dramatic stadium

This commit is contained in:
DramaticShape
2026-08-04 10:43:35 -04:00
parent 7b1ac9b1b6
commit 74cc08f1bf
38 changed files with 9419 additions and 50 deletions
+261
View File
@@ -0,0 +1,261 @@
-- STADIUM battles: finding the ROM, and building the models out of it once.
--
-- The mod does not ship the Pokemon Stadium models and cannot: they are that
-- game's data. What it ships is the READER -- StadiumRom, StadiumFragment,
-- StadiumFx and StadiumBuild -- and the player supplies the cartridge, which
-- is exactly the arrangement this engine already has for the Game Boy ROM it
-- is a recompilation of (src/import/RomImporter.lua).
--
-- So: drop a Pokemon Stadium (US) ROM in `baseroms/`, and the first time the
-- game runs with the mod on, the models are built. Once, on a loading screen,
-- in about ten seconds. After that the packs sit in the save directory and
-- the mod reads them like any other asset.
--
-- ------- where "baseroms/" is
--
-- One relative path, and it deliberately covers two different places at once,
-- because PhysFS searches the save directory AND the game folder under the
-- same names:
--
-- * a folder install, or a checkout -- `baseroms/` next to main.lua, which
-- is also where the decompilation's own `make init` puts it
-- * a packaged or fused build, where the game folder is inside an archive
-- and cannot be written to -- `baseroms/` in the save directory, whose
-- absolute path this reports on screen so it can be found
--
-- Any of `.z64`, `.n64` and `.v64` is accepted; StadiumRom normalises the
-- byte order on load.
--
-- ------- what "installed" means
--
-- A marker file next to the packs, holding the format magic, how many species
-- were written and the md5 of the ROM they came from. All three matter. The
-- magic catches a format change (the packs are rebuilt rather than read as
-- garbage), the count catches a build that was interrupted half way, and the
-- md5 catches the player swapping the ROM for a different revision.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumPack = V.require("StadiumPack")
local StadiumInstall = {}
-- Where a ROM is looked for, and where the built packs are kept.
StadiumInstall.ROM_DIR = "baseroms"
StadiumInstall.DIR = StadiumPack.CACHE_DIR
StadiumInstall.MARKER = StadiumInstall.DIR .. "/pack.info"
-- Bumped whenever the .dsm format changes, so an old cache is rebuilt rather
-- than misread. Must track StadiumPack's magic.
StadiumInstall.FORMAT = "DSM3"
StadiumInstall.COUNT = 151
-- Named ROM files, in the order the decompilation's own pipeline looks for
-- them, then any ROM at all sitting in the folder.
local NAMED = {
StadiumInstall.ROM_DIR .. "/baserom.z64",
StadiumInstall.ROM_DIR .. "/us/baserom.z64",
StadiumInstall.ROM_DIR .. "/baserom.n64",
StadiumInstall.ROM_DIR .. "/baserom.v64",
}
local function fs()
return love and love.filesystem
end
local function isFile(path)
local f = fs()
if not (f and f.getInfo) then return false end
local ok, info = pcall(f.getInfo, path, "file")
return (ok and info) and true or false
end
-- The ROM's path on the PhysFS read path, or nil.
function StadiumInstall.romPath()
local f = fs()
if not f then return nil end
for _, path in ipairs(NAMED) do
if isFile(path) then return path end
end
local ok, items = pcall(f.getDirectoryItems, StadiumInstall.ROM_DIR)
if ok and items then
table.sort(items)
for _, name in ipairs(items) do
if name:lower():match("%.[nvz]64$") then
local path = StadiumInstall.ROM_DIR .. "/" .. name
if isFile(path) then return path end
end
end
end
return nil
end
function StadiumInstall.romPresent()
return StadiumInstall.romPath() ~= nil
end
-- Where to tell the player to put it. The save directory is the answer that
-- is always writable, and it is the one a packaged build needs.
function StadiumInstall.romHint()
local f = fs()
local base = (f and f.getSaveDirectory and select(2, pcall(f.getSaveDirectory)))
if type(base) ~= "string" then base = "the game folder" end
return base .. "/" .. StadiumInstall.ROM_DIR
end
-- ------- the marker
local function readMarker()
local f = fs()
if not (f and isFile(StadiumInstall.MARKER)) then return nil end
local ok, text = pcall(f.read, StadiumInstall.MARKER)
if not (ok and type(text) == "string") then return nil end
local format, count, md5 = text:match("^(%S+)%s+(%d+)%s*(%S*)")
if not format then return nil end
return { format = format, count = tonumber(count), md5 = md5 }
end
-- Whether a complete, current set of packs is on disk.
local readyCache = nil
function StadiumInstall.ready()
if readyCache ~= nil then return readyCache end
local m = readMarker()
readyCache = (m ~= nil and m.format == StadiumInstall.FORMAT
and m.count == StadiumInstall.COUNT) and true or false
return readyCache
end
-- Whether a complete set came WITH the mod folder -- a developer checkout
-- that has run tools/stadium_pack.py. Never true of a released build, which
-- carries no models at all.
--
-- Sampled at both ends of the dex rather than counted. The question being
-- asked is "did somebody run the packer here", not "is every one of the 151
-- present"; a genuinely half-written folder is a case for the marker file,
-- which is what catches an interrupted RUNTIME build.
local function shipped()
local mod = V.mod
if not (mod and mod.read) then return false end
for _, dex in ipairs({ 1, 151 }) do
local ok, bytes = pcall(mod.read, mod,
("%s/%03d.dsm"):format(StadiumPack.DIR, dex))
if not (ok and type(bytes) == "string" and #bytes > 4) then return false end
end
return true
end
-- Whether the STADIUM rungs can be offered at all: either the packs have been
-- built from the player's ROM, or the mod folder already carries a set.
function StadiumInstall.available()
if StadiumInstall.ready() then return true end
return shipped()
end
-- Whether there is work to do: something to build from, and nothing usable
-- yet.
--
-- A checkout that already carries a set is NOT pending. Building anyway would
-- be correct and would also mean a ten-second loading screen on the first run
-- of every checkout, to arrive at the files that were already sitting there.
function StadiumInstall.pending()
if StadiumInstall.available() then return false end
return StadiumInstall.romPresent()
end
function StadiumInstall.forget()
readyCache = nil
end
-- ------- building
local job = nil
local status = { state = "idle", done = 0, total = StadiumInstall.COUNT }
StadiumInstall.status = status
local function writePack(species, bytes)
local f = fs()
if not f then return false, "no filesystem" end
local ok, err = f.write(("%s/%03d.dsm"):format(StadiumInstall.DIR, species),
bytes)
if not ok then return false, tostring(err) end
return true
end
-- Open the ROM and start a stepped build. Returns false plus a reason when
-- there is nothing to build from.
function StadiumInstall.begin()
local f = fs()
if not f then return false, "no filesystem" end
local path = StadiumInstall.romPath()
if not path then return false, "no ROM in " .. StadiumInstall.ROM_DIR end
local okRead, bytes = pcall(f.read, path)
if not (okRead and type(bytes) == "string") then
return false, "could not read " .. path
end
local StadiumRom = V.require("StadiumRom")
local StadiumBuild = V.require("StadiumBuild")
local rom, err = StadiumRom.open(bytes)
if not rom then return false, tostring(err) end
if not rom:isExpectedUS() then
V.mod.log:warn("stadium: %s is md5 %s, not the US 1.0 ROM the model "
.. "offsets are keyed to -- building anyway", path,
tostring(rom:md5()))
end
pcall(f.createDirectory, StadiumInstall.DIR)
job = StadiumBuild.job(rom, writePack, StadiumInstall.COUNT)
job.md5 = rom:md5()
status.state = "building"
status.done = 0
status.total = job.total
status.error = nil
return true
end
-- One species. Returns true while there is more to do.
function StadiumInstall.step()
if not job then return false end
local more = job:step()
status.done = job.done
status.species = job.species
if job.error then
status.state = "failed"
status.error = job.error
job = nil
return false
end
if not more then
local f = fs()
local wrote = #job.failed == 0
if wrote and f then
pcall(f.write, StadiumInstall.MARKER,
("%s %d %s\n"):format(StadiumInstall.FORMAT, job.total,
tostring(job.md5 or "")))
readyCache = nil
StadiumPack.forget()
end
if not wrote then
status.state = "failed"
status.error = ("%d of %d models could not be built")
:format(#job.failed, job.total)
else
status.state = "done"
end
job = nil
return false
end
return true
end
function StadiumInstall.cancel()
job = nil
status.state = "idle"
end
return StadiumInstall