mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-18 15:07:24 +00:00
490 lines
17 KiB
JavaScript
490 lines
17 KiB
JavaScript
/**
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* Read an exported Tiled project in JSON format and produce Merlin32 output files with
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* GTE-compatible setup code wrapped around it.
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*/
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const fs = require('fs');
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const path = require('path');
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const process = require('process');
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const StringBuilder = require('string-builder');
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const parser = require('xml2json');
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const png2iigs = require('./png2iigs');
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main(process.argv.slice(2)).then(
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() => process.exit(0),
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(e) => {
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console.error(e);
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process.exit(1);
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}
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);
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function toHex(h, width=4) {
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return h.toString(16).padStart(width, '0');
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}
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function hexToRbg(hex) {
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const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
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return result ? [parseInt(result[1], 16), parseInt(result[2], 16), parseInt(result[3], 16)] : null;
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}
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async function readTileSet(workdir, tileset) {
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// Load up the PNG image
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const imageSource = GLOBALS.options.tilesetImage || tileset.image.source;
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const pngfile = path.resolve(path.join(workdir, imageSource));
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console.log(`Reading PNG file from ${pngfile}`);
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const png = await png2iigs.readPNG(pngfile);
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// Find the index of the transparent color (if defined)
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console.log(`Looking for transparency...`);
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let transparentIndex = -1;
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if (tileset.image.trans) {
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const color = hexToRbg(tileset.image.trans);
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console.log(`Found color ${color} as transparent marker`);
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[transparentIndex] = png2iigs.findColorIndex(GLOBALS.options, png, color);
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if (typeof transparentIndex !== 'number') {
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console.log('Could not find color in palette');
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console.log(png.palette);
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transparentIndex = -1;
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} else {
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console.log(`Transparent color palette index is ${transparentIndex}`);
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}
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}
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GLOBALS.options.transparentIndex = transparentIndex
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console.log(`Converting PNG to IIgs bitmap format...`);
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const [buff, mask] = png2iigs.pngToIIgsBuff(GLOBALS.options, png);
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console.log(`Mapping source and target palettes`);
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const { paletteMap } = png2iigs.getPaletteMap(GLOBALS.options, png);
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GLOBALS.options.paletteMap = paletteMap;
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console.log(`Building tiles...`);
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const tiles = png2iigs.buildTiles(GLOBALS.options, buff, mask, png.width / 2, transparentIndex);
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// Return the tiles
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return tiles;
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}
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function emitHeader() {
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const sb = new StringBuilder();
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sb.appendLine('; Tiled Map Export');
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sb.appendLine(';');
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sb.appendLine('; This is a generated file. Do not modify.');
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return sb.toString();
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}
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async function loadTileset(workdir, tileset) {
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const source = tileset.source;
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const filename = path.isAbsolute(source) ? source : path.join(workdir, source);
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const contents = fs.readFileSync(filename);
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return JSON.parse(parser.toJson(contents));
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}
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function getArg(argv, arg, fn, defaultValue) {
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for (let i = 0; i < argv.length; i += 1) {
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if (argv[i] === arg) {
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if (fn) {
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return fn(argv[i+1]);
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}
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return true; // Return true if the argument was found
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}
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}
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return defaultValue;
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}
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function writeTileAnimations(filename, animations) {
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const init = new StringBuilder();
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const scripts = new StringBuilder();
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// First step is some initialization code that copies the first animated
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// tile data into the dynamic tile space
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const initLabel = 'TileAnimInit';
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init.appendLine(`${initLabel} ENT`);
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init.appendLine();
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for (const animation of animations) {
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// Get the first tile of the animation
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const firstTileId = animation.frames[0].tileId;
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// Create code to copy it into the dynamic tile index location
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init.appendLine(' ldx #' + firstTileId);
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init.appendLine(' ldy #' + animation.dynTileId);
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init.appendLine(' jsl CopyTileToDyn');
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}
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// Next, create the scripts to change the tile data based on the configured ticks delays.
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for (const animation of animations) {
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// Get the animation frames
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const frames = animation.frames;
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// Look at the frames and get the number of ticks. We only support a uniform animation period.
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const numTicks = frames.map(f => f.ticks).reduce((x, y) => Math.min(x, y),Infinity);
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if (frames.some(f => f.ticks !== numTicks)) {
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console.warn(`Animated tiles must have a uniform animation delay. Setting ticks to ${numTicks}`);
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}
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const label = `TileAnim_${animation.tileId}`;
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init.appendLine(` lda #${label}`);
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init.appendLine(` ldx #^${label}`);
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init.appendLine(` ldy #${numTicks}`);
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init.appendLine(` jsl StartScript`);
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// bit 15 = 1 if the end of a sequence
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// bit 14 = 0 proceed to next action, 1 jump
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// bit 13 = 0 (Reserved)
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// bit 12 = 0 (Reserved)
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// bit 11 - 8 = signed jump displacement F = -1, E = -2, D = -3, C = -4, B = -5, A = -6, 9 = -7, 8 = -8, 7 = 7, 6 = 6, ....
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// bit 8 - 0 = command number
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const YIELD = 0x8000;
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const JUMP = 0x4000;
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const SET_DYN_TILE = 0x0006; // Command number
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scripts.appendLine(label);
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const lastValidIndex = frames.length - 1;
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for (let i = 0; i < frames.length ; i += 1) {
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const isLast = (i === lastValidIndex);
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let command = YIELD | SET_DYN_TILE;
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if (isLast) {
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command |= JUMP;
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const offset = ((0x0010 - lastValidIndex) & 0x000F) * 256;
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command |= offset;
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}
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command = '$' + toHex(command, 4);
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// scripts.appendLine(` ScriptStep #${command};#${frames[i].tileId};#${animation.dynTileId};#0`);
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scripts.appendLine(` dw ${command},${frames[i].tileId},${animation.dynTileId},0`);
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}
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}
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init.appendLine(' rts');
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fs.writeFileSync(filename, init.toString() + scripts.toString());
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}
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function writeTiles(filename, tiles) {
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const tileSource = png2iigs.buildMerlinCodeForTiles(GLOBALS.options, tiles);
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fs.writeFileSync(filename, tileSource);
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}
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function findAnimatedTiles(tileset) {
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const animations = [];
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let dynTileId = 0;
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if (tileset.tile) {
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for (const tile of tileset.tile) {
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if (!tile.animation) {
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continue;
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}
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const tileId = parseInt(tile.id, 10);
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const frames = tile.animation.frame.map(f => {
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const millis = parseInt(f.duration, 10);
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const ticksPerMillis = 60. / 1000.;
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return {
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tileId: parseInt(f.tileid, 10) + 1, // The IDs in the XML file appear to be zero-based. The JSON files appear to be one-based
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ticks: Math.round(millis * ticksPerMillis),
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millis
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};
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});
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animations.push({
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tileId,
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dynTileId,
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frames
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});
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dynTileId += 1;
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if (dynTileId > 31) {
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console.warn('Only 32 animated tiles are supported');
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break;
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}
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}
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}
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return animations;
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}
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// Global reference object
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let GLOBALS = {
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options: {
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startIndex: 0,
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asTileData: true,
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maxTiles: 360,
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transparentColor: 'FF00FF',
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backgroundColor: '6B8CFF'
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}
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};
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/**
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* Command line arguments
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*
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* --output-dir : sets the output folder to write all assets into
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* --force-masked : sets the masked flag on the BG0 map data, event if a BG1 layer is not present. Useful if manually locaing a second background.
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* --empty-tile : designates a specific tile as the empty (background) tile
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* --no-gen-tiles : do not try and create the tile set
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*/
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async function main(argv) {
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// Read in the JSON data
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const fullpath = path.resolve(argv[0]);
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const workdir = path.dirname(fullpath);
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const outdir = getArg(argv, '--output-dir', x => x, workdir);
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const forceMasked = getArg(argv, '--force-masked', x => true, false);
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const noGenTiles = getArg(argv, '--no-gen-tiles', x => true, false);
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const emptyTile = getArg(argv, '--empty-tile', x => parseInt(x, 10), -1);
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const tileSet = getArg(argv, '--tile-set', x => x, null);
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console.log(`Reading Tiled JSON file from ${fullpath}`);
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const raw = fs.readFileSync(fullpath);
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console.log(`Parsing JSON file...`);
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const doc = JSON.parse(raw);
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// Make sure it's a map format we can handle
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if (doc.infinite) {
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throw new Error('Cannot import infinite maps.');
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}
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// Require 8x8 tiles
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if (doc.tileheight !== 8 || doc.tilewidth !== 8) {
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throw new Error('Only 8x8 tiles are supported');
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}
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// The total map size must be less than 32768 tiles because we limit the map to one data bank
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// and the tiles are stored in GTE as 16-bit values.
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if (doc.height * doc.width >= 32768) {
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throw new Error('The tile map must have less than 32,768 tiles');
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}
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// Look at the tile layers. We support a maximum of two tile layers.
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const tileLayers = doc.layers.filter(l => l.type === 'tilelayer');
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if (tileLayers.length === 0) {
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throw new Error('There must be at least one tile layer defined for the map');
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}
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if (tileLayers.length > 2) {
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throw new Error('The map cannot have more than two tile layers');
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}
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// Sort the tile layers by ID. The lower ID is considered to be the "front" layer
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tileLayers.sort((first, second) => first.id - second.id);
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// Load up any/all tilesets
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const tileSets = await Promise.all(doc.tilesets.map(tileset => loadTileset(workdir, tileset)));
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if (tileSets.length === 1 && tileSet !== null) {
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tileSets[0].tileset.image.source = tileSet;
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}
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// Create a global reference object
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GLOBALS = {
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...GLOBALS,
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outdir,
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forceMasked,
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noGenTiles,
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emptyTile,
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tileSets,
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tileLayers
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};
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// Save all of the tilesets
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let bg0TileSet = null;
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for (const record of tileSets) {
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console.log('Looking for animated tiles...');
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const animations = findAnimatedTiles(record.tileset);
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console.log(`Importing tileset "${record.tileset.name}"`);
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const tiles = await readTileSet(workdir, record.tileset);
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if (!GLOBALS.noGenTiles) {
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const outputFilename = path.resolve(path.join(outdir, record.tileset.name + '.s'));
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console.log(`Writing tiles to ${outputFilename}`);
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writeTiles(outputFilename, tiles);
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console.log(`Writing complete`);
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}
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// Look for tiles with animation sequences. If found, this information need to be propagated
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// to the tilemap export to mark those tile IDs as Dynamic Tiles.
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//
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// Exporting the "animations" actually creates two code stubs; one to copy the first
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// tile of the animation into the dynamic tile space during initialization and a second
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// that created the timer callbacks that replace the tile data based on the time animation
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// rate. We only have a VBL timer, so the animation time is rounded to the nearest
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// 1/60 of a second.
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if (animations.length > 0) {
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console.log('Writing tile animation ');
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const animationFilename = path.resolve(path.join(outdir, record.tileset.name + 'Anim.s'));
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writeTileAnimations(animationFilename, animations);
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console.log(`Writing complete`);
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// Modify the entries in the tileset that are animated
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for (const animation of animations) {
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tiles[animation.tileId].animation = animation;
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}
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}
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bg0TileSet = tiles;
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}
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// Ok, looks good. Write out the source code for the layers
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console.log('Generating data for front layer (BG0): ' + tileLayers[0].name);
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const header = emitHeader();
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const bg0 = emitBG0Layer(tileLayers[0], bg0TileSet);
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const bg0OutputFilename = path.resolve(path.join(outdir, tileLayers[0].name + '.s'));
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console.log(`Writing BG0 data to ${bg0OutputFilename}`);
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fs.writeFileSync(bg0OutputFilename, header + '\n' + bg0);
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console.log(`Writing complete`);
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if (tileLayers.length > 1) {
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console.log('Generating data for back layer (BG1): ' + tileLayers[1].name);
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const bg1 = emitBG1Layer(tileLayers[1], bg0TileSet);
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const bg1OutputFilename = path.resolve(path.join(outdir, tileLayers[1].name + '.s'));
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console.log(`Writing BG1 data to ${bg1OutputFilename}`);
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fs.writeFileSync(bg1OutputFilename, header + '\n' + bg1);
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console.log(`Writing complete`);
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}
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}
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function emitBG1Layer(layer, tileset) {
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const sb = new StringBuilder();
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const label = layer.name.split(' ').join('_').split('.').join('_');
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const initCode = `
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BG1SetUp
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lda #${layer.width}
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sta BG1TileMapWidth
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lda #${layer.height}
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sta BG1TileMapHeight
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lda #${label}
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sta BG1TileMapPtr
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lda #^${label}
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sta BG1TileMapPtr+2
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rts
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`;
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sb.appendLine(initCode);
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sb.appendLine(`${label}`);
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emitLayerData(sb, layer, tileset);
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return sb.toString();
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}
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function emitBG0Layer(layer, tileset) {
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const sb = new StringBuilder();
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const label = layer.name.split(' ').join('_').split('.').join('_');
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const initCode = `
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BG0SetUp
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lda #${layer.width}
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sta TileMapWidth
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lda #${layer.height}
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sta TileMapHeight
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lda #${label}
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sta TileMapPtr
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lda #^${label}
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sta TileMapPtr+2
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rts
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`;
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sb.appendLine(initCode);
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sb.appendLine(`${label}`);
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emitLayerData(sb, layer, tileset);
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return sb.toString();
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}
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function emitLayerData(sb, layer, tileset) {
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// Print out the data in groups of N
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//
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// Merlin32 errors out with errno 3221226505 is the line is too long (>1047 characters)
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const N = 64;
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const rows = [];
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const tileIDs = layer.data;
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// Create cunks of chunks so we can put a break between logical rows
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for (let j = 0; j < tileIDs.length; j += layer.width) {
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const row = tileIDs.slice(j, j + layer.width);
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const chunks = [];
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for (let i = 0; i < row.length; i += N) {
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chunks.push(row.slice(i, i + N).map(tID => convertTileID(tID, tileset)))
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}
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rows.push(chunks);
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}
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// Tiled starts numbering its tiles at 1. This is OK since Tile 0 is reserved in
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// GTE, also
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for (const row of rows) {
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for (const chunk of row) {
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sb.appendLine(' dw ' + chunk.map(id => '$' + toHex(id, 4)).join(','));
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}
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sb.appendLine('');
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}
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return sb;
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}
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/**
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* Map the bit flags used in Tiled to compatible values in GTE
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*
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* tileID is a value from the exported TileD data. It starts at index 1.
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*/
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function convertTileID(tileId, tileset) {
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const GTE_MASK_BIT = 0x1000;
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const GTE_DYN_BIT = 0x0800;
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const GTE_VFLIP_BIT = 0x0400;
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const GTE_HFLIP_BIT = 0x0200;
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const TILED_VFLIP_BIT = 0x40000000;
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const TILED_HFLIP_BIT = 0x80000000;
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const TILED_DFLIP_BIT = 0x20000000;
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// We don't support the flipped diagonally flag or tile values greater than 511
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if ((tileId & TILED_DFLIP_BIT) !== 0) {
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throw new Error('Diagonally flipped bits are not supported: tileId = ' + tileId.toString(16));
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}
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const hflip = (tileId & TILED_HFLIP_BIT) !== 0;
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const vflip = (tileId & TILED_VFLIP_BIT) !== 0;
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// Mask out the flip bits
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const tileIndex = tileId & 0x1FFFFFFF;
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if (tileIndex >= 512) {
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throw new Error('A maximum of 511 tiles are supported');
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}
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if (tileIndex === 0) {
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// This should be a warning
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return 0;
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}
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// The tileId starts at one, but the tile set starts at zero. It's ok when we export,
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// because a special zero tile is inserted, but we have to manually adjust here
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if (!tileset[tileIndex - 1]) {
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throw new Error(`Tileset for tileId ${tileIndex} is underinfed`);
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}
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const mask_bit = (!tileset[tileIndex - 1].isSolid || tileIndex === GLOBALS.emptyTile) && ((GLOBALS.tileLayers.length !== 1) || GLOBALS.forceMasked);
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/*
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if (tileIndex === 48) {
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console.warn('isSolid: ', tileset[tileIndex - 1].isSolid);
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console.warn('GLOBALS.emptyTile: ', GLOBALS.emptyTile);
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console.warn('GLOBALS.tileLayers.length: ', GLOBALS.tileLayers.length);
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console.warn('GLOBALS.forceMasked: ', GLOBALS.forceMasked);
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console.warn('mask_bit: ', mask_bit);
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}
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*/
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// Build up a partial set of control bits
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let control_bits = (mask_bit ? GTE_MASK_BIT : 0) + (hflip ? GTE_HFLIP_BIT : 0) + (vflip ? GTE_VFLIP_BIT : 0);
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// Check if this is an animated tile. If so, substitute the index of the animation slot for
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// the tile ID
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if (tileset[tileIndex - 1].animation) {
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const animation = tileset[tileIndex - 1].animation;
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tileId = animation.dynTileId;
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control_bits = GTE_DYN_BIT;
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console.warn('Dyanmic animation tile found!');
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console.warn('isSolid: ', tileset[tileIndex - 1].isSolid);
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console.warn('dynTileId: ', animation.dynTileId);
|
|
console.warn('mask_bit: ', mask_bit);
|
|
}
|
|
|
|
return (tileId & 0x1FFFFFFF) + control_bits;
|
|
} |