sotn-decomp/tools/display_animation.py
bismurphy 9eb2d507b9
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Decompile PSP version of func_801024DC (#1886)
Picked a random `.c` file from PSP to decompile.

This caused me to discover that this function requires `-O4,p`, which is
new. All the other -O4 files also match with this, which is good.

Also back-ported my changes to PS1.

Some tiny changes to the texture displaying tools that I made due to
xeeynamo finding a tiny bug; not worth a whole PR so I just tossed them
into this one.
2024-11-08 20:11:45 +00:00

230 lines
8.4 KiB
Python

# Author: bismurphy. Please feel free to contact with any questions!
# This tool may be non-intuitive and/or buggy to use; I am happy to make
# fixes if anyone requests them.
# Displays animations for entities.
# Uses display_texture.py as dependency, so make sure that is available to it.
# Example use case: We wanted to figure out what entity EntityLightningCloud is
# in NO3/NP3. We can see in its initialization that its Animset is 0x8001
# and its palette is 0. Then, we can do:
# python3 tools/display_animation.py LIVE no3 0x8001 0 150 100
# To review all the frames in that animation.
# LIVE will pull a live vram dump from pcsx. no3 is the overlay to grab sprite
# data from. 0x8001 is that animset, 0 is the clut, and then 150x100 will be our
# viewport size as we click through the entities.
import display_texture as dt
import argparse
import re
import matplotlib.pyplot as plt
from matplotlib.widgets import Button
import numpy as np
from PIL import Image
# holds the list of animsets
DRA_ANIM_ARRAY_FILE = "src/dra/63ED4.c"
# some day this may have a symbol name
DRA_ANIM_ARRAY = "D_800A3B70"
# holds the individual animsets
DRA_ANIMSET_FILE = "src/dra/d_2F324.c"
def load_array_from_file(filelines, arrayname):
print(f"Trying to load {arrayname}")
arraydata = ""
inarray = False
for line in filelines:
if arrayname in line and "{" in line:
inarray = True
if inarray:
arraydata += line
if "}" in line:
inarray = False
# find the data between the curly braces
pattern = r"\{([^}]*)\}"
match = re.search(pattern, arraydata)
if match:
array_contents = match.group(1)
array_contents = array_contents.rstrip(",") # remove trailing comma if exists
# strip whitespace and turn into list of members
array_members = array_contents.replace(" ", "").split(",")
return array_members
print("Error loading animation array. Hmm.")
exit()
def show_animset(ovl_name, anim_num, arg_palette, view_w, view_h, unk5A):
# Now we have an array that tells us the name of all the frames.
# Start GUI code.
class AnimationShower:
def __init__(self):
self.anim_index = 1
self.textureDisplayer = dt.textureDisplayer(texture_data)
# Need to load the animation's frames now.
# Depends on if we're an ANIMSET_DRA or ANIMSET_OVL.
if anim_num & 0x8000:
print("Overlay animation")
assert ovl_name != "dra"
spritebank = anim_num & 0x7FFF
main_array_file = f"src/st/{ovl_name}/sprite_banks.h"
main_array = "spriteBanks"
animset_file = f"src/st/{ovl_name}/sprites.c"
else:
print("DRA animation")
assert ovl_name == "dra"
main_array_file = DRA_ANIM_ARRAY_FILE
main_array = DRA_ANIM_ARRAY
animset_file = DRA_ANIMSET_FILE
spritebank = anim_num
with open(main_array_file) as f:
animdata = f.read().splitlines()
animarray = load_array_from_file(animdata, main_array)
anim_set_name = animarray[spritebank]
print(f"Animation set {spritebank} is {anim_set_name}. Loading.")
with open(animset_file) as f:
self.framesdata = f.read().splitlines()
print("Loading framearray")
print(animset_file)
self.framearray = load_array_from_file(self.framesdata, anim_set_name)
print("Loaded framearray.")
def prev(self, event):
self.anim_index -= 1
if self.anim_index < 1:
self.anim_index = len(self.framearray) - 1
self.render_frame()
def next(self, event):
self.anim_index += 1
if self.anim_index >= len(self.framearray):
self.anim_index = 1
self.render_frame()
def render_frame(self):
print("RENDERING", self.anim_index)
frame_name = self.framearray[self.anim_index]
# prepend the s16 to make sure we get the actual array, not something that
# points to the array
frame_params = load_array_from_file(self.framesdata, "s16 " + frame_name)
data_size = 1 + int(frame_params[0]) * 11
frame_params = frame_params[:data_size]
frame_params = [int(x) for x in frame_params]
print(frame_params)
# Now we follow the logic of RenderEntities.
# r->spriteSheetIdx = *animFrame++;
spriteSheetIdx = frame_params[0]
frame_params = frame_params[1:]
# Not prepared to handle this case.
if spriteSheetIdx < 0 or spriteSheetIdx & 0x8000:
print("I don't know what this is yet, need new program logic")
exit()
# Now skip to line 984. We're going to make an image from the individual images.
overall_image = Image.new("RGBA", (view_w, view_h))
for i in range(spriteSheetIdx):
ax.clear()
print(frame_params)
frameFlags = frame_params[0] # line 989
tpage = frame_params[6] # line 990
tpage += unk5A # line 991
runk0 = tpage & 3 # 992
tpage >>= 2 # 993
xpivot = frame_params[1] # 994
ypivot = frame_params[2] # 995
width = frame_params[3] # 996
height = frame_params[4] # 997
# Skip all the logic with positioning and flipping.
# Pick up at line 1062
if arg_palette & 0x8000:
clut = arg_palette & 0x7FFF
else:
clut = frame_params[5] + arg_palette
u_0 = frame_params[7]
v_0 = frame_params[8]
u_1 = frame_params[9]
v_1 = frame_params[10]
assert u_1 - u_0 == width
assert v_1 - v_0 == height
print(
f"Loading texture: {tpage=}, {clut=}, {u_0=}, {v_0=}, {width=}, {height=}"
)
image = self.textureDisplayer.get_image(
tpage, clut, u_0, v_0, width, height
)
if frameFlags & 2:
image = np.flip(image, 1)
frameFlags -= 2
if frameFlags != 0:
print("We have frame flags. Ignoring for now.", frameFlags)
pil_image = Image.fromarray(image)
# pass pil_image twice to get transparency
overall_image.paste(
pil_image,
(view_w // 2 + xpivot, view_h // 2 + ypivot),
pil_image,
)
frame_params = frame_params[11:]
ax.set_title(
f'Frame #{self.anim_index} of {len(self.framearray)}; "{frame_name}"'
)
ax.imshow(overall_image)
plt.draw()
shower = AnimationShower()
fig, ax = plt.subplots()
ax.set_xlim(-32, 32)
ax.set_ylim(-32, 32)
plt.subplots_adjust(bottom=0.15)
prev_button = Button(plt.axes([0.1, 0.025, 0.3, 0.1], facecolor="k"), "Prev Frame")
prev_button.on_clicked(shower.prev)
next_button = Button(plt.axes([0.6, 0.025, 0.3, 0.1], facecolor="k"), "Next Frame")
next_button.on_clicked(shower.next)
shower.render_frame()
plt.show()
parser = argparse.ArgumentParser(description="Renders in-game animations from ANIMSET")
parser.add_argument("dump_filename")
parser.add_argument("overlay", help="Overlay name. dra, no3, cen, etc")
parser.add_argument(
"animset_num", type=lambda x: int(x, 0), help="Animset number; 2 for ANIMSET_DRA(2)"
)
parser.add_argument(
"e_palette", type=lambda x: int(x, 0), help="Entity's Palette param"
)
parser.add_argument(
"view_width", type=lambda x: int(x, 0), help="Width of your view window"
)
parser.add_argument(
"view_height", type=lambda x: int(x, 0), help="Height of your view window"
)
parser.add_argument(
"--unk5A",
type=lambda x: int(x, 0),
default=0,
help="Entity's unk5A value (optional)",
)
args = parser.parse_args()
texture_data = dt.load_raw_dump(args.dump_filename)
show_animset(
args.overlay,
args.animset_num,
args.e_palette,
args.view_width,
args.view_height,
args.unk5A,
)