using System; using System.Collections.Generic; using System.IO; using Newtonsoft.Json; namespace RenderStaffCredits { class Program { static readonly ushort Palette = 0xF000; static IDictionary m12BigCharArrLookup; static IDictionary m12SmallCharArrLookup; static ushort[] Arrangements; static readonly ushort Empty = 0x9B; static readonly ushort arrStart = 0x100; static readonly byte defaultOffset = 0xD; static readonly string defaultPlayerName = "MARIO"; static int player_Y_Pos = 0; static void Main(string[] args) { //Load the stuff we'll use string[] staff_text = File.ReadAllLines(args[0]); string dataFolder = args[1] + Path.DirectorySeparatorChar; m12BigCharArrLookup = JsonConvert.DeserializeObject>(Asset.ReadAllText("m12-big-arr-lookup.json")); m12SmallCharArrLookup = JsonConvert.DeserializeObject>(Asset.ReadAllText("m12-small-arr-lookup.json")); //Prepare the empty arrangements Arrangements = createArrangements(getStaffTextLength(staff_text)); int pos = 0; for (int i = 0; i < staff_text.Length; i++) { //Handle a single line and increment the current YPosition accordingly pos += handleStr(staff_text[i], Arrangements, pos); } //Save the arrangements File.WriteAllBytes(dataFolder + "m2-credits-arrangements_[c].bin", GBA.LZ77.Compress(convertUShortArrToByteArrLE(Arrangements))); //Save some data that tells us where to put the player name at runtime byte[] extra_things = new byte[4]; writeIntToByteArrLE(extra_things, player_Y_Pos, 0, 2); writeIntToByteArrLE(extra_things, defaultPlayerName.Length, 2, 2); File.WriteAllBytes(dataFolder + "m2-credits-extra-data.bin", extra_things); //Save some data that tells us how many vertical tiles the arrangement is long int arrSize = Arrangements.Length / 0x20; byte[] size = new byte[4]; writeIntToByteArrLE(size, arrSize, 0, 4); File.WriteAllBytes(dataFolder + "m2-credits-size.bin", size); //Save some data that tells us where to end scrolling at runtime (in pixels) int scrollSize = (arrSize + defaultOffset) * 8; byte[] size_full = new byte[4]; writeIntToByteArrLE(size_full, scrollSize, 0, 4); File.WriteAllBytes(dataFolder + "m2-credits-scroll-size.bin", size_full); byte[] size_minus_one = new byte[4]; writeIntToByteArrLE(size_minus_one, scrollSize - 1, 0, 4); File.WriteAllBytes(dataFolder + "m2-credits-scroll-size-limit.bin", size_minus_one); } static void writeIntToByteArrLE(byte[] arr, int value, int pos, int limiter) { for (int i = 0; i < limiter; i++) arr[pos + i] = (byte)((value >> (8 * i)) & 0xFF); } static byte[] convertUShortArrToByteArrLE(ushort[] arr) { byte[] newArr = new byte[arr.Length * 2]; for (int i = 0; i < arr.Length; i++) { newArr[(i * 2)] = (byte)((arr[i]) & 0xFF); newArr[(i * 2) + 1] = (byte)((arr[i] >> 8) & 0xFF); } return newArr; } static int handleStr(string str, ushort[] Arrangements, int YPosition) { if (str.StartsWith("# ")) { handleSmallText(getStrContent(str), Arrangements, YPosition); return 1; } if (str.StartsWith("- ")) { handleBigText(getStrContent(str), Arrangements, YPosition); return 2; } if (str.StartsWith("player_name")) { //Save data that tells us where to put the player_name at runtime player_Y_Pos = YPosition; handleBigText(defaultPlayerName, Arrangements, YPosition); return 2; } if (str.StartsWith("> ")) return parseEmptyArrLine(getStrContent(str)); return 0; } static void handleBigText(string content, ushort[] Arrangements, int YPosition) { //The big text, normally, has a top tile and a bottom tile. The bottom tile is 0x20 tiles after the top tile content = content.ToUpper(); int XPosition = getStrStartPos(content); for (int i = 0; i < content.Length; i++) { string value = content[i].ToString(); if (m12BigCharArrLookup.ContainsKey(value)) { Arrangements[(YPosition * 0x20) + XPosition + i] = (ushort)(Palette | (arrStart + m12BigCharArrLookup[value])); Arrangements[(YPosition * 0x20) + XPosition + i + 0x20] = (ushort)(Palette | (arrStart + m12BigCharArrLookup[value] + 0x20)); } } } static void handleSmallText(string content, ushort[] Arrangements, int YPosition) { content = content.ToUpper(); int XPosition = getStrStartPos(content); for (int i = 0; i < content.Length; i++) { string value = content[i].ToString(); if (m12SmallCharArrLookup.ContainsKey(value)) Arrangements[(YPosition * 0x20) + XPosition + i] = (ushort)(Palette | (arrStart + m12SmallCharArrLookup[value])); } } static int getStrStartPos(string str) { int len = getStrLen(str); return 1 + ((0x1F - len) >> 1); } static int getStrLen(string str) { return str.Length; } static int getStaffTextLength(string[] staff_text) { int arrLen = 0; for (int i = 0; i < staff_text.Length; i++) { string str = staff_text[i]; if (str.StartsWith("# ")) arrLen += 1; else if (str.StartsWith("- ") || str.StartsWith("player_name")) arrLen += 2; else if (str.StartsWith("> ")) arrLen += parseEmptyArrLine(getStrContent(str)); } return arrLen; } static string getStrContent(string str) { return str.Substring(2); } static int parseEmptyArrLine(string str) { return int.Parse(str); } static ushort[] createArrangements(int len) { ushort[] arrangements = new ushort[len * 0x20]; for (int i = 0; i < len; i++) for (int j = 0; j < 0x20; j++) arrangements[(i * 0x20) + j] = (ushort)(Palette | (Empty + arrStart)); return arrangements; } } }