mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 19:54:21 +01:00
6382640f8a
* Casrform graphics. Palette changes, edited backs, and 2 Frame anims * Castform Graphics * Cherrim graphics, and Castform redefinitions * Spheal and Spinda Graphic edits. Spheal mouth adjustment, Spinda 2 frame and palette * Revised Spinda Spot drawing function, removed tabs * Animations for Castform forms, Spinda, Cherrim Sun, and Spheal set * Spacing * Forgot shiny pal. Fixed * Delete .vs directory * remove vs ref
305 lines
9.6 KiB
C
305 lines
9.6 KiB
C
#include "global.h"
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#include "malloc.h"
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#include "data.h"
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#include "decompress.h"
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#include "pokemon.h"
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#include "pokemon_debug.h"
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#include "text.h"
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EWRAM_DATA ALIGNED(4) u8 gDecompressionBuffer[0x4000] = {0};
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void LZDecompressWram(const u32 *src, void *dest)
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{
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LZ77UnCompWram(src, dest);
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}
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void LZDecompressVram(const u32 *src, void *dest)
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{
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LZ77UnCompVram(src, dest);
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}
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u16 LoadCompressedSpriteSheet(const struct CompressedSpriteSheet *src)
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{
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struct SpriteSheet dest;
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LZ77UnCompWram(src->data, gDecompressionBuffer);
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dest.data = gDecompressionBuffer;
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dest.size = src->size;
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dest.tag = src->tag;
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return LoadSpriteSheet(&dest);
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}
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void LoadCompressedSpriteSheetOverrideBuffer(const struct CompressedSpriteSheet *src, void *buffer)
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{
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struct SpriteSheet dest;
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LZ77UnCompWram(src->data, buffer);
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dest.data = buffer;
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dest.size = src->size;
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dest.tag = src->tag;
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LoadSpriteSheet(&dest);
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}
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void LoadCompressedSpritePalette(const struct CompressedSpritePalette *src)
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{
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struct SpritePalette dest;
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LZ77UnCompWram(src->data, gDecompressionBuffer);
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dest.data = (void *) gDecompressionBuffer;
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dest.tag = src->tag;
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LoadSpritePalette(&dest);
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}
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void LoadCompressedSpritePaletteOverrideBuffer(const struct CompressedSpritePalette *src, void *buffer)
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{
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struct SpritePalette dest;
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LZ77UnCompWram(src->data, buffer);
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dest.data = buffer;
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dest.tag = src->tag;
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LoadSpritePalette(&dest);
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}
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void DecompressPicFromTable(const struct CompressedSpriteSheet *src, void *buffer, s32 species)
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{
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if (species > NUM_SPECIES)
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LZ77UnCompWram(gMonFrontPicTable[SPECIES_NONE].data, buffer);
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else
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LZ77UnCompWram(src->data, buffer);
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}
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void DecompressPicFromTableGender(void* buffer, s32 species, u32 personality)
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{
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if (gMonFrontPicTableFemale[species].data != NULL && IsPersonalityFemale(species, personality))
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LZ77UnCompWram(gMonFrontPicTableFemale[species].data, buffer);
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else if (gMonFrontPicTable[species].data != NULL)
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LZ77UnCompWram(gMonFrontPicTable[species].data, buffer);
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else
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LZ77UnCompWram(gMonFrontPicTable[SPECIES_NONE].data, buffer);
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}
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void HandleLoadSpecialPokePic(bool32 isFrontPic, void *dest, s32 species, u32 personality)
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{
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LoadSpecialPokePic(dest, species, personality, isFrontPic);
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}
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void LoadSpecialPokePic(void *dest, s32 species, u32 personality, bool8 isFrontPic)
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{
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if (species > NUM_SPECIES)
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species = SPECIES_NONE;
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else if (species == SPECIES_UNOWN)
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species = GetUnownSpeciesId(personality);
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if (isFrontPic)
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{
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if (gMonFrontPicTableFemale[species].data != NULL && IsPersonalityFemale(species, personality))
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LZ77UnCompWram(gMonFrontPicTableFemale[species].data, dest);
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else if (gMonFrontPicTable[species].data != NULL)
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LZ77UnCompWram(gMonFrontPicTable[species].data, dest);
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else
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LZ77UnCompWram(gMonFrontPicTable[SPECIES_NONE].data, dest);
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}
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else
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{
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if (gMonBackPicTableFemale[species].data != NULL && IsPersonalityFemale(species, personality))
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LZ77UnCompWram(gMonBackPicTableFemale[species].data, dest);
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else if (gMonBackPicTable[species].data != NULL)
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LZ77UnCompWram(gMonBackPicTable[species].data, dest);
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else
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LZ77UnCompWram(gMonBackPicTable[SPECIES_NONE].data, dest);
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}
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if (species == SPECIES_SPINDA && isFrontPic)
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{
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DrawSpindaSpots(personality, dest, FALSE);
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DrawSpindaSpots(personality, dest, TRUE);
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}
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}
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void Unused_LZDecompressWramIndirect(const void **src, void *dest)
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{
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LZ77UnCompWram(*src, dest);
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}
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static void StitchObjectsOn8x8Canvas(s32 object_size, s32 object_count, u8 *src_tiles, u8 *dest_tiles)
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{
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/*
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This function appears to emulate behaviour found in the GB(C) versions regarding how the Pokemon images
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are stitched together to be displayed on the battle screen.
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Given "compacted" tiles, an object count and a bounding box/object size, place the tiles in such a way
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that the result will have each object centered in a 8x8 tile canvas.
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*/
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s32 i, j, k, l;
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u8 *src = src_tiles, *dest = dest_tiles;
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u8 bottom_off;
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if (object_size & 1)
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{
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// Object size is odd
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bottom_off = (object_size >> 1) + 4;
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for (l = 0; l < object_count; l++)
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{
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// Clear all unused rows of tiles plus the half-tile required due to centering
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for (j = 0; j < 8-object_size; j++)
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{
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for (k = 0; k < 8; k++)
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{
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for (i = 0; i < 16; i++)
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{
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if (j % 2 == 0)
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{
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// Clear top half of top tile and bottom half of bottom tile when on even j
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((dest+i) + (k << 5))[((j >> 1) << 8)] = 0;
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((bottom_off << 8) + (dest+i) + (k << 5) + 16)[((j >> 1) << 8)] = 0;
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}
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else
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{
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// Clear bottom half of top tile and top half of tile following bottom tile when on odd j
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((dest+i) + (k << 5) + 16)[((j >> 1) << 8)] = 0;
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((bottom_off << 8) + (dest+i) + (k << 5) + 256)[((j >> 1) << 8)] = 0;
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}
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}
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}
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}
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// Clear the columns to the left and right that wont be used completely
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// Unlike the previous loops, this will clear the later used space as well
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for (j = 0; j < 2; j++)
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{
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for (i = 0; i < 8; i++)
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{
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for (k = 0; k < 32; k++)
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{
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// Left side
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((dest+k) + (i << 8))[(j << 5)] = 0;
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// Right side
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((dest+k) + (i << 8))[(j << 5)+192] = 0;
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}
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}
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}
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// Skip the top row and first tile on the second row for objects of size 5
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if (object_size == 5) dest += 0x120;
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// Copy tile data
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for (j = 0; j < object_size; j++)
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{
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for (k = 0; k < object_size; k++)
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{
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for (i = 0; i < 4; i++)
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{
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// Offset the tile by +4px in both x and y directions
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(dest + (i << 2))[18] = (src + (i << 2))[0];
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(dest + (i << 2))[19] = (src + (i << 2))[1];
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(dest + (i << 2))[48] = (src + (i << 2))[2];
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(dest + (i << 2))[49] = (src + (i << 2))[3];
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(dest + (i << 2))[258] = (src + (i << 2))[16];
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(dest + (i << 2))[259] = (src + (i << 2))[17];
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(dest + (i << 2))[288] = (src + (i << 2))[18];
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(dest + (i << 2))[289] = (src + (i << 2))[19];
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}
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src += 32;
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dest += 32;
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}
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// At the end of a row, skip enough tiles to get to the beginning of the next row
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if (object_size == 7) dest += 0x20;
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else if (object_size == 5) dest += 0x60;
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}
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// Skip remaining unused space to go to the beginning of the next object
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if (object_size == 7) dest += 0x100;
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else if (object_size == 5) dest += 0x1e0;
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}
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}
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else
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{
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// Object size is even
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for (i = 0; i < object_count; i++)
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{
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// For objects of size 6, the first and last row and column will be cleared
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// While the remaining space will be filled with actual data
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if (object_size == 6)
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{
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for (k = 0; k < 256; k++) {
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*dest = 0;
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dest++;
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}
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}
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for (j = 0; j < object_size; j++)
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{
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if (object_size == 6)
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{
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for (k = 0; k < 32; k++) {
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*dest = 0;
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dest++;
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}
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}
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// Copy tile data
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for (k = 0; k < 32 * object_size; k++) {
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*dest = *src;
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src++;
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dest++;
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}
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if (object_size == 6)
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{
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for (k = 0; k < 32; k++) {
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*dest = 0;
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dest++;
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}
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}
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}
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if (object_size == 6)
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{
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for (k = 0; k < 256; k++) {
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*dest = 0;
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dest++;
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}
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}
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}
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}
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}
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u32 GetDecompressedDataSize(const u32 *ptr)
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{
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const u8 *ptr8 = (const u8 *)ptr;
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return (ptr8[3] << 16) | (ptr8[2] << 8) | (ptr8[1]);
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}
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bool8 LoadCompressedSpriteSheetUsingHeap(const struct CompressedSpriteSheet *src)
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{
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struct SpriteSheet dest;
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void *buffer;
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buffer = AllocZeroed(src->data[0] >> 8);
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LZ77UnCompWram(src->data, buffer);
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dest.data = buffer;
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dest.size = src->size;
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dest.tag = src->tag;
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LoadSpriteSheet(&dest);
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Free(buffer);
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return FALSE;
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}
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bool8 LoadCompressedSpritePaletteUsingHeap(const struct CompressedSpritePalette *src)
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{
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struct SpritePalette dest;
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void *buffer;
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buffer = AllocZeroed(src->data[0] >> 8);
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LZ77UnCompWram(src->data, buffer);
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dest.data = buffer;
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dest.tag = src->tag;
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LoadSpritePalette(&dest);
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Free(buffer);
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return FALSE;
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}
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