Very simple asset pipeline to transform PNG impage into raw binary files to load in the engine

This commit is contained in:
Lucas Scharenbroich 2021-07-16 13:09:16 -05:00
parent 62233d4abc
commit f2d82f810d
6 changed files with 166 additions and 6 deletions

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@ -15,3 +15,4 @@ REM Cadius does not overwrite files, so clear the root folder first
REM Now copy files and folders as needed
%CADIUS% ADDFILE %IMAGE% %FOLDER% src\\GTETestApp
%CADIUS% ADDFILE %IMAGE% %FOLDER% emu\\test.pic
%CADIUS% ADDFILE %IMAGE% %FOLDER% emu\\bg1.bin

6
package-lock.json generated
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@ -25,6 +25,12 @@
"integrity": "sha512-FM9nNUYrRBAELZQT3xeZQ7fmMOBg6nWNmJKTcgsJeaLstP/UODVpGsr5OhXhhXg6f+qtJ8uiZ+PUxkDWcgIXLw==",
"dev": true
},
"pngjs": {
"version": "6.0.0",
"resolved": "https://registry.npmjs.org/pngjs/-/pngjs-6.0.0.tgz",
"integrity": "sha512-TRzzuFRRmEoSW/p1KVAmiOgPco2Irlah+bGFCeNfJXxxYGwSw7YwAOAcd7X28K/m5bjBWKsC29KyoMfHbypayg==",
"dev": true
},
"watch": {
"version": "1.0.2",
"resolved": "https://registry.npmjs.org/watch/-/watch-1.0.2.tgz",

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@ -14,7 +14,8 @@
"test": "npm run build && build-image.bat %npm_package_config_cadius% && %npm_package_config_gsport%",
"debug": "%npm_package_config_crossrunner% src\\GTETestApp -Source src\\GTETestApp_S02_MAINSEG_Output.txt -Debug -CompatibilityLayer",
"build": "%npm_package_config_merlin32% -V %npm_package_config_macros% src\\App.s",
"build:watch": "watch \"npm run build\" src"
"build:watch": "watch \"npm run build\" src",
"build:assets": "node ./tools/pngtoiigs.js ./assets/gba-cloud-bgnd-8-color.png ./emu/bg1.bin"
},
"repository": {
"type": "git",
@ -27,6 +28,7 @@
},
"homepage": "https://github.com/lscharen/iigs-game-engine#readme",
"devDependencies": {
"pngjs": "^6.0.0",
"watch": "latest"
}
}

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@ -114,10 +114,15 @@ EvtLoop
brl Exit
:1 cmp #'l'
bne :2
bne :1_1
jsr DoLoadPic
bra EvtLoop
:1_1 cmp #'b'
bne :2
jsr DoLoadBG1
bra EvtLoop
:2 cmp #'m'
bne :3
jsr DumpBanks
@ -337,6 +342,16 @@ DoFrame
jsr Render ; Render the play field
rts
; Load a binary file in the BG1 buffer
DoLoadBG1
lda BG1DataBank
xba
and #$FF00
ora #$0001 ; Load directly into the BG1 buffer bank on Page 1
ldx #BG1DataFile
jsr LoadFile
rts
; Load a simple picture format onto the SHR screen
DoLoadPic
lda BankLoad
@ -516,8 +531,12 @@ GrafInit
jsr SetPalette
rts
DefaultPalette dw $0000,$007F,$0090,$0FF0
dw $000F,$0080,$0f70,$0FFF
;DefaultPalette dw $0000,$007F,$0090,$0FF0
; dw $000F,$0080,$0f70,$0FFF
dw $0fa9,$0ff0,$00e0,$04DF
dw $0d00,$078f,$0ccc,$0FFF
DefaultPalette dw $0ADF,$0FF8,$0CD6,$09CF,$0AC6,$08A5,$0FFF,$0694
dw $0fa9,$0ff0,$00e0,$04DF
dw $0d00,$078f,$0ccc,$0FFF
@ -716,6 +735,7 @@ msgLine3 str ' -> Return to Try Again'
msgLine4 str ' -> Esc to Quit'
; Data storage
BG1DataFile strl '1/bg1.bin'
ImageName strl '1/test.pic'
MasterId ds 2
UserId ds 2
@ -762,3 +782,7 @@ qtRec adrl $0000

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@ -454,7 +454,7 @@ right_odd bit #$000B ; Check the bottom nibble
bit #$0040 ; Check bit 6 to distinguish between JMP and all of the LDA variants
bne r_is_jmp
long_1 stal *+4-base
long_1 stal *+4-base ; Everything else is a two-byte LDA opcode + PHA
dfb $00,$00
bra r_is_pea+1
@ -546,7 +546,9 @@ long_4 stal *+4-base
dfb $00,$00
xba
sep #$20
bra :left_byte
pha
rep #$20
bra even_exit
:l_is_jmp sec ; Set the C flag (V is always cleared at this point) which tells a snippet to push only the high byte
long_5 ldal entry_jmp+1-base
@ -615,3 +617,5 @@ top

123
tools/pngtoiigs.js Normal file
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@ -0,0 +1,123 @@
const fs = require('fs').promises;
const PNG = require("pngjs").PNG;
const process = require('process');
const { Buffer } = require('buffer');
main(process.argv.slice(2)).then(
() => process.exit(0),
(e) => {
console.error(e);
process.exit(1);
}
);
function findColorIndex(png, pixel) {
for (let i = 0; i < png.palette.length; i += 1) {
const color = png.palette[i];
if (color.every((c, idx) => c === pixel[idx])) {
return i;
}
}
return null;
}
function pngToIIgsBuff(png) {
let i = 0;
const buff = Buffer.alloc(png.height * (png.width / 2), 0);
for (let y = 0; y < png.height; y += 1) {
for (let x = 0; x < png.width; x += 1, i += 4) {
const pixel = png.data.slice(i, i + 4);
const index = findColorIndex(png, pixel);
const j = i / 8;
if (x % 2 === 0) {
buff[j] = buff[j] + (16 * index);
}
else {
buff[j] = buff[j] + index
}
}
}
return buff;
}
function pngToIIgsBuffRepeat(png) {
let i = 0;
const buff = Buffer.alloc(png.height * png.width, 0);
for (let y = 0; y < png.height; y += 1) {
for (let x = 0; x < png.width; x += 1, i += 4) {
const pixel = png.data.slice(i, i + 4);
const index = findColorIndex(png, pixel);
const j = y * png.width + Math.floor(x / 2);
if (index > 15) {
console.warn('Pixel index greater than 15. Skipping...');
continue;
}
if (x % 2 === 0) {
buff[j] = 16 * index;
}
else {
buff[j] = buff[j] | index;
}
buff[j + (png.width / 2)] = buff[j];
}
}
return buff;
}
function paletteToIIgs(palette) {
const r = Math.round(palette[0] / 17);
const g = Math.round(palette[1] / 17);
const b = Math.round(palette[2] / 17);
return '0' + r.toString(16).toUpperCase() + g.toString(16).toUpperCase() + b.toString(16).toUpperCase();
}
async function main(argv) {
const data = await fs.readFile(argv[0]);
const png = PNG.sync.read(data);
if (png.colorType !== 3) {
console.warn('PNG must be in palette color type');
return;
}
if (png.palette.length > 16) {
console.warn('Too many colors. Must be 16 or less');
return;
}
// Dump the palette in IIgs hex format
console.log('Palette:');
const hexCodes = png.palette.map(c => '$' + paletteToIIgs(c));
console.log(hexCodes.join(','));
// Just convert a paletted PNG to IIgs memory format
let buff = null;
if (png.width === 512) {
console.log('Converting to BG1 format...');
buff = pngToIIgsBuff(png);
}
if (png.width === 256) {
console.log('Converting to BG1 format w/repeat...');
buff = pngToIIgsBuffRepeat(png);
}
if (png.width === 328) {
console.log('Converting to BG0 format...');
buff = pngToIIgsBuff(png);
}
if (buff && argv[1]) {
console.log(`Writing to output file ${argv[1]}`);
await fs.writeFile(argv[1], buff);
}
}