GCMemcard: Read icons according to logical data offsets instead of physical data offsets. Also gets rid of some undefined behavior.

This commit is contained in:
Admiral H. Curtiss 2019-10-19 17:10:41 +02:00
parent 110d6c1da3
commit 3b67d0d90a
3 changed files with 133 additions and 124 deletions

View File

@ -1229,139 +1229,145 @@ std::optional<std::vector<u32>> GCMemcard::ReadBannerRGBA8(u8 index) const
return rgba;
}
u32 GCMemcard::ReadAnimRGBA8(u8 index, u32* buffer, u8* delays) const
std::optional<std::vector<GCMemcardAnimationFrameRGBA8>> GCMemcard::ReadAnimRGBA8(u8 index) const
{
if (!m_valid || index >= DIRLEN)
return 0;
return std::nullopt;
// To ensure only one type of icon is used
// Sonic Heroes it the only game I have seen that tries to use a CI8 and RGB5A3 icon
// int fmtCheck = 0;
u32 image_offset = GetActiveDirectory().m_dir_entries[index].m_image_offset;
if (image_offset == 0xFFFFFFFF)
return std::nullopt;
int formats = GetActiveDirectory().m_dir_entries[index].m_icon_format;
int fdelays = GetActiveDirectory().m_dir_entries[index].m_animation_speed;
// Data at m_image_offset stores first the banner, if any, and then the icon data.
// Skip over the banner if there is one.
// See ReadBannerRGBA8() for details on how the banner is stored.
const u8 flags = GetActiveDirectory().m_dir_entries[index].m_banner_and_icon_flags;
const u8 banner_format = (flags & 0b0000'0011);
const u32 banner_pixels = MEMORY_CARD_BANNER_WIDTH * MEMORY_CARD_BANNER_HEIGHT;
if (banner_format == MEMORY_CARD_BANNER_FORMAT_CI8)
image_offset += banner_pixels + MEMORY_CARD_CI8_PALETTE_ENTRIES * 2;
else if (banner_format == MEMORY_CARD_BANNER_FORMAT_RGB5A3)
image_offset += banner_pixels * 2;
int flags = GetActiveDirectory().m_dir_entries[index].m_banner_and_icon_flags;
// Timesplitters 2 and 3 is the only game that I see this in
// May be a hack
// if (flags == 0xFB) flags = ~flags;
// Batten Kaitos has 0x65 as flag too. Everything but the first 3 bytes seems irrelevant.
// Something similar happens with Wario Ware Inc. AnimSpeed
int bnrFormat = (flags & 3);
u32 DataOffset = GetActiveDirectory().m_dir_entries[index].m_image_offset;
u32 DataBlock = GetActiveDirectory().m_dir_entries[index].m_first_block - MC_FST_BLOCKS;
if ((DataBlock > m_size_blocks) || (DataOffset == 0xFFFFFFFF))
// decode icon formats and frame delays
const u16 icon_format = GetActiveDirectory().m_dir_entries[index].m_icon_format;
const u16 animation_speed = GetActiveDirectory().m_dir_entries[index].m_animation_speed;
std::array<u8, MEMORY_CARD_ICON_ANIMATION_MAX_FRAMES> frame_formats;
std::array<u8, MEMORY_CARD_ICON_ANIMATION_MAX_FRAMES> frame_delays;
for (u32 i = 0; i < MEMORY_CARD_ICON_ANIMATION_MAX_FRAMES; ++i)
{
return 0;
frame_formats[i] = (icon_format >> (2 * i)) & 0b11;
frame_delays[i] = (animation_speed >> (2 * i)) & 0b11;
}
u8* animData = (u8*)(m_data_blocks[DataBlock].m_block.data() + DataOffset);
// if first frame format is 0, the entire icon is skipped
if (frame_formats[0] == 0)
return std::nullopt;
switch (bnrFormat)
// calculate byte length of each individual icon frame and full icon data
constexpr u32 pixels_per_frame = MEMORY_CARD_ICON_WIDTH * MEMORY_CARD_ICON_HEIGHT;
u32 data_length = 0;
u32 frame_count = 0;
std::array<u32, MEMORY_CARD_ICON_ANIMATION_MAX_FRAMES> frame_offsets;
bool has_shared_palette = false;
for (u32 i = 0; i < MEMORY_CARD_ICON_ANIMATION_MAX_FRAMES; ++i)
{
case 1:
animData += 96 * 32 + 2 * 256; // image+palette
break;
case 2:
animData += 96 * 32 * 2;
break;
}
int fmts[8];
u8* data[8];
int frames = 0;
for (int i = 0; i < 8; i++)
{
fmts[i] = (formats >> (2 * i)) & 3;
delays[i] = ((fdelays >> (2 * i)) & 3);
data[i] = animData;
if (!delays[i])
if (frame_delays[i] == 0)
{
// First icon_speed = 0 indicates there aren't any more icons
// frame delay of 0 means we're out of frames
break;
}
// If speed is set there is an icon (it can be a "blank frame")
frames++;
if (fmts[i] != 0)
// otherwise this counts as a frame, even if the format is none of the three valid ones
// (see the actual icon decoding below for how that is handled)
++frame_count;
frame_offsets[i] = data_length;
if (frame_formats[i] == MEMORY_CARD_ICON_FORMAT_CI8_SHARED_PALETTE)
{
switch (fmts[i])
{
case CI8SHARED: // CI8 with shared palette
animData += 32 * 32;
break;
case RGB5A3: // RGB5A3
animData += 32 * 32 * 2;
break;
case CI8: // CI8 with own palette
animData += 32 * 32 + 2 * 256;
break;
}
data_length += pixels_per_frame;
has_shared_palette = true;
}
else if (frame_formats[i] == MEMORY_CARD_ICON_FORMAT_RGB5A3)
{
data_length += pixels_per_frame * 2;
}
else if (frame_formats[i] == MEMORY_CARD_ICON_FORMAT_CI8_UNIQUE_PALETTE)
{
data_length += pixels_per_frame + 2 * MEMORY_CARD_CI8_PALETTE_ENTRIES;
}
}
const u16* sharedPal = reinterpret_cast<u16*>(animData);
if (frame_count == 0)
return std::nullopt;
for (int i = 0; i < 8; i++)
const u32 shared_palette_offset = data_length;
if (has_shared_palette)
data_length += 2 * MEMORY_CARD_CI8_PALETTE_ENTRIES;
// now that we have determined the data length, fetch the actual data from the save file
// if anything is sketchy, bail so we don't access out of bounds
auto save_data_bytes = GetSaveDataBytes(index, image_offset, data_length);
if (!save_data_bytes || save_data_bytes->size() != data_length)
return std::nullopt;
// and finally, decode icons into RGBA8
std::array<u16, MEMORY_CARD_CI8_PALETTE_ENTRIES> shared_palette;
if (has_shared_palette)
{
if (!delays[i])
std::memcpy(shared_palette.data(), save_data_bytes->data() + shared_palette_offset,
2 * MEMORY_CARD_CI8_PALETTE_ENTRIES);
}
std::vector<GCMemcardAnimationFrameRGBA8> output;
for (u32 i = 0; i < frame_count; ++i)
{
GCMemcardAnimationFrameRGBA8& output_frame = output.emplace_back();
output_frame.image_data.resize(pixels_per_frame);
output_frame.delay = frame_delays[i];
// Note on how to interpret this inner loop here: In the general case this just degenerates into
// j == i for every iteration, but in some rare cases (such as Luigi's Mansion or Pikmin) some
// frames will not actually have an associated format. In this case we forward to the next valid
// frame to decode, which appears (at least visually) to match the behavior of the GC BIOS. Note
// that this may end up decoding the same frame multiple times.
// If this happens but no next valid frame exists, we instead return a fully transparent frame,
// again visually matching the GC BIOS. There is no extra code necessary for this as the
// resize() of the vector already initializes it to a fully transparent frame.
for (u32 j = i; j < frame_count; ++j)
{
// First icon_speed = 0 indicates there aren't any more icons
break;
}
if (fmts[i] != 0)
{
switch (fmts[i])
if (frame_formats[j] == MEMORY_CARD_ICON_FORMAT_CI8_SHARED_PALETTE)
{
case CI8SHARED: // CI8 with shared palette
Common::DecodeCI8Image(buffer, data[i], sharedPal, 32, 32);
buffer += 32 * 32;
break;
case RGB5A3: // RGB5A3
Common::Decode5A3Image(buffer, (u16*)(data[i]), 32, 32);
buffer += 32 * 32;
break;
case CI8: // CI8 with own palette
const u16* paldata = reinterpret_cast<u16*>(data[i] + 32 * 32);
Common::DecodeCI8Image(buffer, data[i], paldata, 32, 32);
buffer += 32 * 32;
Common::DecodeCI8Image(output_frame.image_data.data(),
save_data_bytes->data() + frame_offsets[j], shared_palette.data(),
MEMORY_CARD_ICON_WIDTH, MEMORY_CARD_ICON_HEIGHT);
break;
}
}
else
{
// Speed is set but there's no actual icon
// This is used to reduce animation speed in Pikmin and Luigi's Mansion for example
// These "blank frames" show the next icon
for (int j = i; j < 8; ++j)
if (frame_formats[j] == MEMORY_CARD_ICON_FORMAT_RGB5A3)
{
if (fmts[j] != 0)
{
switch (fmts[j])
{
case CI8SHARED: // CI8 with shared palette
Common::DecodeCI8Image(buffer, data[j], sharedPal, 32, 32);
break;
case RGB5A3: // RGB5A3
Common::Decode5A3Image(buffer, (u16*)(data[j]), 32, 32);
buffer += 32 * 32;
break;
case CI8: // CI8 with own palette
const u16* paldata = reinterpret_cast<u16*>(data[j] + 32 * 32);
Common::DecodeCI8Image(buffer, data[j], paldata, 32, 32);
buffer += 32 * 32;
break;
}
}
std::array<u16, pixels_per_frame> pxdata;
std::memcpy(pxdata.data(), save_data_bytes->data() + frame_offsets[j],
pixels_per_frame * 2);
Common::Decode5A3Image(output_frame.image_data.data(), pxdata.data(),
MEMORY_CARD_ICON_WIDTH, MEMORY_CARD_ICON_HEIGHT);
break;
}
if (frame_formats[j] == MEMORY_CARD_ICON_FORMAT_CI8_UNIQUE_PALETTE)
{
std::array<u16, MEMORY_CARD_CI8_PALETTE_ENTRIES> paldata;
std::memcpy(paldata.data(), save_data_bytes->data() + frame_offsets[j] + pixels_per_frame,
MEMORY_CARD_CI8_PALETTE_ENTRIES * 2);
Common::DecodeCI8Image(output_frame.image_data.data(),
save_data_bytes->data() + frame_offsets[j], paldata.data(),
MEMORY_CARD_ICON_WIDTH, MEMORY_CARD_ICON_HEIGHT);
break;
}
}
}
return frames;
return output;
}
bool GCMemcard::Format(u8* card_data, bool shift_jis, u16 SizeMb)

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@ -36,10 +36,6 @@ enum
GCI = 0,
SAV = 0x80,
GCS = 0x110,
CI8SHARED = 1,
RGB5A3,
CI8,
};
enum class GCMemcardGetSaveDataRetVal
@ -106,6 +102,12 @@ private:
std::bitset<static_cast<size_t>(GCMemcardValidityIssues::COUNT)> m_errors;
};
struct GCMemcardAnimationFrameRGBA8
{
std::vector<u32> image_data;
u8 delay;
};
// size of a single memory card block in bytes
constexpr u32 BLOCK_SIZE = 0x2000;
@ -152,6 +154,11 @@ constexpr u32 MEMORY_CARD_ICON_HEIGHT = 32;
// maximum number of frames a save file's icon animation can have
constexpr u32 MEMORY_CARD_ICON_ANIMATION_MAX_FRAMES = 8;
// color format of icon frame as stored in m_icon_format (two bits per frame)
constexpr u8 MEMORY_CARD_ICON_FORMAT_CI8_SHARED_PALETTE = 1;
constexpr u8 MEMORY_CARD_ICON_FORMAT_RGB5A3 = 2;
constexpr u8 MEMORY_CARD_ICON_FORMAT_CI8_UNIQUE_PALETTE = 3;
// number of palette entries in a CI8 palette of a banner or icon
// each palette entry is 16 bits in RGB5A3 format
constexpr u32 MEMORY_CARD_CI8_PALETTE_ENTRIES = 256;
@ -507,5 +514,5 @@ public:
std::optional<std::vector<u32>> ReadBannerRGBA8(u8 index) const;
// reads the animation frames
u32 ReadAnimRGBA8(u8 index, u32* buffer, u8* delays) const;
std::optional<std::vector<GCMemcardAnimationFrameRGBA8>> ReadAnimRGBA8(u8 index) const;
};

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@ -483,40 +483,36 @@ GCMemcardManager::IconAnimationData GCMemcardManager::GetIconFromSaveFile(int fi
{
auto& memcard = m_slot_memcard[slot];
std::vector<u8> anim_delay(MEMORY_CARD_ICON_ANIMATION_MAX_FRAMES);
std::vector<u32> anim_data(MEMORY_CARD_ICON_WIDTH * MEMORY_CARD_ICON_HEIGHT *
MEMORY_CARD_ICON_ANIMATION_MAX_FRAMES);
IconAnimationData frame_data;
const u32 num_frames = memcard->ReadAnimRGBA8(file_index, anim_data.data(), anim_delay.data());
const auto decoded_data = memcard->ReadAnimRGBA8(file_index);
// Decode Save File Animation
if (num_frames > 0)
if (decoded_data && !decoded_data->empty())
{
frame_data.m_frames.reserve(num_frames);
frame_data.m_frames.reserve(decoded_data->size());
const u32 per_frame_offset = MEMORY_CARD_ICON_WIDTH * MEMORY_CARD_ICON_HEIGHT;
for (u32 f = 0; f < num_frames; ++f)
for (size_t f = 0; f < decoded_data->size(); ++f)
{
QImage img(reinterpret_cast<u8*>(&anim_data[f * per_frame_offset]), MEMORY_CARD_ICON_WIDTH,
MEMORY_CARD_ICON_HEIGHT, QImage::Format_ARGB32);
QImage img(reinterpret_cast<const u8*>((*decoded_data)[f].image_data.data()),
MEMORY_CARD_ICON_WIDTH, MEMORY_CARD_ICON_HEIGHT, QImage::Format_ARGB32);
frame_data.m_frames.push_back(QPixmap::fromImage(img));
for (int i = 0; i < anim_delay[f]; ++i)
for (int i = 0; i < (*decoded_data)[f].delay; ++i)
{
frame_data.m_frame_timing.push_back(static_cast<u8>(f));
}
}
const bool is_pingpong = memcard->DEntry_IsPingPong(file_index);
if (is_pingpong && num_frames >= 3)
if (is_pingpong && decoded_data->size() >= 3)
{
// if the animation 'ping-pongs' between start and end then the animation frame order is
// something like 'abcdcbabcdcba' instead of the usual 'abcdabcdabcd'
// to display that correctly just append all except the first and last frame in reverse order
// at the end of the animation
for (u32 f = num_frames - 2; f > 0; --f)
for (size_t f = decoded_data->size() - 2; f > 0; --f)
{
for (int i = 0; i < anim_delay[f]; ++i)
for (int i = 0; i < (*decoded_data)[f].delay; ++i)
{
frame_data.m_frame_timing.push_back(static_cast<u8>(f));
}