/** * Read an exported Tiled project in JSON format and produce Merlin32 output files with * GTE-compatible setup code wrapped around it. */ const fs = require('fs'); const path = require('path'); const process = require('process'); const StringBuilder = require('string-builder'); const parser = require('xml2json'); const png2iigs = require('./png2iigs'); main(process.argv.slice(2)).then( () => process.exit(0), (e) => { console.error(e); process.exit(1); } ); function toHex(h, width=4) { return h.toString(16).padStart(width, '0'); } function hexToRbg(hex) { const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex); return result ? [parseInt(result[1], 16), parseInt(result[2], 16), parseInt(result[3], 16)] : null; } async function readTileSet(workdir, tileset) { // Load up the PNG image const imageSource = GLOBALS.options.tilesetImage || tileset.image.source; const pngfile = path.resolve(path.join(workdir, imageSource)); console.log(`Reading PNG file from ${pngfile}`); const png = await png2iigs.readPNG(pngfile); // Find the index of the transparent color (if defined) console.log(`Looking for transparency...`); let transparentIndex = -1; if (tileset.image.trans) { const color = hexToRbg(tileset.image.trans); console.log(`Found color ${color} as transparent marker`); [transparentIndex] = png2iigs.findColorIndex(GLOBALS.options, png, color); if (typeof transparentIndex !== 'number') { console.log('Could not find color in palette'); console.log(png.palette); transparentIndex = -1; } else { console.log(`Transparent color palette index is ${transparentIndex}`); } } GLOBALS.options.transparentIndex = transparentIndex console.log(`Converting PNG to IIgs bitmap format...`); const [buff, mask] = png2iigs.pngToIIgsBuff(GLOBALS.options, png); console.log(`Mapping source and target palettes`); const { paletteMap } = png2iigs.getPaletteMap(GLOBALS.options, png); GLOBALS.options.paletteMap = paletteMap; console.log(`Building tiles...`); const tiles = png2iigs.buildTiles(GLOBALS.options, buff, mask, png.width / 2, transparentIndex); // Return the tiles return tiles; } function emitHeader() { const sb = new StringBuilder(); sb.appendLine('; Tiled Map Export'); sb.appendLine(';'); sb.appendLine('; This is a generated file. Do not modify.'); return sb.toString(); } async function loadTileset(workdir, tileset) { const source = tileset.source; const filename = path.isAbsolute(source) ? source : path.join(workdir, source); const contents = fs.readFileSync(filename); return JSON.parse(parser.toJson(contents)); } function getArg(argv, arg, fn, defaultValue) { for (let i = 0; i < argv.length; i += 1) { if (argv[i] === arg) { if (fn) { return fn(argv[i+1]); } return true; // Return true if the argument was found } } return defaultValue; } function writeTileAnimations(filename, animations) { const init = new StringBuilder(); const scripts = new StringBuilder(); // First step is some initialization code that copies the first animated // tile data into the dynamic tile space const initLabel = 'TileAnimInit'; init.appendLine(`${initLabel} ENT`); init.appendLine(); for (const animation of animations) { // Get the first tile of the animation const firstTileId = animation.frames[0].tileId; // Create code to copy it into the dynamic tile index location init.appendLine(' ldx #' + firstTileId); init.appendLine(' ldy #' + animation.dynTileId); init.appendLine(' jsl CopyTileToDyn'); } // Next, create the scripts to change the tile data based on the configured ticks delays. for (const animation of animations) { // Get the animation frames const frames = animation.frames; // Look at the frames and get the number of ticks. We only support a uniform animation period. const numTicks = frames.map(f => f.ticks).reduce((x, y) => Math.min(x, y),Infinity); if (frames.some(f => f.ticks !== numTicks)) { console.warn(`Animated tiles must have a uniform animation delay. Setting ticks to ${numTicks}`); } const label = `TileAnim_${animation.tileId}`; init.appendLine(` lda #${label}`); init.appendLine(` ldx #^${label}`); init.appendLine(` ldy #${numTicks}`); init.appendLine(` jsl StartScript`); // bit 15 = 1 if the end of a sequence // bit 14 = 0 proceed to next action, 1 jump // bit 13 = 0 (Reserved) // bit 12 = 0 (Reserved) // bit 11 - 8 = signed jump displacement F = -1, E = -2, D = -3, C = -4, B = -5, A = -6, 9 = -7, 8 = -8, 7 = 7, 6 = 6, .... // bit 8 - 0 = command number const YIELD = 0x8000; const JUMP = 0x4000; const SET_DYN_TILE = 0x0006; // Command number scripts.appendLine(label); const lastValidIndex = frames.length - 1; for (let i = 0; i < frames.length ; i += 1) { const isLast = (i === lastValidIndex); let command = YIELD | SET_DYN_TILE; if (isLast) { command |= JUMP; const offset = ((0x0010 - lastValidIndex) & 0x000F) * 256; command |= offset; } command = '$' + toHex(command, 4); // scripts.appendLine(` ScriptStep #${command};#${frames[i].tileId};#${animation.dynTileId};#0`); scripts.appendLine(` dw ${command},${frames[i].tileId},${animation.dynTileId},0`); } } init.appendLine(' rts'); fs.writeFileSync(filename, init.toString() + scripts.toString()); } function writeTiles(filename, tiles) { const tileSource = png2iigs.buildMerlinCodeForTiles(GLOBALS.options, tiles); fs.writeFileSync(filename, tileSource); } function findAnimatedTiles(tileset) { const animations = []; let dynTileId = 0; if (tileset.tile) { for (const tile of tileset.tile) { if (!tile.animation) { continue; } const tileId = parseInt(tile.id, 10); const frames = tile.animation.frame.map(f => { const millis = parseInt(f.duration, 10); const ticksPerMillis = 60. / 1000.; return { 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 ticks: Math.round(millis * ticksPerMillis), millis }; }); animations.push({ tileId, dynTileId, frames }); dynTileId += 1; if (dynTileId > 31) { console.warn('Only 32 animated tiles are supported'); break; } } } return animations; } // Global reference object let GLOBALS = { options: { startIndex: 0, asTileData: true, maxTiles: 360, transparentColor: 'FF00FF', backgroundColor: '6B8CFF' } }; /** * Command line arguments * * --output-dir : sets the output folder to write all assets into * --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. * --empty-tile : designates a specific tile as the empty (background) tile * --no-gen-tiles : do not try and create the tile set */ async function main(argv) { // Read in the JSON data const fullpath = path.resolve(argv[0]); const workdir = path.dirname(fullpath); const outdir = getArg(argv, '--output-dir', x => x, workdir); const forceMasked = getArg(argv, '--force-masked', x => true, false); const noGenTiles = getArg(argv, '--no-gen-tiles', x => true, false); const emptyTile = getArg(argv, '--empty-tile', x => parseInt(x, 10), -1); const tileSet = getArg(argv, '--tile-set', x => x, null); console.log(`Reading Tiled JSON file from ${fullpath}`); const raw = fs.readFileSync(fullpath); console.log(`Parsing JSON file...`); const doc = JSON.parse(raw); // Make sure it's a map format we can handle if (doc.infinite) { throw new Error('Cannot import infinite maps.'); } // Require 8x8 tiles if (doc.tileheight !== 8 || doc.tilewidth !== 8) { throw new Error('Only 8x8 tiles are supported'); } // The total map size must be less than 32768 tiles because we limit the map to one data bank // and the tiles are stored in GTE as 16-bit values. if (doc.height * doc.width >= 32768) { throw new Error('The tile map must have less than 32,768 tiles'); } // Look at the tile layers. We support a maximum of two tile layers. const tileLayers = doc.layers.filter(l => l.type === 'tilelayer'); if (tileLayers.length === 0) { throw new Error('There must be at least one tile layer defined for the map'); } if (tileLayers.length > 2) { throw new Error('The map cannot have more than two tile layers'); } // Sort the tile layers by ID. The lower ID is considered to be the "front" layer tileLayers.sort((first, second) => first.id - second.id); // Load up any/all tilesets const tileSets = await Promise.all(doc.tilesets.map(tileset => loadTileset(workdir, tileset))); if (tileSets.length === 1 && tileSet !== null) { tileSets[0].tileset.image.source = tileSet; } // Create a global reference object GLOBALS = { ...GLOBALS, outdir, forceMasked, noGenTiles, emptyTile, tileSets, tileLayers }; // Save all of the tilesets let bg0TileSet = null; for (const record of tileSets) { console.log('Looking for animated tiles...'); const animations = findAnimatedTiles(record.tileset); console.log(`Importing tileset "${record.tileset.name}"`); const tiles = await readTileSet(workdir, record.tileset); if (!GLOBALS.noGenTiles) { const outputFilename = path.resolve(path.join(outdir, record.tileset.name + '.s')); console.log(`Writing tiles to ${outputFilename}`); writeTiles(outputFilename, tiles); console.log(`Writing complete`); } // Look for tiles with animation sequences. If found, this information need to be propagated // to the tilemap export to mark those tile IDs as Dynamic Tiles. // // Exporting the "animations" actually creates two code stubs; one to copy the first // tile of the animation into the dynamic tile space during initialization and a second // that created the timer callbacks that replace the tile data based on the time animation // rate. We only have a VBL timer, so the animation time is rounded to the nearest // 1/60 of a second. if (animations.length > 0) { console.log('Writing tile animation '); const animationFilename = path.resolve(path.join(outdir, record.tileset.name + 'Anim.s')); writeTileAnimations(animationFilename, animations); console.log(`Writing complete`); // Modify the entries in the tileset that are animated for (const animation of animations) { tiles[animation.tileId].animation = animation; } } bg0TileSet = tiles; } // Ok, looks good. Write out the source code for the layers console.log('Generating data for front layer (BG0): ' + tileLayers[0].name); const header = emitHeader(); const bg0 = emitBG0Layer(tileLayers[0], bg0TileSet); const bg0OutputFilename = path.resolve(path.join(outdir, tileLayers[0].name + '.s')); console.log(`Writing BG0 data to ${bg0OutputFilename}`); fs.writeFileSync(bg0OutputFilename, header + '\n' + bg0); console.log(`Writing complete`); if (tileLayers.length > 1) { console.log('Generating data for back layer (BG1): ' + tileLayers[1].name); const bg1 = emitBG1Layer(tileLayers[1], bg0TileSet); const bg1OutputFilename = path.resolve(path.join(outdir, tileLayers[1].name + '.s')); console.log(`Writing BG1 data to ${bg1OutputFilename}`); fs.writeFileSync(bg1OutputFilename, header + '\n' + bg1); console.log(`Writing complete`); } } function emitBG1Layer(layer, tileset) { const sb = new StringBuilder(); const label = layer.name.split(' ').join('_').split('.').join('_'); const initCode = ` BG1SetUp lda #${layer.width} sta BG1TileMapWidth lda #${layer.height} sta BG1TileMapHeight lda #${label} sta BG1TileMapPtr lda #^${label} sta BG1TileMapPtr+2 rts `; sb.appendLine(initCode); sb.appendLine(`${label}`); emitLayerData(sb, layer, tileset); return sb.toString(); } function emitBG0Layer(layer, tileset) { const sb = new StringBuilder(); const label = layer.name.split(' ').join('_').split('.').join('_'); const initCode = ` BG0SetUp pea ${layer.width} pea ${layer.height} pea ^${label} pea ${label} _GTESetBG0TileMapInfo rts `; sb.appendLine(initCode); sb.appendLine(`${label}`); emitLayerData(sb, layer, tileset); return sb.toString(); } function emitLayerData(sb, layer, tileset) { // Print out the data in groups of N // // Merlin32 errors out with errno 3221226505 is the line is too long (>1047 characters) const N = 64; const rows = []; const tileIDs = layer.data; // Create cunks of chunks so we can put a break between logical rows for (let j = 0; j < tileIDs.length; j += layer.width) { const row = tileIDs.slice(j, j + layer.width); const chunks = []; for (let i = 0; i < row.length; i += N) { chunks.push(row.slice(i, i + N).map(tID => convertTileID(tID, tileset))) } rows.push(chunks); } // Tiled starts numbering its tiles at 1. This is OK since Tile 0 is reserved in // GTE, also for (const row of rows) { for (const chunk of row) { sb.appendLine(' dw ' + chunk.map(id => '$' + toHex(id, 4)).join(',')); } sb.appendLine(''); } return sb; } /** * Map the bit flags used in Tiled to compatible values in GTE * * tileID is a value from the exported TileD data. It starts at index 1. */ function convertTileID(tileId, tileset) { const GTE_MASK_BIT = 0x1000; const GTE_DYN_BIT = 0x0800; const GTE_VFLIP_BIT = 0x0400; const GTE_HFLIP_BIT = 0x0200; const TILED_VFLIP_BIT = 0x40000000; const TILED_HFLIP_BIT = 0x80000000; const TILED_DFLIP_BIT = 0x20000000; // We don't support the flipped diagonally flag or tile values greater than 511 if ((tileId & TILED_DFLIP_BIT) !== 0) { throw new Error('Diagonally flipped bits are not supported: tileId = ' + tileId.toString(16)); } const hflip = (tileId & TILED_HFLIP_BIT) !== 0; const vflip = (tileId & TILED_VFLIP_BIT) !== 0; // Mask out the flip bits const tileIndex = tileId & 0x1FFFFFFF; if (tileIndex >= 512) { throw new Error('A maximum of 511 tiles are supported'); } if (tileIndex === 0) { // This should be a warning return 0; } // The tileId starts at one, but the tile set starts at zero. It's ok when we export, // because a special zero tile is inserted, but we have to manually adjust here if (!tileset[tileIndex - 1]) { throw new Error(`Tileset for tileId ${tileIndex} is underinfed`); } const mask_bit = (!tileset[tileIndex - 1].isSolid || tileIndex === GLOBALS.emptyTile) && ((GLOBALS.tileLayers.length !== 1) || GLOBALS.forceMasked); /* if (tileIndex === 48) { console.warn('isSolid: ', tileset[tileIndex - 1].isSolid); console.warn('GLOBALS.emptyTile: ', GLOBALS.emptyTile); console.warn('GLOBALS.tileLayers.length: ', GLOBALS.tileLayers.length); console.warn('GLOBALS.forceMasked: ', GLOBALS.forceMasked); console.warn('mask_bit: ', mask_bit); } */ // Build up a partial set of control bits let control_bits = (mask_bit ? GTE_MASK_BIT : 0) + (hflip ? GTE_HFLIP_BIT : 0) + (vflip ? GTE_VFLIP_BIT : 0); // Check if this is an animated tile. If so, substitute the index of the animation slot for // the tile ID if (tileset[tileIndex - 1].animation) { const animation = tileset[tileIndex - 1].animation; tileId = animation.dynTileId; control_bits = GTE_DYN_BIT; console.warn('Dyanmic animation tile found!'); console.warn('isSolid: ', tileset[tileIndex - 1].isSolid); console.warn('dynTileId: ', animation.dynTileId); console.warn('mask_bit: ', mask_bit); } return (tileId & 0x1FFFFFFF) + control_bits; }