0x08: # horizontal count = x x = objects_raw[idx + 1] & 0x0F y = objects_raw[idx + 1] >> 4 self.objects.append(ObjectHorizontal(x, y, objects_raw[idx + 2], count)) idx += 3 elif y == 0x0C: # vertical count = x x = objects_raw[idx + 1] & 0x0F y = objects_raw[idx + 1] >> 4 self.objects.append(ObjectVertical(x, y, objects_raw[idx + 2], count)) idx += 3 elif y == 0x0E: # warp self.objects.append(ObjectWarp(objects_raw[idx] & 0x0F, objects_raw[idx + 1], objects_raw[idx + 2], objects_raw[idx + 3], objects_raw[idx + 4])) idx += 5 else: self.objects.append(Object(x, y, objects_raw[idx + 1])) idx += 2 if room is not None: assert idx == len(objects_raw) - 1 if isinstance(room, int) and room < 0x0CC: self.overlay = rom.banks[0x26][room * 80:room * 80+80] elif isinstance(room, int) and room < 0x100: self.overlay = rom.banks[0x27][(room - 0xCC) * 80:(room - 0xCC) * 80 + 80] elif room in ALT_ROOM_OVERLAYS: self.overlay = rom.banks[0x27][ALT_ROOM_OVERLAYS[room]:ALT_ROOM_OVERLAYS[room] + 80] else: self.overlay = None def store(self, rom, new_room_nr=None): if new_room_nr is None: new_room_nr = self.room objects_raw = bytearray([self.animation_id, self.floor_object]) for obj in self.objects: objects_raw += obj.export() objects_raw += bytearray([0xFE]) if isinstance(new_room_nr, str): if new_room_nr in rom.rooms_overworld_top: rom.rooms_overworld_top[new_room_nr] = objects_raw elif new_room_nr in rom.rooms_overworld_bottom: rom.rooms_overworld_bottom[new_room_nr] = objects_raw elif new_room_nr in rom.rooms_indoor_a: rom.rooms_indoor_a[new_room_nr] = objects_raw else: assert False, "Failed to find alt room: %s" % (new_room_nr) elif new_room_nr < 0x080: rom.rooms_overworld_top[new_room_nr] = objects_raw elif new_room_nr < 0x100: rom.rooms_overworld_bottom[new_room_nr - 0x80] = objects_raw elif new_room_nr < 0x200: rom.rooms_indoor_a[new_room_nr - 0x100] = objects_raw elif new_room_nr < 0x300: rom.rooms_indoor_b[new_room_nr - 0x200] = objects_raw else: rom.rooms_color_dungeon[new_room_nr - 0x300] = objects_raw if isinstance(new_room_nr, int) and new_room_nr < 0x100: if self.tileset_index is not None: rom.banks[0x3F][0x3F00 + new_room_nr] = self.tileset_index & 0xFF if self.attribset is not None: # With a tileset, comes metatile gbc data that we need to store a proper bank+pointer. rom.banks[0x1A][0x2476 + new_room_nr] = self.attribset[0] rom.banks[0x1A][0x1E76 + new_room_nr*2] = self.attribset[1] & 0xFF rom.banks[0x1A][0x1E76 + new_room_nr*2+1] = self.attribset[1] >> 8 if self.palette_index is not None: rom.banks[0x21][0x02ef + new_room_nr] = self.palette_index if isinstance(new_room_nr, int): entities_raw = bytearray() for entity in self.entities: entities_raw += bytearray([entity[0] | entity[1] << 4, entity[2]]) entities_raw += bytearray([0xFF]) rom.entities[new_room_nr] = entities_raw if new_room_nr < 0x0CC: rom.banks[0x26][new_room_nr * 80:new_room_nr * 80 + 80] = self.overlay elif new_room_nr < 0x100: rom.banks[0x27][(new_room_nr - 0xCC) * 80:(new_room_nr - 0xCC) * 80 + 80] = self.overlay elif new_room_nr in ALT_ROOM_OVERLAYS: rom.banks[0x27][ALT_ROOM_OVERLAYS[new_room_nr]:ALT_ROOM_OVERLAYS[new_room_nr] + 80] = self.overlay def addEntity(self, x, y, type_id): self.entities.append((x, y, type_id)) def removeEntities(self, type_id): self.entities = list(filter(lambda e: e[2] != type_id, self.entities)) def hasEntity(self, type_id): return any(map(lambda e: e[2] == type_id, self.entities)) def changeObject(self, x, y, new_type): for obj in self.objects: if obj.x == x and obj.y == y: obj.type_id = new_type if self.overlay is not None: self.overlay[x + y * 10] = new_type def removeObject(self, x, y): self.objects = list(filter(lambda obj: obj.x != x or obj.y != y, self.objects)) def moveObject(self, x, y, new_x, new_y): for obj in self.objects: if obj.x == x and obj.y == y: if self.overlay is not None: self.overlay[x + y * 10] = self.floor_object self.overlay[new_x + new_y * 10] = obj.type_id obj.x = new_x obj.y = new_y def getWarps(self): return list(filter(lambda obj: isinstance(obj, ObjectWarp), self.objects)) def updateOverlay(self, preserve_floor=False): if self.overlay is None: return if not preserve_floor: for n in range(80): self.overlay[n] = self.floor_object for obj in self.objects: if isinstance(obj, ObjectHorizontal): for n in range(obj.count): self.overlay[obj.x + n + obj.y * 10] = obj.type_id elif isinstance(obj, ObjectVertical): for n in range(obj.count): self.overlay[obj.x + n * 10 + obj.y * 10] = obj.type_id elif not isinstance(obj, ObjectWarp): self.overlay[obj.x + obj.y * 10] = obj.type_id def loadFromJson(self, filename): self.objects = [] self.entities = [] self.animation_id = 0 self.tileset_index = 0x0F self.palette_index = 0x01 data = json.load(open(filename)) for prop in data.get("properties", []): if prop["name"] == "palette": self.palette_index = int(prop["value"], 16) elif prop["name"] == "tileset": self.tileset_index = int(prop["value"], 16) elif prop["name"] == "animationset": self.animation_id = int(prop["value"], 16) elif prop["name"] == "attribset": bank, _, addr = prop["value"].partition(":") self.attribset = (int(bank, 16), int(addr, 16) + 0x4000) tiles = [0] * 80 for layer in data["layers"]: if "data" in layer: for n in range(80): if layer["data"][n] > 0: tiles[n] = (layer["data"][n] - 1) & 0xFF if "objects" in layer: for obj in layer["objects"]: x = int((obj["x"] + obj["width"] / 2) // 16) y = int((obj["y"] + obj["height"] / 2) // 16) if obj["type"] == "warp": warp_type, map_nr, room, x, y = obj["name"].split(":") self.objects.append(ObjectWarp(int(warp_type), int(map_nr, 16), int(room, 16) & 0xFF, int(x, 16), int(y, 16))) elif obj["type"] == "entity": type_id = entityData.NAME.index(obj["name"]) self.addEntity(x, y, type_id) elif obj["type"] == "hidden_tile": self.objects.append(Object(x, y, int(obj["name"], 16))) self.buildObjectList(tiles, reduce_size=True) return data def getTileArray(self): if self.room < 0x100: tiles = [self.floor_object] * 80 else: tiles = [self.floor_object & 0x0F] * 80 def objHSize(type_id): if type_id == 0xF5: return 2 return 1 def objVSize(type_id): if type_id == 0xF5: return 2 return 1 def getObject(x, y): x, y = (x & 15), (y & 15) if x < 10 and y < 8: return tiles[x + y * 10] return 0 if self.room < 0x100: def placeObject(x, y, type_id): if type_id == 0xF5: if getObject(x, y) in (0x1B, 0x28, 0x29, 0x83, 0x90): placeObject(x, y, 0x29) else: placeObject(x, y, 0x25) if getObject(x + 1, y) in (0x1B, 0x27, 0x82, 0x86, 0x8A, 0x90, 0x2A): placeObject(x + 1, y, 0x2A) else: placeObject(x + 1, y, 0x26) if getObject(x, y + 1) in (0x26, 0x2A): placeObject(x, y + 1, 0x2A) elif getObject(x, y + 1) == 0x90: placeObject(x, y + 1, 0x82) else: placeObject(x, y + 1, 0x27) if getObject(x + 1, y + 1) in (0x25, 0x29): placeObject(x + 1, y + 1, 0x29) elif getObject(x + 1, y + 1) == 0x90: placeObject(x + 1, y + 1, 0x83) else: placeObject(x + 1, y + 1, 0x28) elif type_id == 0xF6: # two door house placeObject(x + 0, y, 0x55) placeObject(x + 1, y, 0x5A) placeObject(x + 2, y, 0x5A) placeObject(x + 3, y, 0x5A) placeObject(x + 4, y, 0x56) placeObject(x + 0, y + 1, 0x57) placeObject(x + 1, y + 1, 0x59) placeObject(x + 2, y + 1, 0x59) placeObject(x + 3, y + 1, 0x59) placeObject(x + 4, y + 1, 0x58) placeObject(x + 0, y + 2, 0x5B) placeObject(x + 1, y + 2, 0xE2) placeObject(x + 2, y + 2, 0x5B) placeObject(x + 3, y + 2, 0xE2) placeObject(x + 4, y + 2, 0x5B) elif type_id == 0xF7: # large house placeObject(x + 0, y, 0x55) placeObject(x + 1, y, 0x5A) placeObject(x + 2, y, 0x56) placeObject(x + 0, y + 1, 0x57) placeObject(x + 1, y + 1, 0x59) placeObject(x + 2, y + 1, 0x58) placeObject(x + 0, y + 2, 0x5B) placeObject(x + 1, y + 2, 0xE2) placeObject(x + 2, y + 2, 0x5B) elif type_id == 0xF8: # catfish placeObject(x + 0, y, 0xB6) placeObject(x + 1, y, 0xB7) placeObject(x + 2, y, 0x66) placeObject(x + 0, y + 1, 0x67) placeObject(x + 1, y + 1, 0xE3) placeObject(x + 2, y + 1, 0x68) elif type_id == 0xF9: # palace door placeObject(x + 0, y, 0xA4) placeObject(x + 1, y, 0xA5) placeObject(x + 2, y, 0xA6) placeObject(x + 0, y + 1, 0xA7) placeObject(x + 1, y + 1, 0xE3) placeObject(x + 2, y + 1, 0xA8) elif type_id == 0xFA: # stone pig head placeObject(x + 0, y, 0xBB) placeObject(x + 1, y, 0xBC) placeObject(x + 0, y + 1, 0xBD) placeObject(x + 1, y + 1, 0xBE) elif type_id == 0xFB: # palmtree if x == 15: placeObject(x + 1, y + 1, 0xB7) placeObject(x + 1, y + 2, 0xCE) else: placeObject(x + 0, y, 0xB6) placeObject(x + 0, y + 1, 0xCD) placeObject(x + 1, y + 0, 0xB7) placeObject(x + 1, y + 1, 0xCE) elif type_id == 0xFC: # square "hill with hole" (seen near lvl4 entrance) placeObject(x + 0, y, 0x2B) placeObject(x + 1, y, 0x2C) placeObject(x + 2, y, 0x2D) placeObject(x + 0, y + 1, 0x37) placeObject(x + 1, y + 1, 0xE8) placeObject(x + 2, y + 1, 0x38) placeObject(x - 1, y + 2, 0x0A) placeObject(x + 0, y + 2, 0x33) placeObject(x + 1, y + 2, 0x2F) placeObject(x + 2, y + 2, 0x34) placeObject(x + 0, y + 3, 0x0A) placeObject(x + 1, y + 3, 0x0A) placeObject(x + 2, y + 3, 0x0A) placeObject(x + 3, y + 3, 0x0A) elif type_id == 0xFD: # small house placeObject(x + 0, y, 0x52) placeObject(x + 1, y, 0x52) placeObject(x + 2, y, 0x52) placeObject(x + 0, y + 1, 0x5B) placeObject(x + 1, y + 1, 0xE2) placeObject(x + 2, y + 1, 0x5B) else: x, y = (x & 15), (y & 15) if x < 10 and y < 8: tiles[x + y * 10] = type_id else: def placeObject(x, y, type_id): x, y = (x & 15), (y & 15) if type_id == 0xEC: # key door placeObject(x, y, 0x2D) placeObject(x + 1, y, 0x2E) elif type_id == 0xED: placeObject(x, y, 0x2F) placeObject(x + 1, y, 0x30) elif type_id == 0xEE: placeObject(x, y, 0x31) placeObject(x, y + 1, 0x32) elif type_id == 0xEF: placeObject(x, y, 0x33) placeObject(x, y + 1, 0x34) elif type_id == 0xF0: # closed door placeObject(x, y, 0x35) placeObject(x + 1, y, 0x36) elif type_id == 0xF1: placeObject(x, y, 0x37) placeObject(x + 1, y, 0x38) elif type_id == 0xF2: placeObject(x, y, 0x39) placeObject(x, y + 1, 0x3A) elif type_id == 0xF3: placeObject(x, y, 0x3B) placeObject(x, y + 1, 0x3C) elif type_id == 0xF4: # open door placeObject(x, y, 0x43) placeObject(x + 1, y, 0x44) elif type_id == 0xF5: placeObject(x, y, 0x8C) placeObject(x + 1, y, 0x08) elif type_id == 0xF6: placeObject(x, y, 0x09) placeObject(x, y + 1, 0x0A) elif type_id == 0xF7: placeObject(x, y, 0x0B) placeObject(x, y + 1, 0x0C) elif type_id == 0xF8: # boss door placeObject(x, y, 0xA4) placeObject(x + 1, y, 0xA5) elif type_id == 0xF9: # stairs door placeObject(x, y, 0xAF) placeObject(x + 1, y, 0xB0) elif type_id == 0xFA: # flipwall placeObject(x, y, 0xB1) placeObject(x + 1, y, 0xB2) elif type_id == 0xFB: # one way arrow placeObject(x, y, 0x45) placeObject(x + 1, y, 0x46) elif type_id == 0xFC: # entrance placeObject(x + 0, y, 0xB3) placeObject(x + 1, y, 0xB4) placeObject(x + 2, y, 0xB4) placeObject(x + 3, y, 0xB5) placeObject(x + 0, y + 1, 0xB6) placeObject(x + 1, y + 1, 0xB7) placeObject(x + 2, y + 1, 0xB8) placeObject(x + 3, y + 1, 0xB9) placeObject(x + 0, y + 2, 0xBA) placeObject(x + 1, y + 2, 0xBB) placeObject(x + 2, y + 2, 0xBC) placeObject(x + 3, y + 2, 0xBD) elif type_id == 0xFD: # entrance placeObject(x, y, 0xC1) placeObject(x + 1, y, 0xC2) else: if x < 10 and y < 8: tiles[x + y * 10] = type_id def addWalls(flags): for x in range(0, 10): if flags & 0b0010: placeObject(x, 0, 0x21) if flags & 0b0001: placeObject(x, 7, 0x22) for y in range(0, 8): if flags & 0b1000: placeObject(0, y, 0x23) if flags & 0b0100: placeObject(9, y, 0x24) if flags & 0b1000 and flags & 0b0010: placeObject(0, 0, 0x25) if flags & 0b0100 and flags & 0b0010: placeObject(9, 0, 0x26) if flags & 0b1000 and flags & 0b0001: placeObject(0, 7, 0x27) if flags & 0b0100 and flags & 0b0001: placeObject(9, 7, 0x28) if self.floor_object & 0xF0 == 0x00: addWalls(0b1111) if self.floor_object & 0xF0 == 0x10: addWalls(0b1101) if self.floor_object & 0xF0 == 0x20: addWalls(0b1011) if self.floor_object & 0xF0 == 0x30: addWalls(0b1110) if self.floor_object & 0xF0 == 0x40: addWalls(0b0111) if self.floor_object & 0xF0 == 0x50: addWalls(0b1001) if self.floor_object & 0xF0 == 0x60: addWalls(0b0101) if self.floor_object & 0xF0 == 0x70: addWalls(0b0110) if self.floor_object & 0xF0 == 0x80: addWalls(0b1010) for obj in self.objects: if isinstance(obj, ObjectWarp): pass elif isinstance(obj, ObjectHorizontal): for n in range(0, obj.count): placeObject(obj.x + n * objHSize(obj.type_id), obj.y, obj.type_id) elif isinstance(obj, ObjectVertical): for n in range(0, obj.count): placeObject(obj.x, obj.y + n * objVSize(obj.type_id), obj.type_id) else: placeObject(obj.x, obj.y, obj.type_id) return tiles def buildObjectList(self, tiles, *, reduce_size=False): self.objects = [obj for obj in self.objects if isinstance(obj, ObjectWarp)] tiles = tiles.copy() if self.overlay: for n in range(80): self.overlay[n] = tiles[n] if reduce_size: if tiles[n] in {0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F, 0x33, 0x34, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0x3E, 0x3F, 0x48, 0x49, 0x4B, 0x4C, 0x4E, 0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F}: tiles[n] = 0x3A # Solid tiles if tiles[n] in {0x08, 0x09, 0x0C, 0x44, 0xF5, 0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF}: tiles[n] = 0x04 # Open tiles is_overworld = isinstance(self.room, str) or self.room < 0x100 counts = {} for n in tiles: if n < 0x0F or is_overworld: counts[n] = counts.get(n, 0) + 1 self.floor_object = max(counts, key=counts.get) for y in range(8) if is_overworld else range(1, 7): for x in range(10) if is_overworld else range(1, 9): if tiles[x + y * 10] == self.floor_object: tiles[x + y * 10] = -1 for y in range(8): for x in range(10): obj = tiles[x + y * 10] if obj == -1: continue w = 1 h = 1 while x + w < 10 and tiles[x + w + y * 10] == obj: w += 1 while y + h < 8 and tiles[x + (y + h) * 10] == obj: h += 1 if obj in {0xE1, 0xE2, 0xE3, 0xBA, 0xC6}: # Entrances should never be horizontal/vertical lists w = 1 h = 1 if w > h: for n in range(w): tiles[x + n + y * 10] = -1 self.objects.append(ObjectHorizontal(x, y, obj, w)) elif h > 1: for n in range(h): tiles[x + (y + n) * 10] = -1 self.objects.append(ObjectVertical(x, y, obj, h)) else: self.objects.append(Object(x, y, obj)) class Object: def __init__(self, x, y, type_id): self.x = x self.y = y self.type_id = type_id def export(self): return bytearray([self.x | (self.y << 4), self.type_id]) def __repr__(self): return "%s:%d,%d:%02X" % (self.__class__.__name__, self.x, self.y, self.type_id) class ObjectHorizontal(Object): def __init__(self, x, y, type_id, count): super().__init__(x, y, type_id) self.count = count def export(self): return bytearray([0x80 | self.count, self.x | (self.y << 4), self.type_id]) def __repr__(self): return "%s:%d,%d:%02Xx%d" % (self.__class__.__name__, self.x, self.y, self.type_id, self.count) class ObjectVertical(Object): def __init__(self, x, y, type_id, count): super().__init__(x, y, type_id) self.count = count def export(self): return bytearray([0xC0 | self.count, self.x | (self.y << 4), self.type_id]) def __repr__(self): return "%s:%d,%d:%02Xx%d" % (self.__class__.__name__, self.x, self.y, self.type_id, self.count) class ObjectWarp(Object): def __init__(self, warp_type, map_nr, room_nr, target_x, target_y): super().__init__(None, None, None) if warp_type > 0: # indoor map if map_nr == 0xff: room_nr += 0x300 # color dungeon elif 0x06 <= map_nr < 0x1A: room_nr += 0x200 # indoor B else: room_nr += 0x100 # indoor A self.warp_type = warp_type self.room = room_nr self.map_nr = map_nr self.target_x = target_x self.target_y = target_y def export(self): return bytearray([0xE0 | self.warp_type, self.map_nr, self.room & 0xFF, self.target_x, self.target_y]) def copy(self): return ObjectWarp(self.warp_type, self.map_nr, self.room & 0xFF, self.target_x, self.target_y) def __repr__(self): return "%s:%d:%03x:%02x:%d,%d" % (self.__class__.__name__, self.warp_type, self.room, self.map_nr, self.target_x, self.target_y)