private void DWordInterleaveWrap_( byte[] src, uint srcIdx, uint srcMask, uint numQWords) { uint p0; int idx0, idx1; while (numQWords-- > 0) { idx0 = (int)(srcIdx++ & srcMask); idx1 = (int)(srcIdx++ & srcMask); // TODO: Original logic was meant for u32, so we need to think in terms // of ints. var offset0 = 4 * idx0; var offset1 = 4 * idx1; p0 = IoUtil.ReadUInt32(src, (uint)offset0); var p1 = IoUtil.ReadUInt32(src, (uint)offset1); IoUtil.WriteInt32(src, p1, ref offset0); IoUtil.WriteInt32(src, p0, ref offset1); } }
/// <summary> /// Shamelessly copied from GLideN64's source. /// </summary> private void LoadTile32b_( ref TileDescriptor tileDescriptor, TimgArgs timgArgs) { var uls = tileDescriptor.ULS; var ult = tileDescriptor.ULT; var lrs = tileDescriptor.LRS; var lrt = tileDescriptor.LRT; var width = lrs - uls + 1; var height = lrt - ult + 1; var line = tileDescriptor.LineSize << 2; var tbase = tileDescriptor.TmemOffset << 2; IoUtil.SplitAddress(timgArgs.Address, out var bank, out var offset); var targetBank = Asserts.Assert(RamBanks.GetBankByIndex(bank)); var timgWidth = timgArgs.Width; for (var j = 0; j < height; ++j) { var tline = tbase + line * j; var s = ((j + ult) * timgWidth) + uls; var xorval = (j & 1) != 0 ? 3 : 1; for (var i = 0; i < width; ++i) { var addr = offset + s + i; var c = IoUtil.ReadUInt32(targetBank, (uint)(4 * addr)); var ptr = ((tline + i) ^ xorval) & 0x3ff; var offset1 = 2 * ptr; IoUtil.WriteInt16(targetBank, ref offset1, (ushort)(c >> 16)); var offset2 = 2 * (ptr | 0x400); IoUtil.WriteInt16(targetBank, ref offset2, (ushort)(c & 0xffff)); } } }
/// <summary> /// Parses a set of animations according to the spec at: /// https://wiki.cloudmodding.com/oot/Animation_Format#Normal_Animations /// </summary> // TODO: Some jank still slips through, is there a proper list of these // addresses somewhere in the file? public IList <IAnimation>?GetCommonAnimations( IBank bank, int limbCount, ListBox animationList) { animationList.Items.Clear(); uint trackCount = (uint)(limbCount * 3); var animations = new List <IAnimation>(); // Guesstimating the index by looking for an spot where the header's angle // address and track address have the same bank as the param at the top. for (var i = 4; i < bank.Count - 12; i += 4) { var attemptOffset = (uint)(i - 4); // Verifies the frame count is positive. var frameCount = IoUtil.ReadUInt16(bank, attemptOffset); if (frameCount == 0) { continue; } var rotationValuesAddress = IoUtil.ReadUInt32( bank, attemptOffset + 4); IoUtil.SplitAddress(rotationValuesAddress, out var rotationValuesBank, out var rotationValuesOffset); // Verifies the rotation values address has a valid bank. if (!RamBanks.IsValidBank(rotationValuesBank)) { continue; } // Verifies the rotation indices address has a valid bank. var rotationIndicesAddress = IoUtil.ReadUInt32( bank, attemptOffset + 8); IoUtil.SplitAddress(rotationIndicesAddress, out var rotationIndicesBank, out var rotationIndicesOffset); if (!RamBanks.IsValidBank(rotationIndicesBank)) { continue; } // Obtains the specified banks. var rotationValuesBuffer = Asserts.Assert(RamBanks.GetBankByIndex(rotationValuesBank)); var rotationIndicesBuffer = Asserts.Assert(RamBanks.GetBankByIndex(rotationIndicesBank)); // Offsets should be within bounds of the bank. var validRotationValuesOffset = rotationValuesOffset < rotationValuesBuffer.Count; var validRotationIndicesOffset = rotationIndicesOffset < rotationIndicesBuffer.Count; if (!validRotationValuesOffset || !validRotationIndicesOffset) { continue; } // Angle count should be greater than 0. var angleCount = (uint)((rotationIndicesOffset - rotationValuesOffset) / 2L); var validAngleCount = rotationIndicesOffset > rotationValuesOffset && angleCount > 0L; if (!validAngleCount) { continue; } // Should have zeroes present in two spots of the animation header. var hasZeroes = IoUtil.ReadUInt16(bank, attemptOffset + 2) == 0 && IoUtil.ReadUInt16(bank, attemptOffset + 14) == 0; if (!hasZeroes) { continue; } // All values of "tTrack" should be within the bounds of .Angles. var validTTracks = true; var limit = IoUtil.ReadUInt16(bank, attemptOffset + 12); for (var i1 = 0; i1 < 3 + trackCount; i1++) { var tTrack = IoUtil.ReadUInt16( rotationIndicesBuffer, (uint)(rotationIndicesOffset + 2 * i1)); if (tTrack < limit) { if (tTrack >= angleCount) { validTTracks = false; goto badTTracks; } } else if ((uint)(tTrack + frameCount) > angleCount) { validTTracks = false; goto badTTracks; } } badTTracks: if (!validTTracks) { continue; } var animation = new NormalAnimation { FrameCount = frameCount, TrackOffset = rotationIndicesOffset, AngleCount = angleCount }; animation.Angles = new ushort[animation.AngleCount]; for (var i1 = 0; i1 < animation.AngleCount; ++i1) { animation.Angles[i1] = IoUtil.ReadUInt16(rotationValuesBuffer, rotationValuesOffset); rotationValuesOffset = (uint)(rotationValuesOffset + 2L); } // Translation is at the start. var xList = ReadFrames_( IoUtil.ReadUInt16(rotationIndicesBuffer, animation.TrackOffset + 0), limit, animation); var yList = ReadFrames_( IoUtil.ReadUInt16(rotationIndicesBuffer, animation.TrackOffset + 2), limit, animation); var zList = ReadFrames_( IoUtil.ReadUInt16(rotationIndicesBuffer, animation.TrackOffset + 4), limit, animation); animation.Positions = new Vec3s[animation.FrameCount]; for (var pi = 0; pi < animation.FrameCount; ++pi) { animation.Positions[pi] = new Vec3s { X = (short)xList[Math.Min(pi, xList.Length - 1)], Y = (short)yList[Math.Min(pi, yList.Length - 1)], Z = (short)zList[Math.Min(pi, zList.Length - 1)], }; } animation.Tracks = new NormalAnimationTrack[trackCount]; var tTrackOffset = (int)(animation.TrackOffset + 6L); for (var i1 = 0; i1 < trackCount; ++i1) { var track = animation.Tracks[i1] = new NormalAnimationTrack(); var tTrack = IoUtil.ReadUInt16(rotationIndicesBuffer, (uint)tTrackOffset); if (tTrack < limit) { // Constant (single value) track.Type = 0; track.Frames = new ushort[1]; track.Frames[0] = animation.Angles[tTrack]; } else { // Keyframes track.Type = 1; track.Frames = new ushort[animation.FrameCount]; for (var i2 = 0; i2 < animation.FrameCount; ++i2) { try { track.Frames[i2] = animation.Angles[tTrack + i2]; } catch { return(null); } } } tTrackOffset += 2; } animations.Add(animation); animationList.Items.Add("0x" + Conversion.Hex(i)); } return(animations.Count > 0 ? animations : null); }
/// <summary> /// Parses a set of animations according to the spec at: /// https://wiki.cloudmodding.com/oot/Animation_Format#C_code /// </summary> public IList <IAnimation>?GetLinkAnimations( IBank HeaderData, int LimbCount, IBank animationData, ListBox animationList) { animationList.Items.Clear(); var animations = new List <IAnimation>(); var trackCount = (uint)(LimbCount * 3); var frameSize = 2 * (3 + trackCount) + 2; for (uint i = 0x2310; i <= 0x34F8; i += 4) { // Verifies the frame count is positive. var frameCount = IoUtil.ReadUInt16(HeaderData, i); if (frameCount == 0) { continue; } var animationAddress = IoUtil.ReadUInt32(HeaderData, i + 4); IoUtil.SplitAddress(animationAddress, out var animationBank, out var animationOffset); // Should use link_animetion bank. var validAnimationBank = animationBank == 7; if (!validAnimationBank) { continue; } // Should have zeroes in the expected bytes of the header. var hasZeroes = IoUtil.ReadUInt16(HeaderData, i + 2) == 0; if (!hasZeroes) { continue; } // Should be within the bounds of the bank. var validOffset = animationOffset + frameSize * frameCount < animationData.Count; if (!validOffset) { continue; } // Everything looks good with this animation location! // Starts parsing animation from this spot. var tracks = new LinkAnimetionTrack[(int)(trackCount - 1L + 1)]; var positions = new Vec3s[frameCount]; var facialStates = new FacialState[frameCount]; for (int t = 0, loopTo = (int)(trackCount - 1L); t <= loopTo; t++) { tracks[t] = new LinkAnimetionTrack(1, new ushort[frameCount]); } for (int f = 0, loopTo1 = frameCount - 1; f <= loopTo1; f++) { var frameOffset = (uint)(animationOffset + f * frameSize); // TODO: This should be ReadInt16() instead. positions[f] = new Vec3s { X = (short)IoUtil.ReadUInt16(animationData, frameOffset), Y = (short)IoUtil.ReadUInt16(animationData, frameOffset + 2), Z = (short)IoUtil.ReadUInt16(animationData, frameOffset + 4), }; for (int t = 0, loopTo2 = (int)(trackCount - 1L); t <= loopTo2; t++) { var trackOffset = (uint)(frameOffset + 2 * (3 + t)); tracks[t].Frames[f] = IoUtil.ReadUInt16(animationData, trackOffset); } var facialStateOffset = (int)(frameOffset + 2 * (3 + trackCount)); var facialState = animationData[facialStateOffset + 1]; var mouthState = IoUtil.ShiftR(facialState, 4, 4); var eyeState = IoUtil.ShiftR(facialState, 0, 4); facialStates[f] = new FacialState((EyeState)eyeState, (MouthState)mouthState); } var animation = new LinkAnimetion(frameCount, tracks, positions, facialStates); animations.Add(animation); animationList.Items.Add("0x" + Conversion.Hex(i)); } return(animations.Count > 0 ? animations : null); }
public void Update(IList <byte> src, uint offset) => this.Update(IoUtil.ReadUInt32(src, offset), IoUtil.ReadUInt32(src, offset + 4));