public static void GenerateTileMaps( IList <Bitmap> bitmaps , byte paletteBankIndexOffset , out Color[] masterPalette , out Tile[] masterTileSet , out TileMap[] tileMaps , bool skipSort = false ) { List <ProcessedPaletteContainer> bitmapPalettes = new List <ProcessedPaletteContainer>(); // Validate bitmaps and collect palettes for (int bitmapIndex = 0; bitmapIndex < bitmaps.Count; ++bitmapIndex) { Bitmap bitmap = bitmaps[bitmapIndex]; Size size = bitmap.Size; if (size.Width % TileConfig.TileWidth != 0 || size.Height % TileConfig.TileHeight != 0) { throw new Exception("Size not compatible with GBA tiles. Width and height of pixels must be multiples of 8."); } int xStart = 0; int yStart = 0; int width = bitmap.Width; int height = bitmap.Height; Color[] preProcessedPalette = PaletteHelper.GeneratePaletteFromImage(bitmap, xStart, yStart, width, height); // Validate pallet length { if (preProcessedPalette.Length > PaletteHelper.MAX_PALETTE_LENGTH) { throw new Exception(string.Format("Palette length ({0}) out of range for the GBA ({1})", preProcessedPalette.Length, PaletteHelper.MAX_PALETTE_LENGTH)); } } ProcessedPaletteContainer palContainer = new ProcessedPaletteContainer(); palContainer.bitmapIndex = bitmapIndex; palContainer.palette = preProcessedPalette; bitmapPalettes.Add(palContainer); } if (!skipSort) { // Sort bitmap palette. Anything more than 16 colours should be grouped next to each other. Less than 16 should always be a full 16. bitmapPalettes.Sort(new ProcessedPaletteComparer()); } // Get palettes of each image, merge into a master palette List <Color> masterPaletteList = new List <Color>(); List <ProcessedBitmapContainer> processedBitmapList = new List <ProcessedBitmapContainer>(); { Color transparencyColour = Color.FromArgb(0); for (int i = 0; i < bitmapPalettes.Count; ++i) { var bp = bitmapPalettes[i]; Debug.Assert(bp.palette[0] == transparencyColour); bool pal4bbp = bp.palette.Length <= PaletteHelper.PALETTE_LENGTH_4BBP; int paletteIndex = pal4bbp ? Find4bbpPaletteIndex(masterPaletteList, bp.palette) : -1; if (pal4bbp && paletteIndex < 0) // Add the new palette in { // Make sure our 4bbp palette is aligned properly, every set of 16 colour palettes starts with pure transparency while (masterPaletteList.Count % PaletteHelper.PALETTE_LENGTH_4BBP != 0) { masterPaletteList.Add(transparencyColour); } // TODO // If 2 bitmap palettes can fit in the same GBA palette, merge them into one. paletteIndex = Get4bbpPaletteIndexForSize(masterPaletteList); masterPaletteList.AddRange(bp.palette); } if (!pal4bbp) { // Only add colour into the master palette if it's not already in there. foreach (Color col in bp.palette) { if (!masterPaletteList.Contains(col)) { masterPaletteList.Add(col); } } } if ((paletteIndex + paletteBankIndexOffset) >= PaletteHelper.MAX_PALETTE_INDEX) { throw new Exception(string.Format("Palette index {0} with palette bank offset {1} is not valid for map data", paletteIndex, paletteBankIndexOffset)); } ProcessedBitmapContainer pbc = new ProcessedBitmapContainer(); pbc.bitmapIndex = bp.bitmapIndex; pbc.paletteIndex = paletteIndex; pbc.bitmap = bitmaps[bp.bitmapIndex]; processedBitmapList.Add(pbc); } } masterPalette = masterPaletteList.ToArray(); Console.WriteLine("Total colours found = " + masterPalette.Length); if (masterPalette.Length >= PaletteHelper.MAX_PALETTE_LENGTH) { throw new Exception(string.Format("Master palette has too many colours ({0}/{1})", masterPalette.Length, PaletteHelper.MAX_PALETTE_LENGTH)); } Console.WriteLine("Processing master tileset"); // Get all unique tiles sorted via palette indicies. Need to check if local palette was greater than 16 or not List <Tile> uniqueTileSetList = new List <Tile>(); foreach (ProcessedBitmapContainer pbc in processedBitmapList) { Tile[,] rawTileMap = BitmapToTileArray(pbc.bitmap, masterPalette, pbc.paletteIndex); pbc.rawTileMap = rawTileMap; FillUniqueTileset(rawTileMap, uniqueTileSetList); } masterTileSet = uniqueTileSetList.ToArray(); // Generate tilemaps from master list. Remember palette index, but we should be able to forget about it. We can overlap tiles that are the same but different colours. List <TileMap> tileMapList = new List <TileMap>(); foreach (ProcessedBitmapContainer pbc in processedBitmapList) { TileMap tilemap = new TileMap(pbc.rawTileMap, masterTileSet, pbc.paletteIndex); tileMapList.Add(tilemap); } tileMaps = tileMapList.ToArray(); }
public void Convert(string inputPath, string outputPath, Bitmap inputBitmap) { string namespaceName = string.Format(NAMESPACE_FORMAT, Path.GetFileName(Path.GetFileNameWithoutExtension(inputPath))); List <Bitmap> bitmaps = new List <Bitmap>(); bitmaps.Add(inputBitmap); List <ProcessedPaletteContainer> bitmapPalettes = new List <ProcessedPaletteContainer>(); Console.WriteLine("Processing master palette"); // Validate bitmaps and collect palettes for (int bitmapIndex = 0; bitmapIndex < bitmaps.Count; ++bitmapIndex) { Bitmap bitmap = bitmaps[bitmapIndex]; Size size = bitmap.Size; if (size.Width % TileConfig.c_TILEWIDTH != 0 || size.Height % TileConfig.c_TILEHEIGHT != 0) { throw new Exception("Size not compatible with GBA tiles. Width and height of pixels must be multiples of 8."); } int xStart = 0; int yStart = 0; int width = bitmap.Width; int height = bitmap.Height; Color[] preProcessedPalette = PaletteHelper.GeneratePaletteFromImage(bitmap, xStart, yStart, width, height); // Validate pallet length { if (preProcessedPalette.Length > PaletteHelper.MAX_PALETTE_LENGTH) { throw new Exception(string.Format("Palette length ({0}) out of range for the GBA ({1})", preProcessedPalette.Length, PaletteHelper.MAX_PALETTE_LENGTH)); } } ProcessedPaletteContainer palContainer = new ProcessedPaletteContainer(); palContainer.bitmapIndex = bitmapIndex; palContainer.palette = preProcessedPalette; bitmapPalettes.Add(palContainer); } // Sort bitmap palette. Anything more than 16 colours should be grouped next to each other. Less than 16 should always be a full 16. bitmapPalettes.Sort(new ProcessedPaletteComparer()); // Get palettes of each image, merge into a master palette List <Color> masterPaletteList = new List <Color>(); List <ProcessedBitmapContainer> processedBitmapList = new List <ProcessedBitmapContainer>(); { Color transparencyColour = Color.FromArgb(0); for (int i = 0; i < bitmapPalettes.Count; ++i) { var bp = bitmapPalettes[i]; bool pal4bbp = bp.palette.Length <= PaletteHelper.PALETTE_LENGTH_4BBP; if (pal4bbp) { // Make sure our 4bbp palette align properly while (masterPaletteList.Count % PaletteHelper.PALETTE_LENGTH_4BBP != 0) { masterPaletteList.Add(transparencyColour); } } int currentPaletteIndex = masterPaletteList.Count / PaletteHelper.PALETTE_LENGTH_4BBP; masterPaletteList.AddRange(bp.palette); ProcessedBitmapContainer pbc = new ProcessedBitmapContainer(); pbc.bitmapIndex = bp.bitmapIndex; pbc.paletteIndex = pal4bbp ? currentPaletteIndex : -1; pbc.bitmap = bitmaps[bp.bitmapIndex]; processedBitmapList.Add(pbc); } } Color[] masterPalette = masterPaletteList.ToArray(); Console.WriteLine("Total colours found = " + masterPalette.Length); Console.WriteLine("Processing master tileset"); // Get all unique tiles sorted via palette indicies. Need to check if local palette was greater than 16 or not List <Tile> uniqueTileSetList = new List <Tile>(); foreach (ProcessedBitmapContainer pbc in processedBitmapList) { Tile[,] rawTileMap = BitmapToTileArray(pbc.bitmap, masterPalette, pbc.paletteIndex); pbc.rawTileMap = rawTileMap; FillUniqueTileset(rawTileMap, uniqueTileSetList); } Tile[] masterTileSet = uniqueTileSetList.ToArray(); if (masterTileSet.Length > MAX_UNIQUE_TILES) { throw new Exception(string.Format("Too many tiles present in tilemap. Max tiles = {0}. Total titles found = {1}", MAX_UNIQUE_TILES, masterTileSet.Length)); } Console.WriteLine("Total unique tiles = " + masterTileSet.Length); Console.WriteLine("Processing tilemaps"); // Generate tilemaps from master list. Remember palette index, but we should be able to forget about it. We can overlap tiles that are the same but different colours. List <TileMap> tileMapList = new List <TileMap>(); foreach (ProcessedBitmapContainer pbc in processedBitmapList) { TileMap tilemap = new TileMap(pbc.rawTileMap, masterTileSet, pbc.paletteIndex); tileMapList.Add(tilemap); } Compression.CompressionType compressionType = Compression.CompressionType.BitPacked; uint destBpp = 4; foreach (Tile tile in masterTileSet) { foreach (int index in tile.paletteIndicies) { if (index >= PaletteHelper.PALETTE_LENGTH_4BBP) { destBpp = 8; goto WriteMasterTileSetToSb; } } } WriteMasterTileSetToSb: int tilesetLength; StringBuilder tilesetSb = new StringBuilder(); WriteTileSet(masterTileSet, tilesetSb, compressionType, destBpp, out tilesetLength); StringBuilder sb = new StringBuilder(); sb.Append(MACRO_DEFINES); sb.Append(namespaceName); WriteHeader(masterPalette, tilesetLength, sb); WritePalette(masterPalette, sb); // Real write tileset sb.Append(tilesetSb); // Write tile maps WriteMapData(tileMapList, sb); sb.Append("}\n"); Console.WriteLine("Tilemap \"" + outputPath + "\" successfully converted"); File.WriteAllText(outputPath, sb.ToString()); }