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sm.hpp
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394 lines (361 loc) · 12.1 KB
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#ifndef SM_HPP_INCLUDED
#define SM_HPP_INCLUDED
#include <sstream>
#include <string>
#include <vector>
#include <map>
#include <cstdint>
namespace sm{
//=====utility=====//
typedef std::vector<uint8_t> Buffer;
template<class T> class Array2D{
public:
Array2D(): w(0), h(0) {}
Array2D(unsigned maxI, unsigned maxJ): w(maxI), h(maxJ) { data.resize(w, h); }
void resize(unsigned maxI, unsigned maxJ){
data.resize(maxI*maxJ);
w=maxI;
h=maxJ;
}
T& at(unsigned i, unsigned j){ return data[i*h+j]; }
const T& at(unsigned i, unsigned j) const{ return data[i*h+j]; }
unsigned readISize() const{ return w; }
unsigned readJSize() const{ return h; }
unsigned size() const{ return data.size(); }
void clear(){
data.clear();
w=0;
h=0;
}
private:
std::vector<T> data;
unsigned w, h;
};
struct Color{
Color(): r(0.0f), g(0.0f), b(0.0f), a(0.0f) {}
Color(float r, float g, float b, float a): r(r), g(g), b(b), a(a) {}
float r, g, b, a;
};
struct Vertex{
Vertex(): x(0), y(0), tx(0), ty(0) {}
Vertex(unsigned x, unsigned y, unsigned tx, unsigned ty): x(x), y(y), tx(tx), ty(ty) {}
unsigned x, y;//position
unsigned tx, ty;//tile coordinates
};
template<class T> class SparseRangeArray{
public:
void set(unsigned start, unsigned size, T value){
data.resize(std::max(unsigned(data.size()), (start+size)/BLOCK_SIZE+1), std::vector<T>(BLOCK_SIZE, T(0)));
for(unsigned i=start; i<start+size; ++i){
unsigned a=i/BLOCK_SIZE;
unsigned b=i%BLOCK_SIZE;
data[a][b]=value;
}
}
T operator[](unsigned i) const{
unsigned a=i/BLOCK_SIZE;
unsigned b=i%BLOCK_SIZE;
if(a>=data.size()) return T(0);
if(b>=data[a].size()) return T(0);
return data[a][b];
}
unsigned size() const{ return BLOCK_SIZE*data.size(); }
std::string print() const{
std::stringstream s;
T value=T(0);
for(unsigned a=0; a<data.size(); ++a)
for(unsigned b=0; b<data[a].size(); ++b)
if(data[a][b]!=value){
value=data[a][b];
s<<std::hex<<a*BLOCK_SIZE+b<<" "<<value<<"\n";
}
return s.str();
}
private:
static const unsigned BLOCK_SIZE=0x8000u;
std::vector<std::vector<T> > data;
};
template<class K, class V> void rekey(std::map<K, V>& map, const std::map<K, K>& keys){
std::vector<K> newKeys;
std::vector<V> values;
for(typename std::map<K, V>::iterator i=map.begin(); i!=map.end(); ++i){
newKeys.push_back(i->first);
values.push_back(i->second);
}
map.clear();
for(unsigned i=0; i<newKeys.size(); ++i) map[newKeys[i]]=values[i];
}
//=====Super Metroid stuff=====//
const unsigned TILE_SIZE=16;//tile size in pixels
const unsigned SCREEN_SIZE=16;//screen size in tiles
const unsigned VANILLA_ROOMS=263;
extern const uint32_t VANILLA_ROOM_OFFSETS[];
enum Region{
CRATERIA,
BRINSTAR,
NORFAIR,
WRECKED_SHIP,
MARIDIA,
TOURIAN,
CERES,
TESTING,
REGIONS
};
class Rom{
public:
enum Usage{ UNKNOWN, HACKABLE, HACKED };
typedef SparseRangeArray<Usage> Index;
std::string open(std::string fileName);
bool indexVanilla();
bool takeSpace(uint8_t bank, uint16_t size, uint32_t& offset);
bool takeSpace(uint8_t minBank, uint8_t maxBank, uint16_t size, uint32_t& offset);
bool save(std::string fileName);
void dummify();//write dummy data over unused data
Buffer header, buffer;
private:
Index index;
};
class Transition{
public:
static const unsigned SIZE=12;
static const uint8_t BANK=0x83u;
Transition(Rom& rom): rom(&rom) {}
void index(uint32_t offset, Rom::Index& index);
void open(uint32_t offset);
bool save(uint32_t& offset);
uint32_t room;//pointer to destination room
uint8_t
flags,
//0x80 elevator
//0x40 switch region
//0x20 used with elevators, doesn't seem to do much
//0x10 used with elevators, doesn't seem to do much
//0x08 used with elevators, doesn't seem to do much
//0x04 Maridia and Tourian elevators, doesn't seem to do much
//0x02 Maridia and Tourian elevators, doesn't seem to do much
//0x01 always 0
direction,
//direction&3=0 => rightward
//direction&3=1 => leftward
//direction&3=2 => downward
//direction&3=3 => upward
//direction&4 => draw door on other side
//direction=145 or 147 => hide health and such (used with elevators)
animationX, animationY,//position of other side of door closing animation in tiles from top left corner of new room
x, y;//Samus' location in new room in tiles from top left corner
uint16_t
distance,//distance Samus is placed on exit in pixels, 0x8000 means default
scroll;//pointer in bank 0x8F to code for updating scroll data
private:
Rom* rom;
};
class Save{
public:
static const uint32_t REGION_TABLES=0x44B5u;
static const unsigned SIZE=14;//size in bytes on rom
static const uint8_t BANK=0x80u;
static const uint16_t START=0x44C5u;//offset of first save
static const uint16_t END=0x4D07u;//offset just past last save -- 0x4C19u would be a more conservative value, excluding (probably) debug region saves
static void index(Rom::Index& index);
Save(Rom& rom): rom(&rom) {}
uint32_t readRegionTable(Region region);
void setRegionTable(Region region, uint32_t offset);
void open(uint32_t offset);
bool save(uint32_t& offset);
uint32_t room;//room that this save point is inside
uint32_t transition;//transition to room this save point is inside
uint16_t unknown;//always zero?
uint16_t scrollX;
uint16_t scrollY;
uint16_t samusY;//offset from top
uint16_t samusX;//offset from center
private:
Rom* rom;
};
class Mode7{
public:
static const uint8_t FIRST_BANK=0xC0u;
static const uint8_t LAST_BANK=0xCEu;
static const uint8_t FIRST_TILE_SET=17;
static const uint8_t LAST_TILE_SET=20;
Mode7(Rom& rom): rom(&rom) {}
void index(uint8_t tileSet, Rom::Index& index);
void open(uint8_t tileSet);
bool save(uint8_t tileSet);
void clear();
Array2D<uint8_t> tiles;
private:
uint32_t dataOffset(uint8_t tileSet);
Rom* rom;
Buffer data;
};
class Header{
public:
static const uint8_t BANK=0x8Fu;
static const uint8_t DOOR_BANK=0x8Fu;
enum Code{
STANDARD =0xE5E6u,
DOORS =0xE5EBu,
TOURIAN_BOSS =0xE5FFu,
EVENTS =0xE612u,
BOSSES =0xE629u,
MORPH =0xE640u,
MORPH_AND_MISSILES=0xE652u,
POWER_BOMBS =0xE669u,
SPEED_BOOSTER =0xE678u
};
static std::string codeDescription(Code code);
Header(){}
Header(const Buffer& buffer, uint32_t offset);
unsigned size();//size in bytes on rom
void write(Buffer& buffer, uint32_t offset) const;
uint8_t
index;//index value for room, doesn't seem to do anything
Region region;//crateria=0, brinstar=1, norfair=2, wrecked ship=3, maridia=4, tourian=5, ceres=6, debug=7
uint8_t
x, y,//map location
width, height,//in screens
upScroll,//how far the room scrolls up -- usually 0x70
downScroll,//how far the room scrolls down -- usually 0xA0
graphicsFlags;
//0=normal
//1=doesn't seem to do anything. Used in Crocomire and Draygon rooms
//2=force refresh of common room elements. Used in neighbors of 1s and 5s except Draygon room.
//5=rooms that wipe out common room elements. Used in Ceres shaft, Ceres Ridley, Kraid's Room
uint32_t doors;
struct StateInfo{
Code code;
Buffer fields;
uint32_t state;
};
std::vector<StateInfo> stateInfo;
private:
static const unsigned MAIN_SIZE=11;
static unsigned fieldSize(Code code);//size in bytes on rom
static unsigned stateInfoSize(Code code);//size in bytes on rom
};
struct State{
static const unsigned SIZE=26;//size in bytes on rom
static const uint8_t BANK=0x8Fu;
static const uint8_t SCROLL_BANK=0x8Fu;
State(){}
State(const Buffer& buffer, uint32_t offset);
void write(Buffer& buffer, uint32_t offset) const;
uint32_t tiles;//pointer to somewhere in banks 0xC2 to 0xCE
uint8_t
tileSet,
musicTrack,
musicControl;
uint16_t fx1;//pointer in bank 0x83
uint32_t enemies;//pointer
uint16_t enemySet;//pointer in bank 0xB4
uint16_t layer2;//how layer 2 is drawn
uint32_t scroll;
//if >= 0x8000, pointer to 2d scroll array in bank 0x8F -- 0 means no scroll, 1 means scroll but don't show top or bottom 2 tile rows, 2 means full scroll
//else it should be 0, 1, or 2, meaning the entire room has that scroll value
uint16_t unknown;//used in escape version of Bomb Torizo's room -- xray casing code (bank 0x8F)? -- doesn't seem to do anything
uint16_t fx2;//pointer in bank 0x8F
uint32_t plm;//pointer
uint16_t background;//pointer in bank 0x8F
uint16_t layerHandling;//pointer in bank 0x8F
};
struct TileAssembler{
TileAssembler(uint16_t ul, uint16_t ur, uint16_t dl, uint16_t dr): ul(ul), ur(ur), dl(dl), dr(dr) {}
uint16_t ul, ur, dl, dr;
};
struct TileLayer{
TileLayer(): index(0), flipH(0), flipV(0), property(0) {}
TileLayer(const Buffer& buffer, uint32_t offset);
void write(Buffer& buffer) const;
uint16_t index;
bool flipH, flipV;
uint8_t property;
};
struct Tile{
static const uint8_t FIRST_BANK=0xC2u;
static const uint8_t LAST_BANK=0xCEu;
TileLayer layer1, layer2;
bool hasLayer2;
uint8_t bts;//behind-the-scenes data
};
struct Enemy{
static const unsigned SIZE=16;//size in bytes on rom
static const uint8_t BANK=0xA1u;
static const uint16_t SENTINEL=0xFFFFu;
Enemy(): species(0), x(0), y(0), field1(0), field2(0), field3(0), field4(0), field5(0) {}
Enemy(const Buffer& buffer, uint32_t offset);
void write(Buffer& buffer, uint32_t offset) const;
uint16_t
species,//pointer to enemy data in bank 0xA0
x, y,//in pixels, from top left corner
//these 5 fields' meanings depend on the species
field1,//geemer orientation, ripper speed
field2,
field3,
field4,
field5;
};
struct Plm{//post load modification
static const unsigned SIZE=6;//size in bytes on rom
static const uint8_t BANK=0x8Fu;
static const uint16_t SENTINEL=0;
Plm(): x(0), y(0), field1(0), field2(0) {}
Plm(const Buffer& buffer, uint32_t offset);
void write(Buffer& buffer, uint32_t offset) const;
uint16_t type;//pointer in bank 0x84
uint8_t
x, y,
//these 2 fields' meanings depend on the type
field1,
field2;
};
class Room{
public:
static const uint8_t BANK=0x8Fu;
Room(Rom& rom): rom(&rom), mode7(rom) {}
bool index(uint32_t offset, Rom::Index& index);
bool open(uint32_t offset);
bool save(uint32_t& offset);
void setState(unsigned i){ stateIndex=i; }
void loadGraphics();
void drawTileSet(Array2D<Color>&, unsigned tilesWide) const;
void getQuadsVertexArray(
std::vector<Vertex>&, unsigned tilesWide,//tilesWide should be same as used in drawTileSet
bool showLayer1=true, bool showLayer2=true, bool showMode7=true
) const;
bool readDoorWithPixelPosition(unsigned x, unsigned y, Transition& transition);
Tile& getTile(unsigned x, unsigned y);
uint8_t& getMode7Tile(unsigned x, unsigned y);
bool isMode7() const{ return mode7.tiles.size()!=0; }
unsigned readPixelsWide() const{ return header.width *SCREEN_SIZE*TILE_SIZE; }
unsigned readPixelsHigh() const{ return header.height*SCREEN_SIZE*TILE_SIZE; }
unsigned readTilesWide() const{ return header.width *SCREEN_SIZE; }
unsigned readTilesHigh() const{ return header.height*SCREEN_SIZE; }
unsigned readStates() const{ return states.size(); }
Header::Code readStateCode(unsigned i) const;
bool convertScreenToTile(unsigned& x, unsigned& y) const;
bool visible(unsigned x, unsigned y) const;
private:
Array2D<Tile>& readStateTiles(){ return tiles.find(states[stateIndex].tiles)->second; }
const Array2D<Tile>& readStateTilesConst() const{ return tiles.find(states[stateIndex].tiles)->second; }
Rom* rom;
//per room
Header header;
std::vector<uint32_t> doors;
//per state
std::vector<State> states;
//shareable between states
std::map<uint32_t, Array2D<uint8_t> > scroll;//map from identifier to scroll data
std::map<uint32_t, Array2D<Tile> > tiles;//map from identifier to tiles
std::map<uint32_t, std::vector<Enemy> > enemies;//map from identifier to enemies
std::map<uint32_t, std::vector<Plm> > plm;//map from identifier to plm
//for interacting with a state
unsigned stateIndex;
Mode7 mode7;
std::vector<Array2D<Color> > tileSet;
std::vector<Array2D<Color> > mode7TileSet;
};
std::string musicControlDescription(uint8_t musicControl);
std::string musicTrackDescription(uint8_t musicTrack);
};//namespace sm
#endif