356 lines
14 KiB
C#
356 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using Newtonsoft.Json;
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namespace RenderCastRoll
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{
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class Program
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{
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static IDictionary<string, byte> m12CharByteLookup;
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static byte[] BitsToNybbleLookup;
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static readonly ushort Palette = 0xF000;
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static RenderFont[] Fonts;
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static byte[] Graphics;
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static _1bppTile emptyTile = new _1bppTile();
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static _1bppTile[] _1bppGraphics;
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static _1bppTile[] _1bppGraphics_RotX;
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static _1bppTile[] _1bppGraphics_RotY;
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static _1bppTile[] _1bppGraphics_RotXY;
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static ushort[] Arrangements;
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static readonly ushort arrStart = 0x100;
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static void Main(string[] args)
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{
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if (args.Length != 2)
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return;
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//Initialization
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string rendersJson = File.ReadAllText(args[0]);
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string dataFolder = args[1] + Path.DirectorySeparatorChar;
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Fonts = new RenderFont[2];
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Fonts[0] = new RenderFont(dataFolder, "main");
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Fonts[1] = new RenderFont(dataFolder, "saturn");
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byte[] CastGraphics = File.ReadAllBytes(dataFolder + "cast_sign_graphics.bin");
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byte[] CastArrangements = File.ReadAllBytes(dataFolder + "cast_sign_arrangements.bin");
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List<Render> renders = JsonConvert.DeserializeObject<RenderRoot>(rendersJson).Renders;
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BitsToNybbleLookup = Asset.ReadAllBytes("bits_to_nybbles.bin");
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m12CharByteLookup = JsonConvert.DeserializeObject<Dictionary<string, byte>>(Asset.ReadAllText("m12-byte-lookup.json"));
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Graphics = new byte[0x8000];
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Arrangements = new ushort[0x48E0];
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for (int i = 0; i < Arrangements.Length; i++)
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Arrangements[i] = 0x3FF; //Empty tile
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for (int i = 0; i < CastGraphics.Length; i++)
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Graphics[0x8000 - CastGraphics.Length + i] = CastGraphics[i]; //Put the CAST graphics in
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int castArrPos = readIntLE(CastArrangements, 0); //First 4 bytes are the position of the CAST arrangements
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for (int i = 0; i < ((CastArrangements.Length - 4) >> 1); i++) //Put the CAST arrangements in
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{
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Arrangements[(castArrPos / 2) + i] = readUShortLE(CastArrangements, (i * 2) + 4);
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}
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int maxTiles = 0x300 - (CastGraphics.Length / 0x20);
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_1bppGraphics = new _1bppTile[maxTiles];
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_1bppGraphics_RotX = new _1bppTile[maxTiles];
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_1bppGraphics_RotY = new _1bppTile[maxTiles];
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_1bppGraphics_RotXY = new _1bppTile[maxTiles];
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int UsedTiles = 0;
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WritingBuffer[] buffers = new WritingBuffer[renders.Count];
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//Render the text as 1bpp
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for (int i = 0; i < renders.Count; i++)
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buffers[i] = renderText(renders[i]);
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for (int i = 0; i < buffers.Length; i++)
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UsedTiles = insertInGraphics(buffers[i], UsedTiles);
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//Put the arrangements in
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for (int i = 0; i < renders.Count; i++)
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{
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int pos = buffers[i].startPos + 1 + (renders[i].Y * 0x20); //The + 1 is here because the scene's map starts from tile 1. Not tile 0
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if (renders[i].Separate_file_name == "")
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for (int j = 0; j < buffers[i].used; j++)
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for (int k = 0; k < WritingBuffer.yLength; k++)
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Arrangements[pos + j + (k * 0x20)] = buffers[i].arrangements[k, j];
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else
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{
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//This is an arrangement that changes when the game is running. Set the starting arrangements to empty
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for (int j = 0; j < buffers[i].used; j++)
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for (int k = 0; k < WritingBuffer.yLength; k++)
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Arrangements[pos + j + (k * 0x20)] = 0x3FF; //Empty tile
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//Save this in an external file
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File.WriteAllBytes(dataFolder + "cast_roll_" + renders[i].Separate_file_name + "_arrangement.bin", prepareSeparateRender(buffers[i]));
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File.WriteAllBytes(dataFolder + "cast_roll_" + renders[i].Separate_file_name + "_data.bin", prepareSeparateRenderData(buffers[i], renders[i]));
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File.WriteAllBytes(dataFolder + "cast_roll_" + renders[i].Separate_file_name + "_size.bin", prepareSeparateRenderSize(buffers[i]));
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}
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}
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//Convert the 1bpp tiles to 4bpp
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for (int tile = 0; tile < UsedTiles; tile++)
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{
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int basePos = (tile * 0x20) + 0x2000;
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_1bppTile pre_converted_tile = _1bppGraphics[tile];
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for (int i = 0; i < 8; i++)
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{
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int row = readIntLE(BitsToNybbleLookup, pre_converted_tile.getRow(i) * 4);
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for (int j = 0; j < 4; j++)
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Graphics[basePos + (i * 4) + j] = (byte)((row >> (j * 8)) & 0xFF);
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}
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}
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//File.WriteAllBytes(dataFolder + "cast_roll_graphics.bin", Graphics);
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//File.WriteAllBytes(dataFolder + "cast_roll_arrangements.bin", convertUShortArrToByteArrLE(Arrangements));
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File.WriteAllBytes(dataFolder + "cast_roll_first_free.bin", convertUShortToByteArrLE((ushort)(UsedTiles + 0x100)));
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File.WriteAllBytes(dataFolder + "cast_roll_graphics_[c].bin", GBA.LZ77.Compress(Graphics));
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File.WriteAllBytes(dataFolder + "cast_roll_arrangements_[c].bin", GBA.LZ77.Compress(convertUShortArrToByteArrLE(Arrangements)));
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}
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static byte[] prepareSeparateRenderSize(WritingBuffer buf)
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{
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byte[] newArr = new byte[1]; //Used in order to have a properly sized buffer
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newArr[0] = (byte)((buf.used * 2 * WritingBuffer.yLength) & 0xFF);
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return newArr;
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}
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static byte[] prepareSeparateRenderData(WritingBuffer buf, Render ren)
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{
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byte[] newArr = new byte[8]; //Data used to display the separate arrangements
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writeUShortToByteArrLE(newArr, 0, (ushort)(buf.startPos + 1)); //The + 1 is needed because the map starts from 1, not from 0
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writeUShortToByteArrLE(newArr, 2, (ushort)(ren.Y + 0x19)); //Apparently, the actual arrangements start at y = 0x19...
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writeUShortToByteArrLE(newArr, 4, (ushort)(buf.used));
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writeUShortToByteArrLE(newArr, 6, (ushort)(WritingBuffer.yLength));
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return newArr;
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}
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static byte[] prepareSeparateRender(WritingBuffer buf)
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{
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//Converts the arrangements to an array that is to be included separately
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byte[] newArr = new byte[WritingBuffer.yLength * buf.used * 2];
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for (int j = 0; j < WritingBuffer.yLength; j++)
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for (int i = 0; i < buf.used; i++)
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writeUShortToByteArrLE(newArr, (i + (j * buf.used)) * 2, buf.arrangements[j, i]);
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return newArr;
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}
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static int readIntLE(byte[] arr, int pos)
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{
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return arr[pos] + (arr[pos + 1] << 8) + (arr[pos + 2] << 16) + (arr[pos + 3] << 24);
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}
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static ushort readUShortLE(byte[] arr, int pos)
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{
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return (ushort)(arr[pos] + (arr[pos + 1] << 8));
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}
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static void writeIntToByteArrLE(byte[] arr, int pos, int val)
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{
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for (int i = 0; i < 4; i++)
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arr[pos + i] = (byte)((val >> (i * 8)) & 0xFF);
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}
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static void writeUShortToByteArrLE(byte[] arr, int pos, ushort val)
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{
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for (int i = 0; i < 2; i++)
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arr[pos + i] = (byte)((val >> (i * 8)) & 0xFF);
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}
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static byte[] convertUShortToByteArrLE(ushort val)
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{
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byte[] newArr = new byte[2];
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newArr[0] = (byte)((val) & 0xFF);
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newArr[1] = (byte)((val >> 8) & 0xFF);
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return newArr;
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}
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static byte[] convertUShortArrToByteArrLE(ushort[] arr)
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{
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byte[] newArr = new byte[arr.Length * 2];
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for (int i = 0; i < arr.Length; i++)
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{
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newArr[(i * 2)] = (byte)((arr[i]) & 0xFF);
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newArr[(i * 2) + 1] = (byte)((arr[i] >> 8) & 0xFF);
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}
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return newArr;
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}
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static int insertInGraphics(WritingBuffer buf, int usedInGraphics)
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{
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//Optimally inserts the graphics inside the final product
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int total = usedInGraphics;
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for (int i = 0; i < buf.used; i++)
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{
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for (int j = 0; j < WritingBuffer.yLength; j++)
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{
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_1bppTile tile = buf.tiles[j, i];
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int rot = 0;
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int pos = -1;
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if (emptyTile.Equals(tile))
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pos = 0x2FF; //Empty tile
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else
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pos = getPosInFinal(tile, total, _1bppGraphics);
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if (pos == -1)
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{
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rot = 1;
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pos = getPosInFinal(tile, total, _1bppGraphics_RotX);
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if (pos == -1)
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{
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rot = 2;
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pos = getPosInFinal(tile, total, _1bppGraphics_RotY);
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if (pos == -1)
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{
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rot = 3;
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pos = getPosInFinal(tile, total, _1bppGraphics_RotXY);
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}
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}
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}
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if (pos == -1) //Hasn't been found in any of the ways the buffer can be looked at
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{
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rot = 0;
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pos = total++;
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_1bppGraphics[pos] = tile; //If we're here, we already calculated all four of them
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_1bppGraphics_RotX[pos] = tile.rotateX();
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_1bppGraphics_RotY[pos] = tile.rotateY();
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_1bppGraphics_RotXY[pos] = _1bppGraphics_RotX[pos].rotateY();
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}
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buf.arrangements[j, i] = (ushort)(Palette | (pos + arrStart) | (rot << 0xA));
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}
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}
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return total;
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}
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static int getPosInFinal(_1bppTile tile, int total, _1bppTile[] finalProd)
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{
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int pos = -1;
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for (int k = 0; k < total; k++)
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if (finalProd[k].Equals(tile))
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{
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pos = k;
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break;
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}
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return pos;
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}
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static WritingBuffer renderText(Render r)
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{
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WritingBuffer a = new WritingBuffer();
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byte[] text = getTextBytes(r.Text);
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int len = getTextLength(text, r.Font);
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int x = r.Center_X - (len / 2);
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//Boundary checks
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if (x + len > 240)
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x = 240 - len;
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if (x < 0)
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x = 0;
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a.startPos = (x >> 3);
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int bufferPos = x & 7;
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for (int i = 0; i < text.Length; i++)
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bufferPos += _1bppRenderChar(text[i], bufferPos, r.Font, a);
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a.used = (bufferPos + 7) >> 3;
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return a;
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}
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static byte _1bppRenderChar(byte chr, int x, int font, WritingBuffer buf)
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{
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//Renders a character
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int tileHeight = 2;
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int tileWidth = 2;
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int tileX = x >> 3;
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int chrPos = chr * tileWidth * tileHeight * 8;
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int offsetX = x & 7;
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int startOffsetY = 3 & 7;
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if(font == 1) //Saturn font is higher, for some reason...
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startOffsetY = 0;
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byte vWidth = Fonts[font].fontWidth[chr * 2];
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byte rWidth = Fonts[font].fontWidth[(chr * 2) + 1];
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if (font == 1 && vWidth != rWidth) //The Saturn font is compressed horizontally by removing 1 trailing pixel
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vWidth -= 1;
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for(int dTileY = 0; dTileY < tileHeight; dTileY++)
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{
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int dTileX = 0;
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int renderedWidth = rWidth;
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while (renderedWidth > 0)
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{
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int offsetY = startOffsetY & 7;
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int tileIndexX = tileX + dTileX;
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int tileIndexY = dTileY;
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_1bppTile leftTile = buf.tiles[dTileY, tileIndexX];
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_1bppTile rightTile = buf.tiles[dTileY, tileIndexX + 1];
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for (int row = 0; row < 8; row++)
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{
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ushort canvasRow = (ushort)(leftTile.getRow(row + offsetY) | (rightTile.getRow(row + offsetY) << 8));
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ushort glyphRow = (ushort)(Fonts[font].font[chrPos + row + (((dTileY * tileWidth) + dTileX) * 8)] << offsetX);
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canvasRow |= glyphRow;
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leftTile.setRow(row + offsetY, (byte)(canvasRow & 0xFF));
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rightTile.setRow(row + offsetY, (byte)((canvasRow >> 8) & 0xFF));
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if(row != 7 && row + offsetY == 7)
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{
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offsetY = -(row + 1);
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tileIndexY++;
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leftTile = buf.tiles[tileIndexY, tileIndexX];
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rightTile = buf.tiles[tileIndexY, tileIndexX + 1];
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}
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}
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renderedWidth -= 8;
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dTileX++;
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}
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}
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return vWidth;
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}
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static byte[] getTextBytes(String str)
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{
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//Reads a string and converts it to bytes
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List<byte> tokens = new List<byte>();
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for (int i = 0; str.Length > 0; i++)
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{
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string token = str[0].ToString();
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str = str.Substring(1);
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if (token == "[")
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while (str.Length > 0 && !token.EndsWith("]"))
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{
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token += str[0].ToString();
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str = str.Substring(1);
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}
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if (m12CharByteLookup.ContainsKey(token))
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tokens.Add(m12CharByteLookup[token]);
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}
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return tokens.ToArray();
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}
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static int getTextLength(byte[] text, int Font)
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{
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int len = 0;
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for (int i = 0; i < text.Length; i++)
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{
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len += Fonts[Font].fontWidth[2 * text[i]];
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if (Font == 1 && Fonts[Font].fontWidth[2 * text[i]] != Fonts[Font].fontWidth[(2 * text[i]) + 1]) //Handle Saturn font compression
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len -= 1;
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}
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return len;
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}
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}
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}
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