/// <summary> /// Saves the changes to a Bayonetta *.idd file. /// </summary> /// <param name="Output">The output *.idd file</param> /// <param name="ModifiedContent">The changes to be written</param> public static void Save(Stream Output, IDDContent ModifiedContent) { EndianBinaryWriter Writer = new EndianBinaryWriter(Output, Endian.Big); for (int Index = 0; Index < ModifiedContent.Textures.Count; Index++) { IDDTexture Texture = ModifiedContent.Textures[Index]; byte[] Data = Texture.TextureData; if (Texture.Platform == Console.Xbox360) { Data = XTextureScramble(Data, Texture, true); Data = XEndian16(Data); } Output.Seek(Texture.TextureOffset, SeekOrigin.Begin); Writer.Write(Data); foreach (IDDTextureElement Element in Texture.Elements) { Output.Seek(Element.Offset, SeekOrigin.Begin); Writer.Write((ushort)Element.Id); Writer.Write((ushort)Index); Writer.Write(Element.X1); Writer.Write(Element.Y1); Writer.Write(Element.X2); Writer.Write(Element.Y2); } } Output.Close(); }
/// <summary> /// Loads the textures of a Bayonetta *.idd file into a object. /// </summary> /// <param name="Input">The input Stream with the IDD data</param> /// <returns>The textures and mappings</returns> public static IDDContent Load(Stream Input) { IDDContent Output = new IDDContent(); EndianBinaryReader Reader = new EndianBinaryReader(Input, Endian.Big); string Signature = StringUtilities.ReadASCIIString(Input); //IDD uint UsedSectionsCount = Reader.ReadUInt32(); uint TEXOffset = 0; uint TUVOffset = 0; for (int i = 0; i < UsedSectionsCount; i++) { Input.Seek(8 + i * 8, SeekOrigin.Begin); uint Index = Reader.ReadUInt32(); uint Offset = Reader.ReadUInt32(); switch (Index) { case 0: TEXOffset = Offset; break; case 1: TUVOffset = Offset; break; } } Input.Seek(TEXOffset + 4, SeekOrigin.Begin); if (Reader.ReadUInt32() == 0) { throw new Exception("This file doesn't contain any texture!"); } Reader.ReadUInt32(); uint BaseTextureOffset = TEXOffset + Reader.ReadUInt32(); Input.Seek(BaseTextureOffset, SeekOrigin.Begin); uint WTBSignature = Reader.ReadUInt32(); Reader.ReadUInt32(); uint TexturesCount = Reader.ReadUInt32(); uint AddressTableOffset = Reader.ReadUInt32(); uint LengthTableOffset = Reader.ReadUInt32(); Reader.ReadUInt32(); //Another ??? table offset for (int i = 0; i < TexturesCount; i++) { IDDTexture Texture = new IDDTexture(); Input.Seek(BaseTextureOffset + AddressTableOffset + i * 4, SeekOrigin.Begin); Input.Seek(BaseTextureOffset + Reader.ReadUInt32(), SeekOrigin.Begin); if (Reader.ReadUInt32() == 3) { //Xbox 360 uint Count = Reader.ReadUInt32(); Input.Seek(0xc, SeekOrigin.Current); //0x0 Reader.ReadUInt32(); //0xFFFF0000 Reader.ReadUInt32(); //0xFFFF0000 Reader.ReadUInt32(); //0x81000002 uint TextureFormat = Reader.ReadUInt32(); uint TextureDescriptor = Reader.ReadUInt32(); Reader.ReadUInt32(); //0xD10 uint Mipmaps = ((Reader.ReadUInt32() >> 6) & 7) + 1; uint OriginalLength = Reader.ReadUInt32(); int Width = (int)(TextureDescriptor & 0x1fff) + 1; int Height = (int)((TextureDescriptor >> 13) & 0x1fff) + 1; switch (TextureFormat) { case 0x52: Texture.Format = Format.TextureFormat.DXT1; break; case 0x53: Texture.Format = Format.TextureFormat.DXT3; break; case 0x54: Texture.Format = Format.TextureFormat.DXT5; break; default: throw new Exception(string.Format("Unsupported IDD X360 texture format 0x{0:X2}!", TextureFormat)); } Texture.Platform = Console.Xbox360; Texture.Resolution = new Size(Width, Height); Texture.TextureOffset = (uint)Input.Position; int Length = Width * Height; if (Texture.Format == Format.TextureFormat.DXT1) { Length /= 2; } byte[] Data = new byte[Length]; Reader.Read(Data, 0, Data.Length); Data = XEndian16(Data); Data = XTextureScramble(Data, Texture, false); Texture.TextureData = Data; } else { //Playstation 3 uint Length = Reader.ReadUInt32(); uint TextureCount = Reader.ReadUInt32(); uint Id = Reader.ReadUInt32(); uint TextureDataOffset = Reader.ReadUInt32(); uint TextureDataLength = Reader.ReadUInt32(); byte TextureFormat = Reader.ReadByte(); byte Mipmaps = Reader.ReadByte(); byte Dimension = Reader.ReadByte(); byte Cubemaps = Reader.ReadByte(); uint Remap = Reader.ReadUInt32(); ushort Width = Reader.ReadUInt16(); ushort Height = Reader.ReadUInt16(); ushort Depth = Reader.ReadUInt16(); ushort Pitch = Reader.ReadUInt16(); ushort Location = Reader.ReadUInt16(); uint TextureOffset = Reader.ReadUInt16(); Reader.Seek(8, SeekOrigin.Current); bool IsSwizzle = (TextureFormat & 0x20) == 0; bool IsNormalized = (TextureFormat & 0x40) == 0; TextureFormat = (byte)(TextureFormat & ~0x60); switch (TextureFormat) { case 0x86: Texture.Format = Format.TextureFormat.DXT1; break; case 0x87: Texture.Format = Format.TextureFormat.DXT3; break; case 0x88: Texture.Format = Format.TextureFormat.DXT5; break; default: throw new Exception(string.Format("Unsupported IDD PS3 texture format 0x{0:X2}!", TextureFormat)); } Texture.Platform = Console.Playstation3; Texture.Resolution = new Size(Width, Height); Texture.TextureOffset = (uint)Input.Position; Texture.TextureData = new byte[Length]; Reader.Read(Texture.TextureData, 0, (int)Length); } //Texture Map stuff (needs optimization) Input.Seek(TUVOffset + 0xc, SeekOrigin.Begin); uint BaseMapOffset = TUVOffset + Reader.ReadUInt32(); Input.Seek(BaseMapOffset, SeekOrigin.Begin); uint Entries = Reader.ReadUInt32(); for (int j = 0; j < Entries; j++) { Input.Seek(BaseMapOffset + 4 + j * 8, SeekOrigin.Begin); ushort Offset = Reader.ReadUInt16(); //??? ushort StartIndex = Reader.ReadUInt16(); ushort Count = Reader.ReadUInt16(); Reader.ReadUInt16(); //??? long ElementOffset = BaseMapOffset + 4 + Entries * 8 + StartIndex * 0x14; Input.Seek(ElementOffset, SeekOrigin.Begin); for (int k = 0; k < Count; k++) { ushort ElementId = Reader.ReadUInt16(); ushort TextureIndex = Reader.ReadUInt16(); float X1 = Reader.ReadSingle(); float Y1 = Reader.ReadSingle(); float X2 = Reader.ReadSingle(); float Y2 = Reader.ReadSingle(); if (TextureIndex == i) { IDDTextureElement Element = new IDDTextureElement(); Element.Offset = (uint)(ElementOffset + k * 0x14); Element.Id = ElementId; Element.X1 = X1; Element.Y1 = Y1; Element.X2 = X2; Element.Y2 = Y2; Texture.Elements.Add(Element); } } } Output.Textures.Add(Texture); } Input.Close(); return(Output); }