forked from AmazingAmpharos/OoT-Randomizer
-
Notifications
You must be signed in to change notification settings - Fork 233
/
texture_util.py
executable file
·283 lines (231 loc) · 11.9 KB
/
texture_util.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
#!/usr/bin/env python3
from __future__ import annotations
from Rom import Rom
# Read a ci4 texture from rom and convert to rgba16
# rom - Rom
# address - address of the ci4 texture in Rom
# length - size of the texture in PIXELS
# palette - 4-bit color palette to use (max of 16 colors)
def ci4_to_rgba16(rom: Rom, address: int, length: int, palette: list[int]) -> list[int]:
new_pixels = []
texture = rom.read_bytes(address, length // 2)
for byte in texture:
new_pixels.append(palette[(byte & 0xF0) >> 4])
new_pixels.append(palette[byte & 0x0F])
return new_pixels
# Convert an rgba16 texture to ci8
# rgba16_texture - texture to convert
# returns - tuple (ci8_texture, palette)
def rgba16_to_ci8(rgba16_texture: list[int]) -> tuple[list[int], list[int]]:
ci8_texture = []
palette = get_colors_from_rgba16(rgba16_texture) # Get all the colors in the texture
if len(palette) > 0x100: # Make sure there are <= 256 colors. Could probably do some fancy stuff to convert, but nah.
raise(Exception("RGB Texture exceeds maximum of 256 colors"))
if len(palette) < 0x100: # Pad the palette with 0x0001 #Pad the palette with 0001s to take up the full 256 colors
for i in range(0, 0x100 - len(palette)):
palette.append(0x0001)
# Create the new ci8 texture (list of bytes) by locating the index of each color from the rgba16 texture in the color palette.
for pixel in rgba16_texture:
if pixel in palette:
ci8_texture.append(palette.index(pixel))
return ci8_texture, palette
# Load a palette (essentially just an rgba16 texture) from rom
def load_palette(rom: Rom, address: int, length: int) -> list[int]:
palette = []
for i in range(0, length):
palette.append(rom.read_int16(address + 2 * i))
return palette
# Get a list of unique colors (palette) from an rgba16 texture
def get_colors_from_rgba16(rgba16_texture: list[int]) -> list[int]:
colors = []
for pixel in rgba16_texture:
if pixel not in colors:
colors.append(pixel)
return colors
# Apply a patch to a rgba16 texture. The patch texture is exclusive or'd with the original to produce the result
# rgba16_texture - Original texture
# rgba16_patch - Patch texture. If this parameter is not supplied, this function will simply return the original texture.
# returns - new texture = texture xor patch
def apply_rgba16_patch(rgba16_texture: list[int], rgba16_patch: list[int]) -> list[int]:
if rgba16_patch is not None and (len(rgba16_texture) != len(rgba16_patch)):
raise(Exception("OG Texture and Patch not the same length!"))
new_texture = []
if not rgba16_patch:
for i in range(0, len(rgba16_texture)):
new_texture.append(rgba16_texture[i])
return new_texture
for i in range(0, len(rgba16_texture)):
new_texture.append(rgba16_texture[i] ^ rgba16_patch[i])
return new_texture
# Save a rgba16 texture to a file
def save_rgba16_texture(rgba16_texture: list[int], filename: str) -> None:
file = open(filename, 'wb')
bytes = bytearray()
for pixel in rgba16_texture:
bytes.extend(pixel.to_bytes(2, 'big'))
file.write(bytes)
file.close()
# Save a ci8 texture to a file
def save_ci8_texture(ci8_texture: list[int], filename: str) -> None:
file = open(filename, 'wb')
bytes = bytearray()
for pixel in ci8_texture:
bytes.extend(pixel.to_bytes(1, 'big'))
file.write(bytes)
file.close()
# Read an rgba16 texture from ROM
# rom - Rom object to load the texture from
# base_texture_address - Address of the rbga16 texture in ROM
# size - Size of the texture in PIXELS
# returns - list of ints representing each 16-bit pixel
def load_rgba16_texture_from_rom(rom: Rom, base_texture_address: int, size: int) -> list[int]:
texture = []
for i in range(0, size):
texture.append(int.from_bytes(rom.read_bytes(base_texture_address + 2 * i, 2), 'big'))
return texture
# Load an rgba16 texture from a binary file.
# filename - path to the file
# size - number of 16-bit pixels in the texture.
def load_rgba16_texture(filename: str, size: int) -> list[int]:
texture = []
file = open(filename, 'rb')
for i in range(0, size):
texture.append(int.from_bytes(file.read(2), 'big'))
file.close()
return texture
# Create an new rgba16 texture byte array from a rgba16 binary file. Use this if you want to create complete new textures using no copyrighted content (or for testing).
# rom - Unused set to None
# base_texture_address - Unusued set to None
# base_palette_address - Unusued set to None
# size - Size of the texture in PIXELS
# patchfile - File containing the texture to load
# returns - bytearray containing the new texture
def rgba16_from_file(rom: Rom, base_texture_address: int, base_palette_address: int, size: int, patchfile: str) -> bytearray:
new_texture = load_rgba16_texture(patchfile, size)
bytes = bytearray()
for pixel in new_texture:
bytes.extend(int.to_bytes(pixel, 2, 'big'))
return bytes
# Create a new rgba16 texture from a original rgba16 texture and a rgba16 patch file
# rom - Rom object to load the original texture from
# base_texture_address - Address of the original rbga16 texture in ROM
# base_palette_address - Unused. Set to None (this is only used for CI4 style textures)
# size - Size of the texture in PIXELS
# patchfile - file path of a rgba16 binary texture to patch
# returns - bytearray of the new texture
def rgba16_patch(rom: Rom, base_texture_address: int, base_palette_address: int, size: int, patchfile: str) -> bytearray:
base_texture_rgba16 = load_rgba16_texture_from_rom(rom, base_texture_address, size)
patch_rgba16 = None
if patchfile:
patch_rgba16 = load_rgba16_texture(patchfile, size)
new_texture_rgba16 = apply_rgba16_patch(base_texture_rgba16, patch_rgba16)
bytes = bytearray()
for pixel in new_texture_rgba16:
bytes.extend(int.to_bytes(pixel, 2, 'big'))
return bytes
# Create a new ci8 texture from a ci4 texture/palette and a rgba16 patch file
# rom - Rom object to load the original textures from
# base_texture_address - Address of the original ci4 texture in ROM
# base_palette_address - Address of the ci4 palette in ROM
# size - Size of the texture in PIXELS
# patchfile - file path of a rgba16 binary texture to patch
# returns - bytearray of the new texture
def ci4_rgba16patch_to_ci8(rom: Rom, base_texture_address: int, base_palette_address: int, size: int, patchfile: str) -> bytearray:
palette = load_palette(rom, base_palette_address, 16) # load the original palette from rom
base_texture_rgba16 = ci4_to_rgba16(rom, base_texture_address, size, palette) # load the original texture from rom and convert to ci8
patch_rgba16 = None
if patchfile:
patch_rgba16 = load_rgba16_texture(patchfile, size)
new_texture_rgba16 = apply_rgba16_patch(base_texture_rgba16, patch_rgba16)
ci8_texture, ci8_palette = rgba16_to_ci8(new_texture_rgba16)
# merge the palette and the texture
bytes = bytearray()
for pixel in ci8_palette:
bytes.extend(int.to_bytes(pixel, 2, 'big'))
for pixel in ci8_texture:
bytes.extend(int.to_bytes(pixel, 1, 'big'))
return bytes
# Function to create rgba16 texture patches for crates
def build_crate_ci8_patches() -> None:
# load crate textures from rom
object_kibako2_addr = 0x018B6000
SIZE_CI4_32X128 = 4096
rom = Rom("ZOOTDEC.z64")
crate_palette = load_palette(rom, object_kibako2_addr + 0x00, 16)
crate_texture_rgba16 = ci4_to_rgba16(rom, object_kibako2_addr + 0x20, SIZE_CI4_32X128, crate_palette)
# load new textures
crate_texture_gold_rgba16 = load_rgba16_texture('crate_heart.bin', 0x1000)
# create patches
gold_patch = apply_rgba16_patch(crate_texture_rgba16, crate_texture_gold_rgba16)
# save patches
save_rgba16_texture(gold_patch, 'crate_heart_rgba16_patch.bin')
# Function to create rgba16 texture patches for pots.
def build_pot_patches() -> None:
# load pot textures from rom
object_tsubo_side_addr = 0x01738000
SIZE_32X64 = 2048
rom = Rom("ZOOTDEC.z64")
pot_default_rgba16 = load_rgba16_texture_from_rom(rom, object_tsubo_side_addr, SIZE_32X64)
pot_gold_rgba16 = load_rgba16_texture('pot_gold_rgba16.bin', SIZE_32X64)
pot_key_rgba16 = load_rgba16_texture('pot_key_rgba16.bin', SIZE_32X64)
pot_skull_rgba16 = load_rgba16_texture('pot_skull_rgba16.bin', SIZE_32X64)
pot_bosskey_rgba16 = load_rgba16_texture('pot_bosskey_rgba16.bin', SIZE_32X64)
# create patches
gold_patch = apply_rgba16_patch(pot_default_rgba16, pot_gold_rgba16)
key_patch = apply_rgba16_patch(pot_default_rgba16, pot_key_rgba16)
skull_patch = apply_rgba16_patch(pot_default_rgba16, pot_skull_rgba16)
bosskey_patch = apply_rgba16_patch(pot_default_rgba16, pot_bosskey_rgba16)
# save patches
save_rgba16_texture(gold_patch, 'pot_gold_rgba16_patch.bin')
save_rgba16_texture(key_patch, 'pot_key_rgba16_patch.bin')
save_rgba16_texture(skull_patch, 'pot_skull_rgba16_patch.bin')
save_rgba16_texture(bosskey_patch, 'pot_bosskey_rgba16_patch.bin')
def build_smallcrate_patches() -> None:
# load small crate texture from rom
object_kibako_texture_addr = 0xF7ECA0
SIZE_32X64 = 2048
rom = Rom("ZOOTDEC.z64")
# Load textures
smallcrate_default_rgba16 = load_rgba16_texture_from_rom(rom, object_kibako_texture_addr, SIZE_32X64)
smallcrate_gold_rgba16 = load_rgba16_texture('smallcrate_heart.bin', SIZE_32X64)
save_rgba16_texture(smallcrate_default_rgba16, 'smallcrate_default_rgba16.bin')
# Create patches
gold_patch = apply_rgba16_patch(smallcrate_default_rgba16, smallcrate_gold_rgba16)
# save patches
save_rgba16_texture(gold_patch, 'smallcrate_heart_rgba16_patch.bin')
def build_chest_patches():
# load front and base texture from rom
front_texture_addr = 0xFEC798
base_texture_addr = 0xFED798
SIZE_32X64 = 2048
SIZE_32X32 = 1024
rom = Rom("ZOOTDEC.z64")
# Load textures
front_default_rgba16 = load_rgba16_texture_from_rom(rom, front_texture_addr, SIZE_32X64)
base_default_rgba16 = load_rgba16_texture_from_rom(rom, base_texture_addr, SIZE_32X32)
front_gilded_rgba16 = load_rgba16_texture('GILDED_CHEST_FRONT_TEXTURE.bin', SIZE_32X64)
base_gilded_rgba16 = load_rgba16_texture('GILDED_CHEST_BASE_TEXTURE.bin', SIZE_32X32)
front_silver_rgba16 = load_rgba16_texture('SILVER_CHEST_FRONT_TEXTURE.bin', SIZE_32X64)
base_silver_rgba16 = load_rgba16_texture('SILVER_CHEST_BASE_TEXTURE.bin', SIZE_32X32)
front_skull_rgba16 = load_rgba16_texture('SKULL_CHEST_FRONT_TEXTURE.bin', SIZE_32X64)
base_skull_rgba16 = load_rgba16_texture('SKULL_CHEST_BASE_TEXTURE.bin', SIZE_32X32)
save_rgba16_texture(front_default_rgba16, 'front_default_rgba16.bin')
save_rgba16_texture(base_default_rgba16, 'base_default_rgba16.bin')
# Create patches
front_gilded_patch = apply_rgba16_patch(front_default_rgba16, front_gilded_rgba16)
base_gilded_patch = apply_rgba16_patch(base_default_rgba16, base_gilded_rgba16)
front_silver_patch = apply_rgba16_patch(front_default_rgba16, front_silver_rgba16)
base_silver_patch = apply_rgba16_patch(base_default_rgba16, base_silver_rgba16)
front_skull_patch = apply_rgba16_patch(front_default_rgba16, front_skull_rgba16)
base_skull_patch = apply_rgba16_patch(base_default_rgba16, base_skull_rgba16)
# save patches
save_rgba16_texture(front_gilded_patch, 'chest_front_gilded_rgba16_patch.bin')
save_rgba16_texture(base_gilded_patch, 'chest_base_gilded_rgba16_patch.bin')
save_rgba16_texture(front_silver_patch, 'chest_front_silver_rgba16_patch.bin')
save_rgba16_texture(base_silver_patch, 'chest_base_silver_rgba16_patch.bin')
save_rgba16_texture(front_skull_patch, 'chest_front_skull_rgba16_patch.bin')
save_rgba16_texture(base_skull_patch, 'chest_base_skull_rgba16_patch.bin')
#build_crate_ci8_patches()
#build_pot_patches()
#build_smallcrate_patches()
#build_chest_patches()