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sprite.rb
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sprite.rb
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class Sprite
class SaveError < StandardError ; end
attr_reader :fs,
:sprite_pointer,
:sprite_file,
:part_list_offset,
:hitbox_list_offset,
:frame_list_offset,
:frame_delay_list_offset,
:animation_list_offset,
:file_footer_offset,
:number_of_frames,
:number_of_animations,
:parts,
:parts_by_offset,
:hitboxes,
:hitboxes_by_offset,
:frames_by_offset,
:frames,
:frame_delays,
:frame_delays_by_offset,
:animations,
:animations_by_offset,
:hod_anims
def initialize(sprite_pointer, fs, hod_anims: nil)
@fs = fs
if GAME == "hod"
# hod_anims is an array where each entry is either:
# 1. A pointer to a single animation
# 2. An array of length two, containing pointer to a list of animations plus the number of animations in that list
@hod_anims = hod_anims
end
@sprite_pointer = sprite_pointer
@sprite_file = fs.assets_by_pointer[sprite_pointer]
if @sprite_file
read_from_rom_by_sprite_file(@sprite_file)
else
read_from_rom_by_pointer(@sprite_pointer)
end
end
def read_from_rom_by_sprite_file(sprite_file)
magic_bytes = fs.read_by_file(sprite_file[:file_path], 0, 4).unpack("V*").first
if magic_bytes != 0xBEEFF00D
raise "Unknown magic bytes for sprite file %s: %08X" % [sprite_file[:file_path], magic_bytes]
end
@part_list_offset, @hitbox_list_offset, @frame_list_offset,
@frame_delay_list_offset, @animation_list_offset, unused_1, unused_2,
@file_footer_offset, @number_of_frames, @number_of_animations = fs.read_by_file(sprite_file[:file_path], 0x04, 40).unpack("V*")
@parts = []
@parts_by_offset = {}
(part_list_offset..hitbox_list_offset-1).step(16) do |offset|
part_data = fs.read_by_file(sprite_file[:file_path], offset, 16)
part = Part.new.from_data(part_data)
@parts << part
@parts_by_offset[offset-part_list_offset] = part
end
@hitboxes = []
@hitboxes_by_offset = {}
(hitbox_list_offset..frame_list_offset-1).step(8) do |offset|
hitbox_data = fs.read_by_file(sprite_file[:file_path], offset, 8)
hitbox = Hitbox.new.from_data(hitbox_data)
@hitboxes << hitbox
@hitboxes_by_offset[offset-hitbox_list_offset] = hitbox
end
@frames = []
offset = frame_list_offset
remaining_hitboxes = hitboxes.dup
number_of_frames.times do
frame_data = fs.read_by_file(sprite_file[:file_path], offset, 12)
frame = Frame.new.from_data(frame_data)
frame.initialize_parts(parts, @parts_by_offset)
frame.initialize_hitboxes_from_sprite_file(hitboxes, remaining_hitboxes)
@frames << frame
offset += 12
end
@frame_delays = []
@frame_delays_by_offset = {}
unless frame_delay_list_offset == 0
(frame_delay_list_offset..animation_list_offset-1).step(8) do |offset|
frame_delay_data = fs.read_by_file(sprite_file[:file_path], offset, 8)
frame_delay = FrameDelayNDS.new.from_data(frame_delay_data)
@frame_delays << frame_delay
@frame_delays_by_offset[offset-frame_delay_list_offset] = frame_delay
end
end
@animations = []
remaining_frame_delays = frame_delays.dup
unless animation_list_offset == 0
(animation_list_offset..file_footer_offset-1).step(8) do |offset|
animation_data = fs.read_by_file(sprite_file[:file_path], offset, 8)
animation = Animation.new.from_data(animation_data, offset)
animation.initialize_frame_delays_from_sprite_file(frame_delays, remaining_frame_delays)
@animations << animation
end
end
end
def read_from_rom_by_pointer(sprite_pointer)
if SYSTEM == :nds
@number_of_frames, @number_of_animations, @frame_list_offset, @animation_list_offset = fs.read(sprite_pointer, 12).unpack("vvVV")
elsif GAME == "aos"
@number_of_frames, @number_of_animations, @frame_list_offset, @first_animation_offset, @animation_list_offset = fs.read(sprite_pointer, 16).unpack("vvVVV")
else # hod
@number_of_frames, _, @frame_list_offset, @first_animation_offset = fs.read(sprite_pointer, 12).unpack("vvVV")
end
@frames_by_offset = {}
@frames = []
offset = frame_list_offset
number_of_frames.times do
frame_data = fs.read(offset, Frame.data_size)
frame = Frame.new.from_data(frame_data)
@frames << frame
@frames_by_offset[offset] = frame
offset += Frame.data_size
end
@parts_by_offset = {}
frames.each do |frame|
offset = frame.first_part_offset
frame.number_of_parts.times do
part_data = fs.read(offset, Part.data_size)
@parts_by_offset[offset] ||= Part.new.from_data(part_data)
offset += Part.data_size
end
end
@parts = @parts_by_offset.sort_by{|offset, part| offset}.map{|offset, part| part}
@hitboxes_by_offset = {}
frames.each do |frame|
offset = frame.first_hitbox_offset
frame.number_of_hitboxes.times do
hitbox_data = fs.read(offset, Hitbox.data_size)
@hitboxes_by_offset[offset] ||= Hitbox.new.from_data(hitbox_data)
offset += Hitbox.data_size
end
end
@hitboxes = @hitboxes_by_offset.sort_by{|offset, hitbox| offset}.map{|offset, hitbox| hitbox}
@frames.each do |frame|
frame.initialize_parts(parts, @parts_by_offset)
frame.initialize_hitboxes_from_pointer(hitboxes, @hitboxes_by_offset)
end
hod_anim_ptrs = nil
if hod_anims && number_of_animations.nil?
hod_anim_ptrs = []
hod_anims.each do |hod_anim_ptr_or_list|
if hod_anim_ptr_or_list.is_a?(Integer)
hod_anim_ptrs << hod_anim_ptr_or_list
elsif hod_anim_ptr_or_list.is_a?(Array)
hod_anim_list_ptr, hod_anim_list_count = hod_anim_ptr_or_list
hod_anim_ptrs += fs.read(hod_anim_list_ptr, 4*hod_anim_list_count).unpack("V"*hod_anim_list_count)
else
raise "Invalid entry in HoD animations list"
end
end
@number_of_animations = hod_anim_ptrs.length
end
@animations_by_offset = {}
@animations = []
@frame_delays_by_offset = {}
@frame_delays = []
if number_of_animations
offset = animation_list_offset if animation_list_offset
number_of_animations.times do |i|
if GAME == "hod" && animation_list_offset.nil?
animation_pointer = hod_anim_ptrs[i]
end
if SYSTEM == :nds
animation_data = fs.read(offset, Animation.data_size)
animation = Animation.new.from_data(animation_data, offset)
@animations_by_offset[offset] = animation
else
if !animation_list_offset.nil?
animation_pointer = fs.read(offset, 4).unpack("V").first
end
if animation_pointer == 0
animation = nil
@animations_by_offset[animation_pointer] = animation
elsif @animations_by_offset.include?(animation_pointer)
# Don't create a new animation instance for duplicates, just insert the existing instance into the list again.
animation = @animations_by_offset[animation_pointer]
else
#puts "%02X %08X" % [i, animation_pointer]
animation_data = fs.read(animation_pointer, Animation.data_size)
animation = Animation.new.from_data(animation_data, animation_pointer)
@animations_by_offset[animation_pointer] = animation
end
end
@animations << animation
offset += Animation.data_size if !animation_list_offset.nil?
end
animations.each do |animation|
next if animation.nil?
offset = animation.first_frame_delay_offset
animation.number_of_frames.times do
frame_delay_data = fs.read(offset, animation.frame_delay_class.data_size)
frame_delay = animation.frame_delay_class.new.from_data(frame_delay_data)
@frame_delays_by_offset[offset] ||= frame_delay
@frame_delays << frame_delay
offset += animation.frame_delay_class.data_size
end
end
end
#puts "Read #{animations.length} animations"
@animations.each do |animation|
next if animation.nil?
animation.initialize_frame_delays_from_pointer(frame_delays, @frame_delays_by_offset)
end
end
def write_to_rom
if @sprite_file
write_to_rom_by_sprite_file()
else
write_to_rom_by_pointer()
end
end
def write_to_rom_by_sprite_file
new_data = "\0"*0x40
offset = 0x40
@part_list_offset = offset
@parts.each do |part|
new_data << part.to_data
offset += 16
end
@hitbox_list_offset = offset
@hitboxes.each do |hitbox|
new_data << hitbox.to_data
offset += 8
end
@frame_list_offset = offset
@number_of_frames = @frames.length
@frames.each do |frame|
frame.number_of_parts = frame.parts.length
frame.number_of_hitboxes = frame.hitboxes.length
if frame.parts.length == 0
frame.first_part_offset = 0
else
first_part = frame.parts[0]
first_part_index = @parts.index(first_part)
frame.first_part_offset = first_part_index*Part.data_size
end
if frame.hitboxes.length == 0
frame.first_hitbox_offset = 0
else
first_hitbox = frame.hitboxes[0]
first_hitbox_index = @hitboxes.index(first_hitbox)
frame.first_hitbox_offset = first_hitbox_index*Hitbox.data_size
end
new_data << frame.to_data
offset += 12
end
@frame_delay_list_offset = offset
@frame_delays.each do |frame_delay|
new_data << frame_delay.to_data
offset += 8
end
@animation_list_offset = offset
@number_of_animations = @animations.length
@animations.each do |animation|
animation.number_of_frames = animation.frame_delays.length
if animation.frame_delays.length == 0
animation.first_frame_delay_offset = 0
else
first_frame_delay = animation.frame_delays[0]
first_frame_delay_index = @frame_delays.index(first_frame_delay)
animation.first_frame_delay_offset = first_frame_delay_index*FrameDelayNDS.data_size
end
new_data << animation.to_data
offset += 8
end
new_file_size = new_data.length
new_file_size += 0x14 # Footer size.
padding = ""
if new_file_size % 0x10 != 0
amount_to_pad = 0x10 - (new_file_size % 0x10)
padding = "\0"*amount_to_pad
new_file_size += amount_to_pad
end
file_footer_offset = offset
file_footer = [
@number_of_frames,
@number_of_animations,
new_file_size,
new_file_size,
0,
0
].pack("vvVVVV")
new_data << file_footer
new_data << padding
new_data[0, 0x30] = [
0xBEEFF00D,
@part_list_offset,
@hitbox_list_offset,
@frame_list_offset,
@frame_delay_list_offset,
@animation_list_offset,
0,
0,
file_footer_offset,
@number_of_frames,
@number_of_animations,
new_file_size,
].pack("V*")
fs.overwrite_file(sprite_file[:file_path], new_data)
end
def write_to_rom_by_pointer
# TODO: HoD player sprites get corrupted after saving...
# TODO: add support for saving sprites with hod_anim_ptrs instead of animation_list_offset
fs.start_free_space_batch()
if GAME == "dos"
overlay_id = 3
# (Note that both overlays 2 and 3 are used for sprite data in DoS, but 3 is the larger one.)
else
overlay_id = nil
end
if @parts_by_offset.values != @parts
# If parts were added/removed, we need to free the space used by the original parts, then get new free space for the new parts.
@parts_by_offset.each do |offset, part|
fs.free_unused_space(offset, Part.data_size)
end
@parts_by_offset = {}
if @parts.length > 0
part_list_offset = fs.get_free_space(@parts.length*Part.data_size, overlay_id)
offset = part_list_offset
@parts.each do |part|
@parts_by_offset[offset] = part
offset += Part.data_size
end
end
end
@parts_by_offset.each do |offset, part|
fs.write(offset, part.to_data)
end
if @hitboxes_by_offset.values != @hitboxes
# If hitboxes were added/removed, we need to free the space used by the original hitboxes, then get new free space for the new hitboxes.
@hitboxes_by_offset.each do |offset, hitbox|
fs.free_unused_space(offset, Hitbox.data_size)
end
@hitboxes_by_offset = {}
if @hitboxes.length > 0
hitbox_list_offset = fs.get_free_space(@hitboxes.length*Hitbox.data_size, overlay_id)
offset = hitbox_list_offset
@hitboxes.each do |hitbox|
@hitboxes_by_offset[offset] = hitbox
offset += Hitbox.data_size
end
end
end
@hitboxes_by_offset.each do |offset, hitbox|
fs.write(offset, hitbox.to_data)
end
if @frames_by_offset.values != @frames
@frames_by_offset.each do |offset, frame|
fs.free_unused_space(offset, Frame.data_size)
end
@frames_by_offset = {}
if @frames.length > 0
@frame_list_offset = fs.get_free_space(@frames.length*Frame.data_size, overlay_id)
offset = @frame_list_offset
@frames.each do |frame|
@frames_by_offset[offset] = frame
offset += Frame.data_size
end
else
# The number of frames is 0, so get rid of the frame list pointer.
@frame_list_offset = 0
end
end
offset = @frame_list_offset
@number_of_frames = @frames.length
@frames.each do |frame|
frame.number_of_parts = frame.parts.length
frame.number_of_hitboxes = frame.hitboxes.length
if frame.parts.length == 0
frame.first_part_offset = 0
else
first_part = frame.parts[0]
frame.first_part_offset = @parts_by_offset.invert[first_part]
end
if frame.hitboxes.length == 0
frame.first_hitbox_offset = 0
else
first_hitbox = frame.hitboxes[0]
frame.first_hitbox_offset = @hitboxes_by_offset.invert[first_hitbox]
end
fs.write(offset, frame.to_data)
offset += Frame.data_size
end
if @animations_by_offset.values != @animations || (SYSTEM == :gba && @frame_delays_by_offset.values != @frame_delays)
# If animations were added/removed, we need to free the space used by the original animations, then get new free space for the new parts.
# On GBA, frame delays are stored with their animation, so we also need to move the animations to free space even if only their frame delays were changed.
@animations_by_offset.each do |offset, anim|
fs.free_unused_space(offset, Animation.data_size)
end
@animations_by_offset = {}
if SYSTEM == :gba
@frame_delays_by_offset.each do |offset, frame_delay|
fs.free_unused_space(offset, frame_delay.class.data_size)
end
@frame_delays_by_offset = {}
if @animations_by_offset.length > 0
fs.free_unused_space(@animation_list_offset, @animations_by_offset.length*4)
end
end
if @animations.length > 0
if SYSTEM == :gba
@animations.each do |anim|
next if anim.nil?
anim_offset = fs.get_free_space(Animation.data_size + anim.frame_delays.length*anim.frame_delay_class.data_size, overlay_id)
@animations_by_offset[anim_offset] = anim
offset = anim_offset+Animation.data_size
anim.frame_delays.each do |frame_delay|
@frame_delays_by_offset[offset] = frame_delay
offset += anim.frame_delay_class.data_size
end
end
@animation_list_offset = fs.get_free_space(@animations.length*4, overlay_id)
else
anim_list_offset = fs.get_free_space(@animations.length*Animation.data_size, overlay_id)
offset = anim_list_offset
@animations.each do |anim|
next if anim.nil?
@animations_by_offset[offset] = anim
offset += Animation.data_size
end
first_anim = @animations[0]
first_anim_offset = @animations_by_offset.invert[first_anim]
@animation_list_offset = first_anim_offset
end
else
# The number of animations is now 0, so get rid of the animation list pointer.
@animation_list_offset = 0
end
end
if @frame_delays_by_offset.values != @frame_delays && SYSTEM == :nds
# If frame delays were added/removed, we need to free the space used by the original frame delays, then get new free space for the new frame delays.
# (This code is only run for NDS because GBA frame delays are stored together with the animation, so they're handled above with animations.)
@frame_delays_by_offset.each do |offset, frame_delay|
fs.free_unused_space(offset, frame_delay.class.data_size)
end
@frame_delays_by_offset = {}
if @frame_delays.length > 0
total_length_needed = 0
@frame_delays.each do |frame_delay|
total_length_needed += frame_delay.class.data_size
end
frame_delay_list_offset = fs.get_free_space(total_length_needed, overlay_id)
offset = frame_delay_list_offset
@frame_delays.each do |frame_delay|
@frame_delays_by_offset[offset] = frame_delay
offset += frame_delay.class.data_size
end
end
end
@frame_delays_by_offset.each do |offset, frame_delay|
fs.write(offset, frame_delay.to_data)
end
offset = @animation_list_offset
@number_of_animations = @animations.length
@animations.each do |animation|
next if animation.nil?
animation.number_of_frames = animation.frame_delays.length
if animation.frame_delays.length == 0
animation.first_frame_delay_offset = 0
else
first_frame_delay = animation.frame_delays[0]
animation.first_frame_delay_offset = @frame_delays_by_offset.invert[first_frame_delay]
end
if SYSTEM == :gba
anim_pointer = @animations_by_offset.invert[animation]
fs.write(anim_pointer, animation.to_data)
fs.write(offset, [anim_pointer].pack("V"))
offset += 4
else
fs.write(offset, animation.to_data)
offset += Animation.data_size
end
end
if SYSTEM == :gba
if @animations.length == 0
# If the sprite has no animations, this pointer just points back to the sprite header.
@first_animation_offset = @sprite_pointer
else
first_anim = @animations[0]
@first_animation_offset = @animations_by_offset.invert[first_anim]
end
end
if SYSTEM == :nds
header_data = [
@number_of_frames,
@number_of_animations,
@frame_list_offset,
@animation_list_offset,
].pack("vvVV")
fs.write(sprite_pointer, header_data)
else
header_data = [
@number_of_frames,
@number_of_animations,
@frame_list_offset,
@first_animation_offset,
@animation_list_offset,
].pack("vvVVV")
fs.write(sprite_pointer, header_data)
end
fs.end_free_space_batch()
rescue StandardError => e
fs.undo_free_space_batch()
raise e
end
def min_x
(parts + hitboxes).map{|item| item.x_pos}.min
end
def min_y
(parts + hitboxes).map{|item| item.y_pos}.min
end
def max_x
(parts + hitboxes).map{|item| item.x_pos + item.width}.max
end
def max_y
(parts + hitboxes).map{|item| item.y_pos + item.height}.max
end
def full_width
max_x - min_x
end
def full_height
max_y - min_y
end
def get_unique_parts_by_index
grouped_parts = self.parts.group_by do |part|
[
#part.x_pos,
#part.y_pos,
part.gfx_x_offset,
part.gfx_y_offset,
part.width,
part.height,
part.gfx_page_index,
part.palette_index,
#part.vertical_flip,
#part.horizontal_flip
]
end
unique_parts_by_index = {}
grouped_parts.each do |data, similar_parts|
similar_parts.each do |part|
part_index = self.parts.index(part)
unique_parts_by_index[part_index] = {
unique_part: similar_parts.first,
x_pos: part.x_pos,
y_pos: part.y_pos,
vertical_flip: part.vertical_flip,
horizontal_flip: part.horizontal_flip,
}
end
end
return unique_parts_by_index
end
def get_unique_hitboxes_by_index
grouped_hitboxes = self.hitboxes.group_by do |hitbox|
[
#hitbox.x_pos,
#hitbox.y_pos,
hitbox.width,
hitbox.height
]
end
unique_hitboxes_by_index = {}
grouped_hitboxes.each do |data, similar_hitboxes|
similar_hitboxes.each do |hitbox|
hitbox_index = self.hitboxes.index(hitbox)
unique_hitboxes_by_index[hitbox_index] = {
unique_hitbox: similar_hitboxes.first,
x_pos: hitbox.x_pos,
y_pos: hitbox.y_pos,
}
end
end
return unique_hitboxes_by_index
end
end
class Part
attr_accessor :x_pos,
:y_pos,
:gfx_x_offset,
:gfx_y_offset,
:width,
:height,
:gfx_page_index,
:vertical_flip,
:horizontal_flip,
:palette_index,
:unused,
:object_size,
:object_shape
OBJ_SIZES = {
0 => [[8, 8], [16, 16], [32, 32], [64, 64]], # Square
1 => [[16, 8], [32, 8], [32, 16], [64, 32]], # Horizontal
2 => [[8, 16], [8, 32], [16, 32], [32, 64]], # Vertical
}
def initialize
@x_pos = @y_pos =
@gfx_x_offset = @gfx_y_offset =
@width = @height =
@gfx_page_index =
@palette_index = @unused = 0
@vertical_flip = false
@horizontal_flip = false
if SYSTEM == :gba
@unknown = @object_size_and_shape = 0
end
end
def from_data(part_data)
if SYSTEM == :nds
@x_pos, @y_pos,
@gfx_x_offset, @gfx_y_offset,
@width, @height,
@gfx_page_index, flip_bits,
@palette_index, @unused = part_data.unpack("s<s<vvvvCCCC")
@vertical_flip = (flip_bits & 0b00000001) > 0
@horizontal_flip = (flip_bits & 0b00000010) > 0
else
@x_pos, @y_pos,
@unknown, @gfx_x_offset, @gfx_y_offset,
@width, @height,
object_size_and_shape, @gfx_page_index,
flip_bits, @unused = part_data.unpack("ccvCCCCCCCC")
@palette_index = 0
@object_size = (object_size_and_shape & 0x30) >> 4
@object_shape = object_size_and_shape & 0x03
size = OBJ_SIZES[@object_shape][@object_size]
if size != [@width, @height]
puts "Warning: Read a GBA part with an object size that does not match its actual size. This part will not display correctly ingame. Actual size: #{@width}x#{@height}, object size: #{size[0]}x#{size[1]}"
end
@vertical_flip = (flip_bits & 0b00000001) > 0
@horizontal_flip = (flip_bits & 0b00000010) > 0
end
return self
end
def to_data
flip_bits = 0
flip_bits |= 0b00000001 if @vertical_flip
flip_bits |= 0b00000010 if @horizontal_flip
if SYSTEM == :nds
[
@x_pos,
@y_pos,
@gfx_x_offset,
@gfx_y_offset,
@width,
@height,
@gfx_page_index,
flip_bits,
@palette_index,
@unused
].pack("s<s<vvvvCCCC")
else # GBA
@object_shape = nil
@object_size = nil
OBJ_SIZES.each do |obj_shape, possible_sizes|
size_index = possible_sizes.index([@width, @height])
if !size_index.nil?
@object_shape = obj_shape
@object_size = size_index
break
end
end
if @object_shape.nil?
valid_sizes_string = OBJ_SIZES.values.flatten(1).map{|w,h| "#{w}x#{h}"}.join(", ")
raise Sprite::SaveError.new("Invalid size for a sprite part on GBA: #{@width}x#{@height}\nValid sizes are: #{valid_sizes_string}")
end
object_size_and_shape = ((@object_size&3) << 4) | (@object_shape&3)
[
@x_pos,
@y_pos,
@unknown,
@gfx_x_offset,
@gfx_y_offset,
@width,
@height,
object_size_and_shape,
@gfx_page_index,
flip_bits,
@unused
].pack("ccvCCCCCCCC")
end
end
def self.data_size
if SYSTEM == :nds
16
else
12
end
end
end
class Hitbox
attr_accessor :x_pos,
:y_pos,
:width,
:height
def initialize
@x_pos = @y_pos = @width = @height = 0
end
def from_data(hitbox_data)
if SYSTEM == :nds
@x_pos, @y_pos, @width, @height = hitbox_data.unpack("s<s<vv")
else
@x_pos, @y_pos, @width, @height = hitbox_data.unpack("ccCC")
end
return self
end
def to_data
if SYSTEM == :nds
[@x_pos, @y_pos, @width, @height].pack("s<s<vv")
else
[@x_pos, @y_pos, @width, @height].pack("ccCC")
end
end
def self.data_size
if SYSTEM == :nds
8
else
4
end
end
end
class Frame
attr_reader :unknown,
:part_indexes,
:part_offsets,
:parts,
:hitbox_indexes,
:hitbox_offsets,
:hitboxes
attr_accessor :number_of_parts,
:first_part_offset,
:number_of_hitboxes,
:first_hitbox_offset
def initialize
@unknown = @number_of_hitboxes = @number_of_parts = @first_hitbox_offset = @first_part_offset = 0
@parts = []
@hitboxes = []
if SYSTEM == :gba
@unknown_2 = 0
end
end
def from_data(frame_data)
if SYSTEM == :nds
@unknown, @number_of_hitboxes, @number_of_parts, @first_hitbox_offset, @first_part_offset = frame_data.unpack("vCCVV")
elsif GAME == "aos"
@unknown, @number_of_hitboxes, @number_of_parts, @unknown_2, @first_hitbox_offset, @first_part_offset = frame_data.unpack("VCCvVV")
else # hod
@unk1, @unk2, @unk3, @number_of_parts, @unk5, @first_part_offset = frame_data.unpack("ccvvvV")
@number_of_hitboxes = 0
@first_hitbox_offset = 0
end
return self
end
def initialize_parts(all_sprite_parts, all_sprite_parts_by_offset)
@part_offsets = (@first_part_offset..@first_part_offset+@number_of_parts*Part.data_size-1).step(Part.data_size).to_a
@parts = @part_offsets.map{|offset| all_sprite_parts_by_offset[offset]}
@part_indexes = @parts.map{|part| all_sprite_parts.index(part)}
end
def initialize_hitboxes_from_sprite_file(all_sprite_hitboxes, all_remaining_sprite_hitboxes)
if all_remaining_sprite_hitboxes.length < number_of_hitboxes
raise "Not enough hitboxes left"
end
@hitboxes = all_remaining_sprite_hitboxes.shift(number_of_hitboxes)
@hitbox_indexes = @hitboxes.map{|hitbox| all_sprite_hitboxes.index(hitbox)}
end
def initialize_hitboxes_from_pointer(all_sprite_hitboxes, all_sprite_hitboxes_by_offset)
@hitbox_offsets = (@first_hitbox_offset..@first_hitbox_offset+@number_of_hitboxes*Hitbox.data_size-1).step(Hitbox.data_size).to_a
@hitboxes = @hitbox_offsets.map{|offset| all_sprite_hitboxes_by_offset[offset]}
if @hitboxes.include?(nil)
raise "Couldn't find hitboxes"
end
@hitbox_indexes = @hitboxes.map{|hitbox| all_sprite_hitboxes.index(hitbox)}
end
def min_x
(parts + hitboxes).map{|item| item.x_pos}.min
end
def min_y
(parts + hitboxes).map{|item| item.y_pos}.min
end
def max_x
(parts + hitboxes).map{|item| item.x_pos + item.width}.max
end
def max_y
(parts + hitboxes).map{|item| item.y_pos + item.height}.max
end
def full_width
max_x - min_x
end
def full_height
max_y - min_y
end
def to_data
if SYSTEM == :nds
[
@unknown,
@number_of_hitboxes,
@number_of_parts,
@first_hitbox_offset,
@first_part_offset
].pack("vCCVV")
elsif GAME == "aos"
[
@unknown,
@number_of_hitboxes,
@number_of_parts,
@unknown_2,
@first_hitbox_offset,
@first_part_offset
].pack("VCCvVV")
else # hod
[
@unk1,
@unk2,
@unk3,
@number_of_parts,
@unk5,
@first_part_offset
].pack("ccvvvV")
end
end
def self.data_size
if SYSTEM == :nds
12
elsif GAME == "aos"
16
else # hod
12
end
end
end
class FrameDelay
attr_accessor :frame_index,
:delay,
:unknown,
:hitboxes
def initialize
@frame_index = @delay = @unknown = 0
@hitboxes = []
end
def from_data(frame_delay_data)
raise NotImplementedError.new
end
def to_data
raise NotImplementedError.new
end
def self.data_size
raise NotImplementedError.new
end
end
class FrameDelayNDS < FrameDelay
def from_data(frame_delay_data)
@frame_index, @delay, @unknown = frame_delay_data.unpack("vvV")
return self
end
def to_data
[@frame_index, @delay, @unknown].pack("vvV")
end
def self.data_size
8
end
end
class FrameDelayGBAType0 < FrameDelay
# TODO figure out this format
#def from_data(frame_delay_data)
# @frame_index, @delay, @unknown = frame_delay_data.unpack("CCv")
#
# return self
#end
#
#def to_data