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Author SHA1 Message Date
DramaticShape 6bcd4d3144 Merge pull request #118 from DramaticShape/dev
1.6.2
2026-08-06 01:17:21 -04:00
DramaticShape b50bbe0782 Merge pull request #111 from Code-Grub/fix/roof-surface-silhouette-cap
keep a sloped roof's surface off its own outline cap
2026-08-06 01:13:19 -04:00
DramaticShape 9f74ea7e73 Merge pull request #117 from DramaticShape/stadium_fixes
Update viridan forest FX
2026-08-06 01:12:06 -04:00
DramaticShape 442e9d26d5 add fog/god rays to viridian forest 2026-08-06 01:07:38 -04:00
DramaticShape 6240b50cec update all battle locations 2026-08-05 20:36:46 -04:00
DramaticShape 790c34efff Merge pull request #115 from DramaticShape/dev
1.6.1
2026-08-05 19:11:33 -04:00
DramaticShape e14cf3de90 Merge pull request #114 from DramaticShape/stadium_fixes
Stadium fixes
2026-08-05 19:10:17 -04:00
DramaticShape 77e0f93315 update compatibility 2026-08-05 19:03:49 -04:00
DramaticShape 20c9061625 Fix rendering for broken mons 2026-08-05 18:30:41 -04:00
Code-Grub dde0879527 keep a sloped roof's surface off its own outline cap
The hip ends of the gabled house and Oak's lab come out as black teeth
marching down the slope instead of battens running with it.

The depth->row map is authored for columns the drawing paints edge to
edge. A tapered column starts further down the band, and the surface was
clamped into its first DRAWN row to stay inside the silhouette -- but a
column's first drawn row is its silhouette CAP, and the cap is outline
black. On a tapered column the map spends most of the roof's depth above
that cap (seven of the gabled house's fifty depth voxels land on it
outright), so the clamp painted one outline pixel the length of the
slope and roofCycle beat against it: black punctuated by the real batten
colour every 4 rows on the house, every 8 on the lab.

Lift to the column's first PAINTED row instead -- the same refusal to
let outline black stand as a face that measure() already makes for the
side faces, which the roof band was never given.

Geometry is untouched: voxel, shell and recess counts are identical for
all 50 templates. verify_roof now asserts no roof surface samples its
column's cap, and tests/roof_cap_shots.lua shoots the two Pallet Town
drawings A/B.

The version bump and CHANGELOG entry are left out deliberately, so this
does not collide with the release flow.
2026-08-05 17:45:56 -04:00
DramaticShape 9e54656fe3 Merge pull request #82 from luisgonzaleznf/fix/water-shader-effect-precision-love12
fix: water shader under LÖVE 12 — make effect()'s parameter precision a define
2026-08-05 17:45:41 -04:00
DramaticShape 43385c8bf6 Merge pull request #99 from DramaticShape/dev
1.6.0
2026-08-04 17:51:30 -04:00
DramaticShape 8ef4d2908f Merge pull request #98 from DramaticShape/dramatic-stadium
Dramatic stadium
2026-08-04 17:43:43 -04:00
DramaticShape ca10a7b860 update tests/lib 2026-08-04 17:40:59 -04:00
DramaticShape b2ccb14afa stadium menu item fix 2026-08-04 14:26:14 -04:00
DramaticShape 79f8a5dc4a update mod description again 2026-08-04 14:24:37 -04:00
DramaticShape edb9ccfffe update mod description 2026-08-04 14:19:48 -04:00
DramaticShape b7ce0f21d5 enforce 1.0 stadium rom 2026-08-04 14:18:11 -04:00
DramaticShape 7ce268e5a2 fix arrival animation, fix pidgey regression 2026-08-04 13:22:41 -04:00
DramaticShape ecb0b57d26 fix some issues, fail gracefully 2026-08-04 12:55:05 -04:00
DramaticShape 1915654a50 file picker update 2026-08-04 12:32:23 -04:00
DramaticShape 0e22393ec7 add file picker for stadium 2026-08-04 12:30:10 -04:00
DramaticShape f21b3ee597 add stadium extraction screen 2026-08-04 11:30:58 -04:00
DramaticShape bddb9de0ba fix animation glitching out 2026-08-04 10:50:19 -04:00
DramaticShape 74cc08f1bf dramatic stadium 2026-08-04 10:43:35 -04:00
luisgonzaleznf c6b38f8d44 fix water shader under LOVE 12: make effect()'s parameter precision a define
The float params were pinned to mediump to match LOVE 11's forward
declaration of effect(), because a definition whose precisions differ
from the prototype's reads as a second function to some compilers.  LOVE
12 declares it under a different precision, so the pin became the
mismatch there and the shader stopped compiling -- lakes drew flat on
any LOVE 12 + Metal build, iOS included.

The qualifier is a define now, and Water.shader compiles the pinned form
first and the bare one only if that is refused, so whichever prototype a
runtime brought, one of the two agrees with it.  The warning fires only
when both are refused.
2026-08-03 15:14:04 +02:00
59 changed files with 16495 additions and 423 deletions
+39
View File
@@ -5,3 +5,42 @@ __pycache__/
# agent worktrees and local scratch
.claude/
# ------- Pokemon Stadium data
#
# NONE OF THIS SHIPS, and none of it is in the repository. The battle models
# are Pokemon Stadium's own data: what the mod carries is the READER for them
# (lib/StadiumRom, StadiumFragment, StadiumFx, StadiumBuild) and the player
# supplies the cartridge, exactly as this engine already asks them to supply
# the Game Boy ROM it is a recompilation of.
#
# So the ROM itself, everything model_extract/pipeline extracts out of it, and
# the packs tools/stadium_pack.py builds from those are all ignored. What IS
# tracked is the pipeline, the notes, and the two READMEs that say where to
# put a ROM.
#
# At runtime the packs are built on the player's own machine, on first run,
# into the save directory -- never into the mod folder (see StadiumInstall).
# the cartridge, wherever it is dropped, and the checksum note that comes
# with one. The Zone.Identifier pattern has no colon in it on purpose: it is
# an NTFS alternate data stream, and the separator reaches git as U+F03A
# rather than as ':' -- so matching on the suffix alone is what actually works
*.z64
*.n64
*.v64
*Zone.Identifier
model_extract/baseroms/**/checksum.md5
# everything the pipeline extracts from it
model_extract/glb/
model_extract/js/
model_extract/textures/
model_extract/manifest.json
model_extract/moves.json
model_extract/viewer.html
# and the packed models built from those -- the local oracle the Lua
# extractor is diffed against (tests/stadium_extract_test.lua), rebuilt with
# tools/stadium_pack.py whenever it is wanted
assets/stadium/
+2
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@@ -4,6 +4,8 @@
# The SDK suite and the probes it grew out of. A shipped test that requires
# an engine module reads as a private require against the archive
# (CONTRIBUTING-mods.md "What the PR must contain", 2).
tests/arena_config.lua
tests/arena_editor.lua
tests/arena_pick.lua
tests/battle_shots.lua
tests/dramatic_shape_test.lua
+594
View File
@@ -1,5 +1,599 @@
# Changelog
## 1.6.2
### Added
- **The air of Viridian Forest: volumetric god rays, ground fog, and a
FOREST FX row.** An invisible jungle canopy now hangs above the forest's
real trees, and light comes down through it as true volumetric beams: a
per-pixel march reads the frame's own depth buffer and the sun's own
shadow map, so shafts stand exactly where light really breaks between
the tree hulls, trunks and passing characters carve dark columns
through them, and a wind-blown leaf field at the canopy plane opens and
closes the beams like foliage moving overhead. The beams are alpha zero
at the canopy and fade in as they descend -- light below the leaves,
never a lid above them -- and a forward-scattering term blooms them for
a camera looking up into the light, first person especially.
The scene shader gains a height-and-distance fog every surface sinks
into, and the rays are that fog lit: one shared ramp off the day/night
clock colours both, gold spears of sun by day, silver moon rays after
dark, dying back through the twilights as one hands over to the other.
Pollen drifts through the day's beams and fireflies blink low over the
floor at night, all shader-animated and deterministic. A fight staged
on the forest floor sits in the same haze at half density.
The direction never moves: a canopy map's light is pinned to noon (see
DayNight.CANOPY), so the beams always agree with the shadows on the
floor. Everything is authored per map in `data/map_atmosphere.lua` --
a map with no entry spends nothing -- and the **FOREST FX** row (FULL /
LOW / OFF, FULL by default) governs the cost: LOW halves the march and
stands the particles down. On Android the row offers LOW / OFF only --
no mobile driver grants the readable depth the march needs -- so the
forest keeps its haze there and loses the beams.
## 1.6.1
### Fixed
- **Exeggutor, Tangela and Magmar stand as models in STADIUM battles, and
Pidgeot and Dodrio stop animating garbled.** Five species animate with
hermite keyframes rather than packed per-frame streams, and the extractor
read the animation flags byte from the wrong half of its u16 -- the half
that is always zero -- so it decoded their keyframe tables as streams.
For Exeggutor, Tangela and Magmar the result exploded so hard the packer
declined them to flat battle pics; Pidgeot and Dodrio stayed models but
played the garbage. All five now decode the way the game's own sampler
(src/17300.c) does, and no species is held off the field any more.
Model packs built by an older version of the mod are detected by a
revision stamp in the install marker and rebuilt from the ROM on the next
launch (or shadowed by a checkout's freshly packed set) rather than
trusted.
## 1.6.0
### Added
- **STADIUM battles, and a disc stage: three new rungs on the 3D-BTL row.**
The row that used to read ON / OFF now reads **2D-3D A / 2D-3D B /
STADIUM A / STADIUM B / OFF**, which is two independent choices laid out
as one ladder -- WHAT is standing there, and WHERE:
| | on the MAP | on two DISCS |
| ---------- | ----------- | ------------ |
| **pics** | 2D-3D A | 2D-3D B |
| **models** | STADIUM A | STADIUM B |
2D-3D A is what ON always was -- the fight staged on the map with the Game
Boy's own pics stood up on their tiles as quads. The STADIUM rungs keep
the whole staging and replace those quads with the **Pokemon Stadium
battle models**: all 151 species, skinned, lit and animated, playing the
animation the move being used actually calls for.
**A** stands the fight on the map, in the world's own light and weather.
**B** stands it on two discs against the sky and draws no map at all --
the Game Boy's own framing, staged rather than found.
All four combinations are reachable rather than only the diagonal. The
discs do not know what is on them -- they are two platforms at two cells,
drawn off the arena alone -- so **2D-3D B** costs one value on the ladder
and gives the disc framing to a player who has no Pokemon Stadium ROM and
would rather not go and find one. It needs nothing the base game did not
ship: the stage is generated in Lua and the Pokemon on it are the game's
own art.
B exists because the map does not always cooperate. Half of Kanto's
interiors are furniture, a cave floor can be nothing but two-cell
corridors, and some maps have nowhere a fight can be SEEN from a low
camera and are declined outright -- which drops the player back to the
flat battle screen with no warning. A carried stage has none of those
problems: it works on every map, at every step, and the framing is the
same every time. What it gives up is the thing A is for, which is
fighting somewhere real.
It is abstracted from the GROUND, not from the world. The sky behind the
discs is the hour's own -- gold at dusk, navy at midnight -- and a fight
in a cave or a shop is under that place's void and its own flat light, so
walking into Mt. Moon at night and starting a battle looks like Mt. Moon
at night.
The discs themselves are flat: one quad apiece, wearing a painted circle
that fades out at its rim, sized to the Pokemon standing on it. The fade
is an ordered dither baked into the texture's alpha rather than a smooth
ramp -- the scene shader discards under half alpha outright, so a ramp
would come out as a hard-edged circle -- which is the same trick the sky's
own bands use and reads as intended on a mode built out of visible texels.
Nothing else about the fight moves. The arena is picked the same way, the
camera is solved the same way, and the HUDs, the frosted text box, the
move animations and the depth of field are all exactly what 2D-3D draws
-- because every one of those is hung off the arena's CELLS rather than
off the pics. Swapping what stands on a cell changes nothing about where
the cell projects to, which is why this is a rung on the mode rather than
a second mode.
The animations are driven from the fight itself: a move plays the animation
that species' own battle table names for that move (the Stadium ROM's
per-species move table, packed into the assets, keyed by the same Gen 1
move id the engine's move defs already carry -- so DIG really does put
Diglett into the ground), fainting plays the faint and holds on its last
frame, and a send-out grows the Pokemon out of the ball as it opens and
plays the entrance with it. Between all of that, the standby loop. The eyes blink and go
dizzy on their own counter, which is a texture animation glTF has no
channel for and the pack carries anyway. Charmander's tail flame and
Weezing's gas are there too, drawn additively over the body.
The models go through the mod's OWN vertex format and shader rather than
a path of their own, which is what earns them everything the rest of the
diorama has: the depth buffer decides what is in front of what, the sun
pass throws a shadow of the actual pose, the hour's tint lands on them,
the hit flash flattens them and the tilt-shift and depth of field see
them as part of the picture. Skinning is done on the CPU -- these are
674-vertex models and exactly two are ever on screen -- and once per
frame, so the sun, the camera and both VR eyes draw the same posed mesh.
It declines per POKEMON rather than per battle: a species whose pack is
missing, a substitute doll, or the trainer's own pic before the send-out
all fall back to the flat card, on that side alone, with the other side
keeping its model.
Stored as new values on the same key, with 2D-3D A still first -- so a
save written before this update reads back as exactly the mode it was
written for.
- **The models are built on your machine, from your own cartridge.** The
mod ships no Pokemon Stadium data and cannot: it is that game's. What it
ships is the READER.
**Press STADIUM ROM on the OPTIONS menu and pick the file.** The row opens
the host's own file dialog -- osascript on macOS, PowerShell's
OpenFileDialog on Windows, zenity then kdialog on Linux, which are the same
four the engine's own Game Boy importer uses -- and the models are built
from whatever comes back. `.z64`, `.n64` and `.v64` all work; the byte
order is detected. The row reads IMPORT before and READY after, and
pressing it again imports a different cartridge.
The ROM is **not kept**: it is read, built from, and forgotten. A Stadium
cartridge is 32 MB and the models built out of it are 34, so keeping both
would double the cost of the feature for a file with no further use -- the
marker still records its md5, so a swapped cartridge is noticed.
The wrong file is refused with a reason on the loading screen rather than
half-built, and refused BEFORE anything is written -- which matters more
than it sounds, because the marker is the only thing that makes 151 files
on disk count as installed, so a refusal that wrote one anyway would
uninstall a working set.
The original route still works everywhere, and is the answer on the
platforms with no dialog (Android; a Linux install with neither zenity nor
kdialog): drop a Pokemon Stadium (US) ROM into a `baseroms/` folder beside
the game, straight in it rather than in a revision subfolder under it, and
the first time it runs
the 151 battle models are built out of it on a loading screen, in about ten
seconds, one species a frame. The screen says what it is doing in those
words -- **ONE-TIME EXTRACTION OF STADIUM ASSETS** -- carries a progress bar
filled by species written rather than by elapsed time, and names the
Pokemon it is on, which is the difference between a bar that is trusted and
one that is suspected of having hung. After that they sit in
the save directory and are read like any other asset. Until then the two
STADIUM rungs simply are not on the row: they are skipped rather than
shown and refused, because a setting that can be selected and then does
nothing is indistinguishable from a broken mod.
This is the same arrangement the engine already has for the Game Boy ROM
it is a recompilation of, and it is why nothing ROM-derived is in this
repository.
Doing it needed the whole extraction pipeline in Lua: the archive and its
Yay0 streams (`StadiumRom`), a geo-layout walk and an F3DEX2 interpreter
with six texture codecs and a bit-packed animation sampler
(`StadiumFragment`), the generated flame and gas stand-ins (`StadiumFx`),
and the bind-pose measurement and packer (`StadiumBuild`).
**Pure Lua, and deliberately so: it runs anywhere LOVE does, phones
included.** No FFI, no native helper, no second process, nothing outside
the standard library and stock LOVE calls. On desktop it is about seven
seconds and peaks at 68 MB of Lua heap, 32 MB of which is the cartridge
itself; the working set does not grow across the run.
`tests/stadium_budget_test.lua` measures both and fails if either stops
being bounded, because a transient peak a desktop shrugs off is what gets
a process killed on a phone. On Android the save directory is the app's
external-files folder, so `baseroms/` there is reachable over USB or a
file manager without root.
- **Acknowledgement for [pret/pokestadium](https://github.com/pret/pokestadium)**,
in README.md, model_extract/README.md and mod.card. The STADIUM extractor is
original code, but the decompilation is what it was written against -- the
bone matrix chain and the fact that scale is kept out of it, the rotation
basis, the animation and texture-animation samplers, the battle context
slots and the move-id constants all came from reading that project. None of
its code or data is vendored here or needed to run this, and the credit says
so as plainly as it says what was owed.
- `tools/stadium_pack.py` now reads the ROM directly rather than a
pre-extracted tree, which makes it the ORACLE the Lua port is verified
against: `tests/stadium_extract_test.lua` runs both over the same
cartridge and requires all 151 packed files to come out **byte for byte
identical**. That is the only honest test of a port of that much numeric
code -- every rounding mode, iteration order and off-by-one shows up as a
differing byte, and there are thirty-four megabytes of them.
- `ModSetting:setValue`, which sets a setting by its stored value rather
than by its place on the ladder, and `ModSetting:setGate`, which lets a
rung exist only when there is something behind it. 3D-BTL grew two rungs
in the middle of itself, and every caller that had counted to two would
otherwise have quietly meant something else afterwards.
- `tests/stadium_shots.lua`, a shot driver for both rungs, with a control
mode and a pinned clock so two runs of it can be compared.
- **`tests/stadium_anim_qa.lua`: every Pokemon, every animation, every
frame.** A battle asks a species for one of its animations and then poses,
skins, re-textures and draws it sixty times a second, and nothing exercised
that chain -- the pack probe reads the format and walks a bind pose, the
shot drivers show one species in one animation at a time. So the failures
only some species have had no way of being found except by a player calling
that Pokemon out, which is exactly how the eviction crash above was found.
This is that sweep, headless: the real StadiumPack, StadiumRig and
StadiumMon over stubs for the three things a graphics context provides, and
the stubs are not lenient -- a released object throws with LOVE's own
message, because a stub that quietly accepted one would hide the class of
bug the sweep exists to find. 151 species, 403,716 posed frames, 25
seconds. It also drives the state machine over all 165 move slots and
reproduces the cache eviction directly, which no amount of playing one
species' animations can reach.
What it found, and what happened to each:
| finding | count | outcome |
| --- | --- | --- |
| pack cache evicted a model still on the field | 2 | **fixed** -- see above |
| animation walks the Pokemon off its tile | 65 entrances, 36 hits, 35 faints | **fixed** -- see above |
| part has no texture | 104,728 | **not a defect.** 39 primitives across 37 species, 1.6% of the set's vertices, every one with all-zero UVs: they are flat-shaded geometry in the original. The pack stores texture indices one-based, so the packer's `0xFFFF` "untextured" sentinel arrives as 65,536 and resolves to nothing, which is correct. Counted rather than reported now |
| pose flies apart | 250 | **understood, left alone.** Two species in one animation each: Farfetch'd's entrance at 6.0x its bind height and Dewgong's at 6.1x, both just over the threshold, and both because the measurement is a bounding box that includes an authored trail -- Farfetch'd's is a dedicated 30-vertex primitive on a five-bone chain. The bodies are intact and, since the anchor, in frame |
| NaN or infinite vertex, rig would not build, loopStart out of range, missing aux animation, track indexed off its end, move slot with no animation | 0 | none |
The three species the packer already declines (Exeggutor, Tangela, Magmar)
are skipped rather than swept: they are never posed in a game, and sweeping
them anyway produced 356 of the 362 original "flies apart" findings.
### Fixed
- **Idle animations snapped, and then ran at half the frame rate.** Two
bugs with the same cause, fixed in opposite directions.
The animation streams are not keyframes: they carry one value per frame at
30 Hz and the game steps them. Blended naively against a 60 Hz camera
that produced the reported glitch -- Rattata's idle snapping almost upside
down for a frame, Charmander's arms turning inside out for a few --
because rotations here are **Euler triples**, and two triples can describe
nearly the same orientation while being nowhere near each other component
by component. `(0, 20976, 32736)` and `(0, -19936, -5904)` are a real
consecutive pair out of the set. Walking from one to the other passes
through orientations that are nothing like either end.
Dropping the blend fixed that and cost the smoothness: every pose then
held for two frames, and a set of models moving at half the rate of
everything around them reads as a stutter. So the blend is back, and the
snaps are **detected** rather than smoothed. A bone whose rotation moves
more than a quarter turn inside one 30 Hz frame is not being animated, it
is being re-expressed, and it holds its frame instead of blending -- all
three components together, because they are one rotation. The same guard
covers a translation that teleports more than half the Pokemon's own
height in a frame. Angles blend the short way round the +-pi seam, and
texture animations still step whole frames, because an eye is open or shut
and there is no halfway swap to draw.
Measured, not eyeballed: walking every species' standby loop in quarter
frames and differencing each bone's world origin against itself, the
number of species that jump more than a quarter of their own height in a
quarter frame goes **42 -> 11 -> 3**: naive blend, stepped, guarded blend.
The three that remain (Pidgeot, Dodrio, Grimer) have erratic rotation data
at source and are held rather than smoothed, which is exactly the guard
doing its job.
- **Exeggutor, Tangela and Magmar are drawn as battle sprites instead of
models.** Those three come out of the ROM with standby loops that throw
bones hundreds of units off the body -- the game's own index arithmetic
evidently reads their channel streams differently from the way this does.
They used to stand still in their **bind pose** instead, on the reasoning
that a Pokemon looking like itself beats one coming apart.
It does, but only just: a bind pose is a rigging pose, not a portrait, and
three species holding a T-pose among a hundred and forty-eight that
breathe read as broken rather than as still. So they now decline the model
outright and the Game Boy's own battle pic stands on the tile instead --
the same per-Pokemon fallback a species with no pack at all already took,
in the same arena, under the same light.
Keyed on the packer's own measurement rather than on a list of dex
numbers, so a re-extraction that fixes those streams -- or breaks a fourth
species -- moves this with it.
- **The eyes blinked several times a second.** A texture animation was
running on a clock of its own and wrapping on its own stream's length.
Rattata's standby loop is forty frames and its blink is five -- `6 8 7 8
6`, open through shut and back -- so that played it six times a second,
and every species with a short blink twitched the same way.
Two things were wrong, and the data says so plainly: 507 of the 691
animation/texture-animation pairs in the set are exactly the same length
as each other, which is what one shared frame counter looks like from the
outside. So the texture animation now rides the SKELETAL animation's own
frame, and it HOLDS its last entry past the end of its stream rather than
looping -- which is what the game's own sampler does (`func_80017540`).
Rattata now blinks once at the top of each idle loop and keeps its eyes
open for the other thirty-five frames.
The frame is not recomputed for the textures; `pose` stashes the one it
resolved and `textures` reads it, so the two cannot drift apart.
- **The faint animation no longer plays while the HP bar is still
draining.** `onFaint` runs the instant HP reaches zero, but the engine
queues the visible collapse behind the move animation and the bar drain
-- and that drain takes real time, some two and a half seconds on a
full-health Pokemon. The model was therefore lying down while its own
health went on emptying above it.
The request is now recorded when HP hits zero and played when the bar
reaches zero, off the engine's own `shownHP` -- the same number the bar is
drawn from, so the two cannot drift. A faint that stops being owed in the
meantime (a revive, a battler replaced under us) is dropped rather than
fired late at whoever is standing there. Measured rather than eyeballed:
the shot driver's `DS_FAINT` case prints the frame the bar empties against
the frame the animation starts, and they are the same frame.
- **Being hit played the ATTACK animation.** The context slot the mod called
`hit` is not a damage reaction: read against the move table, Bulbasaur's is a
95-frame animation that 66 of its moves play, and Pidgey's is 138 frames --
four and a half seconds -- shared by 111 of its moves. That is the species'
DEFAULT ATTACK, which is why taking damage looked exactly like swinging: it
was the swing. Slots 173, 178, 179, 180 and 181 all point at the same one.
Nor is a reaction hiding elsewhere. Exactly one animation per species is
claimed by no slot and no move, and it is the same length as that species'
idle for essentially all of them -- 48/48, 56/56, 60/60, 84/84 -- so it is a
second standby loop, not a recoil. **This set has no damage reaction in it.**
So damage now plays nothing and the Pokemon carries on with what it was
doing, which is what the engine already communicates through its own screen
flash, pic blink and HP drain. The slot is renamed `attack_default`
throughout (a label on a position -- the file format is the ORDER, so no
bytes changed), and the generic swing a move with no table entry falls back
to now uses it rather than resolving to the standby loop.
- **The battle menu no longer changes colour with the scenery.** There was a
pass that measured each frosted panel's average brightness and flipped the
glyphs to white over a dark one, with hysteresis so a drifting camera could
not strobe them. It worked, and it was still wrong: the battle menu is the
part of the frame the player reads constantly, and having its colour depend
on where the camera happens to point makes it unreliable furniture. Gen 1's
battle ink is black, so it is black -- on a cave floor as much as on a
meadow -- and the panel's tint, which always pushes toward white, is what
earns it its contrast. Removing it also took out a one-pixel GPU readback
that ran several times a second to answer a question nothing asks any more.
- **The required ROM is now named everywhere: Pokemon Stadium (US) 1.0.** It
always was the only one that works -- every offset in the reader was
measured against that cartridge -- but the docs and the file picker just
said "Pokemon Stadium (US)", which is three different ROMs. The picker's
title, the OPTIONS help, the README, mod.card and the manifest all name the
revision now, the README carries the reference md5
(`ed1378bc12115f71209a77844965ba50`) so a player can check their own file,
and a build from anything else says so on the loading screen as well as the
console rather than quietly producing wrong models.
- **The extraction screen just says STADIUM EXTRACTION now**, with the
progress bar and the species name under it; the "this runs once" line is
gone.
- **Pokemon now grow out of the ball, instead of appearing beside it.**
Measured, the send-out is: the ball is thrown, the POOF animation runs for
27 frames, and `startGrowIn` fires on the frame AFTER it ends. So the model
did not begin to exist until the ball had finished opening -- the ball came
apart, and then a Pokemon was switched on next to it.
The engine's own ramp is the Game Boy's three steps (0, 3/7, 5/7, full)
across the twelve frames after that, which on a 56-pixel sprite is a chunky
pop and on a smooth 3D model is just a pop.
The model now runs its own ramp, started when the POOF BEGINS and
continuous: it grows out of nothing while the ball is coming apart and
reaches full size exactly as the engine's own grow finishes -- 39 frames
end to end, which is the poof's 27 plus the engine's 12. Smoothstep rather
than linear or ease-out, because the ball is still opening through the first
half and a curve that was already near full size by then would have the
Pokemon standing about waiting for it. The entrance animation starts with
the grow, so the arrival is one performance rather than a grow followed by
a flourish.
Its own ramp OWNS the arrival once it starts: falling back to the engine's
afterwards shrank the Pokemon from 0.96 back to 0.71 and then snapped it to
full, because the two finish a few frames apart -- a visible hitch at the
end of the one animation that exists to not have one.
- **The first Pokemon of a battle arrived, left, and arrived again.** Every
guard deciding whether the player's Pokemon is on the field is a field the
engine sets once the battle is RUNNING, and during the opening none of them
is set yet: `showPlayerBack` is still nil (BattleState assigns it further
in), `playerBackPic` is nil with it, and `sendingOut` does not go true until
the ball is thrown. So the whole intro read as "this Pokemon is standing on
the field" -- two and a half seconds of it, on its tile, playing its standby
loop, before the trainer sprite it is meant to be hiding behind had even
appeared. It then vanished when that sprite arrived and came back with its
entrance when the ball opened. A switch has no intro, which is why a switch
always looked right and was the thing worth comparing against. The player's
side is now simply not on the field during the intro phase.
- **The anchor made birds shake, and the shake read as fast flapping.** The
body estimate it corrects toward was the MEDIAN bone origin -- robust to a
few bones flung out, which is what it was chosen for, and wrong in a way
that only shows on a flapping model: a median is a RANK, and on a bird most
of the skeleton is wing, so which bone sits at the middle of the sorted list
swaps between the up cluster and the down one every beat. Measured, the
estimate moved a tenth of a body-height between adjacent half-frames on
Pidgey and three whole body-heights on Pidgeot, and the anchor turned that
into a translation of the entire Pokemon -- the body counter-shaking against
its own wings, which reads as flapping at twice the real speed.
The centre is now the bone origins averaged and **weighted by how many
vertices each bone moves**. The weights are a property of the mesh, computed
once, so there is no rank to flip -- and a bone with little geometry barely
counts, which is the robustness the median was for in the first place
(Farfetch'd's trail is 30 vertices on five bones). On top of that the
correction is low-passed, so what survives is where the Pokemon has drifted
to and never how it is shaking on the way. Pidgey's shake goes from 0.24 to
**0.10 pixels a frame** on a fourteen-pixel model, and travel correction
improved with it.
Two species -- Pidgeot and Dodrio -- have standby loops with genuinely junk
rotation frames, which move the estimate three and two body-heights in a
single frame against a fifth of a body-height for the fastest real motion in
the set. No filter separates those: rate-limiting the correction bounded the
shake but put 33 of the 148 entrances back outside the frame, and
rate-limiting the measurement could not tell a spike from an excursion
because they are only a factor of fifteen apart. So each species' own
standby loop is walked once, at rig construction, and one whose estimate is
that unsteady is **not anchored at all**: it travels as far as its animation
says and does not vibrate, which is exactly how it behaved before the anchor
existed. One species trading a framing problem for no problem beats 147
trading a solved framing problem for a shake.
- **A Pokemon calling out a fifth species killed every model in the fight.**
Reported as `Cannot use object after it has been released` out of
`Voxel3D.draw`, after which nothing 3D drew for the rest of the battle.
The pack cache holds four models and evicts the least recently *loaded* --
and `load` only runs when a side's species CHANGES, so a Pokemon that has
been standing there for a few turns is the oldest entry in the cache. Send
out a fifth species and it was evicted mid-fight and **its textures
released**, while it was still being drawn sixty times a second.
Two things were wrong. The eviction released each texture but left the dead
object in its slot -- and a released Image is still a truthy value, so the
next `image()` handed the corpse straight back out to `mesh:setTexture`.
Slots are now cleared, so an evicted model simply decodes its textures
again. And the mode now says, every frame, which two species are actually
standing there (`StadiumPack.keep`), so the two in use are always the two
most recent and cannot reach the front of the queue at all.
- **And a model that does fail now fails gracefully.** Both draws were a bare
loop inside the caller's single pcall, so a throw on the first side skipped
the second -- one broken Pokemon took its opponent off the screen with it
-- and nothing recorded that it had happened, so the same throw came back
every frame forever. Each side is now drawn, cast and posed inside its own
guard, and a side that throws is RETIRED: its rig is released and
OverworldBattle renders its flat battle pic from the next frame on, which
is the fallback a species with no pack has always had. The fight carries on
with a flat Pokemon instead of a missing one, and its opponent is
untouched.
- **Half the set's animations walked the Pokemon out of the shot.** Found by
the sweep below, not by a bug report, and it is the biggest of them: 65 of
the 148 send-out entrances carry the body more than its own height off the
spot it started on -- Dewgong's reaches seven and a half, and its faint
nearly ten. Every one returns to exactly where it began, because Pokemon
Stadium framed each Pokemon with a camera of its OWN that followed the
performance around a stage. This mode has one camera, solved to hold two
fixed map cells, so a Pokemon that travels seven body-heights is simply
gone: sending out a Farfetch'd left an empty tile for three and a half
seconds while its animation played somewhere off to the left of the frame.
`StadiumRig.anchor` now takes the excess back out -- the pose is measured
against where the bind pose put the body, and whatever has carried it
further than `StadiumMon.TRAVEL` (three quarters of a body-height, which is
what the frame holds) is subtracted from every bone. The EXCESS only: the
83 species that never reach the limit are bit-for-bit what they were, and a
lunge, a hop or a collapse still reads as big and still comes back to the
tile it left. The centre is the median bone origin rather than the mean or
the root, so Farfetch'd's five-bone trail streaking three thousand units
out cannot drag the bird with it.
- **FLY and DIG now take the model off the field.** The charging turn of a
two-turn move puts the Pokemon out of reach, and the engine says so through
`picFx[battler].hidden` -- FLY runs `SE_SLIDE_MON_OFF` and DIG
`SE_SLIDE_MON_DOWN`, each a 19-24 frame slide that ends by setting that
flag, and the release turn puts the pic back. The model was reading
`fxHidden`, which is the damage BLINK and nothing else, so it stood on its
tile while the game insisted it was underground -- and insisted in the
strongest way it has, by making every attack aimed at it miss.
It now reads the same field the pic does, which also covers every other
vanishing act on that seam: the user of Explosion, a Pokemon Teleported
away. Read as the engine's own answer rather than as a list of move ids,
so a mod that adds a third two-turn move gets it for free.
It is deliberately NOT held to the end of its own animation the way a
collapse is. The Stadium animations are authored as the WHOLE move --
Charizard's DIG is 3.83 seconds of burrow, emerge and strike, because
Stadium plays it in one turn -- so cutting at the engine's own hide shows
the burrowing and holds the strike back for the turn it actually lands on.
Verified as a timeline (`DS_FLY`, and `DS_MOVE=DIG`): the pic hid at frame
67, the model went with it, and both came back at 264.
- **And the faint animation now gets to finish.** A fainted Pokemon left the
field when its PIC did, and the engine's pic slide is fourteen frames of a
60 Hz clock -- `SlideDownFaintedMonPic`, seven rows two frames apart, under
a quarter of a second. The Stadium faint animations are nothing like that
short: the briefest in the set is 49 frames of a 30 Hz clock, the median is
110 and the longest 230. Every model was therefore cut off inside the first
fifth of its own collapse -- the Pokemon began to fall and then vanished
mid-fall, which is worse than not animating at all.
A model that is collapsing now stays until it has finished collapsing, and
the two timings are simply not tied to each other any more: how long a flat
pic takes to slide off the bottom of a 160x144 frame has nothing to say
about how long it takes a Gyarados to fall over. Bounded at both ends --
it ends when the animation does, so nothing is left lying on the field for
the rest of the fight, and the side is reset outright the moment a
different battler stands in that slot, which is what stops the next
Pokemon out of the ball arriving face down (that one bites when a trainer
leads with two of the same species, where the dex number never changes and
nothing downstream would otherwise notice the swap).
`DS_FAINT` now prints the span as well as the moment: 127 frames against
the pic's 14.
- Two ordering bugs in the extraction pipeline that made its output
**non-reproducible**. The generated flame nodes were deduplicated through
a Python `set` of tuples containing strings, so their order moved with
`PYTHONHASHSEED` and Ponyta, Rapidash and Moltres got differently-seeded
flames on different runs of the same build; and texture registration
order came from iterating a `set` of ints, which is stable across runs
but is a CPython implementation detail rather than a fact about the data.
Both now go in order of appearance, which is the game's own order and the
one a Lua port can reproduce.
### Changed
- The packed format is now **DSM3**: textures are stored as raw RGBA rather
than PNG. An ImageData over those bytes costs nothing where a PNG costs a
decode on the frame a battle starts -- but the reason it was done is that
PNG means zlib, and Python's deflate and LOVE's need not agree byte for
byte, which would have made the extractor impossible to check against the
packer. Uncompressed pixels are the same pixels whoever wrote them. The
set is 34 MB rather than 24 MB, and it is generated locally rather than
shipped, so that is a trade worth making.
### Known
- Three species -- Exeggutor, Tangela and Magmar -- have standby loops that
are corrupt in the source extraction, and fall back to their battle
sprites on the STADIUM rungs (see above). 148 of the 151 have models.
- Pidgeot, Dodrio and Grimer have a handful of erratic rotation frames in
their standby loops -- a few frames of junk at the top of the loop rather
than a corrupt stream. The blend guard holds those frames rather than
smoothing through them, so they step where the source steps, and Pidgeot
and Dodrio are additionally left unanchored because those frames move the
body estimate too far to measure against (see above). Not chased
further: the extraction is byte-identical to a reference pipeline whose
sampling was validated against the decompilation's own arithmetic, and
guessing at the format to fix three species risks the other 145.
## 1.5.5
### Added
-21
View File
@@ -1,21 +0,0 @@
MIT License
Copyright (c) 2026 DramaticShape
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
+137 -4
View File
@@ -18,7 +18,7 @@ menu.
| `5`, or the **V-GRID** options row | OFF / ON — a one-pixel wireframe on every voxel |
| `6`, or the **T-SHIFT** options row | OFF → 1 → 2 → 3 → OFF (miniature blur) |
| `7`, or the **V-CURVE** options row | OFF → 1 → 2 → 3 — bend the world over the horizon |
| `8`, or the **3D-BTL** options row | ON / OFF — fight on the map instead of on a white field |
| `8`, or the **3D-BTL** options row | 2D-3D A / 2D-3D B / STADIUM A / STADIUM B / OFF — fight in 3D instead of on a white field. **A** stages it on the map, **B** on two discs against the sky; **2D-3D** uses the game's own battle pics and **STADIUM** the Pokémon Stadium battle models |
| `9`, or the **WATER** options row | FULL / SKY / OFF — waves and reflections on water. **SKY** gives the surface its pixel-tall wave columns and puts the sky, the sun, the moon and the cast in them; **FULL** adds a screen-space ray march that also reflects the shoreline, the trees and the buildings standing behind it |
| the **BACK SPRITES** options row | OFF / ON — keep your own Pokémon on the battle menu, seen from behind in its classic slot, instead of standing it on the map; the foe is still out there. Only on the menu while **3D-BTL** is on, because it decides nothing without it |
| the **AA** options row | OFF / 2X / 4X — smooth the stair-stepped edges of the 3D world by rendering the diorama larger than the window and folding it back down. The ladder is samples per display pixel: 2X is a canvas root-two wider and taller, 4X one exactly twice the size. Every edge in the projected picture softens with the silhouettes — the tileset's own texels are quads in a perspective view and cross the pixel grid at the same arbitrary angles — so the diorama reads smoother rather than sharper. The most expensive row in the mod, so it is OFF by default and **FULL** leaves it alone |
@@ -80,6 +80,109 @@ on the menu while the foe stands out on the map, and no angle holds a
composition that is half frame and half world — so with it on, the shot holds
the one the rig was solved for.
## STADIUM battles
The **3D-BTL** row has five rungs, which are two choices — what is standing
there, and where:
| rung | the fight |
| --- | --- |
| **2D-3D A** | staged on the map, with the Game Boy's own pics stood up on their tiles |
| **2D-3D B** | those same pics on two discs against the sky, with no map drawn |
| **STADIUM A** | staged on the map, with the Pokémon Stadium battle models |
| **STADIUM B** | those models on the discs |
| **OFF** | the engine's own battle screen |
**A** is the map — real ground, in that place's own weather and light. **B**
is the carried stage, which works everywhere, including the caves and shop
floors that have nowhere to put a fight. Only the STADIUM rungs need a ROM;
**2D-3D B** is generated in Lua and uses the game's own art.
Skinned and animated, playing the animation the move being used actually
calls for — the Stadium ROM's own per-species move table, so **DIG** really
does put Diglett into the ground. Fainting plays the faint and holds there, a
send-out grows the Pokémon out of the ball as it opens and plays the entrance,
and between all of that the standby loop runs. Eyes blink and go dizzy;
Charmander's tail flame and Weezing's gas are drawn over the body.
Taking damage plays nothing, because the set has no damage reaction in it —
the slot that looked like one is each species' default attack, which is why
being hit used to look like swinging. The engine's own screen flash, pic blink
and HP drain are what say "that hurt".
148 of the 151 have models. Exeggutor, Tangela and Magmar come out of the ROM
with corrupt standby loops and stand as their Game Boy battle sprites
instead, on their own tile, in the same arena — the same per-Pokémon fallback
a substitute doll and the pre-send-out trainer pic already take.
**B is for the maps that cannot host a fight.** Half of Kanto's interiors are
furniture, a cave floor can be nothing but corridors, and a map where neither
Pokémon can be *seen* from a low camera is declined outright — which drops you
back to the flat battle screen. B carries its stage, so it works everywhere
and looks the same every time. It is abstracted from the ground, not from the
world: the sky behind the discs is the hour's own, and a fight in a cave is
under that cave's void and its own flat light.
### Getting the models
**They are not in this mod, and they cannot be** — they are Pokémon Stadium's
data. What ships is the reader; you supply the cartridge, exactly as this
engine already asks you to supply the Game Boy ROM it is a recompilation of.
> **You must supply a Pokémon Stadium (US) 1.0 ROM.** Not Stadium 2, not
> another region, not a later revision. Every offset in the reader was
> measured against that one cartridge, and nothing else is promised: a
> different file is either refused outright or builds models that are subtly
> wrong. The mod checks, and says so — on the console, and on the loading
> screen itself if it built from something unexpected.
>
> The reference dump is **md5 `ed1378bc12115f71209a77844965ba50`**, 32 MB.
> The mod does not tell you where to get one, and none ships with it.
1. Open **OPTIONS** and press the **STADIUM ROM** row. It opens your system's
file picker; choose your **Pokémon Stadium (US) 1.0** ROM. `.z64`, `.n64`
and `.v64` all work — the byte order is detected, and the wrong file is
refused with a reason rather than half-built.
2. The 151 models are built on a loading screen that says so and shows a
progress bar, in about ten seconds. The row then reads **READY**.
The ROM itself is **not kept** — it is read, built from, and forgotten, so
the cartridge does not sit in your save directory alongside the models it
produced. Press the row again any time to import a different one.
There is no picker on Android, or on a Linux install with neither `zenity`
nor `kdialog`. Those keep the original route, which still works everywhere:
- Put the **US 1.0** ROM in a `baseroms/` folder beside the game — straight
in it, not in a subfolder — and start the game.
- In a packaged build (and on Android) `baseroms/` goes in the save
directory; the mod logs the exact path on startup when it cannot find one.
On Android that is the app's external-files folder, reachable over USB or
any file manager without root.
Either way, the two STADIUM rungs appear on the 3D-BTL row when it's done.
The built models live in the save directory, not in the mod folder, and are
rebuilt automatically if the format changes or the ROM does. Until they exist
the STADIUM rungs are simply not on the row — skipped rather than shown and
refused, because a setting you can select that then does nothing is worse than
one that is not there.
**This works on mobile.** The extraction is pure Lua — no FFI, no native
helper, no second process — so it runs anywhere LÖVE does. It peaks at about
68 MB of Lua heap (32 MB of that the cartridge itself) with a working set that
does not grow across the run, and `tests/stadium_budget_test.lua` fails if
either stops being true. On Android the save directory is the app's
external-files folder, so `baseroms/` there is reachable over USB or a file
manager without root; the build is slower than a desktop's ~7 s but runs one
species a frame behind the progress bar either way.
Developers can pre-build them with `tools/stadium_pack.py`, which reads the
same ROM through `model_extract/pipeline`. That path is also the *oracle*:
`tests/stadium_extract_test.lua` runs it and the in-game Lua extractor over
the same cartridge and requires all 151 packed files to come out byte for byte
identical.
## VR
The **VR** options row (OFF / ON, off by default) drives a PCVR headset
@@ -110,8 +213,6 @@ alongside.
## Licenses
This mod is released under the **MIT License** — see [`LICENSE`](LICENSE).
It redistributes one third-party binary:
- **`assets/vr/openxr_loader.dll`** — the Khronos OpenXR loader
@@ -128,4 +229,36 @@ geometry and shape profiles are derived from the tile and sprite data of
the original game, as documented by the
[pret/pokered](https://github.com/pret/pokered) disassembly. No ROM
data, artwork or audio is included; the mod reads the assets the host
game already has.
game already has.
### Acknowledgements — pret/pokestadium
The STADIUM battle models are read out of the player's own Pokémon Stadium
(US) 1.0 cartridge by original code in [`lib/`](lib) and
[`model_extract/`](model_extract). **That code exists because of
[pret/pokestadium](https://github.com/pret/pokestadium)**, the community
decompilation of that game, which is the reference this mod's reader was
written against. Specifically, it is where the following came from:
- the bone matrix chain, and the fact that scale is kept *out* of it and
applied only at draw time (`func_800143C0`) — the single most important
thing to get right in the whole rig, and not guessable from the data
- the rotation basis and its row-vector `Rx·Ry·Rz` order
(`func_8000F730`, `src/F420.c`)
- the animation player's frame counter and loop-start behaviour
(`func_80016FBC`), and the texture-animation sampler that *clamps* past
the end of its stream rather than wrapping (`func_80017540`) — which is
the difference between a Pokémon blinking and twitching
- the battle system's per-species animation context slots and the routines
that select them (`func_8432B0A4`, `func_8430506C`, `func_84305A74`)
- the move-id constants the per-species move table is keyed by
**No code, data or asset from that project is included in or redistributed
by this mod**, and none is needed to build or run it. What was taken is an
understanding of the file formats, re-expressed in this mod's own Lua and
Python. If you want to reuse anything from the decompilation itself, get it
from upstream and follow that project's own terms.
No Pokémon Stadium ROM data ships here either. The models are built on the
player's own machine, from a cartridge they supply, into their own save
directory — see [Getting the models](#getting-the-models).
+88 -64
View File
@@ -23,6 +23,20 @@
--
-- SHOT_DIR=.scratchpad/arenas \
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/arena_pick.lua love .
--
-- To change ONE map's spot, or to go over these by eye, run the editor
-- instead -- it is the same choice made in front of the map rather than in a
-- batch. It slides the arena around on a plan of the map with the fit, the
-- clearance and the camera's own sightlines answering live, stages a real
-- battle on the spot when asked, and writes this file back a map at a time,
-- replacing only the lines that changed and leaving every comment here alone:
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/arena_editor.lua lovec .
--
-- Its export lands in .scratchpad/arena_editor/ to be diffed and copied over;
-- ARENA_WRITE=1 points it at this file directly. A comment above an entry it
-- moved describes where that spot USED to be, and it says so by name at
-- export time -- those are the lines to re-word by hand.
-- `cam = "wide"` on an entry swaps the long default lens for the 44-degree
-- one (BattleCam.RIGS). Both frame the same composition -- the two mons land
@@ -49,14 +63,14 @@ return {
-- height along the sightline and a hedge in the apron row is not terrain.
-- So the choice is where in the clearing, and this is its west end: tree
-- line square behind the pair, nothing crossing either of them.
["ROUTE_1"] = { x = 4, y = 14, shape = "narrow" },
["ROUTE_1"] = { x = 10, y = 16, shape = "narrow", turn = 90 },
["ROUTE_2"] = { x = 1, y = 49, shape = "wide" },
["ROUTE_3"] = { x = 57, y = 1, shape = "wide" },
["ROUTE_4"] = { x = 46, y = 7, shape = "wide" },
["ROUTE_5"] = { x = 13, y = 24, shape = "wide" },
["ROUTE_6"] = { x = 5, y = 17, shape = "narrow" },
["ROUTE_7"] = { x = 8, y = 8, shape = "narrow" },
["ROUTE_8"] = { x = 25, y = 7, shape = "wide" },
["ROUTE_3"] = { x = 52, y = 10, shape = "wide", turn = 90 },
["ROUTE_4"] = { x = 46, y = 4, shape = "wide" },
["ROUTE_5"] = { x = 7, y = 0, shape = "wide", turn = 270 },
["ROUTE_6"] = { x = 4, y = 15, shape = "narrow" },
["ROUTE_7"] = { x = 4, y = 3, shape = "narrow", cam = "wide" },
["ROUTE_8"] = { x = 24, y = 5, shape = "wide", turn = 90 },
-- the whole route admits six bare wide arenas, all in the west cliff
-- corridor; this is the best of them. A flower cluster crosses the far
-- mon's hind legs, which the brief allows -- every alternative put a
@@ -64,13 +78,13 @@ return {
["ROUTE_9"] = { x = 1, y = 11, shape = "wide", cam = "wide" },
["ROUTE_10"] = { x = 7, y = 40, shape = "wide" },
["ROUTE_11"] = { x = 9, y = 6, shape = "wide" },
["ROUTE_12"] = { x = 0, y = 73, shape = "wide" },
["ROUTE_13"] = { x = 50, y = 8, shape = "narrow" },
["ROUTE_14"] = { x = 11, y = 25, shape = "wide" },
["ROUTE_15"] = { x = 9, y = 10, shape = "wide" },
["ROUTE_16"] = { x = 6, y = 10, shape = "wide" },
["ROUTE_12"] = { x = 10, y = 71, shape = "wide", turn = 90 },
["ROUTE_13"] = { x = 51, y = 5, shape = "narrow" },
["ROUTE_14"] = { x = 11, y = 24, shape = "wide" },
["ROUTE_15"] = { x = 30, y = 10, shape = "wide", turn = 90 },
["ROUTE_16"] = { x = 8, y = 10, shape = "wide", turn = 90 },
["ROUTE_17"] = { x = 14, y = 70, shape = "wide" },
["ROUTE_18"] = { x = 11, y = 4, shape = "wide" },
["ROUTE_18"] = { x = 11, y = 3, shape = "wide" },
-- ------- buildings and caves
--
@@ -78,10 +92,10 @@ return {
-- or gravestones in it rarely holds a 3x6 clearing whose whole width is
-- also SEEN, and giving up the apron is usually the difference between a
-- fight in the open and one behind a console.
["POKEMON_MANSION_1F"] = { x = 4, y = 12, shape = "wide" },
["POKEMON_MANSION_2F"] = { x = 15, y = 17, shape = "wide" },
["POKEMON_MANSION_3F"] = { x = 23, y = 2, shape = "narrow", cam = "wide" },
["POKEMON_MANSION_B1F"] = { x = 19, y = 10, shape = "wide" },
["POKEMON_MANSION_1F"] = { x = 4, y = 12, shape = "wide", cam = "wide" },
["POKEMON_MANSION_2F"] = { x = 10, y = 1, shape = "wide", cam = "wide" },
["POKEMON_MANSION_3F"] = { x = 24, y = 3, shape = "narrow", cam = "wide" },
["POKEMON_MANSION_B1F"] = { x = 6, y = 19, shape = "wide", turn = 90 },
["POKEMON_TOWER_2F"] = { x = 4, y = 7, shape = "narrow" },
["POKEMON_TOWER_3F"] = { x = 4, y = 6, shape = "wide" },
-- every one of 4F's thirty candidate spots puts a gravestone through a
@@ -89,73 +103,79 @@ return {
-- is shot there
["POKEMON_TOWER_4F"] = { map = "POKEMON_TOWER_3F", x = 4, y = 6,
shape = "wide" },
["POKEMON_TOWER_5F"] = { x = 10, y = 1, shape = "narrow" },
["POKEMON_TOWER_6F"] = { x = 14, y = 6, shape = "narrow" },
["POKEMON_TOWER_5F"] = { x = 8, y = 9, shape = "narrow", cam = "wide" },
["POKEMON_TOWER_6F"] = { x = 14, y = 6, shape = "narrow", cam = "wide" },
["POKEMON_TOWER_7F"] = { x = 9, y = 5, shape = "wide" },
["POWER_PLANT"] = { x = 18, y = 5, shape = "narrow" },
["ROCK_TUNNEL_1F"] = { x = 14, y = 15, shape = "wide" },
["ROCK_TUNNEL_B1F"] = { x = 20, y = 17, shape = "wide" },
["ROCKET_HIDEOUT_B1F"] = { x = 11, y = 6, shape = "narrow" },
["ROCKET_HIDEOUT_B2F"] = { x = 19, y = 7, shape = "narrow" },
["ROCKET_HIDEOUT_B3F"] = { x = 22, y = 11, shape = "narrow" },
["ROCKET_HIDEOUT_B4F"] = { x = 17, y = 3, shape = "narrow" },
["ROCKET_HIDEOUT_B1F"] = { x = 20, y = 18, shape = "narrow" },
["ROCKET_HIDEOUT_B2F"] = { x = 20, y = 10, shape = "narrow", cam = "wide" },
["ROCKET_HIDEOUT_B3F"] = { x = 24, y = 15,
shape = "narrow", turn = 90, cam = "wide" },
["ROCKET_HIDEOUT_B4F"] = { x = 19, y = 17, shape = "wide", cam = "wide" },
["SAFARI_ZONE_CENTER"] = { x = 1, y = 8, shape = "wide" },
["SAFARI_ZONE_EAST"] = { x = 21, y = 8, shape = "wide" },
["SAFARI_ZONE_NORTH"] = { x = 19, y = 14, shape = "wide" },
["SAFARI_ZONE_WEST"] = { x = 18, y = 3, shape = "wide" },
["SAFARI_ZONE_EAST"] = { x = 16, y = 8,
shape = "wide", turn = 90, cam = "wide" },
["SAFARI_ZONE_NORTH"] = { x = 22, y = 12, shape = "wide", turn = 90 },
["SAFARI_ZONE_WEST"] = { x = 20, y = 2, shape = "wide" },
["SEAFOAM_ISLANDS_1F"] = { x = 14, y = 7, shape = "wide" },
["SEAFOAM_ISLANDS_B1F"] = { x = 11, y = 1, shape = "wide" },
["SEAFOAM_ISLANDS_B2F"] = { x = 16, y = 2, shape = "wide" },
["SEAFOAM_ISLANDS_B3F"] = { x = 25, y = 7, shape = "wide" },
["SEAFOAM_ISLANDS_B4F"] = { x = 12, y = 6, shape = "narrow" },
["SEAFOAM_ISLANDS_B1F"] = { x = 9, y = 8,
shape = "wide", turn = 90, cam = "wide" },
["SEAFOAM_ISLANDS_B2F"] = { x = 15, y = 9, shape = "wide", turn = 90 },
["SEAFOAM_ISLANDS_B3F"] = { x = 26, y = 7, shape = "wide", turn = 180 },
["SEAFOAM_ISLANDS_B4F"] = { x = 9, y = 7, shape = "narrow" },
-- Silph Co is office floors partitioned into small rooms, so the long lens
-- often lands outside the walls it is meant to be looking between; the
-- floors that could not be framed any other way ask for the wide one.
["SILPH_CO_2F"] = { x = 16, y = 8, shape = "narrow" },
["SILPH_CO_4F"] = { x = 24, y = 2, shape = "narrow" },
["SILPH_CO_2F"] = { x = 4, y = 9, shape = "narrow", turn = 270 },
["SILPH_CO_4F"] = { x = 14, y = 14, shape = "narrow", turn = 90 },
["SILPH_CO_5F"] = { x = 16, y = 7, shape = "wide" },
["SILPH_CO_6F"] = { x = 10, y = 8, shape = "narrow" },
["SILPH_CO_6F"] = { x = 19, y = 2,
shape = "narrow", turn = 90, cam = "wide" },
["SILPH_CO_7F"] = { x = 1, y = 2, shape = "wide", cam = "wide" },
["SILPH_CO_8F"] = { x = 8, y = 6, shape = "narrow" },
["SILPH_CO_9F"] = { x = 20, y = 11, shape = "wide", cam = "wide" },
["SS_ANNE_1F_ROOMS"] = { x = 10, y = 1, shape = "narrow", cam = "wide" },
["SS_ANNE_1F_ROOMS"] = { x = 11, y = 1, shape = "narrow", cam = "wide" },
-- the ship is all two-cell corridors, so the wide arena shape fits nowhere
-- aboard and the long lens always lands outside the hull
["SS_ANNE_2F"] = { x = 36, y = 8, shape = "narrow", cam = "wide" },
-- these two decks are byte-identical geometry, so they take the same spot
["SS_ANNE_2F_ROOMS"] = { x = 11, y = 12, shape = "narrow" },
["SS_ANNE_B1F_ROOMS"] = { x = 11, y = 12, shape = "narrow" },
["SS_ANNE_2F_ROOMS"] = { x = 11, y = 12, shape = "narrow", cam = "wide" },
["SS_ANNE_B1F_ROOMS"] = { x = 11, y = 12, shape = "narrow", cam = "wide" },
["SS_ANNE_BOW"] = { x = 8, y = 3, shape = "wide" },
["VICTORY_ROAD_2F"] = { x = 16, y = 6, shape = "wide" },
["VICTORY_ROAD_3F"] = { x = 20, y = 1, shape = "wide" },
["VICTORY_ROAD_2F"] = { x = 16, y = 6, shape = "wide", cam = "wide" },
["VICTORY_ROAD_3F"] = { x = 20, y = 1, shape = "wide", cam = "wide" },
-- ------- towns and the last interiors
["CERULEAN_CITY"] = { x = 15, y = 16, shape = "wide" },
["GAME_CORNER"] = { x = 8, y = 7, shape = "wide" },
["GAME_CORNER"] = { x = 8, y = 5, shape = "wide" },
-- the lab is ten cells by twelve, so the long lens is always off-map, and
-- on it a desk clipped one mon and a pillar the other
["OAKS_LAB"] = { x = 3, y = 2, shape = "narrow", cam = "wide" },
["OAKS_LAB"] = { x = 1, y = 3, shape = "narrow", turn = 90, cam = "wide" },
-- Saffron's gym is a grid of small walled cells: no wide shape exists
-- anywhere in it, and the long lens sits inside a divider
["SAFFRON_GYM"] = { x = 9, y = 7, shape = "narrow", cam = "wide" },
["SILPH_CO_3F"] = { x = 18, y = 11, shape = "wide", cam = "wide" },
["SILPH_CO_10F"] = { x = 1, y = 2, shape = "wide" },
["SILPH_CO_11F"] = { x = 1, y = 11, shape = "wide", cam = "wide" },
["SILPH_CO_10F"] = { x = 1, y = 1, shape = "wide", cam = "wide" },
["SILPH_CO_11F"] = { x = 10, y = 6,
shape = "wide", turn = 180, cam = "wide" },
-- the upper corridor (cols 4-5, rows 1-4) is sealed at runtime by the
-- gym's barrier, so arenas there silently fail the fit test
["VERMILION_GYM"] = { x = 4, y = 11, shape = "narrow" },
["VICTORY_ROAD_1F"] = { x = 11, y = 2, shape = "narrow" },
["VERMILION_GYM"] = { x = 3, y = 2,
shape = "narrow", turn = 90, cam = "wide" },
["VICTORY_ROAD_1F"] = { x = 11, y = 5, shape = "narrow", cam = "wide" },
["VIRIDIAN_FOREST"] = { x = 16, y = 34, shape = "narrow" },
-- ------- the remaining routes
["ROUTE_19"] = { x = 8, y = 6, shape = "narrow" },
["ROUTE_19"] = { x = 8, y = 31, shape = "narrow" },
-- the two surf routes fight AFLOAT, in the middle of their own sea rather
-- than on the rim of beach the land search would otherwise find
["ROUTE_20"] = { x = 23, y = 7, shape = "wide" },
["ROUTE_21"] = { x = 8, y = 46, shape = "wide" },
["ROUTE_22"] = { x = 35, y = 7, shape = "wide" },
["ROUTE_23"] = { x = 4, y = 36, shape = "wide" },
["ROUTE_24"] = { x = 13, y = 15, shape = "wide" },
["ROUTE_22"] = { x = 35, y = 7, shape = "wide", cam = "wide" },
["ROUTE_23"] = { x = 2, y = 34, shape = "wide", cam = "wide" },
["ROUTE_24"] = { x = 6, y = 9, shape = "wide", turn = 270, cam = "wide" },
["ROUTE_25"] = { x = 32, y = 2, shape = "wide", cam = "wide" },
-- ------- caves, gyms and the Elite Four
@@ -163,25 +183,29 @@ return {
-- None of these tilesets has a grass tile at all, so the no-grass rule
-- constrained nothing here; what constrains them is furniture, rock
-- pillars and how small the rooms are.
["AGATHAS_ROOM"] = { x = 2, y = 1, shape = "narrow", cam = "wide" },
["BRUNOS_ROOM"] = { x = 3, y = 1, shape = "narrow" },
["CELADON_GYM"] = { x = 0, y = 3, shape = "narrow" },
["CERULEAN_CAVE_1F"] = { x = 1, y = 7, shape = "narrow" },
["AGATHAS_ROOM"] = { x = 4, y = 2, shape = "narrow", cam = "wide" },
["BRUNOS_ROOM"] = { x = 2, y = 1, shape = "wide", turn = 90 },
["CELADON_GYM"] = { x = 3, y = 4,
shape = "narrow", turn = 90, cam = "wide" },
["CERULEAN_CAVE_1F"] = { x = 12, y = 8, shape = "narrow", cam = "wide" },
-- 2F is a maze of one-cell rock corridors; all 24 of its candidate spots
-- hide a mon, so it borrows the floor below -- the same cave
["CERULEAN_CAVE_2F"] = { map = "CERULEAN_CAVE_B1F", x = 2, y = 0,
shape = "wide" },
["CERULEAN_CAVE_B1F"] = { x = 2, y = 0, shape = "wide" },
["CERULEAN_GYM"] = { x = 0, y = 1, shape = "narrow" },
["CERULEAN_CAVE_B1F"] = { x = 2, y = 0, shape = "wide", cam = "wide" },
["CERULEAN_GYM"] = { x = 4, y = 2, shape = "wide" },
["CHAMPIONS_ROOM"] = { x = 2, y = 2, shape = "narrow", cam = "wide" },
["CINNABAR_GYM"] = { x = 18, y = 10, shape = "narrow" },
["DIGLETTS_CAVE"] = { x = 19, y = 16, shape = "wide" },
["FIGHTING_DOJO"] = { x = 4, y = 1, shape = "narrow" },
["LANCES_ROOM"] = { x = 5, y = 15, shape = "wide" },
["LORELEIS_ROOM"] = { x = 5, y = 2, shape = "narrow" },
["MT_MOON_1F"] = { x = 24, y = 17, shape = "wide" },
["MT_MOON_B1F"] = { x = 5, y = 12, shape = "wide" },
["MT_MOON_B2F"] = { x = 2, y = 16, shape = "wide" },
["CINNABAR_GYM"] = { x = 9, y = 16,
shape = "narrow", turn = 90, cam = "wide" },
["DIGLETTS_CAVE"] = { x = 14, y = 26,
shape = "wide", turn = 90, cam = "wide" },
["FIGHTING_DOJO"] = { x = 3, y = 5,
shape = "narrow", turn = 90, cam = "wide" },
["LANCES_ROOM"] = { x = 4, y = 2, shape = "wide", cam = "wide" },
["LORELEIS_ROOM"] = { x = 4, y = 2, shape = "narrow" },
["MT_MOON_1F"] = { x = 25, y = 16, shape = "wide" },
["MT_MOON_B1F"] = { x = 4, y = 11, shape = "wide" },
["MT_MOON_B2F"] = { x = 8, y = 20, shape = "wide" },
-- The three gyms the default rig cannot stand back from. Five blocks is
-- further than these rooms are wide, so the eye landed outside the map and
@@ -190,7 +214,7 @@ return {
-- BattleCam), which fits inside the room; the mons come out smaller and all
-- three became stageable. It is asked for HERE, per map, so every area that
-- does not ask keeps the long lens it was framed for.
["FUCHSIA_GYM"] = { x = 7, y = 6, shape = "narrow", cam = "wide" },
["PEWTER_GYM"] = { x = 4, y = 8, shape = "narrow", cam = "wide" },
["FUCHSIA_GYM"] = { x = 8, y = 6, shape = "narrow", cam = "wide" },
["PEWTER_GYM"] = { x = 4, y = 1, shape = "narrow", turn = 90, cam = "wide" },
["VIRIDIAN_GYM"] = { x = 10, y = 8, shape = "narrow", cam = "wide" },
}
+63
View File
@@ -0,0 +1,63 @@
-- What hangs in the air of each map.
--
-- One entry per map that has an ATMOSPHERE: a ground fog the scene shader
-- folds every surface into, and volumetric god rays -- light let down
-- through an INVISIBLE canopy hanging above the map's real geometry, as
-- if the trees drawn are only the understorey of something taller. The
-- rays are not placed: a per-pixel march (see ForestAtmos) reads the
-- frame's own depth and the sun's own shadow map, so the beams stand
-- exactly where light really breaks between the tree hulls, trees and
-- characters carve dark columns through them, and a wind-blown leaf
-- field at the canopy plane opens and closes them like foliage moving
-- overhead. The light leans along the mod's fixed noon shear (the one
-- light a canopy map ever gets -- see DayNight.CANOPY); only its COLOUR
-- and STRENGTH follow the clock: gold spears of sun by day, silver moon
-- rays after dark, pollen adrift in the day's beams and fireflies once
-- they cool.
--
-- A map with no entry here has no atmosphere at all: no fog uniform is
-- raised, no march runs, nothing is spent. That is the contract a new
-- map opts into by adding a line, and what a stale entry degrades to if
-- its map id ever stops existing.
--
-- The knobs, in world pixels unless said otherwise (a map cell is 16):
--
-- canopyY where the invisible canopy hangs. MUST clear the tallest
-- real geometry under it (Viridian's carved tree hulls top
-- at y = 32) -- a beam is alpha ZERO at this height and only
-- fades in below it, so a canopy at or under the tree tops
-- would cut every ray off before it cleared the leaves.
-- fadeTo the height by which a descending ray reaches full strength.
-- fog density how fast distance dissolves into the haze
-- (1 - exp(-density * distance-past-start))
-- start how many pixels out the dissolve begins
-- heightK how quickly the fog thins with ALTITUDE
-- (exp(-y * heightK): 0.02 halves it by y = 35)
-- rays strength overall in-scatter gain on the march
-- reach how far out the march walks, in world px
-- motes count of pollen/dust flecks adrift in the daylight beams
-- fireflies count of the night shift
-- seed the xorshift seed the particle deal runs on
--
-- Two caveats for maps opting in later: the water pass has no fog term,
-- so a lake under heavy haze stays clear-day sharp in its reflections;
-- and the march runs after the water's mirror copy, so beams will not
-- appear IN those reflections either. Neither can bite in a map without
-- water.
return {
["VIRIDIAN_FOREST"] = {
canopyY = 56,
fadeTo = 28,
fog = { density = 0.0045, start = 64, heightK = 0.02 },
-- strength is calibrated against the march's real integral: the
-- under-canopy stretch of an orbit ray is short and thinly dense, so
-- the raw accumulation for a fully lit beam core is a few percent --
-- this gain lands it near +0.3 on screen. Halve it for a whisper,
-- double it for cathedral light.
rays = { strength = 16, reach = 380 },
motes = { count = 96 },
fireflies = { count = 48 },
seed = 0x51D,
},
}
+72 -8
View File
@@ -109,6 +109,57 @@ BattleArena.SHAPES = {
{ id = "narrow", w = 1, h = 4, enemy = { 0, 0 }, player = { 0, 3 } },
}
-- ------- which way round the fight stands
--
-- Both shapes above are drawn north-south, with the foe at the top and the
-- player below it, and the camera is solved for that: it sits off the
-- player's shoulder, low and back down the arena's own axis. `turn` swings
-- the WHOLE staging a quarter at a time -- the footprint, the two cells, and
-- the camera with them -- so the composition on screen is identical and only
-- the ground under it is different.
--
-- It buys two things.
--
-- A footprint that FITS. The wide shape is three cells by six; an east-west
-- corridor two cells deep has no room for it standing up and all the room in
-- the world for it lying down. Half the maps in Kanto run the other way from
-- the one shape this mode was drawn in.
--
-- And a BACKDROP. A quarter turn moves the camera to a different side of the
-- same patch of ground, so the wall behind the pair becomes the window
-- behind them, or the cliff becomes the valley. Nothing about the shot's
-- geometry changes -- the mons land on the same two screen anchors at the
-- same size -- so this is purely a choice about what is behind them, made
-- per map by somebody looking at it.
--
-- Written in DEGREES in data/battle_arenas.lua (`turn = 90`) because that is
-- what it is; handled as quarter turns everywhere below.
local function quarters(turn)
local q = math.floor(((tonumber(turn) or 0) / 90) + 0.5)
return ((q % 4) + 4) % 4
end
BattleArena.quarters = quarters
-- The footprint a shape covers once turned: a quarter or three of a turn
-- swaps how far it reaches in each direction, which is the whole reason a
-- corridor takes one and not the other.
function BattleArena.extent(shape, turn)
if quarters(turn) % 2 == 1 then return shape.h, shape.w end
return shape.w, shape.h
end
-- Where a cell offset inside the shape ends up under the same turn, measured
-- from the turned footprint's own north-west corner -- so the corner an entry
-- names stays the corner, whichever way the fight faces from it.
local function spin(shape, turn, ox, oy)
local q = quarters(turn)
if q == 1 then return shape.h - 1 - oy, ox end
if q == 2 then return shape.w - 1 - ox, shape.h - 1 - oy end
if q == 3 then return oy, shape.w - 1 - ox end
return ox, oy
end
-- Whether a cell is open ground for the purpose above.
--
-- "Open" is the walk test the player themselves answer to, so an arena can
@@ -174,12 +225,19 @@ end
-- Build the record the renderer reads: the two mons' cells and, in world
-- pixels, the centre of each and of the pair.
local function place(shape, x, y)
local ex, ey = x + shape.enemy[1], y + shape.enemy[2]
local px, py = x + shape.player[1], y + shape.player[2]
local function place(shape, x, y, turn)
local eox, eoy = spin(shape, turn, shape.enemy[1], shape.enemy[2])
local pox, poy = spin(shape, turn, shape.player[1], shape.player[2])
local ex, ey = x + eox, y + eoy
local px, py = x + pox, y + poy
local w, h = BattleArena.extent(shape, turn)
local arena = {
shape = shape.id,
x = x, y = y, w = shape.w, h = shape.h,
-- carried in degrees, so everything downstream that reasons about the
-- shot -- the camera's base yaw above all -- reads the same number the
-- data file was written with
turn = quarters(turn) * 90,
x = x, y = y, w = w, h = h,
enemyCell = { ex, ey },
playerCell = { px, py },
-- world-pixel centres of the two cells a mon stands on
@@ -302,8 +360,12 @@ function BattleArena.find(map, fromX, fromY, surfing)
-- ocean rather than on a scrap of beach at the edge of the map. Land
-- entries are unaffected: land passes the test either way.
local grid, gw = openGrid(host, true)
if fits(grid, gw, pick.x, pick.y, shape.w, shape.h) then
local arena = place(shape, pick.x, pick.y)
-- measured against the TURNED footprint: an entry that lies the arena
-- down an east-west corridor covers different ground from the one that
-- stands it up, and the fit test is the thing that has to know
local fw, fh = BattleArena.extent(shape, pick.turn)
if fits(grid, gw, pick.x, pick.y, fw, fh) then
local arena = place(shape, pick.x, pick.y, pick.turn)
arena.map = host
-- which camera rig this spot is framed for; nil is the default long
-- lens, "close" the short one small rooms need (see BattleCam)
@@ -321,9 +383,11 @@ end
-- The arena at a given north-west corner, whatever the map says about it.
-- The authoring tool's manual override: a spot chosen by eye rather than by
-- the search, so it can be photographed and judged before it is written down.
function BattleArena.at(x, y, shapeId)
function BattleArena.at(x, y, shapeId, turn)
for _, shape in ipairs(BattleArena.SHAPES) do
if shape.id == (shapeId or "wide") then return place(shape, x, y) end
if shape.id == (shapeId or "wide") then
return place(shape, x, y, turn)
end
end
return nil
end
+21 -2
View File
@@ -431,7 +431,22 @@ function BattleCam.rig(arena, groundY, canonical)
-- arena's own axis, and the room the player has is all on the far side of
-- that -- out toward square-on. (orbitRange measures exactly that room.)
local steer = steered and -BattleCam.orbit * BattleCam.orbitRange(arena) or 0
local yaw = steer + (fixed and 0
-- ------- and the quarter turn the arena itself is standing at
--
-- An arena may be laid down any of the four ways (BattleArena's `turn`),
-- and the rig is solved for ONE of them: eye off the player's shoulder,
-- back down an axis that runs north-south. So the whole offset is turned
-- with the ground under it, which leaves the camera in exactly the same
-- place RELATIVE to the two mons -- same distance, same height, same
-- angle -- and therefore lands them on the same two screen anchors at the
-- same size. A turn is a fact about the map, never about the shot.
--
-- It goes in with the drift and the steer rather than beside them because
-- it is the same rotation about the same point; the player's own orbit is
-- then measured from wherever the arena starts, so both stops travel with
-- it and side-on stays side-on.
local base = math.rad(arena.turn or 0)
local yaw = base + steer + (fixed and 0
or BattleCam.PAN_YAW * phase(BattleCam.t, BattleCam.PAN_PERIOD))
local c, s = math.cos(yaw), math.sin(yaw)
-- the breath scales the whole offset, height included, so the eye moves
@@ -443,7 +458,11 @@ function BattleCam.rig(arena, groundY, canonical)
local dz = (R.side * s + R.back * c) * k
local eye = { mx + dx, groundY + R.height * k, mz + dz }
local focus = { mx + R.lookX, groundY + R.lookY, mz }
-- the aim's own offset turns with the arena too, and with the BASE alone --
-- the drift and the steer swing the eye about the focus, so a focus that
-- followed them would take the thing being orbited around with it
local bc, bs = math.cos(base), math.sin(base)
local focus = { mx + R.lookX * bc, groundY + R.lookY, mz + R.lookX * bs }
-- and the climb: the eye swung UP about the focus, at a constant radius.
-- About the focus so the aim stays nailed to the two mons and only the
+20 -197
View File
@@ -12,15 +12,17 @@
-- and an opaque slab in the corner of the frame is the white field back
-- again by another name.
--
-- And the text flips. A panel over a sunlit meadow is bright and wants black
-- glyphs; the same panel over a cave floor or a dark roof is not, and wants
-- white ones. So the panel's average brightness is measured and the glyphs
-- follow it, with hysteresis so a slow camera drift across the threshold
-- cannot strobe them.
-- The ink does NOT change. There was a pass here that measured each panel's
-- average brightness and flipped the glyphs to white over a dark one, with
-- hysteresis so a drifting camera could not strobe them. It worked, and it
-- was still wrong: the battle menu is the one part of the frame the player
-- reads constantly, and having its colour depend on what the camera happens
-- to be pointing at makes it an unreliable piece of furniture. Gen 1's
-- battle text is black, so it is black -- and the panel's tint is what
-- earns that its contrast, on a cave floor as much as on a meadow.
--
-- The measurement is a one-pixel readback, which is a GPU stall, so it runs
-- a few times a second rather than every frame. The camera drifts at about
-- a pixel a second; brightness cannot outrun that.
-- Removing it also took out a one-pixel GPU readback that ran several times
-- a second purely to answer a question nothing asks any more.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
@@ -37,24 +39,13 @@ local BattleHud = {}
BattleHud.FROST = 0.55
BattleHud.TINT = 0.26
-- The luminance the glyphs flip at, with a dead band so a drift across it
-- settles rather than strobes.
BattleHud.DARK_ENTER = 0.44 -- below this, the panel is dark: white glyphs
BattleHud.DARK_LEAVE = 0.56 -- above this, back to black ones
-- Frames between brightness readbacks.
BattleHud.SAMPLE_EVERY = 12
-- The frost buffer's height; width follows the source's aspect. Small on
-- purpose: the downscale is most of the blur, and what is read back for the
-- brightness is one pixel of it.
-- purpose: the downscale is most of the blur.
BattleHud.FROST_H = 72
local frost, frostW, frostH = nil, 0, 0
local blurA, blurB = nil, nil
local probe = nil
local frame = 0
local luma = {} -- panel key -> { value, dark, at }
local SHADER = [[
uniform vec2 dir;
@@ -102,7 +93,6 @@ function BattleHud.build(src)
frost = canvasOf(w, h)
blurA = canvasOf(w, h)
blurB = canvasOf(w, h)
probe = probe or canvasOf(1, 1)
if not (frost and blurA and blurB) then
frost, blurA, blurB, frostW, frostH = nil, nil, nil, 0, 0
return nil
@@ -149,46 +139,6 @@ function BattleHud.frame()
return frame
end
-- Average luminance of the frost under `key`'s rect, in frost-canvas pixels.
--
-- Averaged by letting the GPU do it: the rect is drawn into a one-pixel
-- canvas, which IS the mean, and that one pixel is read back. Cached for
-- SAMPLE_EVERY frames because the readback synchronises the pipeline and
-- nothing it measures moves faster than that.
local function sampleLuma(key, fx, fy, fw, fh)
local hit = luma[key]
if hit and (frame - hit.at) < BattleHud.SAMPLE_EVERY then return hit.value end
if not (frost and probe and frostW > 0) then return hit and hit.value end
if fw <= 0 or fh <= 0 then return hit and hit.value end
local prevCanvas = love.graphics.getCanvas()
local prevBlend, prevAlpha = love.graphics.getBlendMode()
local value = hit and hit.value or 1
local ok = pcall(function()
love.graphics.setCanvas(probe)
love.graphics.setBlendMode("replace", "premultiplied")
love.graphics.setColor(1, 1, 1, 1)
local quad = love.graphics.newQuad(fx, fy, fw, fh, frostW, frostH)
love.graphics.draw(frost, quad, 0, 0, 0, 1 / fw, 1 / fh)
love.graphics.setCanvas()
local data = probe:newImageData()
local r, g, b = data:getPixel(0, 0)
if data.release then pcall(data.release, data) end
value = 0.299 * r + 0.587 * g + 0.114 * b
end)
if prevCanvas then
love.graphics.setCanvas(prevCanvas)
else
love.graphics.setCanvas()
end
love.graphics.setBlendMode(prevBlend or "alpha", prevAlpha)
if not ok then return hit and hit.value end
luma[key] = { value = value, at = frame }
return value
end
-- Map a GB-frame rect onto the frost canvas, given where the letterbox sits
-- in the source the frost was built from.
local function frostRect(rect, box)
@@ -218,44 +168,14 @@ local function mapper(world)
return world and frostRectWorld or frostRect
end
-- ------- the verdict
--
-- ONE answer for the whole frame, not one per panel. Both HUDs draw in a
-- single pass and there is only one glyph colour to be had out of it -- and
-- a frame with a black-lettered HUD in one corner and a white-lettered one
-- in the other would read as a bug rather than as adaptation. The DARKER
-- panel decides, because it is the one that cannot afford to be wrong, and
-- the tint below then commits both panels to that reading.
local wasDark = false
function BattleHud.verdict(rects, box, world)
if not (frost and box and box.scale and box.scale > 0) then return false end
local toFrost = mapper(world)
local darkest = nil
for key, rect in pairs(rects) do
local fx, fy, fw, fh = toFrost(rect, box)
local v = sampleLuma(key, fx, fy, fw, fh)
if v and (not darkest or v < darkest) then darkest = v end
end
if not darkest then return wasDark end
-- hysteresis: it takes a clear move past the far threshold to flip back,
-- so a camera drifting across the boundary settles instead of strobing
if wasDark then
wasDark = darkest < BattleHud.DARK_LEAVE
else
wasDark = darkest < BattleHud.DARK_ENTER
end
return wasDark
end
-- Draw one HUD panel into the current target, in that target's own
-- coordinates: GB ones for the 160x144 UI canvas, world pixels (world = true)
-- for a panel laid straight onto the world image.
--
-- The tint always pushes AWAY from the glyph colour that is about to be
-- used, so the contrast is guaranteed rather than hoped for: a dark panel
-- gets darker under white text, a bright one brighter under black text.
function BattleHud.panel(rect, box, dark, world)
-- The tint always pushes toward WHITE, away from the black ink that is about
-- to land on it, so the contrast is guaranteed rather than hoped for -- and
-- it is the whole of what makes a fixed ink colour workable over any ground.
function BattleHud.panel(rect, box, world)
if not (frost and box and box.scale and box.scale > 0) then return false end
local fx, fy, fw, fh = mapper(world)(rect, box)
local ok = pcall(function()
@@ -263,93 +183,13 @@ function BattleHud.panel(rect, box, dark, world)
love.graphics.setColor(1, 1, 1, BattleHud.FROST)
love.graphics.draw(frost, quad, rect[1], rect[2], 0,
rect[3] / fw, rect[4] / fh)
local shade = dark and 0 or 1
love.graphics.setColor(shade, shade, shade, BattleHud.TINT)
love.graphics.setColor(1, 1, 1, BattleHud.TINT)
love.graphics.rectangle("fill", rect[1], rect[2], rect[3], rect[4])
love.graphics.setColor(1, 1, 1, 1)
end)
return ok
end
-- ------- flipping the glyphs
--
-- Over a dark panel the HUD's black text has to go white, and it cannot be
-- done by setting a draw colour: LOVE MULTIPLIES by it, and a black glyph
-- times white is still black. The colour channel has to be REPLACED.
--
-- So the HUD is drawn into a scratch layer and that layer is composited back
-- through a shader that whitens whatever is nearly black and leaves the rest
-- alone. "Nearly black" is the text, the tick marks and the bar's outline --
-- everything the HUD draws as ink -- while the HP bar's own greens and reds
-- are well clear of the threshold and come through untouched.
--
-- Composited back into whatever the caller had bound, which is what makes it
-- work in both pipelines without knowing which one it is in: in the colorized
-- one that target is the grayscale BG canvas, where white IS shade 0 and the
-- zone pass then colours the flipped glyphs like every other lightest-shade
-- surface; in the flat fallback it is the screen, where white is white.
local INK = 0.35 -- luminance at or under which a pixel counts as ink
local FLIP = [[
uniform float ink;
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
vec4 p = Texel(tex, tc);
float luma = dot(p.rgb, vec3(0.299, 0.587, 0.114));
if (p.a > 0.0 && luma <= ink * p.a) p.rgb = vec3(p.a);
return p * color;
}
]]
local flipShader = nil
local layer = nil
local function getFlip()
if flipShader == nil then
local ok, sh = pcall(love.graphics.newShader, FLIP)
flipShader = (ok and sh) or false
end
return flipShader or nil
end
-- Whether the flip pass can run at all, for the shot driver's log.
function BattleHud.flipReady()
return getFlip() ~= nil
end
-- Run `fn` with its ink whitened. Falls back to running it plainly when the
-- scratch layer or the shader is unavailable, so a driver that cannot do
-- either gets the vanilla black HUD rather than no HUD.
function BattleHud.flipGlyphs(w, h, fn)
local sh = getFlip()
if not sh then return fn() end
if not layer or layer:getWidth() ~= w or layer:getHeight() ~= h then
layer = canvasOf(w, h, "nearest")
if not layer then return fn() end
end
local prevCanvas = love.graphics.getCanvas()
local prevBlend, prevAlpha = love.graphics.getBlendMode()
local ok, err = pcall(function()
love.graphics.setCanvas(layer)
love.graphics.clear(0, 0, 0, 0)
love.graphics.setBlendMode("alpha")
fn()
end)
if prevCanvas then
love.graphics.setCanvas(prevCanvas)
else
love.graphics.setCanvas()
end
love.graphics.setBlendMode(prevBlend or "alpha", prevAlpha)
if not ok then error(err, 0) end
love.graphics.setShader(sh)
pcall(sh.send, sh, "ink", INK)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(layer, 0, 0)
love.graphics.setShader()
end
-- ------- the whole HUD layer as a texture
--
-- The two blocks do not sit in the same place any more: each is snapped to its
@@ -358,13 +198,9 @@ end
-- places at once, so the layer is rendered ONCE into a GB-sized canvas and
-- each block is then blitted out of it as a quad.
--
-- `dark` runs the ink through the same flip the in-frame HUD uses, here baked
-- into the texture rather than composited into the caller's target -- the world
-- image the quads land on is a colour canvas, and a flip pass over it would
-- whiten the terrain behind the glyphs along with them.
local hudLayer = nil
function BattleHud.layerTexture(w, h, dark, fn)
function BattleHud.layerTexture(w, h, fn)
if not hudLayer or hudLayer:getWidth() ~= w or hudLayer:getHeight() ~= h then
hudLayer = canvasOf(w, h, "nearest")
if not hudLayer then return nil end
@@ -377,9 +213,7 @@ function BattleHud.layerTexture(w, h, dark, fn)
g.clear(0, 0, 0, 0)
g.setBlendMode("alpha")
g.setColor(1, 1, 1, 1)
-- flipGlyphs renders fn into its own scratch layer and composites the
-- whitened result into whatever is bound, which is this canvas
if dark then BattleHud.flipGlyphs(w, h, fn) else fn() end
fn()
end)
if prevCanvas then g.setCanvas(prevCanvas) else g.setCanvas() end
g.setBlendMode(prevBlend or "alpha", prevAlpha)
@@ -388,21 +222,10 @@ function BattleHud.layerTexture(w, h, dark, fn)
return hudLayer
end
-- The last luminance measured, for the shot driver's log.
function BattleHud.lastLuma()
local best = nil
for _, hit in pairs(luma) do
if not best or hit.value < best then best = hit.value end
end
return best
end
function BattleHud.invalidate()
frost, blurA, blurB, probe = nil, nil, nil, nil
frost, blurA, blurB = nil, nil, nil
frostW, frostH = 0, 0
luma = {}
wasDark = false
layer, hudLayer = nil, nil
hudLayer = nil
end
return BattleHud
+101 -16
View File
@@ -303,7 +303,11 @@ end
-- first drawn in.
local function shadowSignature(state, arena, terrain, nbMesh, token)
local host = arena.map or state.map
-- `turn` is in the signature with the corner and the shape: the same corner
-- turned a quarter is a different footprint standing on different ground,
-- and a cast kept from the other one freezes the shadows across it
local parts = { "battle", host.id, arena.x, arena.y, arena.shape,
tostring(arena.turn or 0),
tostring(terrain), tostring(token or 0),
-- the cycle keeps running through a fight, and an arena lit
-- from somewhere new must be re-cast from there
@@ -315,12 +319,24 @@ end
local function castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh,
atlasFor, cards, token, host, neighbors,
water, nbWater)
water, nbWater, groundY)
if not ShadowMap.available() then return end
local sig = shadowSignature(state, arena, terrain, nbMesh, token)
if not ShadowMap.stale(sig) then return end
if not ShadowMap.begin(cx, cy, vw, vh) then return end
-- A DISC RUNG: the two discs are the only ground there is, so they are the
-- only thing the sun has to see besides the Pokemon themselves. Everything
-- below this is a map that is not in the shot.
if arena.discs then
pcall(function()
V.require("StadiumStage").cast(ShadowMap, arena, groundY or 0)
end)
pcall(function() V.require("Stadium").cast(ShadowMap) end)
ShadowMap.finish(sig)
return
end
ShadowMap.draw(terrain, atlasFor(host), nil)
for i, nb in ipairs(neighbors) do
ShadowMap.draw(nbMesh[i], atlasFor(nb.map), Mat4.translate(nb.ox, 0, nb.oy))
@@ -354,6 +370,13 @@ local function castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh,
ShadowMap.snug(card.model))
end
ShadowMap.sprites(false)
-- and the STADIUM models, when that rung is the one running. NOT marked
-- as sprites: that flag exists so a flat card's cut-out is kept off the
-- water (see ShadowMap.sprites), and these are real geometry standing in
-- the world -- a Gyarados at the water's edge should put a Gyarados on
-- the water. Un-snugged for the same reason: snug is a bias for a card
-- rooted to the ground plane, and a model has thickness of its own.
pcall(function() V.require("Stadium").cast(ShadowMap) end)
ShadowMap.finish(sig)
end
@@ -363,6 +386,11 @@ end
-- the one nearer the camera and therefore the one a mismatch would show up
-- against.
function BattleScene.groundY(map, arena)
-- A disc rung's discs are carried, not found: their tops ARE the ground
-- plane, so there is no terrain height to read and reading one would put
-- the stage at whatever elevation the map happens to have at a spot the
-- fight is not actually happening on
if arena and arena.discs then return 0 end
local ok, h = pcall(VoxelScene.groundAt, map,
arena.playerCell[1], arena.playerCell[2])
return (ok and h) or 0
@@ -451,11 +479,37 @@ function BattleScene.render(state, arena, textures, token)
-- no glint in the arena: the drift is the shot breathing, not the player
-- moving, and a shimmer on background windows would fight the mons
Voxel3D.glassGlint = 0
-- the host floor's atmosphere reaches the staged shot at HALF density --
-- a fight in Viridian Forest sits in the same haze the walk there did,
-- thinned so neither mon goes soft -- and its god rays stay out of it:
-- this camera is low and long, and a bright blade across a combatant
-- reads as a rendering fault, not weather. nil almost everywhere.
local ForestAtmos = V.require("ForestAtmos")
local atmos = ForestAtmos.frame(host)
Voxel3D.fog = atmos and { color = atmos.fog.color,
density = atmos.fog.density * 0.5,
start = atmos.fog.start,
heightK = atmos.fog.heightK } or nil
-- A B RUNG stands the fight on two carried discs against the sky, with no
-- map in the shot at all (see StadiumStage). Everything below still runs --
-- the letterbox, the camera solve, the sun, the pins, the tint, the depth
-- of field -- because none of it is about the terrain; what changes is
-- which geometry the two passes draw.
local discs = arena.discs and true or false
-- shares the free-roam mode's request/evict bookkeeping, so a battle warms
-- exactly the meshes walking around would have and nothing extra
local terrain, nbMesh, water, nbWater = prefetchArena(state, host)
if not terrain then return nil end
local terrain, nbMesh, water, nbWater
if discs then
-- and nothing is meshed for a disc fight, which is the other half of why
-- the rung works everywhere: there is no waiting for a chunk to build, so
-- the first frame of the first battle on a cold map is the finished shot
nbMesh, water, nbWater = {}, nil, {}
else
terrain, nbMesh, water, nbWater = prefetchArena(state, host)
if not terrain then return nil end
end
local lx, ly, s, pw, ph = BattleScene.letterbox()
if not (pw > 0 and ph > 0 and s > 0) then return nil end
@@ -487,7 +541,7 @@ function BattleScene.render(state, arena, textures, token)
local cards = monCards(arena, groundY, textures)
Voxel3D.camera = nil
castShadows(state, arena, terrain, nbMesh, cx, cy, vw, vh, atlasFor,
cards, token, host, neighbors, water, nbWater)
cards, token, host, neighbors, water, nbWater, groundY)
-- An opaque void either way. Outdoors the camera is low enough that the
-- horizon is genuinely in frame, so it is sky; indoors it is the dark end
@@ -496,6 +550,18 @@ function BattleScene.render(state, arena, textures, token)
-- geometry stops.
local sky = VoxelScene.skyColor(host, 1)
or VoxelScene.skyShade(INDOOR_SHADE, 1)
-- On a disc rung the void is not a backdrop behind the scenery -- it IS the
-- scenery, because the map is not drawn. So outdoors it gets the full
-- treatment the free-roam camera gets: the banded gradient and the hour's
-- own sun or moon hanging in it (Voxel3D.beginScene paints those when the
-- sky it is handed carries bands). Indoors there is nothing to dress: a
-- room's void is one flat shade, which is what a room looks like past the
-- wall, and the disc fight in a cave is lit and coloured as that cave.
if discs and VoxelScene.skyColor(host, 1) then
local Sky = V.require("Sky")
local okDress, dressed = pcall(Sky.dress, sky)
if okDress and dressed then sky = dressed end
end
Voxel3D.camera = cam
-- the sun is turned up for the arena and put back afterwards, so the
@@ -528,6 +594,13 @@ function BattleScene.render(state, arena, textures, token)
if not Voxel3D.beginScene(rw, rh, cx, cy, vw, vh, sky, "battle") then
return
end
if discs then
-- discs: the two platforms, and nothing else. No terrain, no
-- neighbouring maps, no water, no grass and no flowers -- see the
-- matching skips further down. What is behind them is the sky the
-- clear painted.
V.require("StadiumStage").draw(arena, groundY)
else
Voxel3D.draw(terrain, atlasFor(host), nil)
for i, nb in ipairs(neighbors) do
Voxel3D.draw(nbMesh[i], atlasFor(nb.map),
@@ -549,6 +622,7 @@ function BattleScene.render(state, arena, textures, token)
Mat4.translate(nb.ox, 0, nb.oy))
end
end
end
-- The mons, standing on their tiles. Depth-tested like everything else,
-- so a ledge or a tree between the camera and a Pokemon really is in
-- front of it, and the alpha discard cuts the sprite's own outline out of
@@ -579,24 +653,35 @@ function BattleScene.render(state, arena, textures, token)
end
Voxel3D.glass(true)
Voxel3D.seams(true)
-- and the STADIUM models, inside the same flash window and with the
-- same camera-ward pull, so a Pokemon standing on its tile still wins
-- the depth test against the tile. They manage the wireframe and the
-- glass mask around their own draws (StadiumRig), which is why this
-- sits outside the pair above rather than inside it.
local okStadium, stadiumErr = pcall(function()
V.require("Stadium").draw(BattleBillboard.PULL)
end)
if not okStadium then V.require("Stadium").report(stadiumErr) end
if flashing then Voxel3D.flatten(nil) end
-- grass and flowers ride the same camera-ward pull the free-roam pass
-- gives them, measured against THIS camera's pitch rather than the
-- orbit's -- there is no character here for them to overdraw, but the
-- pull is also what keeps a tuft from z-fighting the floor it stands on
local pull = VoxelScene.pull(math.max(pitch, 0.05))
Voxel3D.draw(ChunkMesher.grass(host), atlasFor(host), nil, pull)
for _, nb in ipairs(neighbors) do
Voxel3D.draw(ChunkMesher.grass(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), pull)
end
local fpull = math.max(0, pull - 8 * math.sin(math.max(pitch, 0.05)))
Voxel3D.draw(ChunkMesher.flowers(host), atlasFor(host), nil, fpull,
ShadowMap.snug(nil))
for _, nb in ipairs(neighbors) do
Voxel3D.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), fpull,
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
if not discs then
Voxel3D.draw(ChunkMesher.grass(host), atlasFor(host), nil, pull)
for _, nb in ipairs(neighbors) do
Voxel3D.draw(ChunkMesher.grass(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), pull)
end
local fpull = math.max(0, pull - 8 * math.sin(math.max(pitch, 0.05)))
Voxel3D.draw(ChunkMesher.flowers(host), atlasFor(host), nil, fpull,
ShadowMap.snug(nil))
for _, nb in ipairs(neighbors) do
Voxel3D.draw(ChunkMesher.flowers(nb.map), atlasFor(nb.map),
Mat4.translate(nb.ox, 0, nb.oy), fpull,
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
end
local canvas = AntiAlias.resolve(Voxel3D.endScene(), pw, ph, "battle")
if not canvas then return end
+28 -5
View File
@@ -264,6 +264,27 @@ local function measure(sp, t)
top[x] = r
end
-- The row a column's roof SURFACE may sink to. `top[x]` is the
-- silhouette cap -- the black the drawing closes its shape with -- and
-- the depth map spends most of a tapered column's depth above it, so
-- clamping onto `top[x]` paints that one outline pixel the length of
-- the slope and the courses beat against it. The surface belongs on the
-- first PAINTED row instead: the same refusal to let the outline stand
-- as a face that the side faces already make below.
local surfaceTop = {}
for x = 0, W - 1 do
local y = top[x]
while y < roofRows and sp.inside[y * W + x]
and sp.col[y * W + x] == BLACK do
y = y + 1
end
if y < roofRows and sp.inside[y * W + x] then
surfaceTop[x] = y
else
surfaceTop[x] = top[x]
end
end
-- The drawing's own ground line: the row after the last drawn one. A
-- building ends on the black threshold row it stands on (ground == H),
-- but furniture is drawn standing on open floor -- the lab table's
@@ -386,7 +407,7 @@ local function measure(sp, t)
-- building. `depthPx` names it in voxels, for an object whose real
-- depth is not a whole tile row -- the Bike Shop toolbox is a box
-- standing in the middle of its own cell, not a thing that fills a plot.
return { top = top, ytop = ytop,
return { top = top, surfaceTop = surfaceTop, ytop = ytop,
D = t.depthPx or ((t.depth or #t.tiles) * 8),
ground = ground,
recess = recess, interior = interior, shadeTexel = shadeTexel }
@@ -882,6 +903,7 @@ local function model(sp, pr, t)
local W, H, D = sp.W, sp.H, pr.D
local slab, roofRows = t.slab, t.roofRows
local top, ytop, ground = pr.top, pr.ytop, pr.ground
local surfaceTop = pr.surfaceTop
-- The roof's drawn span. A sprite inset from its box (B03) leaves outer
-- columns undrawn in the roof band; they carry no roof at all, and the
@@ -931,11 +953,12 @@ local function model(sp, pr, t)
if top[x] < roofRows
and y > tx - slab and y <= tx and z >= rz0 and z <= rz1 then
if y == tx and x > x0d and x < x1d and z > rz0 and z < rz1 then
-- the surface itself. Clamping the row into the column's first
-- drawn row keeps the flank battens running down the slope
-- instead of falling off the silhouette.
-- the surface itself. Lifting the row into the column's first
-- PAINTED row keeps the flank battens running down the slope
-- instead of falling off the silhouette -- and off its cap, which
-- is outline black and belongs to the rim, not to the surface.
local sy = roofSy[z]
if sy < top[x] then sy = top[x] end
if sy < surfaceTop[x] then sy = surfaceTop[x] end
return sy * W + x
end
-- The rim reproduces the eave the drawing itself paints under the
+822
View File
@@ -0,0 +1,822 @@
-- The air under the canopy: fog, god rays, and what drifts through them.
--
-- Some maps have an ATMOSPHERE (data/map_atmosphere.lua -- Viridian Forest
-- today, any map that adds a line tomorrow): a ground haze the scene shader
-- folds every surface into (see Voxel3D.fog), and VOLUMETRIC light let down
-- through an INVISIBLE canopy hanging above the map's real trees, as if the
-- carved hulls on screen were only the understorey of something taller.
--
-- The rays are not placed geometry. A fullscreen pass marches every
-- pixel's eye ray through the air, stops at the frame's own depth buffer
-- (the same detach-and-read Water runs), and asks two questions of every
-- step of air on the way:
--
-- * the SUN'S question -- the shadow map. Air behind a tree hull is
-- dark air; air in a real gap glows. A trunk stands in a column of
-- its own shade, a character walks through the beams and blocks
-- them, and every shaft on screen agrees with the light already on
-- the floor, because it is read from the same map.
--
-- * the CANOPY'S question -- where this thread of sun pierced the
-- invisible leaf layer. Every step of air on one sun ray shares that
-- point, which is what makes a shaft a SHAFT, and the point samples
-- a wind-blown noise field: the dapple drifts and shivers like
-- leaves moving overhead, opening and closing the beams as it goes.
--
-- The shafts lean along the fixed noon shear, deliberately: a canopy
-- map's rig is pinned to noon (see DayNight.CANOPY), so light that
-- followed the sun's arc would part company with every shadow on the
-- floor. What follows the clock is colour and strength -- gold spears of
-- sun by day, silver moon rays after dark, dying back through the
-- twilights -- plus the crew each shift brings: pollen adrift in the
-- day's beams, fireflies once they cool. A forward-scattering phase term
-- brightens the beams for a camera looking up into the light, which is
-- most of what makes them read as light in air rather than paint on it.
--
-- Everything is deterministic: placement and the leaf field are dealt by
-- a seeded xorshift (StadiumFx's generator), motion is a pure function
-- of one `time` uniform, so a pinned ForestAtmos.time reproduces a frame
-- exactly (see tests/forest_fog_shots). Every shader compiles lazily
-- behind pcall -- nil untried, false unavailable -- and each refusal
-- subtracts only itself: no march without readable depth, no beams
-- without a shadow map, and the fog rides the scene shader whatever
-- happens here.
local V = ...
local DayNight = V.require("DayNight")
local ModSetting = V.require("ModSetting")
local floor, sqrt, min, max = math.floor, math.sqrt, math.min, math.max
local ForestAtmos = {}
-- FULL is the point; LOW halves the march and drops the particles, for
-- hardware that minds a per-pixel loop under 4X supersampling.
--
-- On ANDROID the ladder itself is shorter: LOW and OFF, with LOW the
-- default. The march needs a depth texture it can READ, and no driver on
-- the phones this runs on has granted one (see newDepth in Voxel3D) --
-- so FULL would be a rung with nothing behind it, which reads as a
-- broken mod rather than a missing feature. LOW there is the haze, the
-- one part of the atmosphere that rides the scene shader and works
-- everywhere. A desktop save opened on a phone stores FULL still;
-- ModSetting's unknown-value fallback lands it on LOW, and putting the
-- save back on the desktop restores the choice.
local function onAndroid()
if not (love and love.system and love.system.getOS) then return false end
local ok, os = pcall(love.system.getOS)
return ok and os == "Android"
end
ForestAtmos.setting = onAndroid()
and ModSetting.new("atmos", "FOREST FX", { "low", "off" },
{ "LOW", "OFF" })
or ModSetting.new("atmos", "FOREST FX", { "full", "low", "off" },
{ "FULL", "LOW", "OFF" })
-- the animation clock: ticked by main.lua's always-running update hook,
-- pinnable (frozen = true) so a screenshot driver can hold a frame still
ForestAtmos.time = 0
ForestAtmos.frozen = false
function ForestAtmos.update(dt)
if ForestAtmos.frozen then return end
ForestAtmos.time = ForestAtmos.time + (dt or 0)
end
-- ------- the authored table
--
-- Same shape as BattleArena's: the data file behind a pcall with a false
-- sentinel, and an overrides table a tuning driver can stage a candidate
-- through before anything is written down. `~= nil` on the override,
-- because false is meaningful -- "this map has no atmosphere, whatever
-- the file says".
local authored = nil
local overrides = {}
local function configFor(mapId)
if not mapId then return nil end
local forced = overrides[mapId]
if forced ~= nil then return forced or nil end
if authored == nil then
local ok, list = pcall(V.data, "map_atmosphere")
authored = (ok and type(list) == "table") and list or false
end
if not authored then return nil end
return authored[mapId]
end
ForestAtmos.configFor = configFor
-- ------- caches
--
-- Particle layouts and meshes go stale with the map (map.reloaded, and
-- the pipeline's invalidate); called with no map id this also resets the
-- shader and texture sentinels, which is what a lost GL context needs.
local layoutCache = {}
local meshCache = {}
local shaders = {} -- keyed by variant; nil untried, false refused
local leafTex = nil -- the tiling leaf-dapple field
local rayMesh = nil -- the fullscreen ray-fan quad, re-aimed per draw
-- Every bail here is deliberate and silent on screen -- a missing piece
-- subtracts itself, never the frame -- but "the beams are off" and "the
-- beams are off BECAUSE ..." are different debugging days. Each reason
-- is said once on the console, the way VR reports a missing runtime.
local said = {}
local function say(key, msg)
if said[key] then return end
said[key] = true
print("[DRAMATIC_SHAPE] atmos: " .. msg)
end
function ForestAtmos.invalidate(mapId)
if mapId then
layoutCache[mapId] = nil
meshCache[mapId] = nil
else
layoutCache, meshCache = {}, {}
shaders = {}
leafTex = nil
rayMesh = nil
end
end
function ForestAtmos.setOverride(mapId, entry)
overrides[mapId] = entry
ForestAtmos.invalidate(mapId)
end
-- ------- the hour's answer
--
-- One ramp, authored per phase and blended with DayNight's own weights,
-- so the fog and the rays can never disagree about what hour it is. The
-- two interact three ways: the fog colour leans toward the ray colour
-- (noon warms the haze, midnight silvers it), the rays scale with the
-- fog's density (a beam IS lit fog -- less medium, less beam), and the
-- march accumulates through the same density the surfaces sink into.
ForestAtmos.RAMP = {
day = { fog = { 0.78, 0.86, 0.70 }, ray = { 1.00, 0.93, 0.70 },
alpha = 0.55, density = 1.00, motes = 1.0, flies = 0.0 },
golden = { fog = { 0.84, 0.76, 0.58 }, ray = { 1.00, 0.85, 0.55 },
alpha = 0.35, density = 1.00, motes = 0.6, flies = 0.0 },
dawn = { fog = { 0.80, 0.70, 0.66 }, ray = { 1.00, 0.80, 0.62 },
alpha = 0.20, density = 1.05, motes = 0.3, flies = 0.25 },
dusk = { fog = { 0.78, 0.66, 0.58 }, ray = { 1.00, 0.76, 0.55 },
alpha = 0.20, density = 1.05, motes = 0.2, flies = 0.5 },
violet = { fog = { 0.52, 0.50, 0.66 }, ray = { 0.82, 0.80, 1.00 },
alpha = 0.25, density = 1.10, motes = 0.0, flies = 1.0 },
night = { fog = { 0.34, 0.40, 0.56 }, ray = { 0.72, 0.80, 1.00 },
alpha = 0.40, density = 1.15, motes = 0.0, flies = 1.0 },
}
-- The frame's atmosphere for `map` at clock `t` (defaulting to now), or
-- nil -- no entry, or the row is OFF -- in which case nothing is drawn
-- and Voxel3D.fog should be left nil.
function ForestAtmos.frame(map, t)
if ForestAtmos.setting:get() == "off" then return nil end
local cfg = configFor(map and map.id)
if not cfg then return nil end
local mix = DayNight.mix(t or DayNight.time())
local fr, fg, fb, rr, rg, rb = 0, 0, 0, 0, 0, 0
local alpha, dens, motes, flies = 0, 0, 0, 0
for name, w in pairs(mix) do
local p = ForestAtmos.RAMP[name] or ForestAtmos.RAMP.day
fr, fg, fb = fr + p.fog[1] * w, fg + p.fog[2] * w, fb + p.fog[3] * w
rr, rg, rb = rr + p.ray[1] * w, rg + p.ray[2] * w, rb + p.ray[3] * w
alpha = alpha + p.alpha * w
dens = dens + p.density * w
motes = motes + p.motes * w
flies = flies + p.flies * w
end
-- the haze takes on a little of the light standing in it
local LEAN = 0.15
fr = fr + (rr - fr) * LEAN
fg = fg + (rg - fg) * LEAN
fb = fb + (rb - fb) * LEAN
local base = cfg.fog or {}
local rays = cfg.rays or {}
return {
-- in exactly the shape Voxel3D.fog takes, so callers assign it whole
fog = { color = { fr, fg, fb },
density = (base.density or 0) * dens,
start = base.start or 0,
heightK = base.heightK or 0 },
rayColor = { rr, rg, rb },
-- a beam is scattered fog: less medium, less beam
rayAlpha = alpha * (0.4 + 0.6 * min(dens, 1)),
rayStrength = rays.strength or 12,
rayReach = rays.reach or 380,
moteLevel = motes,
fireflyLevel = flies,
cfg = cfg,
}
end
-- ------- deterministic noise
--
-- The same written-out xorshift StadiumFx runs (see the note there on why
-- not LuaJIT's `bit`): the particle deal and the leaf field must come out
-- identical on every machine and every visit.
local function bxor32(a, b)
local r, p = 0, 1
for _ = 1, 32 do
local x, y = a % 2, b % 2
if x ~= y then r = r + p end
a, b, p = floor(a / 2), floor(b / 2), p * 2
end
return r
end
local Rng = {}
Rng.__index = Rng
local function newRng(seed)
local s = seed % 0x100000000
if s == 0 then s = 0x9E3779B9 end
return setmetatable({ s = s }, Rng)
end
function Rng:next()
local x = self.s
x = bxor32(x, (x % 0x80000) * 0x2000) -- x ^= (x << 13)
x = bxor32(x, floor(x / 0x20000)) -- x ^= x >> 17
x = bxor32(x, (x % 0x8000000) * 0x20) -- x ^= (x << 5)
self.s = x % 0x100000000
return self.s
end
function Rng:unit()
return self:next() / 0x100000000
end
-- bilinear value noise on a torus (StadiumFx's), so the leaf field tiles
local function lattice(rng, w, h)
local g = {}
for y = 1, h do
local row = {}
for x = 1, w do row[x] = rng:unit() end
g[y] = row
end
return g
end
local function smoothstep01(t)
return t * t * (3 - 2 * t)
end
local function torus(grid, w, h, x, y)
local x0, y0 = floor(x), floor(y)
local fx, fy = smoothstep01(x - x0), smoothstep01(y - y0)
local x1, y1 = (x0 + 1) % w, (y0 + 1) % h
x0, y0 = x0 % w, y0 % h
local a = grid[y0 + 1][x0 + 1]
local b = grid[y0 + 1][x1 + 1]
local c = grid[y1 + 1][x0 + 1]
local d = grid[y1 + 1][x1 + 1]
return (a + (b - a) * fx) + ((c + (d - c) * fx) - (a + (b - a) * fx)) * fy
end
-- ------- the leaf field
--
-- One small tiling texture of three-octave value noise, generated once
-- from a fixed seed: the pattern of the unseen foliage. The shader reads
-- it at two drifting, differently-scaled offsets and thresholds the sum,
-- so the pools of light between the leaves slide, open and close -- the
-- movement is the WIND's, all in the sampling; the cloth itself never
-- changes, which is what keeps a pinned frame reproducible.
local function leafTexture()
if leafTex ~= nil then return leafTex or nil end
if not (love and love.image and love.image.newImageData
and love.graphics and love.graphics.newImage) then
leafTex = false
return nil
end
local ok, tex = pcall(function()
local N = 128
local rng = newRng(0x1EAF)
local g1 = lattice(rng, 8, 8)
local g2 = lattice(rng, 16, 16)
local g3 = lattice(rng, 32, 32)
local img = love.image.newImageData(N, N)
for y = 0, N - 1 do
local v = y / N
for x = 0, N - 1 do
local u = x / N
local n = torus(g1, 8, 8, u * 8, v * 8) * 0.5
+ torus(g2, 16, 16, u * 16, v * 16) * 0.3
+ torus(g3, 32, 32, u * 32, v * 32) * 0.2
img:setPixel(x, y, n, n, n, 1)
end
end
local t = love.graphics.newImage(img)
t:setWrap("repeat", "repeat")
t:setFilter("linear", "linear")
return t
end)
leafTex = (ok and tex) or false
return leafTex or nil
end
-- ------- placement (the particles; the light places itself)
local MARGIN = 24 -- keep off the map's edge, world px
function ForestAtmos.layout(cfg, w, h)
local rng = newRng((cfg.seed or 0x51D))
local canopy = cfg.canopyY or 56
local motes = {}
for _ = 1, (cfg.motes and cfg.motes.count) or 0 do
motes[#motes + 1] = {
x = MARGIN + rng:unit() * max(w - 2 * MARGIN, 1),
y = 3 + rng:unit() * max(canopy - 11, 8),
z = MARGIN + rng:unit() * max(h - 2 * MARGIN, 1),
phase = rng:unit() * 6.2832,
rate = 0.5 + rng:unit(),
}
end
local flies = {}
for _ = 1, (cfg.fireflies and cfg.fireflies.count) or 0 do
flies[#flies + 1] = {
x = MARGIN + rng:unit() * max(w - 2 * MARGIN, 1),
y = 3 + rng:unit() * 12,
z = MARGIN + rng:unit() * max(h - 2 * MARGIN, 1),
phase = rng:unit() * 6.2832,
rate = 0.5 + rng:unit(),
}
end
return { motes = motes, flies = flies }
end
-- A map is width x height BLOCKS of 4x4 tiles of 8 pixels -- times 32
-- for world pixels (the same arithmetic Structures runs in tiles).
local function layoutFor(map)
local hit = layoutCache[map.id]
if hit ~= nil then return hit or nil end
local cfg = configFor(map.id)
if not cfg then
layoutCache[map.id] = false
return nil
end
local def = map.def or {}
local L = ForestAtmos.layout(cfg, (def.width or 16) * 32,
(def.height or 16) * 32)
layoutCache[map.id] = L
return L
end
ForestAtmos.layoutFor = layoutFor
-- ------- the volumetric march
--
-- A fullscreen quad whose four corners carry the camera's own frustum
-- rays; the varying interpolates them into a world ray per pixel. The
-- pixel stage walks that ray to the depth buffer's surface, and every
-- step of air on the way is lit or not by the shadow map and the leaf
-- field, accumulated through the same haze the surfaces sink into.
--
-- Conventions copied from Water's march: the ray walks the FLAT world
-- (the space it is straight in) and every depth compare bends the sample
-- first, by the same displacement the vertex stage applies -- so the
-- march reads the depth buffer it actually has. The shadow lookup stays
-- flat, exactly like the scene shader's own vSun. STEPS is spliced into
-- the source rather than sent (the LOW rung is a second compile), and
-- there are no uniform arrays anywhere -- see the note in Sky about the
-- Android driver that reads them as zero.
local RAY_SHADER = [[
varying vec3 vRay;
#ifdef VERTEX
attribute vec3 RayDir;
vec4 position(mat4 transform_projection, vec4 vertex_position) {
vRay = RayDir;
return transform_projection * vertex_position;
}
#endif
#ifdef PIXEL
uniform Image depthTex; // the frame's own depth, detached to read
uniform Image sunMap; // the sun's answer (see ShadowMap)
uniform Image leafTex; // the unseen foliage, tiling
uniform mat4 vp;
uniform mat4 sunVP;
uniform float sunBias;
uniform vec3 eye;
uniform vec3 curve; // xy = the focus in world XZ, z = k; 0 = off
uniform vec2 screen; // canvas size, for the pixel's own uv
uniform vec4 fogW; // density, heightK, canopyY, fadeTo
uniform vec3 shear; // the noon shear kx, kz; z = reach
uniform vec3 rayColor;
uniform float strength;
uniform vec3 sunward; // unit, toward the unseen sun
uniform vec2 wind; // leaf-field drift, uv per second
uniform float time;
float sunDepth(vec2 uv) {
vec4 c = Texel(sunMap, uv);
return c.r + c.g * (1.0 / 255.0);
}
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
vec2 uv = sc / screen;
float sceneD = Texel(depthTex, uv).r;
vec3 dir = normalize(vRay);
// Spend every sample where a sample can glow. Above the canopy no
// beam exists, and below the floor there is no air at all -- so the
// march runs from where this ray first dips under the leaves to
// where it would pass the ground, however long or short that
// stretch is. From the orbit camera that is the last few dozen
// pixels of a mostly-vertical ray, and dividing the WHOLE reach by
// the step count there starved the beams to nothing.
float t0 = 0.0;
if (eye.y > fogW.z) {
if (dir.y >= -0.01) return vec4(0.0);
t0 = (eye.y - fogW.z) / -dir.y;
}
float tEnd = shear.z;
if (dir.y < -0.01) {
tEnd = min(tEnd, (eye.y + 8.0) / -dir.y);
}
if (tEnd <= t0) return vec4(0.0);
// interleaved gradient noise staggers neighbouring pixels' steps,
// which is what turns 20-odd samples into a smooth volume instead
// of an onion of banded slices
float jitter = fract(52.9829189
* fract(dot(sc, vec2(0.06711056, 0.00583715))));
float dt = (tEnd - t0) / float(STEPS);
// HALF the fog's own extinction, on the way in and per step: the
// full rate is what the surfaces sink by, and beams that obeyed it
// too died before the orbit camera ever saw them. Half keeps the
// depth cue and leaves the light alive.
float trans = exp(-fogW.x * 0.5 * t0);
float acc = 0.0;
for (int i = 0; i < STEPS; i++) {
float t = t0 + (float(i) + jitter) * dt;
vec3 p = eye + dir * t;
// stop at the surface: bend the sample the way the geometry bent
vec2 cd = p.xz - curve.xy;
vec4 c = vp * vec4(p.x, p.y - dot(cd, cd) * curve.z, p.z, 1.0);
if (c.w <= 1e-6) break;
if (c.z / c.w * 0.5 + 0.5 > sceneD) break;
if (p.y < fogW.z) {
// the sun's question: is this air behind a tree? Outside the
// frustum nothing was recorded and the air counts as lit, eased
// at the rim exactly like the scene shader's shadows
float lit = 1.0;
vec3 su = (sunVP * vec4(p, 1.0)).xyz;
if (su.x > 0.0 && su.x < 1.0 && su.y > 0.0 && su.y < 1.0
&& su.z < 1.0) {
vec2 e2 = min(su.xy, 1.0 - su.xy);
float edge = smoothstep(0.0, 0.06, min(e2.x, e2.y));
lit = mix(1.0, step(su.z - sunBias, sunDepth(su.xy)), edge);
}
// the canopy's question: where did this thread of light pierce
// the leaves? Every step of air on one sun ray shares the
// answer -- that shared point is what makes a shaft a shaft --
// and the two drifting reads of the field are the wind moving
// the foliage overhead, opening and closing the beams
float up = fogW.z - p.y;
vec2 gap = (p.xz - shear.xy * up) * (1.0 / 96.0);
float n = Texel(leafTex, gap + wind * time).r * 0.65
+ Texel(leafTex, gap * 2.3 - wind * (time * 0.7)
+ vec2(0.37, 0.61)).r * 0.35;
float dapple = 0.08 + 0.92 * smoothstep(0.45, 0.85, n);
// the beam fades IN below the invisible canopy, thins with
// altitude like the haze it is made of, and kisses the floor
float y = max(p.y, 0.0);
float fadeIn = clamp(up / max(fogW.z - fogW.w, 1.0), 0.0, 1.0);
float foot = 0.55 + 0.45 * clamp(y / 16.0, 0.0, 1.0);
float dens = fogW.x * exp(-y * fogW.y);
acc += trans * lit * dapple * fadeIn * foot * dens * dt;
}
trans *= exp(-fogW.x * 0.5 * dt);
}
// forward scattering: beams bloom for a camera looking up into the
// light, which is most of what makes them read as light IN air
float phase = 0.35 + 0.65 * pow(max(dot(dir, sunward), 0.0), 6.0);
return vec4(rayColor * (acc * strength * phase), 1.0) * color;
}
#endif
]]
local function rayShaderFor(steps)
local key = "ray" .. steps
local s = shaders[key]
if s ~= nil then return s or nil end
if not (love and love.graphics and love.graphics.newShader) then
shaders[key] = false
return nil
end
local src = "#define STEPS " .. steps .. "\n" .. RAY_SHADER
local ok, sh = pcall(love.graphics.newShader, src)
if not ok then
say(key, "ray shader refused -- beams off, fog stays: "
.. tostring(sh))
end
shaders[key] = (ok and sh) or false
return shaders[key] or nil
end
local RAY_FORMAT = {
{ "VertexPosition", "float", 2 },
{ "RayDir", "float", 3 },
}
-- The camera's frustum corners, from the same fields every pass sets:
-- eye, focus, fovY, and the placed camera's up when there is one (VR
-- eyes roll; the orbit never does). Interpolating a corner ray across
-- the quad IS the standard reconstruction for a perspective camera, so
-- this works identically for the orbit, first person and both eyes.
local function rayQuad(Voxel3D, w, h)
local e, fo, fov = Voxel3D.eye, Voxel3D.focus, Voxel3D.fovY
if not (e and fo and fov) then return nil end
local fx, fy, fz = fo[1] - e[1], fo[2] - e[2], fo[3] - e[3]
local fl = sqrt(fx * fx + fy * fy + fz * fz)
if fl < 1e-6 then return nil end
fx, fy, fz = fx / fl, fy / fl, fz / fl
local cam = Voxel3D.camera
local up = (cam and cam.up) or { 0, 1, 0 }
-- right = forward x up, then a true up perpendicular to both
local rx = fy * up[3] - fz * up[2]
local ry = fz * up[1] - fx * up[3]
local rz = fx * up[2] - fy * up[1]
local rl = sqrt(rx * rx + ry * ry + rz * rz)
if rl < 1e-6 then return nil end
rx, ry, rz = rx / rl, ry / rl, rz / rl
local ux = ry * fz - rz * fy
local uy = rz * fx - rx * fz
local uz = rx * fy - ry * fx
local hh = math.tan(fov * 0.5)
local hw = hh * (w / h)
-- canvas row 0 is the TOP of the frame, which is the +up corner
local function corner(su, sv)
return fx + rx * hw * su + ux * hh * sv,
fy + ry * hw * su + uy * hh * sv,
fz + rz * hw * su + uz * hh * sv
end
local x0, y0, z0 = corner(-1, 1)
local x1, y1, z1 = corner(1, 1)
local x2, y2, z2 = corner(1, -1)
local x3, y3, z3 = corner(-1, -1)
local verts = {
{ 0, 0, x0, y0, z0 },
{ w, 0, x1, y1, z1 },
{ w, h, x2, y2, z2 },
{ 0, h, x3, y3, z3 },
}
if not rayMesh then
local ok, mesh = pcall(love.graphics.newMesh, RAY_FORMAT, verts,
"fan", "stream")
rayMesh = ok and mesh or nil
return rayMesh
end
local ok = pcall(rayMesh.setVertices, rayMesh, verts)
return ok and rayMesh or nil
end
-- ------- the particles
local PART_SHADER = [[
varying vec2 vCorner;
varying float vGlow;
#ifdef VERTEX
uniform mat4 vp;
uniform vec3 curve;
uniform vec3 axisR; // the camera's right, world space
uniform vec3 axisU; // and its up: the billboard's own frame
uniform float time;
uniform float size;
uniform vec2 sway; // wander amplitude: horizontal, vertical
uniform float blinky; // 0 = steady motes, 1 = blinking fireflies
attribute vec4 AtmosData; // corner x, corner y, phase, rate
vec4 position(mat4 transform_projection, vec4 vertex_position) {
float ph = AtmosData.z;
float rt = AtmosData.w;
float t = time * (0.5 + rt);
// bounded wander only -- three incommensurate sines, so nothing ever
// walks off the map or needs a CPU tick to bring it home
vec3 base = vertex_position.xyz + vec3(
sin(t * 0.23 + ph) * sway.x,
sin(t * 0.17 + ph * 2.7) * sway.y,
cos(t * 0.19 + ph * 1.3) * sway.x);
float s = 0.5 + 0.5 * sin(t * 1.6 + ph * 9.0);
vGlow = mix(1.0, smoothstep(0.35, 0.75, s), blinky);
vCorner = AtmosData.xy;
vec4 w = vec4(base + axisR * (AtmosData.x * size)
+ axisU * (AtmosData.y * size), 1.0);
if (curve.z > 0.0) {
vec2 cd = w.xz - curve.xy;
w.y -= dot(cd, cd) * curve.z;
}
return vp * w;
}
#endif
#ifdef PIXEL
uniform vec3 dotColor;
uniform float level;
vec4 effect(vec4 color, Image tex, vec2 tc, vec2 sc) {
float d = dot(vCorner, vCorner);
float glow = max(0.0, 1.0 - d);
glow *= glow;
return vec4(dotColor, glow * level * vGlow) * color;
}
#endif
]]
local function partShader()
local s = shaders.part
if s ~= nil then return s or nil end
if not (love and love.graphics and love.graphics.newShader) then
shaders.part = false
return nil
end
local ok, sh = pcall(love.graphics.newShader, PART_SHADER)
shaders.part = (ok and sh) or false
return shaders.part or nil
end
local PART_FORMAT = {
{ "VertexPosition", "float", 3 },
{ "AtmosData", "float", 4 },
}
local CORNERS = { { -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 } }
local function pushQuad(map, n)
local b = n * 4
map[#map + 1] = b + 1
map[#map + 1] = b + 2
map[#map + 1] = b + 3
map[#map + 1] = b + 1
map[#map + 1] = b + 3
map[#map + 1] = b + 4
end
local function buildPartMesh(points)
if #points == 0 then return nil end
local verts, indices = {}, {}
for i = 1, #points do
local p = points[i]
for c = 1, 4 do
verts[#verts + 1] = { p.x, p.y, p.z,
CORNERS[c][1], CORNERS[c][2], p.phase, p.rate }
end
pushQuad(indices, i - 1)
end
local ok, mesh = pcall(love.graphics.newMesh, PART_FORMAT, verts,
"triangles", "static")
if not ok then return nil end
pcall(mesh.setVertexMap, mesh, indices)
return mesh
end
local function meshesFor(map, L)
local hit = meshCache[map.id]
if hit then return hit end
local M = {
motes = buildPartMesh(L.motes),
flies = buildPartMesh(L.flies),
}
meshCache[map.id] = M
return M
end
local MOTE_COLOR = { 1.0, 0.96, 0.78 }
local FLY_COLOR = { 0.72, 1.0, 0.45 }
-- The billboard frame: the camera's own right and up, from the same
-- fields every pass sets (per VR eye too -- drawScene runs per eye and
-- reads the eye's camera). Degenerate looks answer nil and the
-- particles sit this one out.
local function billboardAxes(Voxel3D)
local e, fo = Voxel3D.eye, Voxel3D.focus
if not (e and fo) then return nil end
local lx, ly, lz = fo[1] - e[1], fo[2] - e[2], fo[3] - e[3]
local ll = sqrt(lx * lx + ly * ly + lz * lz)
if ll < 1e-6 then return nil end
lx, ly, lz = lx / ll, ly / ll, lz / ll
local rx, rz = -lz, lx
local rl = sqrt(rx * rx + rz * rz)
if rl < 1e-4 then return nil end
rx, rz = rx / rl, rz / rl
return { rx, 0, rz }, { -rz * ly, rz * lx - rx * lz, rx * ly }
end
-- ------- the draw
--
-- Inside the scene pass, in VoxelScene's prop slot. The march borrows
-- the frame's depth through Voxel3D.beginWater -- the same detach Water
-- runs -- and hand-tests every step against it, so the pass itself needs
-- no depth attachment; the particles come after, depth-tested additive
-- geometry like the Stadium flames. Anything missing -- no entry, OFF, a
-- refused shader, no readable depth, no shadow map -- subtracts only
-- itself.
function ForestAtmos.draw(map)
local rung = ForestAtmos.setting:get()
if rung == "off" then return end
local f = ForestAtmos.frame(map)
if not f then return end
local Voxel3D = V.require("Voxel3D")
local ShadowMap = V.require("ShadowMap")
if f.rayAlpha > 0.01 then
if not Voxel3D.depthReadable() then
say("depth", "no readable depth this frame -- beams off, fog stays")
return
end
-- no beams without the sun's own pass: uvVP is only the world -> map
-- transform while a shadow map is actually standing
local sunTex = ShadowMap.active() and ShadowMap.texture()
if not sunTex then
say("sun", "no shadow map standing -- beams off, fog stays")
end
local leaf = leafTexture()
if not leaf then
say("leaf", "leaf field would not build -- beams off, fog stays")
end
local sh = rayShaderFor(rung == "low" and 12 or 24)
local w, h = Voxel3D.size()
local quad = (sh and sunTex and leaf and w) and rayQuad(Voxel3D, w, h)
if sh and sunTex and leaf and w and not quad then
say("quad", "no camera frame for the ray fan -- beams off")
end
if quad then
local _, depth = Voxel3D.beginWater(nil)
if depth then
say("on", "volumetric beams running")
local kx, kz = DayNight.shearAt(DayNight.T.day)
local kl = sqrt(kx * kx + kz * kz + 1)
love.graphics.setBlendMode("add", "alphamultiply")
love.graphics.setShader(sh)
pcall(sh.send, sh, "depthTex", depth)
pcall(sh.send, sh, "sunMap", sunTex)
pcall(sh.send, sh, "leafTex", leaf)
pcall(sh.send, sh, "vp", "row", Voxel3D.vp)
pcall(sh.send, sh, "sunVP", "row", ShadowMap.uvVP)
pcall(sh.send, sh, "sunBias", ShadowMap.bias)
pcall(sh.send, sh, "eye", Voxel3D.eye)
pcall(sh.send, sh, "curve",
{ Voxel3D.curveX or 0, Voxel3D.curveZ or 0,
Voxel3D.curveK or 0 })
pcall(sh.send, sh, "screen", { w, h })
pcall(sh.send, sh, "fogW",
{ f.fog.density, f.fog.heightK,
f.cfg.canopyY or 56, f.cfg.fadeTo or 28 })
pcall(sh.send, sh, "shear", { kx, kz, f.rayReach })
pcall(sh.send, sh, "rayColor", f.rayColor)
pcall(sh.send, sh, "strength", f.rayStrength * f.rayAlpha)
pcall(sh.send, sh, "sunward", { -kx / kl, 1 / kl, -kz / kl })
pcall(sh.send, sh, "wind", { 0.016, 0.009 })
pcall(sh.send, sh, "time", ForestAtmos.time)
pcall(love.graphics.draw, quad)
love.graphics.setShader()
love.graphics.setBlendMode("alpha")
end
Voxel3D.endWater()
end
end
if rung == "full" then
local L = layoutFor(map)
local M = L and meshesFor(map, L)
local psh = partShader()
local axisR, axisU = billboardAxes(Voxel3D)
if M and psh and axisR then
Voxel3D.blend("add")
if Voxel3D.beginEffect(psh) then
pcall(psh.send, psh, "vp", "row", Voxel3D.vp)
pcall(psh.send, psh, "curve",
{ Voxel3D.curveX or 0, Voxel3D.curveZ or 0,
Voxel3D.curveK or 0 })
pcall(psh.send, psh, "axisR", axisR)
pcall(psh.send, psh, "axisU", axisU)
pcall(psh.send, psh, "time", ForestAtmos.time)
if M.motes and f.moteLevel > 0.02 then
pcall(psh.send, psh, "size", 1.4)
pcall(psh.send, psh, "sway", { 5, 2.5 })
pcall(psh.send, psh, "blinky", 0)
pcall(psh.send, psh, "dotColor", MOTE_COLOR)
pcall(psh.send, psh, "level", f.moteLevel * 0.5)
pcall(love.graphics.draw, M.motes)
end
if M.flies and f.fireflyLevel > 0.02 then
pcall(psh.send, psh, "size", 1.6)
pcall(psh.send, psh, "sway", { 10, 4 })
pcall(psh.send, psh, "blinky", 1)
pcall(psh.send, psh, "dotColor", FLY_COLOR)
pcall(psh.send, psh, "level", f.fireflyLevel * 0.85)
pcall(love.graphics.draw, M.flies)
end
Voxel3D.endEffect()
end
Voxel3D.blend(nil)
end
end
end
return ForestAtmos
+79 -4
View File
@@ -47,6 +47,42 @@ local function indexOf(self, value)
return 1
end
-- ------- rungs that are not always there
--
-- A ladder may carry a rung that cannot be selected right now -- STADIUM
-- needs models built out of a ROM the player supplies, and until that has
-- happened there is nothing behind the option. `gate` is asked per rung and
-- decides whether it exists at all this frame.
--
-- Skipped rather than shown-and-refused, deliberately. A row that can be
-- cycled onto and then does nothing is indistinguishable from a broken mod;
-- a row that simply has fewer stops reads as the mod not offering something,
-- which is the truth. What the player is missing, and how to get it, is said
-- once in the row's help text instead of implied by a dead setting.
--
-- values[1] is never gated: it is the default and the fallback, so there is
-- always at least one rung to land on.
function ModSetting:setGate(gate)
self.gate = gate
return self
end
function ModSetting:allows(i)
if i == 1 or not self.gate then return true end
local ok, allowed = pcall(self.gate, self.values[i], i)
return (not ok) or allowed and true or false
end
-- How many rungs are live, for a caller that wants to know whether a row is
-- worth showing at all.
function ModSetting:rungs()
local n = 0
for i = 1, #self.values do
if self:allows(i) then n = n + 1 end
end
return n
end
-- What the player left it at last session. Read lazily rather than at load
-- time: the loader fills modOptions before a mod runs, but reading through
-- the API keeps this honest about where the value lives.
@@ -63,7 +99,13 @@ function ModSetting:read()
end
function ModSetting:get()
return self.values[self:read()]
local i = self:read()
-- a rung that was live when it was stored and is not now -- the player
-- moved the ROM, or opened the same save on another machine -- reads as
-- the default rather than as a mode with nothing behind it. The stored
-- value is left alone, so putting the ROM back restores their choice.
if not self:allows(i) then return self.values[1] end
return self.values[i]
end
function ModSetting:level()
@@ -91,8 +133,32 @@ function ModSetting:setIndex(i, game)
return value
end
-- Set by the STORED VALUE rather than by its place on the ladder, for a
-- caller that knows which setting it wants and not where it sits -- a
-- preset, or an assertion. An unrecognised value lands on values[1], the
-- same default indexOf answers everywhere else, so this can never leave a
-- setting holding something the row cannot display.
--
-- Worth having as its own entry point because a ladder's ORDER is not a
-- promise: 3D-BTL grew a third rung in the middle of itself (see
-- OverworldBattle), and every caller that had counted to two would have
-- silently meant something else afterwards.
function ModSetting:setValue(value, game)
return self:setIndex(indexOf(self, value), game)
end
-- Step to the next rung that is actually live, in `dir`. Bounded by the
-- ladder's length so a gate that refuses everything still terminates on
-- values[1], which allows() never gates.
function ModSetting:cycle(game, dir)
return self:setIndex(self:read() + (dir or 1), game)
dir = dir or 1
local n = #self.values
local i = self:read()
for _ = 1, n do
i = ((i + dir - 1) % n + n) % n + 1
if self:allows(i) then break end
end
return self:setIndex(i, game)
end
-- Adopt a value set from somewhere else (the mod manager's settings page,
@@ -109,7 +175,12 @@ function ModSetting:row()
return {
id = "DRAMATIC_SHAPE:" .. self.key,
label = self.label,
value = function() return self_.labels[self_:read()] end,
-- the label of the rung actually in force, which is not the stored one
-- when that rung has been gated away (see get)
value = function()
local i = self_:read()
return self_.labels[self_:allows(i) and i or 1]
end,
step = function(game, dir)
self_:cycle(game, dir)
return true
@@ -120,7 +191,11 @@ end
-- The row the mod manager's own settings page builds for this mod.
function ModSetting:schema(help)
local choices = {}
for i, v in ipairs(self.values) do choices[i] = { self.labels[i], v } end
-- gated rungs are left off the manager's page too, so the two rows agree
-- about what can be chosen
for i, v in ipairs(self.values) do
if self:allows(i) then choices[#choices + 1] = { self.labels[i], v } end
end
if #self.values == 2 and self.values[1] == false then
return { key = self.key, type = "toggle", label = self.label,
default = self.values[1], help = help }
+166 -58
View File
@@ -60,13 +60,80 @@ if DEBUG == nil or DEBUG == false then DEBUG = nil end
OverworldBattle.KEY = "battles"
OverworldBattle.LABEL = "3D-BTL"
-- On by default: a mod whose headline is "the world in 3D" should not need
-- the player to go and find the switch before the world shows up in a
-- battle. ON is first, so it is also what an unreadable stored value falls
-- back to.
OverworldBattle.setting = ModSetting.new(OverworldBattle.KEY,
OverworldBattle.LABEL,
{ true, false }, { "ON", "OFF" })
-- Five rungs. Two independent choices, laid out as one ladder because they
-- are one question to the player -- WHAT is standing there, and WHERE:
--
-- on the MAP on two DISCS
-- pics 2D-3D A 2D-3D B
-- models STADIUM A STADIUM B
--
-- 2D-3D A the mode this file was written for: the fight is staged on
-- the map and the two Pokemon are the GB's OWN PICS, stood up
-- on their tiles as quads (BattleBillboard).
-- 2D-3D B those same pics on a pair of DISCS against the sky, with no
-- map at all (see lib/StadiumStage.lua). The Game Boy's own
-- framing with the Game Boy's own art, in three dimensions --
-- and, like every B rung, it works everywhere, including the
-- caves and shop floors that have nowhere to stage a fight.
-- STADIUM A the staged fight with the Pokemon Stadium battle models in
-- place of those quads -- skinned, animated, and playing the
-- animation the move being used actually calls for (see
-- lib/Stadium.lua). The world is still the world: the fight
-- happens on real ground, in the map's own weather and light.
-- STADIUM B the models on the discs: both halves swapped at once.
-- OFF the engine's own white battle screen.
--
-- A and B is the STAGE and it is the same stage either way -- the discs do
-- not know what is standing on them and BattleScene draws them off
-- `arena.discs` alone, which is why the second column cost a value in this
-- table and nothing else. The four combinations are all reachable rather
-- than only the diagonal, because a player who cannot use the STADIUM rungs
-- -- no ROM, or a ROM they would rather not go and find -- should still be
-- able to have the disc framing, and because the discs are the answer to
-- "this map has nowhere to fight" whichever art is standing on them.
--
-- 2D-3D A stays FIRST because ModSetting's values[1] is both the default and
-- what an unrecognised stored value falls back to, and the stored value for
-- this row has been `true` since the row existed. Keeping `true` at the head
-- means every save written before the later rungs existed reads back as the
-- 2D-3D it was written for, and a mod whose headline is "the world in 3D"
-- still does not need the player to go and find the switch.
--
-- Every other stored value is likewise the one it has always been --
-- "stadium" from before there was a B, "stadiumB" from before there was a
-- flat one -- so no save loses the mode it chose.
--
-- Both STADIUM rungs are GATED on the models existing: the mod ships no
-- Pokemon Stadium data, and until the player's own ROM has been found and
-- built from (StadiumInstall) the row simply has two fewer stops. See
-- ModSetting.setGate for why they are skipped rather than shown and refused.
-- 2D-3D B is NOT gated: its stage is generated in Lua and its Pokemon are
-- the game's own art, so it needs nothing the base game did not ship.
OverworldBattle.FLAT_B = "flatB"
OverworldBattle.setting =
ModSetting.new(OverworldBattle.KEY, OverworldBattle.LABEL,
{ true, "flatB", "stadium", "stadiumB", false },
{ "2D-3D A", "2D-3D B", "STADIUM A", "STADIUM B", "OFF" })
:setGate(function(value)
if value ~= "stadium" and value ~= "stadiumB" then return true end
local ok, install = pcall(V.require, "StadiumInstall")
return ok and install and install.available()
end)
-- Whether the fight stands on the two carried DISCS rather than on the map
-- -- the B column above, whichever row of it. Asked by stageFor (what to
-- stage on), wantsFront (whether this map needs an arena at all) and, once
-- the arena carries the answer as `arena.discs`, by BattleScene and
-- VoxelScene for what to draw.
--
-- Read straight off the row rather than through Stadium, because it is a
-- question about the STAGE and half the rungs that answer yes have no
-- Stadium models on them at all.
function OverworldBattle.discs()
local value = OverworldBattle.setting:get()
return (value == OverworldBattle.FLAT_B or value == "stadiumB")
end
-- Whether the VR row is ON -- read lazily, because VR requires modules
-- that sit above this one. While it is, this mode stops being optional:
@@ -83,6 +150,15 @@ function OverworldBattle.enabled()
return OverworldBattle.setting:get() and true or false
end
-- Whether the STADIUM rung is the one selected -- read through Stadium so
-- there is one answer to that question and it lives with the mode it
-- describes. Required lazily: Stadium sits above this file and requires it
-- back (for the row), which a load-time require would deadlock.
function OverworldBattle.stadium()
local ok, stadium = pcall(V.require, "Stadium")
return (ok and stadium and stadium.enabled()) and true or false
end
-- ------- BACK SPRITES: the player's own mon stays on the menu
--
-- The staged shot stands BOTH mons on the map, which is the mode's whole
@@ -173,6 +249,9 @@ function OverworldBattle.wantsFront()
local g = require("src.core.Game")
local ow = g and g.overworld
if not (ow and ow.map and ow.player) then return false end
-- a B rung carries its own stage, so the answer is yes on every map and
-- there is nothing to search or to cache
if OverworldBattle.discs() then return true end
if staged.mapId ~= ow.map.id then
local ok, arena = pcall(BattleArena.find, ow.map,
ow.player.cellX, ow.player.cellY,
@@ -420,6 +499,30 @@ function OverworldBattle.forceOG(g)
return true
end
-- Where THIS fight stands, on whichever rung is running: the map's own
-- ground, or the pair of discs a B rung carries with it.
--
-- The one place the two columns actually diverge, and it is worth stating
-- plainly. On an A rung the answer can be NO -- a corridor, a shop floor, a
-- map whose authored entry is a refusal -- and the battle then plays exactly
-- as the vanilla game does. A B rung cannot fail: its stage is not something
-- the map has to have room for, so a fight in the tightest cave in Kanto is
-- staged as readily as one on Route 1.
function OverworldBattle.stageFor(state)
if OverworldBattle.discs() and Voxel3D.available() then
local okStage, arena = pcall(function()
return V.require("StadiumStage").arena(state.map)
end)
if okStage and arena then return arena end
-- the discs could not be built; fall through to the map, which is a
-- worse picture but a real one
end
local okFind, arena = pcall(BattleArena.find, state.map,
state.player.cellX, state.player.cellY,
state.player.surfing)
return (okFind and arena) or nil
end
-- Stage a battle triggered from `state`, if this mode can. Returns true when
-- a session started -- which is also the only case where anything visible
-- changes, so a map with no room for an arena plays exactly the vanilla
@@ -430,10 +533,8 @@ function OverworldBattle.begin(state, battle)
if not (state and state.map and state.player) then return false end
if not Voxel3D.available() then return false end
local ok, arena = pcall(BattleArena.find, state.map,
state.player.cellX, state.player.cellY,
state.player.surfing)
if not (ok and arena) then return false end
local arena = OverworldBattle.stageFor(state)
if not arena then return false end
-- the fight is staged from here on, so the layout it is composed for is not
-- optional any more (see forceOG)
@@ -443,6 +544,9 @@ function OverworldBattle.begin(state, battle)
armed = false, token = 0 }
cullCast(state)
BattleCam.reset()
-- and, on the STADIUM rung, the pair of models that will stand on this
-- arena's two cells. Declines quietly on any other rung.
pcall(function() V.require("Stadium").begin(arena) end)
return true
end
@@ -473,6 +577,7 @@ function OverworldBattle.finish()
restoreCast()
session = nil
Voxel3D.camera = nil
pcall(function() V.require("Stadium").finish() end)
end
-- ------- per-frame
@@ -524,6 +629,17 @@ function OverworldBattle.update(dt)
-- slice: nothing visible can hitch on them
ChunkMesher.pump(true)
-- The STADIUM models, ahead of the pics, because what they decide is
-- WHICH pics are needed: a side a model is standing on gets no billboard
-- texture rendered for it at all (see Stadium.covers). Posed and skinned
-- here too, once for the frame -- the sun pass, the camera and, in a
-- headset, both eyes all draw the same skinned meshes.
pcall(function()
local host = (session.arena and session.arena.map) or session.state.map
V.require("Stadium").update(dt, session.battle,
BattleScene.groundY(host, session.arena))
end)
-- The mons' textures are rendered HERE, with no canvas bound, for the same
-- reason the scene is: the pics layer binds its own targets, and doing that
-- inside somebody else's frame means putting the frame back afterwards.
@@ -710,6 +826,9 @@ function OverworldBattle.invalidate()
BattleDOF.invalidate()
BattleHud.invalidate()
BattlePics.invalidate()
-- the STADIUM models hold meshes and textures of this graphics context
-- like everything else here does
pcall(function() V.require("Stadium").invalidate() end)
end
-- ------- the battle screen's background
@@ -908,6 +1027,14 @@ local OFF = {
-- feet ended up, in canvas coordinates.
function OverworldBattle.sideTexture(battle, side)
if not (innerPics and battle) then return nil end
-- On the STADIUM rung a side standing a MODEL needs no pic: rendering one
-- anyway would hang a second, flat copy of the same Pokemon on the same
-- cell. Asked per side, so a species with no pack -- or a substitute
-- doll, or the trainer before the send-out -- still comes through here.
local okS, covered = pcall(function()
return V.require("Stadium").covers(battle, side)
end)
if okS and covered then return nil end
if not sideVisible(battle, side) then return nil end
local canvas = texCanvasFor(side)
if not canvas then return nil end
@@ -985,7 +1112,16 @@ function OverworldBattle.textures(battle)
end
out.enemy = okE and enemy or nil
out.player = okP and player or nil
if not (out.enemy or out.player) then return nil end
-- On the STADIUM rung both sides can legitimately have no pic -- the pair
-- of them are models -- and this table must still come back, because it
-- carries the HIT FLASH, and because the VR eye pass uses its presence to
-- decide there is a staged fight to draw at all.
local okStanding, standing = pcall(function()
return V.require("Stadium").standing()
end)
if not (out.enemy or out.player or (okStanding and standing)) then
return nil
end
out.flash = OverworldBattle.flashing(battle)
return out
end
@@ -1008,6 +1144,12 @@ function OverworldBattle.install()
OverworldState.dramaticShapeBattleHook = true
end
-- the STADIUM rung's own four wraps, which drive the models' animations
-- off the fight (see Stadium.install). Idempotent in the same way, and
-- installed whichever rung the row is on: the wraps do nothing at all
-- while no stadium session is live.
pcall(function() V.require("Stadium").install() end)
local BattleState = require("src.battle.BattleState")
if BattleState.dramaticShapeBattleHook then return end
@@ -1130,18 +1272,14 @@ function OverworldBattle.install()
end
-- The battle's text box and its menus, over the frosted glass laid down for
-- them rather than over their own white paper -- and their ink flipped with
-- the HUD's when the ground under the frame is dark, by the same rule and
-- off the same verdict.
-- them rather than over their own white paper. The INK is Gen 1's own black
-- and stays that way whatever is behind the glass -- the panel's tint is
-- what earns it its contrast (see BattleHud).
local innerText = BattleState.drawTextArea
function BattleState:drawTextArea()
if not self.dramaticShapeShot then return innerText(self) end
if isIOS() then return innerText(self) end
local battle = self
if not self.dramaticShapeDark then return withoutBoxFill(battle, innerText) end
BattleHud.flipGlyphs(BattleScene.GB_W, BattleScene.GB_H, function()
withoutBoxFill(battle, innerText)
end)
return withoutBoxFill(self, innerText)
end
-- Move animations are authored against the pics' fixed slots, and a single
@@ -1234,28 +1372,13 @@ function OverworldBattle.install()
if not ok then error(err, 0) end
end
-- Black glyphs on grass are not readable; over a frosted panel measured
-- dark they are not readable either, so they go white. Mapped rather than
-- rewritten: the HUD sets pure black for its text and nothing else, and in
-- the colorized pipeline this lands in the grayscale BG canvas, where
-- white IS shade 0 and the zone pass then colours it like every other
-- lightest-shade surface. One rule, both pipelines.
--
-- The HP bar is untouched: it is drawn in its own greens and reds, and
-- only an exactly-black set is remapped.
innerHUDs = BattleState.drawHUDs
function BattleState:drawHUDs(slide)
-- Normally the HUDs have already been drawn this frame, snapped out to the
-- window's edges and composited into the world image (snapHUDs). Drawing
-- them here as well would show each block twice, once in each place.
if self.dramaticShapeShot and snapped() then return end
if not (self.dramaticShapeShot and self.dramaticShapeDark) then
return innerHUDs(self, slide)
end
local battle = self
BattleHud.flipGlyphs(BattleScene.GB_W, BattleScene.GB_H, function()
innerHUDs(battle, slide)
end)
return innerHUDs(self, slide)
end
BattleState.dramaticShapeBattleHook = true
@@ -1287,18 +1410,17 @@ end
-- outside the frame that pass covers. In the colorized pipeline drawHUDs leaves
-- the HP bar's fill as DMG gray for the zone pass to colour by region (#229);
-- answered false, it tints its own greens and reds instead, exactly as it does
-- on the flat path. The glyphs are pure black either way, which is what the
-- flip in BattleHud.layerTexture is measured against.
-- on the flat path.
--
-- Shadowed on the instance for this call only, the way drawZonePass shadows
-- activeBgp: putting the field back to whatever it was (normally nil) lets the
-- class method be found again.
function OverworldBattle.hudTexture(battle, slide, dark)
function OverworldBattle.hudTexture(battle, slide)
if not (innerHUDs and battle) then return nil end
local had = rawget(battle, "colorMode")
battle.colorMode = function() return false end
local ok, layer = pcall(BattleHud.layerTexture,
BattleScene.GB_W, BattleScene.GB_H, dark,
BattleScene.GB_W, BattleScene.GB_H,
function() innerHUDs(battle, slide) end)
battle.colorMode = had
return ok and layer or nil
@@ -1337,16 +1459,7 @@ function OverworldBattle.snapHUDs(battle, shot)
for key, rect in pairs(OverworldBattle.textRects(battle)) do
live[key] = toWorld(rect, shot)
end
-- measured under the SNAPPED rects: the panels are over whatever the world
-- shows at the window's edges now, which is not what was behind them in the
-- middle of the frame. ONE verdict over all of them, HUDs and box together,
-- for the reason BattleHud.verdict gives: a frame with white glyphs in the
-- corner and black ones on the menu reads as a bug rather than as adaptation.
local dark = BattleHud.verdict(live, shot, true)
-- the box's own ink is flipped where the engine draws it, in the GB frame,
-- so the answer has to outlive this function (see drawHudPanels)
if session then session.dark = dark end
local layer = OverworldBattle.hudTexture(battle, slide, dark)
local layer = OverworldBattle.hudTexture(battle, slide)
if not layer then return false end
local g = love.graphics
@@ -1355,7 +1468,7 @@ function OverworldBattle.snapHUDs(battle, shot)
local ok, err = pcall(function()
g.setCanvas(shot.canvas)
g.setBlendMode("alpha")
for _, rect in pairs(live) do BattleHud.panel(rect, shot, dark, true) end
for _, rect in pairs(live) do BattleHud.panel(rect, shot, true) end
g.setColor(1, 1, 1, 1)
for side, band in pairs(OverworldBattle.HUD_BAND) do
local quad = g.newQuad(band[1], band[2], band[3], band[4],
@@ -1380,7 +1493,6 @@ end
-- drawn here, in the GB frame, whichever path laid the glass under it.
function OverworldBattle.drawHudPanels(battle)
local shot = battle.dramaticShapeShot
battle.dramaticShapeDark = nil
if not shot then return end
if isIOS() then
local slide = (battle.introSlide or 0) * 4
@@ -1390,11 +1502,9 @@ function OverworldBattle.drawHudPanels(battle)
if enemy then love.graphics.rectangle("fill", rect.enemy[1], rect.enemy[2], rect.enemy[3], rect.enemy[4]) end
if player then love.graphics.rectangle("fill", rect.player[1], rect.player[2], rect.player[3], rect.player[4]) end
love.graphics.setColor(1, 1, 1, 1)
battle.dramaticShapeDark = nil
return
return
end
if snapped() then
battle.dramaticShapeDark = session and session.dark or nil
return
end
local slide = (battle.introSlide or 0) * 4
@@ -1405,9 +1515,7 @@ function OverworldBattle.drawHudPanels(battle)
if player then live.player = rect.player end
for key, r in pairs(OverworldBattle.textRects(battle)) do live[key] = r end
if not next(live) then return end
local dark = BattleHud.verdict(live, shot)
battle.dramaticShapeDark = dark
for _, r in pairs(live) do BattleHud.panel(r, shot, dark) end
for _, r in pairs(live) do BattleHud.panel(r, shot) end
end
return OverworldBattle
+730
View File
@@ -0,0 +1,730 @@
-- STADIUM battles: the two Pokemon as real 3D models.
--
-- The 3D-BTL row's two STADIUM rungs. OFF is the engine's own white battle
-- field; the 2D-3D rungs stand the GB's own pics up as quads
-- (BattleBillboard); STADIUM replaces those quads with the Pokemon Stadium
-- battle models -- skinned, animated, and playing the animation the move
-- being used actually calls for. A or B decides whether that happens on the
-- map or on two discs, and is the same choice on either pair of rungs.
--
-- The models come out of the Stadium ROM through model_extract, and are
-- packed into assets/stadium/NNN.dsm by tools/stadium_pack.py. Nothing here
-- knows about the ROM; the pack is the interface.
--
-- ------- what this file is, and is not
--
-- It is the MODE: which species is out on each side, which animation the
-- fight is asking each of them for, whether the model or the flat pic is
-- standing in this frame, and the two draw calls. The arithmetic is
-- StadiumRig's, the file format is StadiumPack's, and one side's own state
-- is StadiumMon's.
--
-- It is not a rewrite of the staged battle. The arena is picked the same
-- way, the camera is solved the same way, the HUDs and the text box and the
-- move animations and the depth of field are all exactly what 2D-3D draws
-- -- because all of those are hung off the arena's CELLS, not off the
-- pics. Swapping what stands on a cell changes nothing about where the cell
-- projects to. That is why this is an option on the mode rather than a
-- second mode.
--
-- ------- declining, per Pokemon
--
-- Every gate here is per SIDE and per FRAME, not per battle:
--
-- no pack for that species, or its meshes would not build -> that side
-- falls back to its flat pic, and the other side keeps its model
--
-- the side is showing a TRAINER (the foe's class before the send-out,
-- the player's own back before "Go!") -> that is not a Pokemon and there
-- is no model for it; the pic stands, exactly as in 2D-3D
--
-- a SUBSTITUTE is up -> the engine replaces the pic with the mini doll,
-- which is the thing the player is being told is there. A model of the
-- Pokemon behind the doll would be a lie about the battle state.
--
-- So `covers` is asked per side per frame, and OverworldBattle renders a
-- billboard texture for exactly the sides it answers false for.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Voxel3D = V.require("Voxel3D")
local StadiumPack = V.require("StadiumPack")
local StadiumMon = V.require("StadiumMon")
local Stadium = {}
-- The stored values of the two 3D-BTL rungs that select this mode. Strings
-- rather than further booleans so an older save's `true` still means the
-- 2D-3D it was written for (see OverworldBattle.setting).
--
-- A the models on the MAP -- real ground, the map's own light and sky
-- B the models on two DISCS against the sky, with no map at all
--
-- Everything below is shared: which species is out, which animation the
-- fight is asking for, the skinning, the draw. The difference is entirely
-- in what the camera is pointed at, which is BattleScene's business and
-- StadiumStage's.
Stadium.VALUE = "stadium"
Stadium.VALUE_B = "stadiumB"
-- ------- the live pair
local session = nil -- nil when no staged fight is running
local function game()
return require("src.core.Game")
end
-- Whether the row is on this rung. Deliberately NOT gated on whether the
-- packs are installed: a mod folder without assets/stadium still cycles the
-- row, and each Pokemon declines on its own when its pack does not load --
-- which is one message on the console rather than a row that silently
-- refuses to move.
function Stadium.selected()
return Stadium.mode() ~= nil
end
-- "A", "B", or nil when the row is on neither stadium rung.
function Stadium.mode()
local OverworldBattle = V.require("OverworldBattle")
local value = OverworldBattle.setting:get()
if value == Stadium.VALUE then return "A" end
if value == Stadium.VALUE_B then return "B" end
return nil
end
-- Whether the fight is staged on the DISCS rather than on the map.
--
-- Not this file's question any more: the flat 2D-3D B rung stands the game's
-- own pics on the same two discs with no model anywhere in the frame, so the
-- stage and the actors are chosen separately (see OverworldBattle's ladder).
-- Kept as a forwarder because "are we on discs" is a fair thing to ask the
-- module named after the mode, and because the shot drivers ask it here.
function Stadium.discs()
return V.require("OverworldBattle").discs()
end
function Stadium.enabled()
if not Stadium.selected() then return false end
return Voxel3D.available()
end
-- A staged fight has begun on `arena`. Called from OverworldBattle.begin,
-- which is the one place that knows a fight is being staged at all.
function Stadium.begin(arena)
Stadium.finish()
if not Stadium.enabled() then return false end
-- a new fight gets its own first complaint: `reported` is a one-shot so the
-- console is not filled sixty times a second, but latched for the whole
-- process it would swallow every failure after the first one ever
Stadium.reported = false
session = {
arena = arena,
groundY = 0,
player = StadiumMon.new("player"),
enemy = StadiumMon.new("enemy"),
-- what each side has been TRANSFORMED into, if anything (see install)
transform = {},
-- sides that are going to collapse, but whose HP bar has not finished
-- emptying yet (see faintReady)
faintPending = {},
-- who was standing in each slot last frame, so a replacement is noticed
-- even when it is the same species (see update)
at = {},
}
return true
end
function Stadium.finish()
if not session then return end
session.player:release()
session.enemy:release()
session = nil
end
function Stadium.active()
return session ~= nil
end
-- ------- which species each side is showing
-- The National Dex number for a battler, which is the number the Stadium
-- packs are keyed by. The engine's species are string keys ("PIKACHU") and
-- carry their dex number on the definition, so this is one lookup rather
-- than a table of its own.
local function dexOf(species)
if not species then return nil end
local data = game() and game().data
local def = data and data.pokemon and data.pokemon[species]
return def and def.dex or nil
end
-- Whether this side is showing a TRAINER rather than a Pokemon.
local function showingTrainer(battle, side)
if side == "enemy" then
return (battle.showEnemyTrainer and battle.trainerPic) and true or false
end
return (battle.showPlayerBack and battle.playerBackPic) and true or false
end
-- Whether this side has anything on the field at all this frame.
--
-- Mirrors BattleState's own guards, the same way OverworldBattle.sideVisible
-- mirrors them for the flat cards: there is no seam that reports "the foe is
-- off screen right now", and a model left standing through a send-out or a
-- damage blink would be the one thing in the frame that ignored the battle.
-- ------- and the collapse gets to finish
--
-- A fainted Pokemon leaves the field when its pic does, which is the end of
-- the engine's slide -- SlideDownFaintedMonPic, seven rows two frames apart,
-- FOURTEEN frames of a 60 Hz clock. Under a quarter of a second.
--
-- The Stadium faint animations are nothing like that short. The briefest in
-- the set is 49 frames of a 30 Hz clock -- a second and two thirds -- the
-- median is 110 and the longest 230, which is nearly eight seconds. Held to
-- the pic's window every one of them was cut off inside its first fifth: the
-- Pokemon began to fall and vanished mid-fall, which is worse than not
-- animating at all, because the eye has been told something is happening and
-- then had it taken away.
--
-- So a model that is COLLAPSING stays until it has finished collapsing, and
-- the two timings stop being tied to each other. That is the whole of the
-- divergence: the slide is how long a flat pic takes to slide off the bottom
-- of a 160x144 frame, and it has nothing to say about how long it takes a
-- Gyarados to fall over.
--
-- Bounded at both ends rather than open-ended. It ends when the animation
-- does (StadiumMon.finished), not when the battle moves on -- so nothing is
-- left lying on the field for the rest of the fight -- and the side is reset
-- outright the moment a different battler stands in that slot (see update),
-- which is what stops the next Pokemon out of the ball arriving face down.
local function onField(battle, side, mon)
local battler = side == "player" and battle.player or battle.enemy
if not (battler and battler.sprite) then return false end
-- A model that is GROWING out of its ball is on the field by definition --
-- that is what the grow is -- even though the engine still calls the side
-- "sending out", because the flat pic it wrote that flag for does not
-- appear until the ball has finished opening and this one comes out with
-- it (see StadiumMon.GROW_TIME).
local growing = (mon and mon.grow) and true or false
if side == "enemy" then
if battle.enemyHidden then return false end
if battle.enemySendingOut and not growing then return false end
else
if battle.safari or battle.demo then return false end
if battle.sendingOut and not growing then return false end
-- ------- and not before the battle has even opened
--
-- The player's Pokemon is not out during the INTRO. Every other guard
-- here is a field the engine sets once the battle is running, and during
-- the opening none of them is set yet: `showPlayerBack` is still nil
-- (BattleState assigns it further in, when the back pic is built),
-- `playerBackPic` is nil with it, and `sendingOut` does not go true until
-- the ball is actually thrown. So the whole opening read as "this
-- Pokemon is standing on the field" and the model was drawn through it --
-- two and a half seconds of it, on its tile, playing its standby loop,
-- before the trainer sprite it is supposed to be hiding behind had even
-- appeared. It then vanished when that sprite arrived and came back with
-- its entrance when the ball opened, so the first Pokemon of a battle
-- appeared, left and arrived again.
--
-- A SWITCH has no intro, which is why a switch always looked right and
-- was the thing worth comparing against.
--
-- Gated on the PHASE rather than on a flag latched at the send-out: a
-- latch that never fires (a link battle, a script pushing a battle
-- straight to the menu) would hide the Pokemon for good, and being wrong
-- in that direction is far worse than the two seconds this fixes.
if battle.phase == "intro" then return false end
end
local ok, hidden = pcall(battle.fxHidden, battle, battler)
if ok and hidden then return false end
-- ------- FLY and DIG: the Pokemon that is not there
--
-- `fxHidden` above is the damage BLINK and nothing else. The other way a
-- Pokemon leaves the screen -- the important one -- is the engine's
-- per-battler pic program, `picFx`, and that is where the two-turn moves
-- live: FLY runs SE_SLIDE_MON_OFF and DIG SE_SLIDE_MON_DOWN on the charge
-- turn, each a 19-24 frame slide that ENDS by setting `hidden`, and the
-- release turn puts the pic back through SE_SLIDE_MON_UP /
-- SE_SHOW_MON_PIC. Every other vanishing act is the same field: the user
-- of Explosion, a Pokemon that has been Teleported away.
--
-- Without this the model simply stood on its tile while the game said it
-- was underground -- and said it in the strongest way it has, by making
-- every attack aimed at it miss. That is the one thing in the frame
-- contradicting the battle it is part of.
--
-- Read as the engine's own answer rather than as a list of moves: this
-- mode's whole method is to let the battle decide and follow it, and a
-- table of move ids here would be a second place for the same facts to
-- live and would go stale against a mod that adds a third one.
--
-- The engine's slide is 19-24 frames, so the model plays the opening of
-- its own FLY or DIG animation while the pic slides and is gone when the
-- pic is. It is NOT held to the end of that animation the way a collapse
-- is (see below), and the difference is not an oversight: the Stadium
-- animations are authored as the WHOLE move -- Charizard's DIG is 3.83
-- seconds of burrow, emerge and hit -- because Stadium plays it in one
-- turn. Gen 1 splits it across two, so cutting at the engine's own hide
-- shows the burrowing and holds the strike back for the turn it lands on,
-- which is the right half of the animation for the turn being played.
local pf = battle.picFx and battle.picFx[battler]
if pf and pf.hidden then return false end
if battler.fainted then
local okF, sliding = pcall(battle.fxFaintActive, battle, battler)
if okF and sliding then return true end
-- the pic has finished sliding away; the model has not finished falling
return (mon and mon.state == "faint" and not mon:finished()) and true
or false
end
return true
end
Stadium._onField = onField
-- Whether the 3D model is standing in for this side's pic this frame. The
-- one question OverworldBattle asks, and the answer that decides whether a
-- billboard texture gets rendered for that side at all.
function Stadium.covers(battle, side)
if not (session and battle) then return false end
local mon = session[side]
if not (mon and mon.rig) then return false end
if showingTrainer(battle, side) then return false end
local battler = side == "player" and battle.player or battle.enemy
-- the substitute doll is what the player is being shown is out there
if battler and battler.substituteHP then return false end
return true
end
-- ------- the collapse waits for the bar
--
-- `onFaint` runs the instant HP reaches zero, which is NOT when a Pokemon
-- falls over. The engine queues the collapse -- the slide, the cry, the
-- "fainted!" line -- to run after the move animation and the HP-bar drain
-- (BattleState.onFaint's own comment), and the drain takes real frames: a
-- 150 HP mon's bar walks down over some four seconds.
--
-- So asking for the faint animation at `onFaint` played it against a bar
-- that was still emptying: the Pokemon lay down, and then its health went on
-- draining above the corpse. What the player reads as the moment of death is
-- the bar hitting zero, and that is what this waits for.
--
-- `shownHP` is the engine's own bar position (BattleState.stepHPDrain walks
-- it toward mon.hp a point at a time), so this is not a guess at the timing
-- -- it is the same number the bar is drawn from.
local function faintReady(battler)
if not battler then return false end
-- nothing is animating the bar for this battler: there is nothing to wait
-- for, and waiting forever would mean never collapsing at all
if battler.shownHP == nil then return true end
return battler.shownHP <= 0
end
-- Whether a pending collapse is still owed. A switch, a revive or a battler
-- that was replaced under us drops it rather than firing late at whoever is
-- standing there now.
local function faintStillDue(battler)
return (battler and battler.faintQueued
and battler.mon and (battler.mon.hp or 0) <= 0) and true or false
end
-- named for the suite: these timing rules are the whole of what decides when
-- a Pokemon falls and when it goes, and they are testable without a graphics
-- context where the mode itself is not
Stadium._faintReady = faintReady
Stadium._faintStillDue = faintStillDue
-- ------- per frame
--
-- Runs from OverworldBattle.update, before the pics are rendered and before
-- the scene is drawn: what this decides is exactly which sides need a pic.
function Stadium.update(dt, battle, groundY)
if not session then return end
session.groundY = groundY or session.groundY or 0
if not battle then return end
local arena = session.arena
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
local battler = side == "player" and battle.player or battle.enemy
local dex = nil
if battler and not showingTrainer(battle, side) then
dex = session.transform[side] or dexOf(battler.mon and battler.mon.species)
end
-- A DIFFERENT POKEMON IS IN THIS SLOT. Normally that shows up as a
-- change of species and setSpecies rebuilds everything -- but a trainer
-- who leads with two Rattata sends the second one out onto the first
-- one's dex number, so nothing downstream would notice. What it would
-- inherit is the state, and the state after a faint is `faint`, which
-- refuses every request there is (see StadiumMon.request -- a faint is
-- meant to be final). The new Pokemon would arrive lying on the ground.
--
-- The battler TABLE is the identity here rather than the species or the
-- mon: it is the slot's occupant, and the engine replaces it on a switch,
-- a send-out and a new battle alike.
if session.at[side] ~= battler then
session.at[side] = battler
-- a fresh arrival: this Pokemon has not grown out of its ball yet
if mon then mon.grow, mon.grewOwn = nil, nil end
if mon and mon.rig and mon.state == "faint" then mon:play("idle") end
end
-- the collapse this side is owed, once its bar has finished emptying
if session.faintPending and session.faintPending[side] then
if not faintStillDue(battler) then
session.faintPending[side] = nil
elseif faintReady(battler) then
session.faintPending[side] = nil
if mon and mon.rig then mon:request("faint") end
end
end
mon:setSpecies(dex)
-- and tell the pack cache this one is standing there, every frame. Its
-- eviction order is keyed on LOADS, and a side only loads when its
-- species changes -- so without this a Pokemon that has been out for a
-- few turns is the least recently loaded thing in the cache and gets its
-- textures released out from under it the moment a fifth species enters
-- the battle (see StadiumPack.keep).
if mon.species then StadiumPack.keep(mon.species) end
mon.visible = (mon.rig ~= nil) and onField(battle, side, mon)
and not (battler and battler.substituteHP)
-- cleared up front, so a side that has just lost its rig cannot leave
-- last frame's matrix behind it
mon.model_matrix = nil
if mon.rig then
-- ------- the ball is opening: start growing out of it
--
-- The POOF is the ball coming apart, and it is where a Pokemon should
-- begin to exist -- not 27 frames later when the engine starts scaling
-- up the flat pic it was written for. Only for a side the battle says
-- is actually sending out, so the same animation played at a thrown
-- Poke Ball (a capture attempt, which aims it at the FOE) cannot start
-- the wrong Pokemon growing.
local poof = (battle.animPlaying
and battle.animName == "POOF_ANIM") and true or false
local sending = (side == "player") and battle.sendingOut
or battle.enemySendingOut
if poof and sending and mon:beginGrow() then
-- and the arrival animation with it, so the whole thing is one
-- performance rather than a grow followed by a flourish
mon:request("entrance")
end
-- how big it is drawn. Its own ramp while it is growing (see
-- StadiumMon.growScale); the engine's three-step one otherwise, which
-- still covers a send-out that never showed a poof.
if mon.grow then
mon.scale = mon:growScale()
elseif mon.grewOwn then
mon.scale = 1
else
local okG, grow = pcall(battle.growInScale, battle, battler)
mon.scale = (okG and grow) or 1
end
mon:update(dt or 0)
if mon.visible and arena then
local cell = arena[side]
local other = arena[side == "player" and "enemy" or "player"]
if cell and other then
-- posed and skinned inside the same guard the draws use: this is
-- where a bad track or a released texture is first touched, and a
-- throw here would take the OTHER side's update with it (the
-- caller wraps this whole function in one pcall)
Stadium.guard(side, mon, "build", function()
mon.model_matrix = mon:matrix(cell[1], session.groundY, cell[2],
other[1] - cell[1],
other[2] - cell[2])
mon:build()
end)
else
mon.model_matrix = nil
end
else
mon.model_matrix = nil
end
end
end
Stadium.debug(dt)
end
-- ------- the draws
--
-- Both take the pass as they find it: this is called from inside
-- BattleScene's own beginScene/endScene window (and, in a headset, from
-- VoxelScene's), so the camera, the shadow map, the hour's tint and the hit
-- flash are all already set. StadiumRig turns the wireframe and the glass
-- mask off around its own draws and puts them back.
-- ------- one model going wrong is not both
--
-- These two draws used to be a bare loop inside the caller's single pcall,
-- which had two consequences and both were bad. A throw on the FIRST side
-- skipped the second, so one broken Pokemon took its opponent off the screen
-- with it. And nothing recorded that it had happened, so the same throw came
-- back every frame for the rest of the fight -- the mode's own fallback (that
-- side draws its flat pic instead) was sitting right there and never reached,
-- because falling back needs somebody to decide the model is not working.
--
-- So each side is drawn inside its own pcall, and a side that throws is
-- RETIRED: its rig is released, which is exactly the state a species with no
-- pack is in, and OverworldBattle renders a billboard for it from the next
-- frame on. The fight carries on with a flat Pokemon instead of a missing
-- one, which is the difference the player actually sees.
-- On the TABLE rather than a local, because Stadium.update calls it and sits
-- above this line: a local would still be nil there.
function Stadium.guard(side, mon, what, fn)
local ok, err = pcall(fn)
if ok then return true end
Stadium.report(err)
-- release rather than merely hide: the rig holds meshes and texture
-- references, and whatever went wrong with them is not going to be better
-- next frame. setSpecies rebuilds from scratch if this Pokemon is sent out
-- again later.
if mon.rig then pcall(mon.release, mon) end
mon.rig, mon.visible, mon.model_matrix = nil, false, nil
if session then session.broken = session.broken or {} end
if session then session.broken[side] = what end
return false
end
function Stadium.draw(pull)
if not session then return end
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
if mon.rig and mon.visible and mon.model_matrix then
Stadium.guard(side, mon, "draw", function()
mon.rig:draw(mon.model_matrix, pull)
end)
end
end
end
-- The same models as the SUN sees them, so a Pokemon throws the shadow of
-- the pose it is actually in -- an outstretched wing puts an outstretched
-- wing on the ground.
function Stadium.cast(shadowMap)
if not session then return end
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
if mon.rig and mon.visible and mon.model_matrix then
Stadium.guard(side, mon, "cast", function()
mon.rig:caster(shadowMap, mon.model_matrix)
end)
end
end
end
-- Which state a side's model is playing, or nil. Named for the shot drivers:
-- checking that an animation starts on the right FRAME is an ordering
-- question, and a screenshot cannot answer one.
function Stadium.animOf(side)
if not session then return nil end
local mon = session[side]
return mon and mon.state or nil
end
-- Whether this side's model is actually being drawn this frame. Named for
-- the shot drivers alongside animOf: "how long does it stay" is a span, and
-- a screenshot taken at one moment has no span in it.
function Stadium.showing(side)
if not session then return false end
local mon = session[side]
return (mon and mon.visible) and true or false
end
-- How big this side's model is being drawn this frame, 0..1 -- the send-out
-- grow. Named for the shot drivers: a ramp is a curve over time and a
-- screenshot has one point of it.
function Stadium.scaleOf(side)
if not session then return nil end
local mon = session[side]
return mon and mon.scale or nil
end
-- How wide the Pokemon on `side` stands, in world pixels, or nil when there
-- is not one. What STADIUM B sizes that side's platform to (StadiumStage).
function Stadium.footprint(side)
if not session then return nil end
local mon = session[side]
if not (mon and mon.model) then return nil end
local r = mon:worldRadius()
return (r > 0) and r or nil
end
-- Whether anything at all is standing this frame -- what the shadow
-- signature keys on alongside the pics' own token.
function Stadium.standing()
if not session then return false end
return (session.player.visible or session.enemy.visible) and true or false
end
-- ------- what the fight asks for
--
-- The animation state machine is driven from four points in the engine's
-- own battle, and each is a wrap rather than a rewrite: the inner function
-- runs exactly as it always did and this reads what went past.
local function sideOf(battle, battler)
if not (session and battler) then return nil end
if battler == battle.player then return "player" end
if battler == battle.enemy then return "enemy" end
return nil
end
local function ask(battle, battler, state, animIndex, auxIndex)
local side = sideOf(battle, battler)
if not side then return end
local mon = session[side]
if mon and mon.rig then mon:request(state, animIndex, auxIndex) end
end
function Stadium.install()
local BattleState = require("src.battle.BattleState")
if BattleState.dramaticShapeStadiumHook then return end
BattleState.dramaticShapeStadiumHook = true
-- THE ATTACK. performMove is the one place a move is actually used, and
-- the move's own `index` is the Gen 1 move id the Stadium tables are
-- keyed by -- so the species' own animation for that move comes straight
-- out of the pack, with no name mapping and no per-move code.
local innerMove = BattleState.performMove
function BattleState:performMove(user, target, moveInst, isCalled)
if session then
local side = sideOf(self, user)
local mon = side and session[side]
if mon and mon.rig then
local okDef, def = pcall(self.moveDef, self, moveInst)
local index = okDef and def and def.index or nil
if not (index and mon:attack(index)) then
-- a move the table has nothing for still swings: the generic
-- attack is what the species' own reaction slot resolves to
mon:request("attack")
end
end
end
return innerMove(self, user, target, moveInst, isCalled)
end
-- THE HIT is deliberately NOT hooked. There is no damage reaction in this
-- set to play -- what looked like one is the species' default attack (see
-- StadiumMon's STATES), which is why being hit used to look like swinging.
-- The engine's own flash, pic blink and bar drain are what say "that hurt",
-- and they are already in the frame.
-- THE FAINT. Held on its last frame rather than looped (see StadiumMon's
-- STATES), because a Pokemon that collapses and then stands back up
-- while the message is still on screen is worse than no animation.
--
-- RECORDED HERE, PLAYED LATER. This runs the moment HP reaches zero, which
-- is several seconds before the Pokemon is supposed to fall over -- the
-- engine queues the collapse behind the move animation and the HP-bar
-- drain. Marking the side and letting Stadium.update fire it when the bar
-- empties is what keeps the two together (see faintReady).
local innerFaint = BattleState.onFaint
function BattleState:onFaint(battler)
if session and not (battler and battler.faintQueued) then
local side = sideOf(self, battler)
if side and session.faintPending then
session.faintPending[side] = true
end
end
return innerFaint(self, battler)
end
-- THE ENTRANCE. startGrowIn is the send-out: the ball opens, the pic
-- scales up over twelve frames, and the model plays the animation the
-- battle system's own entrance slot names.
local innerGrow = BattleState.startGrowIn
function BattleState:startGrowIn(battler)
if session then
-- unless the model is already on its way out of the ball, in which
-- case the entrance started with the POOF (see update) and asking
-- again here would restart it a third of a second in
local side = sideOf(self, battler)
local mon = side and session[side]
if not (mon and mon.grow) then ask(self, battler, "entrance") end
end
return innerGrow(self, battler)
end
-- TRANSFORM. The engine records a transform by swapping the battler's
-- sprite and nothing else, so this is the only seam that reports one --
-- and it reports the side, which is all that is needed to point that
-- side's model at the copied species. Cleared when a side's own species
-- changes under it (a switch, or the next battle).
local innerSpecies = BattleState.speciesSprite
function BattleState:speciesSprite(species, isPlayerSide)
if session then
session.transform[isPlayerSide and "player" or "enemy"] = dexOf(species)
end
return innerSpecies(self, species, isPlayerSide)
end
-- and a switch or a send-out ends any transform on that side
local innerSwitch = BattleState.resolveSwitch
function BattleState:resolveSwitch(newMon)
if session then session.transform.player = nil end
return innerSwitch(self, newMon)
end
end
-- ------- when a draw goes wrong
--
-- The draw and the shadow cast are both called through a pcall, because a
-- throw inside the scene pass would hand the whole voxel mode to Pipelines'
-- guard and retire it for the session. Swallowed silently, though, a broken
-- model is indistinguishable from an invisible one -- so the first failure
-- of a battle says so, once, and the rest of the fight carries on without
-- it.
Stadium.reported = false
function Stadium.report(err)
if Stadium.reported then return end
Stadium.reported = true
V.mod.log:warn("stadium: a model failed and was retired for this battle: "
.. "%s -- that Pokemon falls back to its flat battle pic, "
.. "and its opponent is unaffected", tostring(err))
end
-- DS_STADIUM_DEBUG=1 prints what each side resolved to once a second, which
-- is how "nothing is on screen" gets told apart from "nothing was asked
-- for". Read through pcall: the loader's sandbox does not hand a mod `os`,
-- and a diagnostic must never be why the mod fails to load.
local DEBUG = select(2, pcall(function() return os.getenv("DS_STADIUM_DEBUG") end))
if DEBUG == nil or DEBUG == false then DEBUG = nil end
local debugAt = 0
function Stadium.debug(dt)
if not (DEBUG and session) then return end
debugAt = debugAt + (dt or 0)
if debugAt < 1 then return end
debugAt = 0
for _, side in ipairs({ "enemy", "player" }) do
local mon = session[side]
local m = mon.model_matrix
V.mod.log:info("stadium %s: dex=%s rig=%s visible=%s anim=%s t=%.2f "
.. "height=%.1f at=%s",
side, tostring(mon.species), tostring(mon.rig ~= nil),
tostring(mon.visible), tostring(mon.anim), mon.time or 0,
mon.model and mon:worldHeight() or 0,
m and ("%.0f,%.0f,%.0f"):format(m[4], m[8], m[12]) or "-")
end
end
function Stadium.invalidate()
if session then
session.player:release()
session.enemy:release()
end
StadiumPack.invalidate()
-- the discs are a mesh and a texture like anything else, and a graphics
-- context that went away took them with it
pcall(function() V.require("StadiumStage").invalidate() end)
end
return Stadium
+711
View File
@@ -0,0 +1,711 @@
-- STADIUM battles: turning the ROM into assets/stadium/NNN.dsm.
--
-- The Lua half of tools/stadium_pack.py: measure the bind pose, decide
-- whether a species' standby loop can be trusted, and write the packed file.
-- Together with StadiumRom, StadiumFragment and StadiumFx this is everything
-- between `baserom.z64` and a Pokemon standing on a battle tile.
--
-- The Python remains the ORACLE. tests/stadium_extract_test.lua runs this
-- over the same ROM and requires all 151 files to come out byte for byte
-- identical to what the packer writes. That is a strong test in a way a unit
-- test of any one function here would not be: every rounding mode, every
-- iteration order, every off-by-one in an index shows up as a differing byte,
-- and there are thirty-four megabytes of them.
--
-- ------- stepped, not blocking
--
-- `StadiumBuild.job()` returns a coroutine-backed job that does one species
-- per `step()`, so the caller can draw a progress bar between them
-- (StadiumInstall). A species is a few tens of milliseconds; the whole set is
-- around half a minute, which is far too long to spend inside one frame and
-- perfectly fine spread across a loading screen.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumRom = V.require("StadiumRom")
local StadiumFragment = V.require("StadiumFragment")
local StadiumFx = V.require("StadiumFx")
local StadiumBuild = {}
local floor = math.floor
local sin, cos = math.sin, math.cos
local pi = math.pi
local char = string.char
local concat = table.concat
local frexp = math.frexp
local roundHalfEven = StadiumFragment.roundHalfEven
-- The battle system's fixed context slots, in slot order from 165. The mod
-- indexes this list by POSITION, so the ORDER is the format's contract and
-- has to stay identical to StadiumPack.CONTEXT and to the packer's CONTEXTS.
StadiumBuild.CONTEXTS = {
"idle", "attack_default", "faint", "entrance", "reaction_169", "reaction_170",
"reaction_171", "reaction_172", "reaction_173", "reaction_174",
"struggle", "idle_alt", "faint_alt", "flinch", "reaction_179",
"reaction_180", "reaction_181", "reaction_182", "entrance_alt",
"idle_return",
}
-- Which context name wins when several claim the same animation.
local NAME_PREF = { "idle", "attack_default", "faint", "entrance",
"struggle", "flinch" }
local N_MOVES = StadiumRom.N_MOVES
local CTX_BASE = 165
local NONE16 = 0xFFFF
-- ------- the bind pose
-- The game's rotation as a 3x3, rows first (src/F420.c func_8000F730):
-- Rx*Ry*Rz in row-vector form.
local function quatBasis(r)
local sx, cx = sin(r[1] / 32768 * pi), cos(r[1] / 32768 * pi)
local sy, cy = sin(r[2] / 32768 * pi), cos(r[2] / 32768 * pi)
local sz, cz = sin(r[3] / 32768 * pi), cos(r[3] / 32768 * pi)
return { cy * cz, sx * sy * cz - cx * sz, cx * sy * cz + sx * sz },
{ cy * sz, sx * sy * sz + cx * cz, cx * sy * sz - sx * cz },
{ -sy, sx * cy, cx * cy }
end
-- 3x4 (three rotation rows plus a translation column) times the same.
local function matMul(a, b)
local out = {}
for r = 1, 3 do
local ar = a[r]
out[r] = {
ar[1] * b[1][1] + ar[2] * b[2][1] + ar[3] * b[3][1],
ar[1] * b[1][2] + ar[2] * b[2][2] + ar[3] * b[3][2],
ar[1] * b[1][3] + ar[2] * b[2][3] + ar[3] * b[3][3],
ar[1] * b[1][4] + ar[2] * b[2][4] + ar[3] * b[3][4] + ar[4],
}
end
return out
end
-- One component of one bone's t/r/s at a frame. The extractor's own shape: a
-- bare number when the component holds still for the whole animation, one
-- number a frame when it does not.
local function component(comps, i, frame, fallback)
if comps == nil then return fallback end
local c = comps[i]
if type(c) == "table" then
local n = #c
if n == 0 then return fallback end
return c[frame % n + 1]
end
return c
end
-- The bone TRS an animation holds at `frame`, rest where it is silent.
local function animSample(bones, anim, frame)
local tracks = anim.tracks
return function(i)
local b = bones[i]
local tr = tracks[i]
if not tr then return b.t, b.r, b.s end
return { component(tr.t, 1, frame, b.t[1]),
component(tr.t, 2, frame, b.t[2]),
component(tr.t, 3, frame, b.t[3]) },
{ component(tr.r, 1, frame, b.r[1]),
component(tr.r, 2, frame, b.r[2]),
component(tr.r, 3, frame, b.r[3]) },
{ component(tr.s, 1, frame, b.s[1]),
component(tr.s, 2, frame, b.s[2]),
component(tr.s, 3, frame, b.s[3]) }
end
end
local function restSample(bones)
return function(i)
local b = bones[i]
return b.t, b.r, b.s
end
end
-- Every bone's draw matrix at one instant, as 3x4 rows.
--
-- The game keeps bone scale OUT of the matrix chain: it accumulates in its own
-- stack, a bone's local translation is pre-multiplied by the PARENT's
-- accumulated scale, and the bone's own accumulated scale is applied to the
-- finished matrix at draw time.
--
-- Two chains, and the distinction is the whole point: `pivot` is the
-- rotation/translation a CHILD inherits, and the draw matrix is that with the
-- bone's own accumulated scale applied on the right. Folding the scale into
-- the chain instead applies every ancestor's scale twice -- which is exactly
-- the multiplicative propagation glTF has and the game does not.
local function bindMatrices(bones, sample)
sample = sample or restSample(bones)
local pivot, draw, acc = {}, {}, {}
local IDENT = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 } }
for i = 1, #bones do
local bt, br, bs = sample(i)
local p = bones[i].parent
local pa = (p >= 0) and acc[p + 1] or { 1.0, 1.0, 1.0 }
local pm = (p >= 0) and pivot[p + 1] or IDENT
local r1, r2, r3 = quatBasis(br)
local m = matMul(pm, {
{ r1[1], r1[2], r1[3], bt[1] * pa[1] },
{ r2[1], r2[2], r2[3], bt[2] * pa[2] },
{ r3[1], r3[2], r3[3], bt[3] * pa[3] },
})
local a = { pa[1] * bs[1], pa[2] * bs[2], pa[3] * bs[3] }
acc[i] = a
pivot[i] = m
-- scale on the right: the bone's own space, so it cannot reach children
draw[i] = {
{ m[1][1] * a[1], m[1][2] * a[2], m[1][3] * a[3], m[1][4] },
{ m[2][1] * a[1], m[2][2] * a[2], m[2][3] * a[3], m[2][4] },
{ m[3][1] * a[1], m[3][2] * a[2], m[3][3] * a[3], m[3][4] },
}
end
return draw
end
StadiumBuild.bindMatrices = bindMatrices
StadiumBuild.animSample = animSample
-- The axis-aligned box the whole model occupies under `mats`, in game units
-- after the model_root scale.
local function poseBox(data, mats)
local root = data.rootScale[1]
local lo1, lo2, lo3 = 1e30, 1e30, 1e30
local hi1, hi2, hi3 = -1e30, -1e30, -1e30
for _, prim in ipairs(data.prims) do
local pos, skin = prim.pos, prim.skin
for i = 1, prim.nverts do
local m = mats[skin[i] + 1]
if m then
local x, y, z = pos[i * 3 - 2], pos[i * 3 - 1], pos[i * 3]
local a = (m[1][1] * x + m[1][2] * y + m[1][3] * z + m[1][4]) * root
local b = (m[2][1] * x + m[2][2] * y + m[2][3] * z + m[2][4]) * root
local c = (m[3][1] * x + m[3][2] * y + m[3][3] * z + m[3][4]) * root
if a < lo1 then lo1 = a end
if b < lo2 then lo2 = b end
if c < lo3 then lo3 = c end
if a > hi1 then hi1 = a end
if b > hi2 then hi2 = b end
if c > hi3 then hi3 = c end
end
end
end
return lo1, lo2, lo3, hi1, hi2, hi3
end
-- (height, floor, radius): how tall the mon is, where its lowest point sits
-- relative to the model's own origin, and how wide it is -- all in game units
-- after the model_root scale.
--
-- Measured on the BIND POSE, which is the one pose in the set that can be
-- trusted for this. It reproduces the verified glTF export exactly on all 151
-- species, and it is immune to the animation quirks a handful of them carry
-- (see idleIsBroken) -- quirks that would otherwise decide how big every OTHER
-- frame of those species is drawn.
--
-- The floor is the interesting number, and it reads cleanly: 119 of the 151
-- sit within 5% of zero, which says the model origin IS where the game stands
-- a Pokemon on its field. Every species that does not is one that hovers.
local function stance(data)
local lo1, lo2, lo3, hi1, hi2, hi3 = poseBox(data, bindMatrices(data.bones))
if lo1 > hi1 then return 0.0, 0.0, 0.0 end
local w, d = hi1 - lo1, hi3 - lo3
return hi2 - lo2, lo2, (w > d and w or d) / 2
end
StadiumBuild.stance = stance
-- Whether this species' standby loop is corrupt as extracted.
--
-- No species trips this today. Exeggutor, Tangela and Magmar used to, when
-- the flags byte was misread and their hermite-keyframe animations were
-- decoded as packed streams, throwing bones hundreds of units off the body.
-- It stays as the guard against the next extraction bug: played, a broken
-- idle looks like a Pokemon coming apart, and the mod would rather show
-- the sprite fallback (see StadiumMon).
--
-- The test is deliberately narrow, because "differs from the bind pose" is NOT
-- brokenness. It is asked only of the STANDBY loop -- the one animation that
-- is supposed to stay where it is, since a faint is meant to end far from the
-- standing pose and an attack is meant to lunge -- and it wants both a large
-- size blow-up and real drift, or an enormous amount of one. Dewgong is what
-- calibrates it: its idle is 2.4x its own bind pose because the BIND is the
-- collapsed one, and it drifts barely at all, so it must not be caught.
local function idleIsBroken(data, idle)
if idle == nil then return false end
local bones = data.bones
local _, lo2, _, _, hi2 = poseBox(data, bindMatrices(bones))
local span = hi2 - lo2
if span <= 0 then return false end
local worstH, worstDrift = 1.0, 0.0
local frame = 0
while frame < idle.frames do
local _, flo2, _, _, fhi2 = poseBox(data,
bindMatrices(bones, animSample(bones, idle, frame)))
local h = (fhi2 - flo2) / span
if h > worstH then worstH = h end
local d1 = (flo2 - lo2) / span
local d2 = (fhi2 - hi2) / span
if d1 < 0 then d1 = -d1 end
if d2 < 0 then d2 = -d2 end
if d1 > worstDrift then worstDrift = d1 end
if d2 > worstDrift then worstDrift = d2 end
frame = frame + 3
end
return (worstH > 2.5 and worstDrift > 1.5)
or worstDrift > 2.0 or worstH > 3.4
end
-- ------- writing
local function clamp(v, lo, hi)
if v < lo then return lo end
if v > hi then return hi end
return v
end
-- Toward zero, which is what Python's int() does to a float and NOT what
-- floor() does to a negative one.
--
-- It matters in exactly one place, and it is easy to miss: almost everything
-- reaching the integer writers below has already been rounded, so truncation
-- is a no-op on it. The exception is the generated effects' crossed quads
-- (StadiumFx), whose vertices are raw floats and straddle the origin -- so
-- the ones at negative x, and only those, come out a unit adrift if this
-- floors.
local function trunc(v)
if v >= 0 then return floor(v) end
return -floor(-v)
end
-- 16.16, which holds every bone scale in the set (-31 .. 100) with more
-- precision than anything can see.
local function fixed(v)
return clamp(roundHalfEven(v * 65536), -2147483648, 2147483647)
end
-- IEEE 754 single, little-endian, rounded to nearest with ties to even -- the
-- same rounding Python's struct.pack('<f') does, so the four floats in the
-- header come out bit for bit the same as the packer's.
local function f32(x)
local sign = 0
if x < 0 or (x == 0 and 1 / x < 0) then
sign = 128
x = -x
end
if x ~= x then return char(0, 0, 192, 127 + sign) end -- NaN
if x == math.huge then return char(0, 0, 128, 127 + sign) end
if x == 0 then return char(0, 0, 0, sign) end
local m, e = frexp(x) -- x = m * 2^e, 0.5 <= m < 1
local E = e - 1 + 127
local mant
if E >= 255 then
return char(0, 0, 128, 127 + sign) -- overflow
elseif E <= 0 then
-- subnormal: no exponent left, so the mantissa carries the whole value
mant = roundHalfEven(x / 2 ^ -149)
if mant >= 8388608 then
mant, E = mant - 8388608, 1
else
E = 0
end
else
mant = roundHalfEven((m * 2 - 1) * 8388608)
if mant == 8388608 then -- rounded up into the next
mant, E = 0, E + 1
if E >= 255 then return char(0, 0, 128, 127 + sign) end
end
end
local b4 = sign + floor(E / 2)
local b3 = (E % 2) * 128 + floor(mant / 65536)
local b2 = floor(mant / 256) % 256
local b1 = mant % 256
return char(b1, b2, b3, b4)
end
StadiumBuild.f32 = f32
local Writer = {}
Writer.__index = Writer
local function newWriter()
return setmetatable({ parts = {}, n = 0 }, Writer)
end
function Writer:raw(s)
self.n = self.n + 1
self.parts[self.n] = s
end
function Writer:u8(v)
self:raw(char(v % 256))
end
function Writer:i8(v)
v = clamp(trunc(v), -128, 127)
self:raw(char(v % 256))
end
function Writer:u16(v)
v = v % 65536
self:raw(char(v % 256, floor(v / 256)))
end
function Writer:i16(v)
v = clamp(trunc(v), -32768, 32767) % 65536
self:raw(char(v % 256, floor(v / 256)))
end
function Writer:u32(v)
v = v % 4294967296
self:raw(char(v % 256, floor(v / 256) % 256, floor(v / 65536) % 256,
floor(v / 16777216) % 256))
end
function Writer:i32(v)
v = clamp(trunc(v), -2147483648, 2147483647) % 4294967296
self:raw(char(v % 256, floor(v / 256) % 256, floor(v / 65536) % 256,
floor(v / 16777216) % 256))
end
function Writer:f32(v)
self:raw(f32(v))
end
function Writer:bytes()
return concat(self.parts)
end
-- One component of one bone's t/r/s in one animation. `values` is the
-- extractor's own shape: a bare number when the component holds still for the
-- whole animation, or one number a frame when it does not. That fold is where
-- most of the size saving is -- a bone that only rotates costs two bytes for
-- each of its six other components.
local function writeTrackComponent(w, values, kind)
local isArray = type(values) == "table"
w:u8(isArray and 1 or 0)
if kind == "s" then
if isArray then
for i = 1, #values do w:i32(fixed(values[i])) end
else
w:i32(fixed(values))
end
else
if isArray then
for i = 1, #values do w:i16(roundHalfEven(values[i])) end
else
w:i16(roundHalfEven(values))
end
end
end
-- Which animation each fixed battle context slot resolves to: entries 165
-- upward of the species' own battle table, in slot order. An entry naming an
-- animation the species does not have is written as "none" rather than
-- clamped -- the mod would rather fall back than play the wrong clip.
function StadiumBuild.contextTable(rows, nAnims)
local ctx = {}
for i = 1, #StadiumBuild.CONTEXTS do
local row = rows[CTX_BASE + i - 1]
local ai = row and row[1] or nil
ctx[i] = (ai ~= nil and ai < nAnims) and ai or NONE16
end
return ctx
end
-- ------- naming the animations
--
-- build.py's label_animations. The names are not read at runtime -- the mod
-- addresses animations by index through the move and context tables -- but
-- they are in the format, so they have to be produced the same way for the
-- oracle diff to mean anything. They also make a packed file readable in a
-- hex dump, which is worth the byte apiece.
local function labelAnimations(data, rows, nAux)
local anims = data.anims
local n = #anims
local uses, moveUses = {}, {}
local auxOrder, auxCount = {}, {}
for i = 1, n do
uses[i], moveUses[i] = {}, 0
auxOrder[i], auxCount[i] = {}, {}
end
for e = 0, rows.n - 1 do
local ai = rows[e][1]
if ai < n then
if e < N_MOVES then
moveUses[ai + 1] = moveUses[ai + 1] + 1
elseif e >= CTX_BASE and e < CTX_BASE + #StadiumBuild.CONTEXTS then
local list = uses[ai + 1]
list[#list + 1] = StadiumBuild.CONTEXTS[e - CTX_BASE + 1]
end
local ax = rows[e][2]
if ax >= 0 and ax < nAux then
local counts, order = auxCount[ai + 1], auxOrder[ai + 1]
if counts[ax] == nil then
counts[ax] = 0
order[#order + 1] = ax
end
counts[ax] = counts[ax] + 1
end
end
end
for i = 1, n do
-- sorted(set(uses)) -- the alphabetically first context is the fallback
-- name, so the ordering is part of the answer
local seen, ctx = {}, {}
for _, name in ipairs(uses[i]) do
if not seen[name] then
seen[name] = true
ctx[#ctx + 1] = name
end
end
table.sort(ctx)
local name = nil
for _, pref in ipairs(NAME_PREF) do
if seen[pref] then
name = pref
break
end
end
if not name then
if moveUses[i] > 0 then
name = "attack"
elseif ctx[1] then
name = ctx[1]
else
name = "anim" .. (i - 1)
end
end
anims[i].name = name
-- Counter.most_common(1): the highest count, and on a tie the one that
-- was inserted first
local best, bestN = -1, -1
local order, counts = auxOrder[i], auxCount[i]
for _, ax in ipairs(order) do
if counts[ax] > bestN then
best, bestN = ax, counts[ax]
end
end
anims[i].aux = best
end
local seenName = {}
for i = 1, n do
local base = anims[i].name
local k = seenName[base] or 0
seenName[base] = k + 1
if k > 0 then anims[i].name = base .. "_" .. (k + 1) end
end
end
-- ------- the pack
function StadiumBuild.pack(data, species, moveRows, ctx)
local w = newWriter()
local bones, prims = data.bones, data.prims
local textures, anims, aux = data.textures, data.anims, data.auxAnims
local height, floorY, radius = stance(data)
local idleIndex = ctx[1] -- CONTEXTS[1] is "idle"
local idle = (idleIndex ~= NONE16) and anims[idleIndex + 1] or nil
local static = idleIsBroken(data, idle)
w:raw("DSM3")
w:u16(species)
w:u16(#bones)
w:u16(#prims)
w:u16(#textures)
w:u16(#anims)
w:u16(#aux)
w:f32(data.rootScale[1])
-- 1 = hold the bind pose, never play an animation
w:u8(static and 1 or 0)
w:f32(height)
w:f32(floorY)
w:f32(radius)
for m = 1, N_MOVES do
local row = moveRows[m]
w:u16((row and row[1] < #anims) and row[1] or NONE16)
end
for m = 1, N_MOVES do
local row = moveRows[m]
w:i16((row and row[2] >= 0 and row[2] < #aux) and row[2] or -1)
end
for i = 1, #ctx do w:u16(ctx[i]) end
for i = 1, #bones do
local b = bones[i]
w:i16(b.parent)
for k = 1, 3 do w:i16(roundHalfEven(b.t[k])) end
for k = 1, 3 do w:i16(b.r[k]) end
for k = 1, 3 do w:i32(fixed(b.s[k])) end
end
for i = 1, #prims do
local p = prims[i]
w:u16(p.tex)
-- the display list's own cull mode: 1024 is G_CULL_BACK
w:u8((p.cull and p.cull ~= 0) and 1 or 0)
w:u8((p.blend == "add") and 1 or 0)
w:i16(p.texAnim or -1)
-- sorted by the stream's own byte, which is what the reader keys on
local keys = {}
if p.texMap then
for k in pairs(p.texMap) do keys[#keys + 1] = k end
table.sort(keys)
end
w:u8(#keys)
for _, k in ipairs(keys) do
w:u8(k)
w:u16(p.texMap[k])
end
local frames = p.fxFrames
w:u16(frames and #frames or 0)
if frames then
for k = 1, #frames do w:u16(frames[k]) end
end
local pos, uv, nrm, skin = p.pos, p.uv, p.nrm, p.skin
w:u16(p.nverts)
w:u16(p.nidx)
for k = 1, p.nverts do
w:i16(pos[k * 3 - 2])
w:i16(pos[k * 3 - 1])
w:i16(pos[k * 3])
-- 1/512, which puts a texel of the largest texture in the set well
-- inside a step and still reaches the +-32 the wrapped coordinates of
-- some display lists run to
w:i16(roundHalfEven(uv[k * 2 - 1] * 512))
w:i16(roundHalfEven(uv[k * 2] * 512))
w:i8(roundHalfEven(nrm[k * 3 - 2] * 127))
w:i8(roundHalfEven(nrm[k * 3 - 1] * 127))
w:i8(roundHalfEven(nrm[k * 3] * 127))
w:u8(skin[k])
end
for k = 1, p.nidx do w:u16(p.idx[k]) end
end
for i = 1, #textures do
local t = textures[i]
w:u16(t.w)
w:u16(t.h)
w:u32(#t.rgba)
w:raw(t.rgba)
end
local REST = { t = { 0, 0, 0 }, r = { 0, 0, 0 }, s = { 1.0, 1.0, 1.0 } }
for i = 1, #anims do
local a = anims[i]
local name = a.name or ""
if #name > 255 then name = name:sub(1, 255) end
w:u8(#name)
w:raw(name)
w:u16(a.frames)
w:u16(a.loopStart or 0)
w:i16(a.aux or -1)
for bi = 1, #bones do
local tr = a.tracks[bi]
if not tr then
w:u8(0)
else
w:u8(1)
for _, key in ipairs({ "t", "r", "s" }) do
local comps = tr[key]
if comps == nil then
-- a bone the animation leaves at its rest value for this path:
-- written as three constants so the reader never has to branch on
-- a missing path
comps = bones[bi][key] or REST[key]
end
for c = 1, 3 do writeTrackComponent(w, comps[c], key) end
end
end
end
end
for i = 1, #aux do
local a = aux[i]
w:u16(a.frames)
w:u16(a.loopStart or 0)
w:u16(#a.channels)
for _, ch in ipairs(a.channels) do
w:u16(ch.n)
for k = 1, ch.n do w:u16(ch[k]) end
end
end
return w:bytes(), height, floorY, radius
end
-- ------- one species, end to end
-- The same three steps build.py takes: parse the fragment, label the
-- animations off the species' battle table, then hang the generated fire/gas
-- stand-ins on the bones the game's own effect callbacks hang off.
function StadiumBuild.species(rom, fileno)
local blob = rom:model(fileno)
if not blob then return nil, ("file %d is not in the archive"):format(fileno) end
local data, err = StadiumFragment.extract(blob, ("%d.bin"):format(fileno))
if not data then return nil, err end
local species = data.species
local rows = rom:battleRows(species)
labelAnimations(data, rows, #data.auxAnims)
StadiumFx.attach(data, species)
local moveRows = {}
for m = 1, N_MOVES do moveRows[m] = rows[m - 1] end
local ctx = StadiumBuild.contextTable(rows, #data.anims)
local bytes, height, floorY, radius =
StadiumBuild.pack(data, species, moveRows, ctx)
return { species = species, bytes = bytes, height = height,
floor = floorY, radius = radius, bones = #data.bones,
prims = #data.prims, anims = #data.anims,
warnings = data.warnings }
end
-- ------- the stepped job
--
-- `write(species, bytes)` is called for each finished pack and must answer
-- truthy; anything else stops the job with an error. Returning a job rather
-- than taking a callback for progress keeps the caller in charge of when work
-- happens, which is what lets a loading screen stay responsive.
function StadiumBuild.job(rom, write, count)
local total = count or StadiumRom.N_POKEMON
local n = rom:modelCount()
if total > n then total = n end
local job = { total = total, done = 0, bytes = 0, failed = {}, species = nil }
function job:step()
if self.done >= self.total then return false end
local fileno = self.done
local ok, res, err = pcall(StadiumBuild.species, rom, fileno)
if ok and res then
local wrote, wErr = write(res.species, res.bytes)
if not wrote then
self.error = wErr or ("could not write species " .. res.species)
self.done = self.total
return false
end
self.bytes = self.bytes + #res.bytes
self.species = res.species
else
self.failed[#self.failed + 1] = fileno
self.lastError = ok and err or res
end
self.done = self.done + 1
return self.done < self.total
end
function job:progress()
if self.total <= 0 then return 1 end
return self.done / self.total
end
return job
end
return StadiumBuild
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+436
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-- STADIUM battles: the generated fire and gas stand-ins.
--
-- A port of model_extract/pipeline/effects.py, plus the bind-pose measurement
-- build.py sizes them against.
--
-- IMPORTANT: nothing here is extracted game data. The real tail flame, mane
-- fire and gas are drawn by procedural callbacks that live in a different
-- fragment -- geo command 0x08 records an attachment point and
-- func_80014A60 calls node->unk_10, and the model file supplies only two
-- empty display lists plus zeroed scratch buffers for it to fill. Those
-- callbacks have not been ported, so the models genuinely contain no flame
-- mesh and no flame texture: Charmander's texture set is eyes, claws, teeth
-- and skin.
--
-- What follows is an ORIGINAL, procedurally generated replacement -- looping
-- flipbook noise on a pair of crossed quads, anchored to the exact bone the
-- callback hangs off so it sits where the real effect would and follows the
-- animation. Seeds derive from the species number, so a given Pokemon always
-- generates the same flame.
--
-- Which species get one is the game's own grouping: every species sharing a
-- callback shares an effect.
--
-- 0x810000D8 Charmander, Charmeleon, Charizard, Magmar, Moltres tail flame
-- 0x81000108 Ponyta, Rapidash, Moltres's wings small flame
-- 0x810000E0 Gastly (only) gas cloud
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumFx = {}
local floor = math.floor
local sqrt = math.sqrt
local sin, cos = math.sin, math.cos
local char = string.char
local concat = table.concat
local pi = math.pi
local FIRE_TAIL = 0x810000D8
local FIRE_SMALL = 0x81000108
local AURA = 0x810000E0
-- Desired size as a fraction of the model's world-space height: length, width.
StadiumFx.SIZES = {
fire_tail = { 0.40, 0.22 },
fire_small = { 0.075, 0.042 },
gas = { 1.05, 1.05 },
}
-- ------- 32-bit exclusive-or, in arithmetic
--
-- The generator below is an xorshift, so it needs a real 32-bit xor and a
-- real 32-bit wrap. Written out rather than taken from LuaJIT's `bit`, which
-- works in SIGNED 32-bit and would need converting back on every step -- see
-- the same note in StadiumFragment.
local function bxor32(a, b)
local r, p = 0, 1
for _ = 1, 32 do
local x, y = a % 2, b % 2
if x ~= y then r = r + p end
a, b, p = floor(a / 2), floor(b / 2), p * 2
end
return r
end
-- ------- deterministic noise
local Rng = {}
Rng.__index = Rng
local function newRng(seed)
local s = seed % 0x100000000
if s == 0 then s = 0x9E3779B9 end
return setmetatable({ s = s }, Rng)
end
function Rng:next()
local x = self.s
x = bxor32(x, (x % 0x80000) * 0x2000) -- x ^= (x << 13)
x = bxor32(x, floor(x / 0x20000)) -- x ^= x >> 17
x = bxor32(x, (x % 0x8000000) * 0x20) -- x ^= (x << 5)
self.s = x % 0x100000000
return self.s
end
function Rng:unit()
return self:next() / 0x100000000
end
-- A w-by-h lattice of unit noise, consumed row by row so the sequence -- and
-- therefore the texture -- is reproducible.
local function lattice(rng, w, h)
local g = {}
for y = 1, h do
local row = {}
for x = 1, w do row[x] = rng:unit() end
g[y] = row
end
return g
end
local function smooth(t)
return t * t * (3 - 2 * t)
end
-- Bilinear value noise on a torus, so the field tiles in both axes.
local function sample(grid, x, y)
local h = #grid
local w = #grid[1]
local fx0, fy0 = floor(x), floor(y)
local x0, y0 = fx0 % w, fy0 % h
local x1, y1 = (x0 + 1) % w, (y0 + 1) % h
local fx, fy = smooth(x - fx0), smooth(y - fy0)
local r0, r1 = grid[y0 + 1], grid[y1 + 1]
local a = r0[x0 + 1] + (r0[x1 + 1] - r0[x0 + 1]) * fx
local b = r1[x0 + 1] + (r1[x1 + 1] - r1[x0 + 1]) * fx
return a + (b - a) * fy
end
-- Sum octaves of tileable noise.
local function fbm(grids, x, y, scale)
local total, amp, norm = 0.0, 1.0, 0.0
for i = 1, #grids do
local f = scale * 2 ^ (i - 1)
total = total + sample(grids[i], x * f, y * f) * amp
norm = norm + amp
amp = amp * 0.5
end
return total / norm
end
-- Intensity -> RGBA, through a piecewise ramp.
local function ramp(stops, t)
if t < 0.0 then t = 0.0 elseif t > 1.0 then t = 1.0 end
for i = 1, #stops - 1 do
local a, b = stops[i], stops[i + 1]
if t <= b[1] then
local k = 0.0
if b[1] ~= a[1] then k = (t - a[1]) / (b[1] - a[1]) end
return floor(a[2] + (b[2] - a[2]) * k), floor(a[3] + (b[3] - a[3]) * k),
floor(a[4] + (b[4] - a[4]) * k), floor(a[5] + (b[5] - a[5]) * k)
end
end
local last = stops[#stops]
return last[2], last[3], last[4], last[5]
end
local FIRE_RAMP = {
{ 0.00, 0, 0, 0, 0 },
{ 0.30, 120, 24, 8, 90 },
{ 0.52, 226, 78, 16, 205 },
{ 0.74, 252, 176, 44, 245 },
{ 1.00, 255, 246, 214, 255 },
}
local GAS_RAMP = {
{ 0.00, 0, 0, 0, 0 },
{ 0.34, 52, 26, 78, 70 },
{ 0.60, 96, 52, 140, 140 },
{ 0.82, 148, 96, 196, 190 },
{ 1.00, 208, 176, 236, 215 },
}
local TRANSPARENT = char(0, 0, 0, 0)
-- An upward-advected noise plume. Scrolling by an exact multiple of the
-- lattice over the frame count is what makes the loop seamless.
local function fireFrames(seed, w, h, frames, wisp)
wisp = wisp or 1.0
local rng = newRng(seed)
local grids = { lattice(rng, 8, 8), lattice(rng, 16, 16),
lattice(rng, 32, 32) }
local out = {}
for f = 0, frames - 1 do
local t = f / frames
local buf = {}
for i = 1, w * h do buf[i] = TRANSPARENT end
for y = 0, h - 1 do
local v = y / (h - 1) -- 0 at the base, 1 at the tip
-- plume envelope: wide and hot at the base, pinched at the tip
local taper = 1.0 - v
if taper < 0.0 then taper = 0.0 end
taper = taper ^ 0.42
for x = 0, w - 1 do
local u = (x / (w - 1)) * 2 - 1 -- -1 .. 1 across the flame
local denom = taper * 0.95
if denom < 0.10 then denom = 0.10 end
local radial = 1.0 - (u < 0 and -u or u) / denom
if radial > 0 then
radial = radial ^ 0.7
local n = fbm(grids, x / w, (y / h) - t, 3.0)
local lick = 0.55 + 0.75 * (n - 0.5) * wisp
local inten = radial * (0.55 + 0.8 * taper) * lick
inten = inten - 0.16 * v -- cool towards the tip
if inten > 0.02 then
local r, g, b, a = ramp(FIRE_RAMP, inten)
-- +Y in texture space is up
buf[(h - 1 - y) * w + x + 1] = char(r, g, b, a)
end
end
end
end
out[f + 1] = concat(buf)
end
return w, h, out
end
-- Slow swirling haze that fades out towards the rim.
local function gasFrames(seed, w, h, frames)
local rng = newRng(seed)
local grids = { lattice(rng, 8, 8), lattice(rng, 16, 16),
lattice(rng, 32, 32) }
local out = {}
for f = 0, frames - 1 do
local t = f / frames
local buf = {}
for i = 1, w * h do buf[i] = TRANSPARENT end
local ang = t * 2 * pi
local ca, sa = cos(ang), sin(ang)
for y = 0, h - 1 do
for x = 0, w - 1 do
local dx = (x / (w - 1)) * 2 - 1
local dy = (y / (h - 1)) * 2 - 1
local d = sqrt(dx * dx + dy * dy)
if d < 1.0 then
local falloff = (1.0 - d) ^ 0.85
-- rotate the sample point so the haze churns without popping
local sx = dx * ca - dy * sa
local sy = dx * sa + dy * ca
local n = fbm(grids, sx * 0.5 + 0.5, sy * 0.5 + 0.5 - t, 2.5)
local inten = falloff * (0.78 + 1.30 * (n - 0.44))
if inten > 0.03 then
local r, g, b, a = ramp(GAS_RAMP, inten)
buf[y * w + x + 1] = char(r, g, b, a)
end
end
end
end
out[f + 1] = concat(buf)
end
return w, h, out
end
-- Two quads at right angles, so the effect reads from any angle. `axis` picks
-- which bone-local direction the quad grows along: bone-local +X runs down the
-- limb, so a flame laid out along X comes out lying sideways, and 'y' is that
-- same quad turned a quarter left about Z, which stands it up. `centred`
-- straddles the origin instead of growing from it.
local function crossedQuads(bone, length, width, axis, centred)
local pos, uv, nrm, skin, idx = {}, {}, {}, {}, {}
local ST = { { 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 } }
local nv, ni = 0, 0
for q = 0, 1 do
local base = nv
for k = 1, 4 do
local s, t = ST[k][1], ST[k][2]
local a = (s - 0.5) * width
local b = centred and (t - 0.5) * length or t * length
local px, py, pz
if axis == "x" then
if q == 0 then px, py, pz = b, a, 0.0 else px, py, pz = b, 0.0, a end
else -- (x, y) -> (-y, x)
if q == 0 then px, py, pz = -a, b, 0.0 else px, py, pz = 0.0, b, a end
end
pos[nv * 3 + 1], pos[nv * 3 + 2], pos[nv * 3 + 3] = px, py, pz
uv[nv * 2 + 1], uv[nv * 2 + 2] = s, 1.0 - t
if q == 0 then
nrm[nv * 3 + 1], nrm[nv * 3 + 2], nrm[nv * 3 + 3] = 0.0, 0.0, 1.0
else
nrm[nv * 3 + 1], nrm[nv * 3 + 2], nrm[nv * 3 + 3] = 1.0, 0.0, 0.0
end
skin[nv + 1] = bone
nv = nv + 1
end
idx[ni + 1], idx[ni + 2], idx[ni + 3] = base, base + 1, base + 2
idx[ni + 4], idx[ni + 5], idx[ni + 6] = base, base + 2, base + 3
ni = ni + 6
end
return { pos = pos, uv = uv, nrm = nrm, skin = skin, nverts = nv,
idx = idx, nidx = ni }
end
-- ------- the bind pose these are sized against
--
-- build.py's bind_extent, kept in its own 4x4 column-major convention rather
-- than folded into StadiumBuild's 3x4 walk. The two agree -- they are the
-- same skeleton -- but the effect sizes come out of THIS one's per-bone scale
-- measurement, and rewriting it into the other convention is exactly the kind
-- of change that moves a byte without anyone noticing.
local function trs(t, r, s)
local function S(v) return sin(v / 32768 * pi) end
local function C(v) return cos(v / 32768 * pi) end
local sx, cx = S(r[1]), C(r[1])
local sy, cy = S(r[2]), C(r[2])
local sz, cz = S(r[3]), C(r[3])
return { cy * cz * s[1], cy * sz * s[1], -sy * s[1], 0,
(sx * sy * cz - cx * sz) * s[2], (sx * sy * sz + cx * cz) * s[2],
sx * cy * s[2], 0,
(cx * sy * cz + sx * sz) * s[3], (cx * sy * sz - sx * cz) * s[3],
cx * cy * s[3], 0,
t[1], t[2], t[3], 1 }
end
local function mul(a, b)
local r = {}
for c = 0, 3 do
for i = 1, 4 do
r[c * 4 + i] = a[i] * b[c * 4 + 1] + a[4 + i] * b[c * 4 + 2]
+ a[8 + i] * b[c * 4 + 3] + a[12 + i] * b[c * 4 + 4]
end
end
return r
end
-- (height of the bind pose, per-bone local scale). Height rather than the
-- largest dimension: sizing off the max would scale Moltres's flames to its
-- wingspan.
function StadiumFx.bindExtent(data)
local root = trs({ 0, 0, 0 }, { 0, 0, 0 }, data.rootScale)
local acc, uns, mats = {}, {}, {}
for i = 1, #data.bones do
local b = data.bones[i]
local p = b.parent
local pa = (p >= 0) and acc[p + 1] or { 1.0, 1.0, 1.0 }
local pu = (p >= 0) and uns[p + 1] or root
local u = mul(pu, trs({ b.t[1] * pa[1], b.t[2] * pa[2], b.t[3] * pa[3] },
b.r, { 1, 1, 1 }))
local a = { pa[1] * b.s[1], pa[2] * b.s[2], pa[3] * b.s[3] }
local m = {}
for k = 1, 16 do m[k] = u[k] end
for k = 1, 4 do
m[k] = m[k] * a[1]
m[4 + k] = m[4 + k] * a[2]
m[8 + k] = m[8 + k] * a[3]
end
acc[i], uns[i], mats[i] = a, u, m
end
local lo = { 1e9, 1e9, 1e9 }
local hi = { -1e9, -1e9, -1e9 }
for _, prim in ipairs(data.prims) do
local pos, skin = prim.pos, prim.skin
for i = 1, prim.nverts do
local m = mats[skin[i] + 1]
if m then
local x, y, z = pos[i * 3 - 2], pos[i * 3 - 1], pos[i * 3]
local wx = m[1] * x + m[5] * y + m[9] * z + m[13]
local wy = m[2] * x + m[6] * y + m[10] * z + m[14]
local wz = m[3] * x + m[7] * y + m[11] * z + m[15]
if wx < lo[1] then lo[1] = wx end
if wy < lo[2] then lo[2] = wy end
if wz < lo[3] then lo[3] = wz end
if wx > hi[1] then hi[1] = wx end
if wy > hi[2] then hi[2] = wy end
if wz > hi[3] then hi[3] = wz end
end
end
end
local extent = (lo[1] <= hi[1]) and (hi[2] - lo[2]) or 1.0
-- how much each bone scales its own local space, so an effect can divide it
-- back out and come out the size it asked for wherever it hangs
local scales = {}
for i = 1, #mats do
local m = mats[i]
scales[i] = sqrt(m[1] * m[1] + m[2] * m[2] + m[3] * m[3])
end
return extent, scales
end
-- ------- what a species gets
-- Returns a list of { kind, bone, geo, w, h, frames }, or an empty list.
function StadiumFx.buildFor(species, fx, extent, boneScale)
local out = {}
for _, node in ipairs(fx) do
local cb, bone = node.callback, node.bone
if bone >= 0 and bone < #boneScale then
local k = boneScale[bone + 1]
if k == 0 then k = 1.0 end
if cb == FIRE_TAIL then
local fl, fw = StadiumFx.SIZES.fire_tail[1], StadiumFx.SIZES.fire_tail[2]
local w, h, fr = fireFrames(species * 7919 + 1, 32, 64, 8)
out[#out + 1] = { kind = "fire", bone = bone, w = w, h = h, frames = fr,
geo = crossedQuads(bone, extent * fl / k,
extent * fw / k, "y", false) }
elseif cb == FIRE_SMALL then
local fl, fw = StadiumFx.SIZES.fire_small[1],
StadiumFx.SIZES.fire_small[2]
local w, h, fr = fireFrames(species * 6271 + bone, 24, 40, 8, 1.25)
out[#out + 1] = { kind = "fire", bone = bone, w = w, h = h, frames = fr,
geo = crossedQuads(bone, extent * fl / k,
extent * fw / k, "y", false) }
elseif cb == AURA and species == 92 then -- Gastly only
local fl, fw = StadiumFx.SIZES.gas[1], StadiumFx.SIZES.gas[2]
local w, h, fr = gasFrames(species * 5237 + 3, 48, 48, 10)
out[#out + 1] = { kind = "gas", bone = bone, w = w, h = h, frames = fr,
geo = crossedQuads(bone, extent * fl / k,
extent * fw / k, "y", true) }
end
end
end
return out
end
-- Append the generated prims and their flipbook textures to a model, exactly
-- as build.py's attach_effects does. Returns how many were made.
function StadiumFx.attach(data, species)
if not (data.fx and #data.fx > 0) then return 0 end
local extent, boneScale = StadiumFx.bindExtent(data)
local made = StadiumFx.buildFor(species, data.fx, extent, boneScale)
for _, e in ipairs(made) do
local first = #data.textures -- 0-based, as the file
for i = 1, #e.frames do
data.textures[first + i] = { index = -1, w = e.w, h = e.h,
generated = true, rgba = e.frames[i] }
end
local g = e.geo
local fxFrames = {}
for i = 1, #e.frames do fxFrames[i] = first + i - 1 end
data.prims[#data.prims + 1] = {
tex = first, cull = 0, texAnim = -1, texMap = nil,
generated = true, effect = e.kind,
blend = (e.kind == "fire") and "add" or "alpha",
fxFrames = fxFrames,
pos = g.pos, uv = g.uv, nrm = g.nrm, skin = g.skin, nverts = g.nverts,
idx = g.idx, nidx = g.nidx,
}
end
return #made
end
return StadiumFx
+361
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-- 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: supply a Pokemon Stadium (US) 1.0 ROM -- the OPTIONS row opens a file
-- picker for one, or drop it 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
-- * 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
--
-- The file goes STRAIGHT IN THERE, with no revision subfolder under it. The
-- decompilation's own `make init` uses `baseroms/us/`, and the offline
-- pipeline under model_extract/ still reads from there because it shares that
-- tree -- but the instruction given to a player is "drop the file in this
-- folder", and one folder is the whole of it.
--
-- 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"
-- Bumped when the packs' CONTENT changes without the byte layout moving, so
-- a cache built by an older extractor is rebuilt rather than trusted. Rev 2
-- is the hermite-animation decode fix: the five keyframe species (Pidgeot,
-- Dodrio, Exeggutor, Tangela, Magmar) come out garbled or bind-posed from
-- any rev-1 build.
StadiumInstall.REV = 2
StadiumInstall.COUNT = 151
-- Named ROM files, then any ROM at all sitting in the folder.
--
-- Flat in `baseroms/`, with no revision subfolder: the offline pipeline under
-- model_extract/ keeps the decompilation's own `baseroms/us/` convention
-- because it shares that tree, but what is being asked of a PLAYER here is
-- "drop the file in this folder", and one folder is the whole of that
-- instruction. A path they have to build out of two parts is a path half of
-- them will get wrong, and the failure is silent -- the rungs are simply not
-- on the row.
local NAMED = {
StadiumInstall.ROM_DIR .. "/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$") then
local path = StadiumInstall.ROM_DIR .. "/" .. name
if isFile(path) then return path end
end
end
end
return nil
end
function StadiumInstall.romPresent()
return StadiumInstall.romPath() ~= nil
end
-- Where to tell the player to put it. The save directory is the answer that
-- is always writable, and it is the one a packaged build needs.
function StadiumInstall.romHint()
local f = fs()
local base = (f and f.getSaveDirectory and select(2, pcall(f.getSaveDirectory)))
if type(base) ~= "string" then base = "the game folder" end
return base .. "/" .. StadiumInstall.ROM_DIR
end
-- The same thing with a FILENAME on the end, which is what a player actually
-- needs: a folder alone leaves them guessing what to call the file, and the
-- guess is not obviously "baserom.z64".
--
-- Taken from the head of NAMED rather than retyped, so the name shown is by
-- construction the first name looked for. It is not the ONLY one that works
-- -- `.n64` and `.v64` are accepted, and so is any other name carrying one
-- of those extensions -- but an instruction that names one file is one a
-- player can follow, and an instruction that lists every possibility is one
-- they have to interpret.
function StadiumInstall.romHintFile()
return StadiumInstall.romHint() .. "/" .. (NAMED[1]:match("[^/]+$") or "")
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, rev = text:match("^(%S+)%s+(%d+)%s*(%S*)%s*(%S*)")
if not format then return nil end
return { format = format, count = tonumber(count), md5 = md5,
rev = tonumber(rev) }
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 m.rev == StadiumInstall.REV) 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 found in `baseroms/` 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
return StadiumInstall.beginFrom(bytes, path)
end
-- The same, from bytes somebody else has already got hold of -- which is the
-- IMPORTED path (StadiumRomPick), where the file is at an absolute location
-- love.filesystem cannot see and was read with io.open.
--
-- The two entry points share everything from here down on purpose: an
-- imported cartridge and a dropped one produce the same 151 files, the same
-- marker and the same md5, so there is exactly one build in this mod and no
-- second one to keep in step.
--
-- `label` is only ever used to say WHICH file a complaint is about.
function StadiumInstall.beginFrom(bytes, label)
local f = fs()
if not f then return false, "no filesystem" end
if type(bytes) ~= "string" or #bytes == 0 then return false, "empty file" 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
status.wrongVersion = false
if not rom:isExpectedUS() then
-- Built anyway rather than refused: a dump can differ from the reference
-- for reasons that do not move a single model offset (a byte-order
-- variant already normalised on load, a trimmed overdump). But every
-- offset in this reader was measured against US 1.0 and nothing else is
-- promised, so it is said loudly, with the md5 that IS expected so the
-- player can check their own file against it.
status.wrongVersion = true
V.mod.log:warn("stadium: %s is md5 %s -- the model offsets are keyed to "
.. "Pokemon Stadium (US) 1.0, which is md5 %s. Building "
.. "anyway, but the models may be wrong or fail to build.",
tostring(label or "the ROM"), tostring(rom:md5()),
tostring(StadiumRom.US_MD5))
end
-- ------- refuse a ROM with no models in it, BEFORE anything is written
--
-- A file picker invites the wrong file -- most obviously the Game Boy
-- cartridge the player already imported once -- and the reader's answer to
-- one is a model count of zero. That has to be caught HERE rather than
-- allowed to become an empty build, because an empty build is
-- indistinguishable from a finished one further down: `job.total` is
-- clamped to the count, `step` completes on the first call with nothing
-- attempted and therefore nothing FAILED, and the marker gets written
-- saying `DSM3 0`.
--
-- On a fresh machine that is merely a lie on the loading screen -- READY,
-- with no models. On one that already HAD them it is worse: the marker is
-- the only thing that makes 151 files on disk count as installed, so
-- overwriting it with a zero uninstalls a good set and the STADIUM rungs
-- vanish off the row. Nothing below this line runs for a file that cannot
-- possibly produce a build.
local models = rom:modelCount()
if not (models and models >= StadiumInstall.COUNT) then
return false, "needs Pokemon Stadium US 1.0"
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()
-- `job.total > 0` as well as "nothing failed", because a job with nothing
-- IN it satisfies the second on its own -- and the marker this writes is
-- what makes a set count as installed, so it must never be written for a
-- build that did not happen. beginFrom refuses such a ROM outright; this
-- is the same rule stated where the consequence is.
local wrote = #job.failed == 0 and job.total > 0
if wrote and f then
pcall(f.write, StadiumInstall.MARKER,
("%s %d %s %d\n"):format(StadiumInstall.FORMAT, job.total,
tostring(job.md5 or ""),
StadiumInstall.REV))
readyCache = nil
StadiumPack.forget()
end
if not wrote then
status.state = "failed"
-- EVERY species failing is not a bad build, it is the wrong file: the
-- offsets the reader walks are Pokemon Stadium's, so a different game
-- -- or the Game Boy cartridge the player already imported once, which
-- is the mistake a file picker invites -- misses on all 151 rather than
-- on a few. Worth telling apart, because "0 of 151 models were built"
-- reads as a broken mod and this reads as a wrong click.
if #job.failed >= job.total then
status.error = "needs Pokemon Stadium US 1.0"
else
status.error = ("%d of %d models could not be built")
:format(#job.failed, job.total)
end
else
status.state = "done"
end
job = nil
return false
end
return true
end
function StadiumInstall.cancel()
job = nil
status.state = "idle"
end
return StadiumInstall
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@@ -0,0 +1,480 @@
-- STADIUM battles: one Pokemon, standing on its tile.
--
-- The side's live state -- which species is out, the rig posing it, which
-- animation the fight has asked for and how far through it is, and the
-- matrix that puts it on its cell at the right size facing the right way.
-- Stadium owns the pair of these; StadiumRig owns the arithmetic.
--
-- ------- how big a Pokemon is
--
-- The one genuinely invented number in this mode, and it is worth saying
-- why it is invented rather than measured.
--
-- The flat 2D-3D mode has an exact answer: a full-size 56-pixel pic covers
-- one 16-pixel overworld square, so a canvas pixel is a fixed number of
-- world pixels and every species comes out at whatever its own artwork's
-- size implies (see BattleBillboard.FULL_W). The camera is then SOLVED to
-- make one square that big on screen (BattleCam).
--
-- The Stadium models have no such anchor. Their units are the N64's, they
-- run from Caterpie at 9 units to Gyarados at 147 -- a sixteenfold spread,
-- where the Gen 1 pics span barely one and a half -- and the game they come
-- from framed each one with its own camera, which a fight staged on the
-- overworld cannot do because the two mons share a shot.
--
-- Taken literally, that spread puts Caterpie at a couple of pixels on a
-- 144-pixel screen while Gyarados leaves the frame. So the range is
-- COMPRESSED rather than either honoured or discarded: a species is drawn
-- at REF_HEIGHT world pixels scaled by its own height over the set's
-- median, raised to SQUASH. At 1 that would be the raw sixteenfold spread;
-- at 0 every Pokemon would be the same size; at 0.55 the order and the
-- feel of the differences survive -- Onix and Gyarados tower, Diglett and
-- Caterpie are small enough to have to look for -- inside a range a shared
-- frame can hold.
--
-- ------- and where its feet are
--
-- The pack measures each model's lowest point against its own origin
-- (tools/stadium_pack.py's `stance`), and the answer splits the set in
-- three. 119 species sit within 5% of zero: the origin IS the floor, and
-- the game stood them on its field with it. A handful sit ABOVE it --
-- Zubat, Magnemite, Geodude -- which is a hover the model is authored with.
-- The rest hang BELOW it -- Tentacruel, Gastly, Haunter, Weezing, Zapdos --
-- which is a model centred on its origin rather than standing on it.
--
-- So a model is stood on its own lowest point, and then given back as much
-- of its authored hover as the shot can hold -- HOVER_CAP of its own height,
-- no more. The middle group is unaffected either way, which is the check
-- that the rule is reading the data rather than correcting it.
--
-- The cap is not tidiness. Stadium framed one Pokemon per camera and could
-- afford to hang Zubat three body-heights off the floor; this shot has the
-- foe's feet on GB row 56 of 144, so the same hover puts Zubat off the top
-- of the frame entirely -- which is exactly what it did before the cap. The
-- flat 2D-3D mode has the same constraint and answers it by bottom-aligning
-- every pic, hovering species included; this keeps the hover but spends
-- only the room there is.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Mat4 = V.require("Mat4")
local StadiumPack = V.require("StadiumPack")
local StadiumRig = V.require("StadiumRig")
local StadiumMon = {}
StadiumMon.__index = StadiumMon
-- How tall a median Pokemon stands, in world pixels.
--
-- Not picked by eye: it is what the FLAT mode already puts on those cells.
-- A full-size Gen 1 pic is 56 pixels for the foe and 64 for the player's
-- own, drawn with its feet on GB rows 56 and 96 of a 144-row frame -- so a
-- full-size mon covers 39% of the frame at the far cell and 44% at the near
-- one. Against the lens BattleCam solves (about 38 world pixels of frame at
-- the far cell, 30 at the near one, because the near one is closer) both of
-- those work out at roughly fourteen world pixels.
--
-- So this is the number that makes a median Stadium model exactly as big as
-- the artwork it replaces, which is what keeps the composition the camera
-- was solved for.
StadiumMon.REF_HEIGHT = 14
-- The set's own median bind height, in game units (tools/stadium_pack.py
-- --report prints it). Only ever a reference point for the ratio above, so
-- a re-extraction that moved it slightly changes nothing but the middle of
-- the ladder.
StadiumMon.MEDIAN = 52.25
-- How much of the raw size spread survives. See the header.
StadiumMon.SQUASH = 0.5
-- And hard stops either end, because a compression is not a guarantee. The
-- ceiling is what keeps Onix and Gyarados inside a frame whose top edge is
-- only 56 GB rows above the foe's own feet: past about this they stop being
-- imposing and start being cropped.
StadiumMon.MIN_HEIGHT = 5
StadiumMon.MAX_HEIGHT = 18
-- How much of an authored hover survives, as a fraction of the Pokemon's
-- own height. See the header: Stadium could hang a flier three body-heights
-- up because it framed one Pokemon at a time.
StadiumMon.HOVER_CAP = 0.5
-- The animation clock. Every animation in the set is authored at 30 fps
-- (model_extract/README.md), and the eyes run on their own counter at the
-- same rate.
StadiumMon.FPS = StadiumPack.FPS
-- ------- coming out of the ball
--
-- The engine grows its flat pic in the Game Boy's own three steps -- 0, then
-- 3/7, then 5/7, then full -- across the twelve frames after the ball opens
-- (BattleState.growInScale). Two things about that do not carry to a model.
--
-- It is three steps, which on a 56-pixel sprite is a chunky pop and on a
-- smooth 3D model is just a pop. And it starts AFTER the ball: measured, the
-- poof animation runs for 27 frames and `startGrowIn` fires on the frame
-- after it ends, so the Pokemon does not begin to exist until the ball has
-- finished opening -- which reads as the ball opening and then a Pokemon
-- being switched on beside it.
--
-- So the model runs its own ramp, started when the POOF begins rather than
-- when it ends, and continuous rather than stepped: it grows out of nothing
-- while the ball is opening and reaches full size as the engine's own grow
-- finishes. GROW_TIME is measured off that -- 27 frames of poof plus the
-- engine's 12 of grow is 39, which is this.
StadiumMon.GROW_TIME = 0.65
-- How far an animation may carry the Pokemon off its tile, in the Pokemon's
-- own body-heights, before the excess is taken back out (StadiumRig.anchor).
--
-- Measured against the frame rather than chosen by eye. A mon is drawn
-- REF_HEIGHT world pixels tall and the GB frame holds about 38 world pixels
-- at the far cell, with the foe's feet on row 56 of 144 -- so there is
-- roughly one body-height of room above it and about one and a half either
-- side. Three quarters of a height keeps every part of a travelling Pokemon
-- inside that with a margin, and leaves the 83 species that never reach it
-- untouched.
StadiumMon.TRAVEL = 0.75
-- ------- the animation the fight is asking for
--
-- Each entry says which context slot to look up, whether it loops, and
-- what it falls back to when the species has no animation in that slot.
-- ------- there is no hit reaction, and there never was
--
-- This used to carry `hit` and `flinch` states, played when damage landed,
-- resolving through context slots 166 and 178. Both were wrong, and the data
-- says so plainly once the move table is read alongside them:
--
-- Bulbasaur's slot 166 is a 95-frame animation that 66 of its moves play.
-- Pidgey's is 138 frames -- four and a half seconds -- and 111 of its moves
-- play it. Slot 178, and 173, 179, 180 and 181, all point at the same one.
--
-- A four-and-a-half-second animation that most of the move table uses is the
-- species' DEFAULT ATTACK, not a flinch, which is why being hit looked like
-- swinging: it literally was the swing.
--
-- Nor is the reaction hiding elsewhere. Exactly one animation per species is
-- claimed by no slot and no move, and it is the same length as the idle for
-- essentially every one of them -- 48/48, 56/56, 60/60, 84/84 -- so it is a
-- second standby loop, not a recoil. The set has no damage reaction in it.
--
-- So damage plays nothing, and the Pokemon carries on with what it was doing.
-- That is not a gap: the engine flashes the screen, blinks the pic and drains
-- the bar, which is how Gen 1 says "that hurt" and is already in the frame.
local STATES = {
idle = { slot = "idle", loop = true },
entrance = { slot = "entrance", loop = false, next = "idle" },
faint = { slot = "faint", loop = false, hold = true },
-- A move names its own animation out of the move table. `attack_default`
-- is the fallback for one the table has nothing for -- which is what slot
-- 166 actually is, so the generic swing is now a real swing rather than
-- the standby loop it used to resolve to.
attack = { slot = "attack_default", loop = false, next = "idle" },
}
function StadiumMon.new(side)
return setmetatable({
side = side, -- "player" or "enemy"
species = nil, -- the dex number currently modelled
model = nil,
rig = nil,
state = "idle",
anim = nil, -- index into model.anims
time = 0, -- seconds into it
loop = true,
hold = false,
aux = nil, -- the texture animation running alongside
visible = false,
scale = 1, -- the send-out grow, 1 the rest of the time
}, StadiumMon)
end
function StadiumMon:release()
if self.rig then self.rig:release() end
self.rig, self.model, self.species = nil, nil, nil
end
-- ------- which species this side is showing
--
-- Returns true when the model is ready to draw. A species with no pack, one
-- whose meshes would not build, or one whose animation data is corrupt at
-- source answers false -- and Stadium then leaves that side to the flat
-- card, which is a per-POKEMON decline rather than a per-battle one: a fight
-- can perfectly well have a model on one side and a pic on the other.
--
-- ------- staticPose: the corrupt-idle escape hatch
--
-- StadiumBuild.idleIsBroken measures whether a species' standby loop throws
-- bones off the body, and the pack carries the verdict as `staticPose`. A
-- species so marked DECLINES here -- the Game Boy's own battle sprite
-- stands on the tile instead, drawn by the same 2D-3D path every species
-- uses when its model is unavailable -- because a bind pose held for a
-- whole fight reads as broken, not as "this one does not animate".
--
-- No species is marked today. Exeggutor, Tangela and Magmar used to be:
-- their animations are hermite keyframes (flags & 8), the extractor misread
-- the flags byte and decoded them as packed streams, and the exploding
-- result tripped the detector (Pidgeot and Dodrio were garbled by the same
-- bug, just not hard enough to trip it). The detector stays, keyed on the
-- DATA rather than a list of dex numbers, so a future extraction bug that
-- corrupts a species' idle falls back to the sprite instead of coming
-- apart on the field -- and nothing here has to be edited when it does.
function StadiumMon:setSpecies(dex)
if dex == self.species then return self.rig ~= nil end
if self.rig then self.rig:release() end
self.rig, self.model, self.species = nil, nil, dex
self.grow, self.grewOwn = nil, nil
if not dex then return false end
local model = StadiumPack.load(dex)
if not model then return false end
if model.staticPose then return false end
local rig = StadiumRig.new(model)
if not rig then return false end
self.model, self.rig = model, rig
-- a new Pokemon on the field opens on its standby loop; whoever sent it
-- out asks for the entrance a moment later
self.state, self.anim, self.time = nil, nil, 0
self:play("idle")
return true
end
-- ------- the state machine
-- Which animation a context slot resolves to for this species, or nil.
function StadiumMon:slotAnim(name)
local model = self.model
local slot = model and StadiumPack.SLOT[name]
if not slot then return nil end
local index = model.ctx[slot]
if not index or index == StadiumPack.NONE then return nil end
return index + 1
end
-- Start a state. `animIndex` overrides the state's own slot lookup, which
-- is what an attack uses.
function StadiumMon:play(state, animIndex, auxIndex)
local model = self.model
if not model then return false end
local def = STATES[state] or STATES.idle
local index = animIndex
if not index and def.slot then index = self:slotAnim(def.slot) end
if not index and def.fallback then index = self:slotAnim(def.fallback) end
if not index then
-- the species has nothing for this; the standby loop is always there
if state == "idle" then index = 1 else return self:play("idle") end
end
local anim = model.anims[index]
if not anim then return false end
self.state, self.anim, self.time = state, index, 0
self.done = false
-- (a species whose animations are corrupt at source never gets this far:
-- setSpecies declines it outright and its flat pic stands instead)
self.loop = def.loop and true or false
self.hold = def.hold and true or false
-- The eyes that go with it. Every skeletal animation carries the texture
-- animation the battle table most often set alongside it (the pack's own
-- `aux`), and a move may name a different one -- a hit that leaves the
-- Pokemon confused swaps the open eye for the dizzy swirl.
self.aux = auxIndex or anim.aux
return true
end
-- Ask for a state, but never interrupt one that outranks it. A faint is
-- final, and an entrance cannot be cut short by the standby loop it hands
-- on to.
local RANK = { idle = 0, entrance = 1, attack = 2, faint = 3 }
function StadiumMon:request(state, animIndex, auxIndex)
if not self.model then return false end
local now = RANK[self.state] or 0
local want = RANK[state] or 0
if self.state == "faint" then return false end
-- an equal-ranked request RESTARTS: the second move of a two-hit turn
-- should swing again rather than be swallowed by the first
if want < now then return false end
return self:play(state, animIndex, auxIndex)
end
-- The animation a move plays for this species, from the battle system's own
-- per-species table (model_extract's moves.json, packed into the .dsm).
-- `moveIndex` is the Gen 1 move id, which the engine's move defs carry as
-- `index` -- the same numbering, so no name mapping is needed.
function StadiumMon:attack(moveIndex)
local model = self.model
if not (model and moveIndex and moveIndex >= 1
and moveIndex <= StadiumPack.N_MOVES) then
return false
end
local index = model.moveAnim[moveIndex]
if not index or index == StadiumPack.NONE then return false end
local aux = model.moveAux[moveIndex]
return self:request("attack", index + 1,
(aux and aux >= 0) and (aux + 1) or nil)
end
-- ------- per frame
function StadiumMon:update(dt)
-- kept for build(), which runs later in the same frame and needs it to
-- advance the anchor's filter (StadiumRig.anchor). Stashed before the
-- early-outs below, so a species with nothing to play still has one.
self.dt = dt or 0
-- the ball-to-full-size ramp, which runs whether or not there is an
-- animation to play alongside it
if self.grow then
self.grow = self.grow + (dt or 0) / StadiumMon.GROW_TIME
if self.grow >= 1 then self.grow = nil end
end
local model = self.model
if not (model and self.anim) then return end
local anim = model.anims[self.anim]
if not anim then return end
self.time = self.time + (dt or 0)
if self.time >= anim.seconds and not self.loop then
if self.hold then
-- a faint stays down: hold the last frame rather than snapping back
-- to a standing pose the moment the animation runs out
self.time = math.max(0, anim.seconds - 1 / StadiumMon.FPS)
-- and SAY so, once. The clamp above means the clock can no longer be
-- asked whether the animation is over -- it stops a frame short of the
-- end and stays there forever -- and something has to know, because a
-- collapse that has finished is the moment the Pokemon may leave the
-- field (see Stadium's onField).
self.done = true
else
local nextState = (STATES[self.state] or {}).next or "idle"
self:play(nextState)
end
end
end
-- ------- the grow
--
-- Begin coming out of the ball. Answers whether it actually started, so the
-- caller can play the entrance alongside it and the engine's own send-out
-- seam a moment later does not restart what is already running.
function StadiumMon:beginGrow()
if self.grow or not self.model then return false end
self.grow = 0
-- and remember that THIS arrival was ours to size, so the engine's own
-- three-step ramp is not consulted again for it. Ours starts earlier and
-- finishes a few frames sooner, and in that gap the engine's ramp still
-- reads 5/7 -- so falling back to it shrank the Pokemon from 0.96 back to
-- 0.71 and then snapped it to full, a visible hitch at the end of an
-- animation that exists to not have one.
self.grewOwn = true
return true
end
-- How big this Pokemon is drawn this frame, as a fraction of its real size.
--
-- Smoothstep rather than a straight ramp or an ease-out: the ball is opening
-- for the first half of this, so a curve that is already near full size by
-- then would have the Pokemon standing there while the ball is still coming
-- apart. Slow, then quick through the middle, then settling exactly as the
-- engine's own grow ends.
function StadiumMon:growScale()
local t = self.grow
if not t then return 1 end
if t <= 0 then return 0 end
if t >= 1 then return 1 end
return t * t * (3 - 2 * t)
end
-- Whether a HELD animation -- which in practice means a faint -- has played
-- all the way through and is now sitting on its last frame. Always false for
-- a looping one, which never finishes, and for one that hands on to another
-- state, which has already stopped being itself by the time anyone can ask.
function StadiumMon:finished()
return self.done and true or false
end
-- How tall this species stands on the map, in world pixels.
function StadiumMon:worldHeight()
local model = self.model
local h = model and model.height or 0
if not (h > 0) then return StadiumMon.REF_HEIGHT end
local k = (h / StadiumMon.MEDIAN) ^ StadiumMon.SQUASH
local out = StadiumMon.REF_HEIGHT * k
if out < StadiumMon.MIN_HEIGHT then out = StadiumMon.MIN_HEIGHT end
if out > StadiumMon.MAX_HEIGHT then out = StadiumMon.MAX_HEIGHT end
return out
end
-- How wide this Pokemon stands, in world pixels -- the same scale
-- worldHeight is in, so a caller can size something to its footprint.
--
-- Only STADIUM B asks: it needs to know how big a platform to put under a
-- mon, and "as tall as it is" is the wrong answer for a Snorlax, which is
-- half as tall as an Onix and three times as wide.
--
-- The send-out grow is deliberately NOT folded in. A Pokemon scaling up out
-- of its ball should arrive on a platform that was already there, not one
-- that inflates under its feet.
function StadiumMon:worldRadius()
local model = self.model
if not model then return 0 end
local h = model.height or 0
if not (h > 0) then return 0 end
return (model.radius or 0) * self:worldHeight() / h
end
-- The model matrix: stand this Pokemon on world (x, groundY, z) facing
-- (faceX, faceZ), at whatever the send-out grow has done to its size.
--
-- The vertices the rig writes are in the model's RAW units -- before the
-- model_root scale the game applies -- so the scale here carries that too,
-- and the floor offset is measured in the same raw units on the way in.
function StadiumMon:matrix(x, groundY, z, faceX, faceZ)
local model = self.model
if not model then return nil end
local root = model.rootScale
if not (root and root > 0) then root = 1 end
local k = root * self:worldHeight() / math.max(model.height, 1e-6)
k = k * (self.scale or 1)
-- stand it on its own lowest point, then give back as much of the
-- authored hover as the shot can hold (see the header)
local floor = model.floor or 0
local hover = math.min(math.max(floor, 0),
StadiumMon.HOVER_CAP * math.max(model.height, 0))
local lift = (floor - hover) / root
local yaw = 0
if faceX and faceZ and (faceX ~= 0 or faceZ ~= 0) then
-- the card and the model share this convention: an unrotated model
-- faces +Z, which is map SOUTH, which is what "facing down" is in the
-- flat game (see Voxel3D's axis note)
yaw = math.atan2(faceX, faceZ)
end
self.yaw = yaw
return Mat4.mul(
Mat4.mul(Mat4.mul(Mat4.translate(x, groundY, z), Mat4.rotateY(yaw)),
Mat4.scale(k, k, k)),
Mat4.translate(0, -lift, 0))
end
-- Pose and skin for this frame. Separate from the draw because both the
-- SUN and the camera -- and, in a headset, both eyes -- want the same
-- skinned mesh, and skinning it once is the whole reason this is worth
-- doing on the CPU.
function StadiumMon:build()
if not (self.rig and self.model) then return false end
-- self.anim is nil while a species has nothing to play, and pose() reads
-- that as "the bind pose", which is exactly what is wanted
self.rig:pose(self.anim, self.time * StadiumMon.FPS, self.loop)
-- and then back onto the tile, because these animations were authored for
-- a camera that followed the Pokemon and this one does not move (see
-- StadiumRig.anchor)
self.rig:anchor(StadiumMon.TRAVEL, self.dt)
self.rig:skin(self.yaw or 0)
-- no clock of its own: the texture animation rides the frame pose() just
-- resolved, which is what keeps a blink inside its standby loop and a
-- fainted Pokemon's eyes shut once it has stopped moving
self.rig:textures(self.aux)
return true
end
return StadiumMon
+595
View File
@@ -0,0 +1,595 @@
-- STADIUM battles: reading one species' model off disk.
--
-- `NNN.dsm` holds one Pokemon Stadium battle model. It is written by
-- StadiumBuild, out of the player's own copy of that ROM, the first time the
-- mod runs (see StadiumInstall) -- and by tools/stadium_pack.py, which is the
-- oracle that Lua path is tested against. This file is the other half of that
-- format and nothing else: bytes in, tables out. What the tables MEAN is
-- StadiumRig's business (posing a skeleton) and StadiumMon's (which animation
-- a fight is asking for).
--
-- Three things shape it.
--
-- BINARY, NOT LUA. A species is a couple of hundred kilobytes of numbers,
-- most of it animation, and a Lua source file of that is a parse the loader
-- would pay for on every boot whether a battle happened or not. A byte
-- string is read once, on the frame a fight starts, and only for the two
-- species actually fighting.
--
-- LAZY ANIMATIONS. Geometry, bones and textures are decoded on load --
-- they are small, and every one of them is needed the moment the mon
-- appears. The animations are not: a fight uses idle, an entrance and
-- whichever handful of attacks come up, out of the seven to twenty-one a
-- species carries. So the load pass SCANS the animation block, recording
-- where each one starts and skipping the rest, and a track is decoded the
-- first time something plays it. That turns a 200 KB decode into a 20 KB
-- one plus a few milliseconds spread over the fight.
--
-- AN LRU OF FOUR. A model is shared by everything that draws that species
-- -- both sides of a mirror match, both VR eyes -- and kept for a few
-- battles after, because the next fight on the same route is very often
-- the same Pokemon. Four is enough for a wild fight (two) plus the
-- trainer's next two, and it bounds what the mode can hold to a few
-- megabytes.
--
-- Everything is pcall-guarded and every failure answers nil: a missing
-- pack, a truncated file or a driver that will not make an image all end
-- at the same place, which is the flat 2D-3D card this mode falls back to
-- (see Stadium).
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumPack = {}
local byte = string.byte
local floor = math.floor
-- ------- where a pack comes from
--
-- Two places, asked in this order.
--
-- CACHE_DIR is in the save directory and is what actually ships: the mod
-- carries no models (they are Pokemon Stadium's data), so StadiumInstall
-- builds them out of the player's own ROM on first run and writes them here.
--
-- DIR is inside the mod, and exists for a developer checkout that has run
-- tools/stadium_pack.py -- which is also how the oracle the Lua extractor is
-- tested against gets built. It is second because a locally built CURRENT
-- cache should win over whatever a checkout happens to have lying around --
-- current as judged by StadiumInstall's marker, so a cache an old extractor
-- built does not shadow a fresh set (see readPack).
StadiumPack.CACHE_DIR = "dramatic_shape/stadium"
StadiumPack.DIR = "assets/stadium"
local function readPack(species)
-- The cache only counts when StadiumInstall's marker says it is a
-- complete, CURRENT build -- an old cache (a rev the extractor has since
-- fixed, a format that moved) must not shadow a fresh shipped set, and a
-- half-written folder must not be read at all. Required lazily: Install
-- requires this module at load, so the reverse edge cannot be taken then.
local rel = ("%s/%03d.dsm"):format(StadiumPack.CACHE_DIR, species)
if love and love.filesystem and love.filesystem.getInfo
and V.require("StadiumInstall").ready() then
local okInfo, info = pcall(love.filesystem.getInfo, rel, "file")
if okInfo and info then
local ok, bytes = pcall(love.filesystem.read, rel)
if ok and type(bytes) == "string" and #bytes > 4 then return bytes end
end
end
local mod = V.mod
if not (mod and mod.read) then return nil end
local ok, bytes = pcall(mod.read, mod,
("%s/%03d.dsm"):format(StadiumPack.DIR, species))
if ok and type(bytes) == "string" and #bytes > 4 then return bytes end
return nil
end
-- The battle system's context slots, in the order tools/stadium_pack.py
-- writes them -- slot 165 upward (see model_extract/manifest.json's
-- animationSlots). Indexed by POSITION, so this list is the format's
-- contract and the packer's CONTEXTS must stay identical to it.
-- Position 2 was called "hit" until the move table was read against it: it
-- is the animation most of a species' MOVES play, which makes it the default
-- attack and not a damage reaction (see StadiumMon's STATES). The slot TABLE
-- is indexed by position, but the name also reaches the packed files: the
-- packers bake it into the animation NAME strings, so it has to match
-- tools/stadium_pack.py's CONTEXTS *and* pipeline/battle.py's CONTEXT_SLOTS,
-- or the oracle diff reports every species.
StadiumPack.CONTEXT = {
"idle", "attack_default", "faint", "entrance", "reaction_169", "reaction_170",
"reaction_171", "reaction_172", "reaction_173", "reaction_174",
"struggle", "idle_alt", "faint_alt", "flinch", "reaction_179",
"reaction_180", "reaction_181", "reaction_182", "entrance_alt",
"idle_return",
}
-- name -> slot position, for callers that ask by name
StadiumPack.SLOT = {}
for i, name in ipairs(StadiumPack.CONTEXT) do StadiumPack.SLOT[name] = i end
StadiumPack.N_MOVES = 165
StadiumPack.NONE = 0xFFFF
-- The frame rate every animation in the set is authored at
-- (model_extract/README.md: keyframe times are frame / 30).
StadiumPack.FPS = 30
-- ------- readers
--
-- One cursor threaded through by hand rather than an object: this runs over
-- a couple of hundred thousand values on the frame a battle starts, and a
-- method call per value is the difference between a hitch and no hitch.
local function u8(s, p) return byte(s, p), p + 1 end
local function u16(s, p)
local a, b = byte(s, p, p + 1)
return a + b * 256, p + 2
end
local function i16(s, p)
local a, b = byte(s, p, p + 1)
local v = a + b * 256
if v >= 32768 then v = v - 65536 end
return v, p + 2
end
local function u32(s, p)
local a, b, c, d = byte(s, p, p + 3)
return a + b * 256 + c * 65536 + d * 16777216, p + 4
end
local function i32(s, p)
local v
v, p = u32(s, p)
if v >= 2147483648 then v = v - 4294967296 end
return v, p
end
-- IEEE 754 single, by hand. LOVE has love.data.unpack, but this file reads
-- exactly four floats per model (the header's extents) and a hand decode
-- costs nothing while removing a version floor from the mod's whole
-- STADIUM path.
local function f32(s, p)
local b1, b2, b3, b4 = byte(s, p, p + 3)
local sign = 1
if b4 >= 128 then sign, b4 = -1, b4 - 128 end
local expo = b4 * 2 + floor(b3 / 128)
local mant = (b3 % 128) * 65536 + b2 * 256 + b1
if expo == 255 then
if mant == 0 then return sign * math.huge, p + 4 end
return 0, p + 4
end
if expo == 0 then return sign * mant * 2 ^ -149, p + 4 end
return sign * (1 + mant / 8388608) * 2 ^ (expo - 127), p + 4
end
-- 16.16 fixed point, which is how bone scales are stored (they run from
-- about -31 to 100 across the set and a float would cost twice the bytes
-- for precision nothing can see).
local function fixed(s, p)
local v
v, p = i32(s, p)
return v / 65536, p
end
-- ------- the load
local function readHeader(s, p, model)
model.species, p = u16(s, p)
model.boneCount, p = u16(s, p)
model.primCount, p = u16(s, p)
model.texCount, p = u16(s, p)
model.animCount, p = u16(s, p)
model.auxCount, p = u16(s, p)
model.rootScale, p = f32(s, p)
-- a species whose standby loop is corrupt in the source extraction, and
-- which the mod therefore holds at its bind pose (see the packer's
-- idle_is_broken). Three of the 151.
local static
static, p = u8(s, p)
model.staticPose = static ~= 0
model.height, p = f32(s, p)
model.floor, p = f32(s, p)
model.radius, p = f32(s, p)
local moveAnim, moveAux, ctx = {}, {}, {}
for i = 1, StadiumPack.N_MOVES do moveAnim[i], p = u16(s, p) end
for i = 1, StadiumPack.N_MOVES do moveAux[i], p = i16(s, p) end
for i = 1, #StadiumPack.CONTEXT do ctx[i], p = u16(s, p) end
model.moveAnim, model.moveAux, model.ctx = moveAnim, moveAux, ctx
return p
end
-- The bone tree, as flat parallel arrays: a rig walk touches every bone
-- every frame and an array of little tables would be a cache miss per bone
-- and a table per bone to collect.
local function readBones(s, p, model)
local n = model.boneCount
local parent, t, r, sc = {}, {}, {}, {}
for i = 1, n do
-- 0-based in the file, 1-based here, and 0 for "no parent" so the rig's
-- walk can test it without a sentinel comparison
local par
par, p = i16(s, p)
parent[i] = par + 1
local b = (i - 1) * 3
t[b + 1], p = i16(s, p)
t[b + 2], p = i16(s, p)
t[b + 3], p = i16(s, p)
r[b + 1], p = i16(s, p)
r[b + 2], p = i16(s, p)
r[b + 3], p = i16(s, p)
sc[b + 1], p = fixed(s, p)
sc[b + 2], p = fixed(s, p)
sc[b + 3], p = fixed(s, p)
end
model.parent, model.restT, model.restR, model.restS = parent, t, r, sc
return p
end
-- One drawable piece: the triangles that share a texture and a cull mode.
--
-- Positions and normals stay in BONE-LOCAL space, exactly as the display
-- list had them, because that is what makes the skinning a single matrix
-- multiply per vertex (every vertex in the set is rigidly bound to one bone
-- -- see model_extract/README.md) rather than a weighted blend.
local function readPrims(s, p, model)
local prims = {}
for i = 1, model.primCount do
local prim = {}
prim.tex, p = u16(s, p)
prim.tex = prim.tex + 1
local cull, blend
cull, p = u8(s, p)
blend, p = u8(s, p)
prim.cull = cull ~= 0
prim.additive = blend ~= 0
prim.texAnim, p = i16(s, p)
-- the texture-animation channel's value -> which texture to swap in.
-- Keyed by the stream's own byte, so the rig can look one up without
-- searching.
local mapN
mapN, p = u8(s, p)
if mapN > 0 then
local map = {}
for _ = 1, mapN do
local key, tex
key, p = u8(s, p)
tex, p = u16(s, p)
map[key] = tex + 1
end
prim.texMap = map
end
local fxN
fxN, p = u16(s, p)
if fxN > 0 then
local frames = {}
for k = 1, fxN do
frames[k], p = u16(s, p)
frames[k] = frames[k] + 1
end
prim.fxFrames = frames
end
local nv, ni
nv, p = u16(s, p)
ni, p = u16(s, p)
prim.vertCount, prim.indexCount = nv, ni
-- five arrays rather than one array of vertices, for the same reason
-- the bones are flat: the skinning loop reads them in step and writes
-- one LOVE vertex row out
local px, py, pz = {}, {}, {}
local uv = {}
local nx, ny, nz = {}, {}, {}
local bone = {}
for k = 1, nv do
px[k], p = i16(s, p)
py[k], p = i16(s, p)
pz[k], p = i16(s, p)
local u, v
u, p = i16(s, p)
v, p = i16(s, p)
uv[k * 2 - 1], uv[k * 2] = u / 512, v / 512
local a, b, c
a, p = u8(s, p)
b, p = u8(s, p)
c, p = u8(s, p)
if a >= 128 then a = a - 256 end
if b >= 128 then b = b - 256 end
if c >= 128 then c = c - 256 end
nx[k], ny[k], nz[k] = a / 127, b / 127, c / 127
bone[k], p = u8(s, p)
bone[k] = bone[k] + 1
end
prim.px, prim.py, prim.pz = px, py, pz
prim.uv = uv
prim.nx, prim.ny, prim.nz = nx, ny, nz
prim.bone = bone
local idx = {}
for k = 1, ni do
idx[k], p = u16(s, p)
idx[k] = idx[k] + 1
end
prim.index = idx
prims[i] = prim
end
model.prims = prims
return p
end
-- The textures, kept as the raw RGBA8 they arrived as and turned into
-- images on first use. A species carries every frame of every blink and
-- every dizzy swirl; a fight that never shows one should not pay to
-- upload it.
--
-- Raw rather than PNG, which is what DSM3 changed: an ImageData over these
-- bytes is a memcpy where a PNG is a decode on the frame a battle starts,
-- and -- the reason it was actually done -- uncompressed pixels are the same
-- pixels whichever side wrote them, so the Lua extractor's output can be
-- diffed against the Python packer's byte for byte. Two deflate
-- implementations need not agree; two arrays of pixels do.
local function readTextures(s, p, model)
local tex = {}
for i = 1, model.texCount do
local w, h, len
w, p = u16(s, p)
h, p = u16(s, p)
len, p = u32(s, p)
tex[i] = { w = w, h = h, rgba = s:sub(p, p + len - 1) }
p = p + len
end
model.textures = tex
return p
end
-- How many bytes one animation's track block occupies, without decoding
-- any of it. This is the scan that makes lazy animations possible: nine
-- components a bone, each either one value or one a frame, and the only
-- thing that has to be READ is the byte that says which.
local COMP_BYTES = { 2, 2, 2, 2, 2, 2, 4, 4, 4 } -- t t t r r r s s s
local function skipTracks(s, p, boneCount, frames)
for _ = 1, boneCount do
local present
present, p = u8(s, p)
if present ~= 0 then
for c = 1, 9 do
local kind
kind, p = u8(s, p)
p = p + COMP_BYTES[c] * (kind == 0 and 1 or frames)
end
end
end
return p
end
local function readAnims(s, p, model)
local anims = {}
for i = 1, model.animCount do
local len
len, p = u8(s, p)
local name = s:sub(p, p + len - 1)
p = p + len
local frames, loopStart, aux
frames, p = u16(s, p)
loopStart, p = u16(s, p)
aux, p = i16(s, p)
anims[i] = {
name = name, frames = frames, loopStart = loopStart,
aux = aux >= 0 and (aux + 1) or nil,
seconds = frames / StadiumPack.FPS,
offset = p, -- where its tracks start; decoded later
}
p = skipTracks(s, p, model.boneCount, frames)
end
model.anims = anims
return p
end
local function readAux(s, p, model)
local aux = {}
for i = 1, model.auxCount do
local frames, loopStart, chanN
frames, p = u16(s, p)
loopStart, p = u16(s, p)
chanN, p = u16(s, p)
local chans = {}
for c = 1, chanN do
local n
n, p = u16(s, p)
local stream = {}
for k = 1, n do stream[k], p = u16(s, p) end
chans[c] = stream
end
aux[i] = { frames = frames, loopStart = loopStart, channels = chans }
end
model.auxAnims = aux
return p
end
-- ------- a track block, decoded on demand
--
-- The shape a pose walk wants: `tracks[bone]` is either nil (this bone
-- holds its rest transform for the whole animation) or nine entries, each
-- either a number (constant) or an array of one value per frame.
--
-- That fold is the source data's own, not something imposed here: a bone
-- that only rotates costs two bytes for each of its six other components,
-- and across the 151 species it is most of the reason the whole set is 24
-- megabytes rather than a hundred.
function StadiumPack.tracks(model, index)
local anim = model.anims and model.anims[index]
if not anim then return nil end
if anim.tracks then return anim.tracks end
local s, p = model.bytes, anim.offset
if not (s and p) then return nil end
local frames = anim.frames
local out = {}
for b = 1, model.boneCount do
local present
present, p = u8(s, p)
if present ~= 0 then
local comps = {}
for c = 1, 9 do
local kind
kind, p = u8(s, p)
local read = (c >= 7) and fixed or i16
if kind == 0 then
comps[c], p = read(s, p)
else
local arr = {}
for k = 1, frames do arr[k], p = read(s, p) end
comps[c] = arr
end
end
out[b] = comps
end
end
anim.tracks = out
return out
end
-- One texture as a LOVE image, decoded on first ask.
function StadiumPack.image(model, index)
local slot = model.textures and model.textures[index]
if not slot then return nil end
if slot.image ~= nil then return slot.image or nil end
local ok, img = pcall(function()
local data = love.image.newImageData(slot.w, slot.h, "rgba8", slot.rgba)
local image = love.graphics.newImage(data)
-- N64 art at N64 resolution: nearest keeps the texels the size the
-- artist drew them, exactly as every other texture in this mode
image:setFilter("nearest", "nearest")
return image
end)
slot.image = (ok and img) or false
return slot.image or nil
end
-- ------- the cache
local cache = {} -- species -> model
local order = {} -- species, least recently used first
StadiumPack.KEEP = 4
local function touch(species)
for i = #order, 1, -1 do
if order[i] == species then table.remove(order, i) end
end
order[#order + 1] = species
while #order > StadiumPack.KEEP do
local drop = table.remove(order, 1)
local model = cache[drop]
cache[drop] = nil
if model and model.textures then
for _, slot in ipairs(model.textures) do
if slot.image and slot.image.release then
pcall(slot.image.release, slot.image)
end
-- CLEARED, not just released. A released Image is still a truthy
-- value, and `image()` below hands back whatever is in this field
-- without looking at it -- so leaving the corpse here meant the next
-- ask returned a dead object, which reached mesh:setTexture and threw
-- "Cannot use object after it has been released" from inside the
-- scene pass. Nil means the next ask decodes it again, which is the
-- whole point of the slot being lazy.
slot.image = nil
end
end
end
end
-- Say that this species is IN USE, so the cache does not evict it.
--
-- The eviction order above is a least-recently-LOADED list, not a
-- least-recently-used one: `touch` runs from `load`, and `load` is only
-- reached when a side's species CHANGES (StadiumMon.setSpecies returns early
-- otherwise). A Pokemon that stands on the field for several turns therefore
-- never refreshes its position, drifts to the front of the queue, and is
-- evicted -- its textures released -- while it is still being drawn sixty
-- times a second. That is what a fifth species entering a battle did: call
-- out a Clefairy and whatever had been standing longest lost its textures
-- mid-fight.
--
-- So the mode says, every frame, which two species are actually standing
-- there (see Stadium.update). With KEEP at 4 and two sides, the two in use
-- are always the two most recent and cannot reach the front of the queue.
function StadiumPack.keep(species)
if species and cache[species] then touch(species) end
end
-- Whether a pack for this species is on disk at all. Cheap enough to ask
-- before a battle commits to the mode, and the honest test: a mod
-- installed without its assets folder must decline rather than error.
function StadiumPack.available(species)
if cache[species] then return true end
return readPack(species) ~= nil
end
-- The model for a National Dex number (1..151), or nil.
function StadiumPack.load(species)
if not (species and species >= 1 and species <= 151) then return nil end
local hit = cache[species]
if hit ~= nil then
touch(species)
return hit or nil
end
local bytes = readPack(species)
if not bytes then
cache[species] = false
return nil
end
local ok, model = pcall(function()
if bytes:sub(1, 4) ~= "DSM3" then
error("not a DSM3 pack -- delete it and let the mod rebuild it", 0)
end
local m = { bytes = bytes }
local p = 5
p = readHeader(bytes, p, m)
p = readBones(bytes, p, m)
p = readPrims(bytes, p, m)
p = readTextures(bytes, p, m)
p = readAnims(bytes, p, m)
readAux(bytes, p, m)
return m
end)
if not ok then
V.mod.log:warn("stadium: %03d.dsm did not read: %s -- that Pokemon "
.. "falls back to its flat pic", species, tostring(model))
cache[species] = false
return nil
end
cache[species] = model
touch(species)
return model
end
-- Drop everything (hot reload, or a graphics context that went away).
function StadiumPack.invalidate()
for _, model in pairs(cache) do
if model and model.textures then
for _, slot in ipairs(model.textures) do
if slot.image and slot.image.release then
pcall(slot.image.release, slot.image)
end
slot.image = nil
end
end
end
end
function StadiumPack.forget()
StadiumPack.invalidate()
cache, order = {}, {}
end
return StadiumPack
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-- STADIUM battles: posing a skeleton and skinning it, on the CPU.
--
-- One instance of this is one Pokemon standing on the map -- the meshes it
-- draws through and the scratch space its pose is computed in. The MODEL
-- (geometry, bones, animations, textures) is shared and read-only; this is
-- everything about it that is per-Pokemon and changes every frame.
--
-- ------- why the CPU
--
-- Because these models are tiny and the mod's shader already exists. A
-- battle model is 674 vertices on average and 1311 at the worst, of which
-- exactly two are on screen at a time -- so skinning them by hand costs
-- about two thousand vertex transforms a frame, which is less than the
-- grass pass does on an empty route. What it buys is that the finished
-- vertices go into Voxel3D's OWN vertex format, through Voxel3D's OWN
-- shader, and therefore get every single thing the rest of the diorama
-- gets for free: the depth buffer decides what is in front of what, the
-- sun pass throws a real shadow of the actual pose, the hour's tint lands
-- on it, the hit flash flattens it, and the tilt-shift and the
-- depth-of-field see it as part of the picture. A GPU skinning path would
-- have needed a second shader that then had to re-implement all of that,
-- and a second shadow shader beside it.
--
-- It is also what makes the FORMAT work. Every vertex in the Stadium set is
-- rigidly bound to ONE bone with weight 1 (model_extract/README.md), so
-- skinning is a single matrix multiply per vertex with no blend -- and the
-- per-vertex `shade` Voxel3D wants, which no glTF has, is computed here
-- from the bone-local normal.
--
-- ------- the two matrix chains
--
-- The game keeps bone scale OUT of the matrix chain (func_800143C0): scale
-- accumulates in its own stack, a bone's local translation is
-- pre-multiplied by its parent's accumulated scale, and a bone's own
-- accumulated scale is applied to the finished matrix only at draw time.
-- glTF cannot express that -- its node scale propagates to children -- and
-- the reference export works around it by splitting every bone into two
-- nodes.
--
-- Here it falls out naturally, as two arrays:
--
-- pivot rotation and translation only. This is what a CHILD inherits,
-- and it is a pure rotation, which is also why the normals are
-- transformed with it rather than with the draw matrix.
-- draw the same matrix with the bone's accumulated scale applied on
-- the right, which is the one vertices go through.
--
-- Folding the scale into the chain instead is the obvious mistake and it
-- applies every ancestor's scale once per generation. It is caught by the
-- suite: tools/stadium_pack.py measures the bind pose with this exact walk
-- and its answer matches the verified glTF export on all 151 species.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Voxel3D = V.require("Voxel3D")
local StadiumPack = V.require("StadiumPack")
local StadiumRig = {}
StadiumRig.__index = StadiumRig
local sin, cos, floor = math.sin, math.cos, math.floor
-- binary angle (32768 = pi) to radians
local ANG = math.pi / 32768
-- ------- how a surface is lit
--
-- Voxel3D shades a face by its DIRECTION rather than by a light uniform:
-- every terrain and character mesh in this mode carries a per-vertex
-- `shade` baked from which way its face points, and the shadow map
-- multiplies on top of that (see Voxel3D.FACE_SHADE). A skinned model has
-- no fixed faces to bake, so the same answer is computed per vertex from
-- the posed normal -- and these four numbers are FACE_SHADE's own six
-- values, fitted:
--
-- +Y up 1.00 -Y down 0.55 +X east 0.84 -X west 0.72
-- +Z south 0.90 -Z north 0.68
--
-- so a Pokemon's flank catches the same southeastern sun the roof of the
-- house behind it does, and the two read as being in one picture.
local SHADE_BASE = 0.7725
local SHADE_X = 0.06
local SHADE_Y = 0.225
local SHADE_Z = 0.11
-- ------- an instance
-- `model` is a StadiumPack model. Returns nil where meshes cannot be made,
-- which is the same "no 3D" answer every other GPU object in this mod gives.
function StadiumRig.new(model)
if not (model and model.prims) then return nil end
if not (love.graphics and love.graphics.newMesh) then return nil end
local self = setmetatable({
model = model,
-- The two chains, flat: twelve numbers a bone, row-major 3x4.
--
-- Named with the M rather than `pivot` and `draw` because an instance
-- field called `draw` shadows the DRAW METHOD through __index, and the
-- failure that causes is a nasty one: the shadow pass calls caster()
-- and keeps working, so a Pokemon casts a perfect animated shadow onto
-- ground it is not standing on.
pivotM = {},
drawM = {},
-- the accumulated scale, which is the third thing the game's own walk
-- carries and neither matrix can hold
accX = {}, accY = {}, accZ = {},
parts = {},
-- what the pose walk last answered, so a frame that neither moved the
-- animation nor turned the model can skip the whole thing
poseKey = nil,
-- scratch for the body-centre estimate (see anchor), kept on the rig so
-- a per-frame measurement allocates nothing
cx = {}, cy = {}, cz = {},
}, StadiumRig)
-- One mesh per primitive: a primitive is already "the triangles sharing
-- one texture", which is exactly one draw call's worth.
--
-- "dynamic" rather than "static": every vertex is rewritten every frame
-- the pose changes, which is what the usage hint exists to say.
for i, prim in ipairs(model.prims) do
local rows = {}
local uv = prim.uv
for k = 1, prim.vertCount do
-- position and shade are filled by skin(); the texture coordinates
-- never change, so they are written once here
rows[k] = { 0, 0, 0, uv[k * 2 - 1], uv[k * 2], 1 }
end
local ok, mesh = pcall(love.graphics.newMesh, Voxel3D.FORMAT, rows,
"triangles", "dynamic")
if not ok then return nil end
pcall(mesh.setVertexMap, mesh, prim.index)
self.parts[i] = { mesh = mesh, rows = rows, prim = prim }
end
-- the spot the animations are measured against, taken while there is no
-- pose to overwrite (see measureBind)
pcall(self.measureBind, self)
return self
end
function StadiumRig:release()
for _, part in ipairs(self.parts or {}) do
if part.mesh and part.mesh.release then
pcall(part.mesh.release, part.mesh)
end
end
self.parts = {}
end
-- ------- sampling one track
--
-- `c` is the pack's own fold: a bare number when the component holds still
-- for the whole animation, or one value a frame when it does not. Two frame
-- indices and a blend come in because the caller has already resolved what
-- "between frame 12 and 13, three tenths of the way" means for THIS
-- animation's looping.
-- One component at one frame.
local function sampleAt(c, i)
if type(c) == "number" then return c end
return c[i]
end
-- ------- interpolation, and the one place it must not happen
--
-- These streams are not keyframes: they carry ONE VALUE PER FRAME at 30 Hz,
-- and the game steps them a frame at a time. So at 60 Hz the honest replay
-- is each pose held for two frames -- which is exactly what it looks like,
-- a set of models moving at half the frame rate of everything around them.
-- Blending between consecutive entries is therefore not reconstructing
-- something the source had; it is INVENTING the halfway pose. It is worth
-- inventing, because a 30 Hz step against a 60 Hz camera reads as a stutter
-- and the halfway pose is right far more often than it is wrong.
--
-- Where it IS wrong is the reason a naive version of this shipped once and
-- had to be taken out: bones snapping to an upside-down pose for a frame,
-- arms turning inside out for a few. Rotations here are EULER TRIPLES, and
-- a Euler triple is not a direction you can walk along. Two triples can
-- describe nearly the same orientation and be nowhere near each other
-- component by component -- (0, 20976, 32736) and (0, -19936, -5904) are a
-- real pair out of the set -- so walking from one to the other passes
-- through orientations that are nothing like either end. That is precisely
-- a bone flipping over and back inside one frame.
--
-- Shortest-arc wrapping (below) fixes the easy half of that, where a
-- component crosses the +-pi seam. It cannot fix the hard half, where the
-- source simply RE-EXPRESSES a rotation. So the hard half is not fixed, it
-- is DETECTED: a bone whose rotation moves more than BREAK_ANGLE in a
-- single frame is not being animated, it is being re-expressed or snapped,
-- and that bone holds its frame instead of blending. Per bone and all three
-- components together, because the three are one rotation and blending two
-- of them while holding the third is its own wrong answer.
--
-- The same guard, in the same spirit, for TRANSLATION: BREAK_MOVE of the
-- model's own height inside one frame is a teleport rather than a stride.
-- Scale needs none -- a linear blend of two scales lies between them, and
-- there is no way for that to be a pose neither end had.
-- 32768 binary-angle units is pi, so this is a quarter turn in one 30 Hz
-- frame -- 2700 degrees a second. Nothing in the set genuinely moves that
-- fast; everything that reads as moving that fast is a re-expression.
local BREAK_ANGLE = 16384
-- and half the Pokemon's own height in one frame, which is fifteen body
-- heights a second
local BREAK_MOVE = 0.5
-- The signed distance from `c[i0]` to `c[i1]` the SHORT way round, for a
-- binary angle. Interpolating 32700 toward -32700 the long way spins the
-- bone most of a full turn inside one frame; the short way is 136 units,
-- which is what actually happened.
local function angleDelta(c, i0, i1)
if type(c) == "number" then return 0 end
local d = c[i1] - c[i0]
if d > 32768 then d = d - 65536 elseif d < -32768 then d = d + 65536 end
return d
end
local function linearDelta(c, i0, i1)
if type(c) == "number" then return 0 end
return c[i1] - c[i0]
end
-- ------- the pose
--
-- `anim` is an index into model.anims (or nil for the bind pose), `frame` a
-- FLOAT frame in that animation's own 30 Hz timeline, and `wrap` whether
-- the far end joins back to loopStart (a standby loop) or holds on the last
-- frame (a faint).
function StadiumRig:pose(anim, frame, wrap)
local model = self.model
local n = model.boneCount
local tracks = anim and StadiumPack.tracks(model, anim) or nil
local frames = anim and model.anims[anim] and model.anims[anim].frames or 1
-- The two frames this instant falls between, and how far. `k` is 0 on
-- every whole frame, so a caller that steps in whole frames -- the test
-- suite, the blink probe -- sees exactly the frame it asked for.
local i0, i1, k = 1, 1, 0
if tracks and frames > 1 then
local f = frame
if f < 0 then f = 0 end
local base = floor(f)
k = f - base
local loop = model.anims[anim].loopStart or 0
if not (loop > 0 and loop < frames) then loop = 0 end
if base >= frames then
if wrap then
-- the far end joins back to loopStart, which is where the game's own
-- player sends the counter (func_80016FBC)
base = loop + (base - loop) % (frames - loop)
else
base = frames - 1 -- a faint holds where it fell
k = 0
end
end
i0 = base + 1
if i0 > frames then i0 = frames end
if i0 < 1 then i0 = 1 end
-- and the frame after it, which past the end of a loop is loopStart --
-- the same seam the counter itself crosses. An animation that HOLDS
-- (a faint) has nothing after its last frame, so it blends with itself.
if i0 < frames then
i1 = i0 + 1
elseif wrap then
i1 = loop + 1
else
i1, k = i0, 0
end
end
-- The frame this animation is actually SHOWING, after the wrap or the
-- hold, 0-based -- the WHOLE frame, never the blend. A texture swap has no
-- halfway: an eye is open or it is shut, and a pupil interpolated toward a
-- swirl is not a thing the hardware could draw. So the skeleton runs at 60
-- and the textures step at 30, which is what the game does with both.
-- Stashed rather than recomputed because the texture
-- animation is sampled at the very same frame (see textures) -- in the
-- game one counter drives both, and 73% of the paired animations in the
-- set are the same length as each other, which is what that looks like
-- from the outside. Two copies of this arithmetic would be two things to
-- keep in step; one number cannot drift from itself.
self.frameAt = i0 - 1
local parent = model.parent
local restT, restR, restS = model.restT, model.restR, model.restS
local pivot, drw = self.pivotM, self.drawM
local accX, accY, accZ = self.accX, self.accY, self.accZ
-- how far a bone may travel in one frame before it is read as a teleport
-- rather than a stride. In the vertices' own RAW units, which is what the
-- tracks are in: model.height is measured after the model_root scale.
local moveBreak = nil
if k > 0 then
local root = model.rootScale
if not (root and root > 0) then root = 1 end
local h = (model.height or 0) / root
if h > 0 then moveBreak = h * BREAK_MOVE end
end
for b = 1, n do
local o3 = (b - 1) * 3
local tx, ty, tz, rx, ry, rz, kx, ky, kz
local comps = tracks and tracks[b]
if comps then
tx = sampleAt(comps[1], i0)
ty = sampleAt(comps[2], i0)
tz = sampleAt(comps[3], i0)
rx = sampleAt(comps[4], i0)
ry = sampleAt(comps[5], i0)
rz = sampleAt(comps[6], i0)
kx = sampleAt(comps[7], i0)
ky = sampleAt(comps[8], i0)
kz = sampleAt(comps[9], i0)
if k > 0 then
-- ROTATION, all three at once: a bone that snaps holds its frame,
-- and a bone that moves holds none of it (see BREAK_ANGLE)
local dx = angleDelta(comps[4], i0, i1)
local dy = angleDelta(comps[5], i0, i1)
local dz = angleDelta(comps[6], i0, i1)
if dx < 0 then dx = -dx end
if dy < 0 then dy = -dy end
if dz < 0 then dz = -dz end
if dx <= BREAK_ANGLE and dy <= BREAK_ANGLE and dz <= BREAK_ANGLE then
rx = rx + angleDelta(comps[4], i0, i1) * k
ry = ry + angleDelta(comps[5], i0, i1) * k
rz = rz + angleDelta(comps[6], i0, i1) * k
end
-- TRANSLATION, likewise together: the three are one offset
local mx = linearDelta(comps[1], i0, i1)
local my = linearDelta(comps[2], i0, i1)
local mz = linearDelta(comps[3], i0, i1)
local far = false
if moveBreak then
far = (mx > moveBreak or mx < -moveBreak)
or (my > moveBreak or my < -moveBreak)
or (mz > moveBreak or mz < -moveBreak)
end
if not far then
tx, ty, tz = tx + mx * k, ty + my * k, tz + mz * k
end
-- SCALE, which cannot land anywhere the two ends did not bracket
kx = kx + linearDelta(comps[7], i0, i1) * k
ky = ky + linearDelta(comps[8], i0, i1) * k
kz = kz + linearDelta(comps[9], i0, i1) * k
end
else
-- a bone this animation never touches keeps its rest transform
tx, ty, tz = restT[o3 + 1], restT[o3 + 2], restT[o3 + 3]
rx, ry, rz = restR[o3 + 1], restR[o3 + 2], restR[o3 + 3]
kx, ky, kz = restS[o3 + 1], restS[o3 + 2], restS[o3 + 3]
end
local p = parent[b]
local pax, pay, paz = 1, 1, 1
if p > 0 then pax, pay, paz = accX[p], accY[p], accZ[p] end
-- the parent's accumulated scale, applied to the CHILD's offset. This
-- is the whole of what the game does instead of propagating scale.
tx, ty, tz = tx * pax, ty * pay, tz * paz
-- Rx * Ry * Rz in the game's own row-vector form (src/F420.c
-- func_8000F730), written out as the rows of a 3x3
local ax, ay, az = rx * ANG, ry * ANG, rz * ANG
local sx, cx = sin(ax), cos(ax)
local sy, cy = sin(ay), cos(ay)
local sz, cz = sin(az), cos(az)
local m11, m12, m13 = cy * cz, sx * sy * cz - cx * sz, cx * sy * cz + sx * sz
local m21, m22, m23 = cy * sz, sx * sy * sz + cx * cz, cx * sy * sz - sx * cz
local m31, m32, m33 = -sy, sx * cy, cx * cy
local o = (b - 1) * 12
if p > 0 then
local q = (p - 1) * 12
local a1, a2, a3, a4 = pivot[q + 1], pivot[q + 2], pivot[q + 3], pivot[q + 4]
local b1, b2, b3, b4 = pivot[q + 5], pivot[q + 6], pivot[q + 7], pivot[q + 8]
local c1, c2, c3, c4 = pivot[q + 9], pivot[q + 10], pivot[q + 11], pivot[q + 12]
pivot[o + 1] = a1 * m11 + a2 * m21 + a3 * m31
pivot[o + 2] = a1 * m12 + a2 * m22 + a3 * m32
pivot[o + 3] = a1 * m13 + a2 * m23 + a3 * m33
pivot[o + 4] = a1 * tx + a2 * ty + a3 * tz + a4
pivot[o + 5] = b1 * m11 + b2 * m21 + b3 * m31
pivot[o + 6] = b1 * m12 + b2 * m22 + b3 * m32
pivot[o + 7] = b1 * m13 + b2 * m23 + b3 * m33
pivot[o + 8] = b1 * tx + b2 * ty + b3 * tz + b4
pivot[o + 9] = c1 * m11 + c2 * m21 + c3 * m31
pivot[o + 10] = c1 * m12 + c2 * m22 + c3 * m32
pivot[o + 11] = c1 * m13 + c2 * m23 + c3 * m33
pivot[o + 12] = c1 * tx + c2 * ty + c3 * tz + c4
else
pivot[o + 1], pivot[o + 2], pivot[o + 3], pivot[o + 4] = m11, m12, m13, tx
pivot[o + 5], pivot[o + 6], pivot[o + 7], pivot[o + 8] = m21, m22, m23, ty
pivot[o + 9], pivot[o + 10], pivot[o + 11], pivot[o + 12] = m31, m32, m33, tz
end
local ex, ey, ez = pax * kx, pay * ky, paz * kz
accX[b], accY[b], accZ[b] = ex, ey, ez
-- the bone's own accumulated scale, on the right: it scales the axes of
-- THIS bone's space and cannot reach the children, which is exactly the
-- game's draw-time application
drw[o + 1], drw[o + 2] = pivot[o + 1] * ex, pivot[o + 2] * ey
drw[o + 3], drw[o + 4] = pivot[o + 3] * ez, pivot[o + 4]
drw[o + 5], drw[o + 6] = pivot[o + 5] * ex, pivot[o + 6] * ey
drw[o + 7], drw[o + 8] = pivot[o + 7] * ez, pivot[o + 8]
drw[o + 9], drw[o + 10] = pivot[o + 9] * ex, pivot[o + 10] * ey
drw[o + 11], drw[o + 12] = pivot[o + 11] * ez, pivot[o + 12]
end
end
-- ------- keeping the Pokemon on its own tile
--
-- Stadium's animations MOVE the Pokemon, and they move it a long way. Half
-- the set's send-out entrances walk the body more than its own height off
-- the spot it started on; Dewgong's faint travels nearly ten body-heights,
-- and its entrance seven and a half. Every one of them ends exactly where it
-- began, because that game framed each Pokemon with a camera of its OWN that
-- followed the performance around a stage.
--
-- This mode has one camera, solved to put two named map cells at two fixed
-- points in a 160x144 frame (BattleCam), and a Pokemon that travels seven
-- body-heights out of that frame is simply GONE -- which is what sending out
-- a Farfetch'd looked like: an empty tile for three and a half seconds,
-- while its animation played somewhere off to the left of the shot.
--
-- So the bulk travel is taken back out. The pose is measured, and whatever
-- has carried the body further than `limit` from where the bind pose put it
-- is subtracted from every bone.
--
-- ------- why a LIMIT and not an anchor
--
-- Pinning the body outright would flatten the animations into mime: a lunge,
-- a hop, a recoil and a collapse are all the body moving, and they are the
-- part worth having. What breaks the shot is not motion, it is EXCURSION --
-- and the two are told apart by how far. Inside the limit nothing is touched
-- at all, so the 83 species whose animations stay put are bit-for-bit what
-- they were; past it the excess alone is removed, so a big move still reads
-- as big and still comes back to the tile it left.
--
-- ------- where the body IS, and why it is not the median
--
-- The first version of this took the median bone origin, on the reasoning
-- that a handful of bones flung anywhere cannot move a median. True, and it
-- had a worse problem: a median is a RANK, and a rank flips. On a bird most
-- of the skeleton is wing, so as the wings beat, which bone sits at the
-- middle of the sorted list swaps between the up cluster and the down one --
-- and the estimate jumps with it. Measured on Pidgey's standby loop the
-- median moved a tenth of a body-height between adjacent half-frames, and on
-- Pidgeot three whole body-heights. The anchor turns that straight into a
-- translation of the ENTIRE Pokemon, so the body counter-shook against its
-- own wings and the flapping read as twice its real speed. That is the
-- "Pidgey's wings flap super fast" this comment exists because of.
--
-- The centre is now the bone origins averaged, WEIGHTED BY HOW MANY VERTICES
-- EACH BONE MOVES. That fixes both halves at once:
--
-- * the weights are a property of the MESH, computed once and never
-- changing, so there is no rank to flip and no discontinuity available
-- to it -- the estimate is as smooth as the bones themselves
-- * a bone with little geometry on it barely counts, which is exactly the
-- robustness the median was for. Farfetch'd's trail is thirty vertices
-- on five bones -- 1.6% of the model -- so streaking three thousand
-- units out moves this by nothing worth measuring
--
-- Against the median it is two to five times smoother on every species
-- tested and measures the same travel to within a few percent.
-- How far the body estimate may move in ONE 30 Hz frame of a species' own
-- standby loop before that species is judged unmeasurable and left
-- unanchored (see measureBind). The fastest genuine motion in the set is
-- about a fifth of a body-height a frame; the one species that fails this
-- moves three.
StadiumRig.ANCHOR_STEADY = 0.5
-- Which context slot the standby loop is, without requiring StadiumPack --
-- this module is below it and a require would be circular. Position 1 of
-- StadiumPack.CONTEXT, which is the format's own contract.
local IDLE_SLOT = 1
-- How much of the model each bone actually carries. Cached on the shared
-- model: it is a fact about the mesh, not about this instance.
local function boneWeights(model)
if model.boneW then return model.boneW, model.boneWTotal end
local w, total = {}, 0
for b = 1, model.boneCount do w[b] = 0 end
for _, prim in ipairs(model.prims) do
local bone = prim.bone
for k = 1, prim.vertCount do
local b = bone[k]
if w[b] then w[b] = w[b] + 1; total = total + 1 end
end
end
model.boneW, model.boneWTotal = w, total
return w, total
end
-- The body centre of the pose currently in drawM.
local function centre(self, n)
local model = self.model
local w, total = boneWeights(model)
if not (total > 0) then return nil end
local x, y, z = 0, 0, 0
local d = self.drawM
for b = 1, n do
local q = w[b]
if q and q > 0 then
local o = (b - 1) * 12
x = x + d[o + 4] * q
y = y + d[o + 8] * q
z = z + d[o + 12] * q
end
end
return x / total, y / total, z / total
end
-- Where the BIND pose puts it -- the spot every animation is measured
-- against. Cached on the shared MODEL, because it is a fact about the model
-- and not about this instance of it.
--
-- Called once, from new(), and deliberately not lazily from anchor(): taking
-- this measurement means POSING the bind pose, which would overwrite the
-- animated pose anchor() was called to correct. Doing it while the rig is
-- still being built is the one moment there is no pose to lose.
function StadiumRig:measureBind()
local model = self.model
if model.bindCX then return end
self:pose(nil, 0, false)
model.bindCX, model.bindCY, model.bindCZ = centre(self, model.boneCount)
-- ------- and whether this species can be anchored at all
--
-- Decided ONCE, per model, offline, by walking its standby loop and asking
-- how far the body estimate moves between one frame and the next.
--
-- Everything the anchor does rests on that estimate being a description of
-- where the Pokemon is. For 147 species it is: the fastest real motion in
-- the set moves the body about a fifth of a body-height per 30 Hz frame.
-- Pidgeot's standby loop moves it THREE, because a few of its rotation
-- frames are junk (the worst data in the set, and a known issue in its own
-- right). There is no filter setting that both tracks a real excursion and
-- rejects that -- measured, at four time constants, either the excursions
-- came back or the shake did -- because the two are only a factor of
-- fifteen apart and a filter is a proportion.
--
-- So a species whose own idle says its estimate cannot be trusted is not
-- anchored, and plays exactly as it did before the anchor existed: it
-- travels as far as its animation says, and it does not vibrate. One
-- species trading a framing problem for no problem beats 147 trading a
-- solved framing problem for a shake.
--
-- Cheap: forty-odd poses on a model that is about to be posed sixty times
-- a second anyway.
local idle = model.ctx and model.ctx[IDLE_SLOT]
local anim = (idle and idle ~= 0xFFFF) and (idle + 1) or nil
local rec = anim and model.anims and model.anims[anim]
model.anchorOk = true
if rec and rec.frames and rec.frames > 1 then
local root = model.rootScale
if not (root and root > 0) then root = 1 end
local h = (model.height or 0) / root
if h > 0 then
local px, py, pz, worst = nil, nil, nil, 0
for f = 0, rec.frames - 1 do
self:pose(anim, f, true)
local x, y, z = centre(self, model.boneCount)
if x and px then
local d = (((x - px) ^ 2 + (y - py) ^ 2 + (z - pz) ^ 2) ^ 0.5) / h
if d > worst then worst = d end
end
px, py, pz = x, y, z
end
if worst > StadiumRig.ANCHOR_STEADY then
model.anchorOk = false
V.mod.log:info("stadium: species %s moves its own body %.1f "
.. "body-heights in one frame of its standby loop -- "
.. "not anchoring it, the measurement cannot be "
.. "trusted", tostring(model.species), worst)
end
end
end
-- and leave the bind pose behind, not the last frame of the idle
self:pose(nil, 0, false)
end
-- ------- and why the offset is SMOOTHED
--
-- A better centre is not enough on its own. Any estimate that follows the
-- pose carries the pose's own frame-to-frame wobble into it, and the anchor
-- multiplies that up into a translation of the whole Pokemon -- so a species
-- whose source data is erratic (Pidgeot's standby loop has a few frames of
-- junk in it, and no estimator can smooth data that is genuinely wrong)
-- would shake bodily rather than in the one bone that is wrong.
--
-- So the offset is low-passed. What the anchor is FOR is a slow excursion --
-- a Pokemon swimming seven body-heights away over two seconds -- and that
-- survives a filter with this time constant untouched, while anything
-- oscillating frame to frame is flattened. The correction ends up describing
-- where the Pokemon has drifted TO, never how it is shaking on the way.
--
-- HALF_LIFE is in seconds: the time the offset takes to close half of any
-- gap between where it is and where the pose says it should be. Short enough
-- that a real excursion is caught within a few frames of starting, long
-- enough that a 30 Hz wobble does not survive it.
StadiumRig.ANCHOR_HALF_LIFE = 0.05
-- ------- what this does NOT fix, and why it stops here
--
-- The filter is a proportion, so it divides the input wobble down rather than
-- bounding it -- and one species' data is bad enough to get through anyway.
-- Pidgeot's standby loop carries a few frames of junk rotation (the worst in
-- the set, and a known issue since before the anchor existed), which moves
-- the body estimate three body-heights inside a single frame; filtered, that
-- is still about three pixels a frame on a fourteen-pixel model.
--
-- Two further mechanisms were built and MEASURED against the set, and both
-- were taken back out:
--
-- a rate limit on the correction bounded the shake to a third of a pixel,
-- and cost so much tracking that 33 of the 148 entrances went back to
-- leaving the frame -- half the problem the anchor exists to solve
--
-- a rate limit on the MEASUREMENT, to tell a spike from an excursion by
-- speed, could not separate them: the fastest real excursion (Dewgong's
-- entrance, five and a half body-heights a second) is close enough to
-- Pidgeot's sustained junk that any threshold either clipped Dewgong or
-- passed Pidgeot, and freezing on distrust made both worse
--
-- So it stops here, at the setting that is right for the 147 species whose
-- data is not broken. Pidgeot is a data problem and belongs with the other
-- data problems in the CHANGELOG's Known section, not in this control loop:
-- the alternative was distorting every other Pokemon's animation to flatter
-- one whose source frames are wrong.
-- Pull the pose back toward the tile. `limit` is in the Pokemon's own
-- body-heights; nil or a non-positive value leaves the pose exactly as posed.
-- `dt` is the frame's own delta; without one the offset is applied whole,
-- which is what a still (the QA sweep, a probe) wants.
function StadiumRig:anchor(limit, dt)
if not (limit and limit > 0) then return end
local model = self.model
local n = model.boneCount
-- the vertices are in RAW units, before the model_root scale that
-- model.height is measured after
local root = model.rootScale
if not (root and root > 0) then root = 1 end
local h = (model.height or 0) / root
if not (h > 0) then return end
local bx, by, bz = model.bindCX, model.bindCY, model.bindCZ
if not bx then return end -- never measured; leave the pose alone
if model.anchorOk == false then return end -- and unmeasurable, at that
local x, y, z = centre(self, n)
if not x then return end
local dx, dy, dz = x - bx, y - by, z - bz
local dist = (dx * dx + dy * dy + dz * dz) ^ 0.5
local allow = limit * h
-- what the pose alone asks for: the EXCESS beyond the limit, so what is
-- inside it stays and the motion keeps its shape
local ox, oy, oz = 0, 0, 0
if dist > allow and dist > 0 then
local k = (dist - allow) / dist
ox, oy, oz = dx * k, dy * k, dz * k
end
-- and then toward it rather than straight to it (see ANCHOR_HALF_LIFE),
-- and never faster than ANCHOR_RATE
if dt and dt > 0 then
local half = StadiumRig.ANCHOR_HALF_LIFE
local a = (half > 0) and (1 - 0.5 ^ (dt / half)) or 1
if a > 1 then a = 1 end
local px, py, pz = self.anchorX or ox, self.anchorY or oy, self.anchorZ or oz
ox = px + (ox - px) * a
oy = py + (oy - py) * a
oz = pz + (oz - pz) * a
end
self.anchorX, self.anchorY, self.anchorZ = ox, oy, oz
if ox == 0 and oy == 0 and oz == 0 then return end
local pivot, drw = self.pivotM, self.drawM
for b = 1, n do
local o = (b - 1) * 12
pivot[o + 4] = pivot[o + 4] - ox
pivot[o + 8] = pivot[o + 8] - oy
pivot[o + 12] = pivot[o + 12] - oz
drw[o + 4] = drw[o + 4] - ox
drw[o + 8] = drw[o + 8] - oy
drw[o + 12] = drw[o + 12] - oz
end
end
-- ------- the skin
--
-- Every vertex through its one bone's draw matrix, and its normal through
-- the same bone's pivot (a pure rotation, so the normal survives a
-- non-uniformly scaled bone -- which several species have).
--
-- `yaw` is the model matrix's own turn, and it is folded in HERE rather
-- than left to the matrix because the shade has to be computed against the
-- WORLD normal: a Pokemon turned to face its opponent has a differently lit
-- flank than one facing the camera, and the sun does not turn with it.
function StadiumRig:skin(yaw)
local cy, sy = cos(yaw or 0), sin(yaw or 0)
local drw, piv = self.drawM, self.pivotM
for _, part in ipairs(self.parts) do
local prim, rows = part.prim, part.rows
local px, py, pz = prim.px, prim.py, prim.pz
local nx, ny, nz = prim.nx, prim.ny, prim.nz
local bone = prim.bone
for k = 1, prim.vertCount do
local o = (bone[k] - 1) * 12
local x, y, z = px[k], py[k], pz[k]
local row = rows[k]
row[1] = drw[o + 1] * x + drw[o + 2] * y + drw[o + 3] * z + drw[o + 4]
row[2] = drw[o + 5] * x + drw[o + 6] * y + drw[o + 7] * z + drw[o + 8]
row[3] = drw[o + 9] * x + drw[o + 10] * y + drw[o + 11] * z + drw[o + 12]
local ax, ay, az = nx[k], ny[k], nz[k]
local wx = piv[o + 1] * ax + piv[o + 2] * ay + piv[o + 3] * az
local wy = piv[o + 5] * ax + piv[o + 6] * ay + piv[o + 7] * az
local wz = piv[o + 9] * ax + piv[o + 10] * ay + piv[o + 11] * az
-- the model matrix's yaw, by hand: (x, z) turned, y untouched
row[6] = SHADE_BASE + SHADE_X * (cy * wx + sy * wz) + SHADE_Y * wy
+ SHADE_Z * (cy * wz - sy * wx)
end
pcall(part.mesh.setVertices, part.mesh, rows)
end
end
-- ------- which texture each part wears this frame
--
-- The eyes. A primitive whose display list carried geo command 0x23 with a
-- channel index has its texture REPLACED every frame from a stream of
-- texture-table indices (src/18140.c func_800176DC) -- which is how every
-- Pokemon in the game blinks, and how a confused one gets swirls. glTF has
-- no channel for that, so the .glb files carry only the first frame; the
-- pack carries the streams.
--
-- `aux` is an index into model.auxAnims (the stream set) and `frame` its
-- own frame counter, which runs independently of the skeletal one.
-- The eyes, and everything else a material swaps per frame.
--
-- Sampled at the SKELETAL animation's own frame -- the one pose() just
-- resolved -- and CLAMPED past the end of the stream rather than wrapped.
-- Both halves of that matter, and getting either wrong is visible.
--
-- The frame is the skeleton's because in the game a single counter drives
-- both; the data says so plainly, since 507 of the 691 paired animations in
-- the set have a texture animation exactly as long as the skeletal one it
-- rides with.
--
-- The clamp is what the game's own sampler does (func_80017540 indexes the
-- stream and holds the last entry past its end), and it is the whole
-- difference between a blink and a twitch. Rattata's standby loop is forty
-- frames and its blink is FIVE -- `6 8 7 8 6`, open through closed and back.
-- Wrapped on the blink's own length that plays six times a second, which is
-- what it looked like. Clamped, the eye blinks once at the top of the loop
-- and stays open for the remaining thirty-five frames, so it blinks about
-- once a second and a half.
function StadiumRig:textures(aux)
local model = self.model
local anim = aux and model.auxAnims and model.auxAnims[aux] or nil
local frame = self.frameAt or 0
for _, part in ipairs(self.parts) do
local prim = part.prim
local index = prim.tex
if anim and prim.texAnim and prim.texAnim >= 0 and prim.texMap then
local stream = anim.channels[prim.texAnim + 1]
local n = stream and #stream or 0
if n > 0 then
local at = frame + 1
if at > n then at = n end
if at < 1 then at = 1 end
local mapped = prim.texMap[stream[at]]
if mapped then index = mapped end
end
end
part.texture = StadiumPack.image(model, index)
end
end
-- ------- the draw
--
-- `model` here is the MODEL MATRIX -- where this Pokemon stands, how big
-- and which way round -- and `sunModel` the transform the shadow pass drew
-- it with, which for these is the same matrix (unlike a character's leaning
-- card; see Voxel3D.draw).
--
-- Seams off for the whole of it: the voxel wireframe draws the integer
-- planes of a mesh's own model space, and these vertices are in the N64's
-- own units where an integer plane means nothing (see VoxelGrid). Glass off
-- for the same reason the sprite passes turn it off -- the mask's
-- coordinates belong to the tileset atlas, not to a Pokemon's texture.
function StadiumRig:draw(matrix, pull)
Voxel3D.seams(false)
Voxel3D.glass(false)
local additive = nil
for _, part in ipairs(self.parts) do
if part.prim.additive then
-- held back to a second pass so the flames composite over the body
-- rather than depth-fighting it
additive = additive or {}
additive[#additive + 1] = part
elseif part.texture then
Voxel3D.draw(part.mesh, part.texture, matrix, pull)
end
end
if additive then
Voxel3D.blend("add")
for _, part in ipairs(additive) do
if part.texture then
Voxel3D.draw(part.mesh, part.texture, matrix, pull)
end
end
Voxel3D.blend(nil)
end
Voxel3D.glass(true)
Voxel3D.seams(true)
end
-- The same geometry as the SUN sees it: no camera-ward pull (a trick for
-- the view's own depth buffer, which would drag a shadow off its owner) and
-- through the shadow pass's own draw call. The generated flame prims are
-- skipped -- a fire casts light, not a shadow.
function StadiumRig:caster(shadowMap, matrix)
for _, part in ipairs(self.parts) do
if part.texture and not part.prim.additive then
shadowMap.draw(part.mesh, part.texture, matrix)
end
end
end
return StadiumRig
+314
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@@ -0,0 +1,314 @@
-- STADIUM battles: getting at the Pokemon Stadium ROM.
--
-- Byte order, the archive the battle models are packed into, the Yay0
-- decompressor that unwraps each one, and the per-species battle tables. It
-- is a port of model_extract/pipeline/rom.py, function for function, and the
-- Python remains the reference: tools/stadium_pack.py drives that side and
-- tests/stadium_extract_test.lua diffs this side's finished packs against it
-- byte for byte.
--
-- ------- why this exists in Lua at all
--
-- The mod cannot ship the models. They are ROM data, so what ships is the
-- READER, and the player supplies the ROM -- exactly the arrangement the
-- engine itself already has for the Game Boy ROM it is a recompilation of
-- (src/import/RomImporter.lua). Everything from `baserom.z64` to
-- `assets/stadium/NNN.dsm` therefore has to happen here, on the machine, in
-- Lua, with no Python and no build step.
--
-- ------- what makes that tractable
--
-- Three steps, and none of them needs a decompilation toolchain:
--
-- 1. BYTE ORDER. The three N64 dump conventions differ by a swap that is
-- detected from the magic word and undone once, on load.
-- 2. THE ARCHIVE. The segment at 0x920000 is a count and a table of
-- (offset, size) records. No compression at that level, no names.
-- 3. Yay0. Nintendo's LZ variant: a bitstream where a 1 copies a literal
-- byte and a 0 pulls a (distance, length) pair out of a side table.
-- Thirty lines, and the same thirty lines the Python has.
--
-- Verified in the Python by decompressing all 215 entries and diffing against
-- what the decompilation's own `make init` produces: 215/215 identical.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumRom = {}
local byte = string.byte
local char = string.char
local concat = table.concat
local sub = string.sub
local floor = math.floor
-- ROM offsets, from pokestadium-us.yaml by way of pipeline/rom.py.
StadiumRom.POKEMON_MODELS = 0x920000 -- archive of the 215 battle models
StadiumRom.BATTLE_DATA = 0x70D3A0 -- per-species battle tables
StadiumRom.MAIN_ROM = 0x1000 -- main code segment ...
StadiumRom.MAIN_VRAM = 0x80000400 -- ... and where it lands in RAM
StadiumRom.PTR_TABLE_VRAM = 0x80075BD0 -- D_80075BD0[species - 1]
-- The revision every offset above is keyed to. A different ROM still runs --
-- it may well be a regional variant with the same layout -- but the caller is
-- told, because "the models came out as garbage" and "that is not the ROM
-- this was written against" are the same fact and only one of them is useful.
StadiumRom.US_MD5 = "ed1378bc12115f71209a77844965ba50"
-- The battle table's shape: 0xB90 bytes a species, as 0x10-byte entries.
-- Entries 0..164 are the moves (entry n drives move n + 1) and 165 up are the
-- fixed battle contexts.
StadiumRom.STRIDE = 0xB90
StadiumRom.ENTRY = 0x10
StadiumRom.N_MOVES = 165
-- How many of the archive's 215 models are the battle Pokemon. The rest are
-- props and trophies with no battle table.
StadiumRom.N_POKEMON = 151
-- ------- byte order
--
-- .z64 is big-endian and native; .v64 has each pair of bytes swapped; .n64
-- has each word reversed. `gsub` with a capture-reversing replacement does
-- either in one call through C rather than a Lua loop over 33 million bytes.
local MAGIC_Z64 = "\128\055\018\064"
local MAGIC_V64 = "\055\128\064\018"
local MAGIC_N64 = "\064\018\055\128"
-- Normalise a dump to .z64 order, or nil when it is not an N64 ROM at all.
function StadiumRom.normalise(bytes)
if type(bytes) ~= "string" or #bytes < 0x1000 then return nil end
local magic = sub(bytes, 1, 4)
if magic == MAGIC_Z64 then return bytes end
if magic == MAGIC_V64 then return (bytes:gsub("(.)(.)", "%2%1")) end
if magic == MAGIC_N64 then
return (bytes:gsub("(.)(.)(.)(.)", "%4%3%2%1"))
end
return nil
end
-- ------- Yay0
--
-- The output has to be RANDOM ACCESS while it is being written -- a back
-- reference copies from what has already been produced, and overlapping runs
-- are legal and common -- so it is built in a flat table of byte values and
-- turned into a string at the end.
--
-- The string.char conversion is the part that wants care: it is variadic and
-- has an argument limit, so the table is walked in blocks and the blocks
-- concatenated. Blocks of 4096 keep the call count and the intermediate
-- string count both low; the whole 151-model set converts in well under a
-- second on LuaJIT, which is what made an FFI buffer unnecessary here and
-- kept this module portable to any Lua the engine runs on.
local CHUNK = 4096
-- LuaJIT keeps `unpack` global; 5.2+ moved it onto table.
local unpack = unpack or table.unpack
local function bytesToString(out, n)
if n == 0 then return "" end
local parts, np = {}, 0
local i = 1
while i <= n do
local j = i + CHUNK - 1
if j > n then j = n end
np = np + 1
parts[np] = char(unpack(out, i, j))
i = j + 1
end
return concat(parts)
end
-- Nintendo Yay0. Header: magic, decompressed size, link table offset, chunk
-- offset; then a bitstream read a word at a time.
function StadiumRom.yay0(src, base)
base = base or 0
if sub(src, base + 1, base + 4) ~= "Yay0" then return nil, "not Yay0" end
local function be32(o)
local a, b, c, d = byte(src, base + o + 1, base + o + 4)
return ((a * 256 + b) * 256 + c) * 256 + d
end
local size = be32(4)
-- all three cursors are 1-based indices into `src`; the mask stream starts
-- immediately after the 16-byte header
local maskP = base + 0x10 + 1
local linkP = base + be32(8) + 1
local chunkP = base + be32(12) + 1
local out = {}
local pos = 0 -- bytes produced so far
local mask, bits = 0, 0
while pos < size do
if bits == 0 then
local a, b, c, d = byte(src, maskP, maskP + 3)
mask = ((a * 256 + b) * 256 + c) * 256 + d
maskP = maskP + 4
bits = 32
end
if mask >= 0x80000000 then
pos = pos + 1
out[pos] = byte(src, chunkP)
chunkP = chunkP + 1
else
local a, b = byte(src, linkP, linkP + 1)
linkP = linkP + 2
local link = a * 256 + b
local dist = link % 0x1000
local count = floor(link / 0x1000)
if count == 0 then
count = byte(src, chunkP) + 0x12
chunkP = chunkP + 1
else
count = count + 2
end
-- overlapping runs are legal: copying one byte at a time from the
-- output as it grows is the behaviour, not a naive version of it
local copy = pos - dist
for _ = 1, count do
pos = pos + 1
out[pos] = out[copy]
copy = copy + 1
end
end
mask = (mask * 2) % 0x100000000
bits = bits - 1
end
return bytesToString(out, size)
end
-- Unwrap whatever container an asset arrived in. The model archive's entries
-- are PERS-SZP: an eight-byte magic plus a header size, wrapping a Yay0
-- stream.
function StadiumRom.decompress(blob)
if sub(blob, 1, 8) == "PERS-SZP" then
local a, b, c, d = byte(blob, 9, 12)
local header = ((a * 256 + b) * 256 + c) * 256 + d
return StadiumRom.yay0(blob, header)
end
if sub(blob, 1, 4) == "Yay0" then return StadiumRom.yay0(blob, 0) end
return blob
end
-- ------- the ROM
local Rom = {}
Rom.__index = Rom
-- `bytes` is the whole file. Returns the ROM, or nil plus why.
function StadiumRom.open(bytes)
local data = StadiumRom.normalise(bytes)
if not data then return nil, "not an N64 ROM (bad magic)" end
return setmetatable({ data = data }, Rom)
end
function Rom:u8(o)
return byte(self.data, o + 1)
end
function Rom:u32(o)
local a, b, c, d = byte(self.data, o + 1, o + 4)
if not d then return 0 end
return ((a * 256 + b) * 256 + c) * 256 + d
end
function Rom:vramToRom(vram)
return StadiumRom.MAIN_ROM + (vram - StadiumRom.MAIN_VRAM)
end
-- The md5 of the normalised image, or nil where LOVE's hash is not there
-- (the headless suite). Only ever used to tell the player which ROM they
-- gave us, never to refuse one.
function Rom:md5()
if self.hash ~= nil then return self.hash or nil end
local ok, hex = pcall(function()
local digest = love.data.hash("md5", self.data)
if type(digest) == "userdata" and digest.getString then
digest = digest:getString()
end
return love.data.encode("string", "hex", digest)
end)
self.hash = (ok and hex) or false
return self.hash or nil
end
function Rom:isExpectedUS()
local hex = self:md5()
return hex == nil or hex == StadiumRom.US_MD5
end
-- ------- the archive
--
-- Segments that hold many files start with
-- u32 tag, u32 0, u32 totalSize, u32 fileCount
-- followed by fileCount { u32 offset, u32 size, u32 pad[2] } records, all
-- relative to the start of the segment.
--
-- Only the top three bytes of the first word are reliably zero: the model
-- archive puts a nonzero value in the low byte, which is the same quirk the
-- decompilation's own tools/unpack_asset.py works around.
--
-- Returns a list of { start, size } rather than the bytes, so nothing is
-- copied until a caller actually wants a file.
function Rom:archive(off)
local tag = self:u32(off)
if (tag - tag % 256) ~= 0 or self:u32(off + 4) ~= 0 then return nil end
local count = self:u32(off + 12)
if count <= 0 or count >= 4096 then return nil end
local out = {}
for i = 0, count - 1 do
local rec = off + 0x10 + i * 0x10
out[i + 1] = { start = off + self:u32(rec), size = self:u32(rec + 4) }
end
return out
end
-- The entries of the battle-model archive, uncopied.
function Rom:models()
if not self.modelDir then
self.modelDir = self:archive(StadiumRom.POKEMON_MODELS) or {}
end
return self.modelDir
end
function Rom:modelCount()
return #self:models()
end
-- One model fragment, decompressed. `fileno` is 0-based, as in the Python and
-- in the source-file names: `N.bin` holds species N + 1.
function Rom:model(fileno)
local rec = self:models()[fileno + 1]
if not rec then return nil end
return StadiumRom.decompress(sub(self.data, rec.start + 1,
rec.start + rec.size))
end
-- ------- the per-species battle tables
--
-- func_84302658 in src/fragments/62 DMAs 0xB90 bytes a species out of the
-- 0x70D3A0 segment, addressed through the D_80075BD0 pointer table. Byte 0 of
-- each 0x10-byte entry indexes that Pokemon's animation list and byte 1 its
-- auxiliary (texture) animation list.
--
-- Returns a 0-based array-like table of { anim, aux }, aux 0xFF meaning none
-- and coming back as -1 -- the shape the packer writes.
function Rom:battleRows(species)
local ptrTable = self:vramToRom(StadiumRom.PTR_TABLE_VRAM)
local raw = self:u32(ptrTable + (species - 1) * 4)
local o = StadiumRom.BATTLE_DATA + raw % 0x1000000
local rows = {}
local n = StadiumRom.STRIDE / StadiumRom.ENTRY
for e = 0, n - 1 do
local anim = self:u8(o + e * StadiumRom.ENTRY)
local aux = self:u8(o + e * StadiumRom.ENTRY + 1)
rows[e] = { anim, aux == 0xFF and -1 or aux }
end
rows.n = n
return rows
end
return StadiumRom
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-- STADIUM battles: importing the ROM, instead of being told where to put it.
--
-- The mod ships no Pokemon Stadium models and cannot -- they are that game's
-- data -- so the player supplies the cartridge. The original instruction for
-- that was "make a folder called baseroms next to the game and drop the file
-- in it", which is a fine sentence to write and a poor thing to ask. It needs
-- a folder the player has to create, in a place that is different on every
-- platform and is inside an unwritable archive on a packaged build, and it
-- fails SILENTLY: the two STADIUM rungs are simply not on the row, and
-- nothing on screen says why.
--
-- So this opens a file picker instead, from a row on the OPTIONS menu, and
-- the folder keeps working for anyone who prefers it (StadiumInstall).
--
-- ------- the picker is the host's, not LOVE's
--
-- LOVE 11.5 has no file dialog. love.window.showFileDialog arrived in 12 and
-- love.system.pickFile is a native bridge this project ships for mobile
-- rather than part of LOVE at all. What every desktop OS does have is a
-- dialog reachable from a shell, so that is what is used here -- osascript on
-- macOS, PowerShell's OpenFileDialog on Windows, zenity then kdialog on
-- Linux.
--
-- This is deliberately the SAME four commands the engine's own ROM importer
-- uses for the Game Boy cartridge (src/import/RomImporter.lua's chooseRom),
-- down to writing the Windows pick as UTF-8 -- the console's OEM codepage
-- mangles a non-ASCII path into something that crashes the next text draw.
-- Being a second copy of that is worth it: a mod cannot call into the
-- importer's private helpers, and the alternative is asking the engine to
-- grow a seam for one caller.
--
-- The dialog BLOCKS. io.popen waits for the player to choose, and the game is
-- frozen for as long as it is up. That is what the engine's importer does
-- too, it is what a modal dialog means, and the frame it freezes on is an
-- options menu.
--
-- ------- and the ROM is not kept
--
-- The picked file is read, built from, and forgotten -- nothing is copied
-- anywhere. A Stadium cartridge is 32 MB and the models built out of it are
-- 34, so keeping both would double the cost of a feature for a file that has
-- no further use: the packs are what the game reads afterwards, and the
-- marker records the ROM's md5 so a swapped cartridge is still noticed.
--
-- The one thing that costs is a format bump, which invalidates the packs and
-- leaves nothing to rebuild from. That is what the row still being there is
-- for -- it reads READY, and pressing it imports again.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumInstall = V.require("StadiumInstall")
local StadiumRomPick = {}
StadiumRomPick.LABEL = "STADIUM ROM"
StadiumRomPick.ID = "DRAMATIC_SHAPE:stadiumRom"
-- Names the REVISION, because that is the thing a player gets wrong: the
-- model offsets are keyed to US 1.0 and nothing else is going to work.
local PROMPT = "Choose your Pokemon Stadium (US) 1.0 ROM"
-- ------- the host, at arm's length
--
-- Everything below is read through pcall and a presence test. The mod loader
-- hands a mod the real `io` and `os` today, but a mod that TAKES that for
-- granted is one that stops loading the day a sandbox arrives -- and this is
-- a convenience on top of a folder scan that works without any of it.
local function haveShell()
local ok, popen = pcall(function() return io and io.popen end)
return (ok and popen) and true or false
end
local function haveFiles()
local ok, open = pcall(function() return io and io.open end)
return (ok and open) and true or false
end
local function osName()
local ok, name = pcall(function() return love.system.getOS() end)
return ok and name or nil
end
-- Run a command and return its trimmed stdout, or nil for anything that did
-- not produce a line -- a cancelled dialog, a missing zenity, a shell that
-- is not there.
local function commandOutput(cmd)
if not haveShell() then return nil end
local ok, pipe = pcall(io.popen, cmd)
if not (ok and pipe) then return nil end
local okRead, out = pcall(pipe.read, pipe, "*a")
pcall(pipe.close, pipe)
if not (okRead and type(out) == "string") then return nil end
out = out:gsub("^%s+", ""):gsub("%s+$", "")
return (out ~= "") and out or nil
end
-- ------- can this machine open a DIALOG
--
-- Desktop only, and honestly so.
--
-- On ANDROID the picker is a native bridge (love.system.pickFile) whose
-- kind -> filename mapping is a fixed list of three in the engine's own C++,
-- and an unrecognised kind falls through to `picked_rom.gb`. That is not
-- merely the wrong name -- it is the file the engine's Game Boy importer is
-- watching, and reading that code settles it: the importer's size test only
-- SKIPS a 1 MB file it has already imported, so a 32 MB N64 ROM landing
-- there falls straight through to `love.filesystem.remove` and
-- `startData` -- deleted, and then reported to the player as a broken Game
-- Boy ROM. So the bridge is not called until it learns the kind, which is a
-- two-line change in System.cpp and an APK rebuild (see README).
--
-- Android is not stuck without it: conf.lua points the save directory at the
-- app's external-files folder, so `baseroms/` there is reachable over USB or
-- any file manager with no root and no permission prompt. What Android
-- lacked was being TOLD that -- the row vanished, and the folder's absolute
-- path was only ever written to a console no phone shows. That is what the
-- note below is for.
function StadiumRomPick.canDialog()
if not (haveShell() and haveFiles()) then return false end
local p = osName()
return p == "Windows" or p == "OS X" or p == "Linux"
end
-- Kept as the old name for callers that only wanted "is there a dialog".
StadiumRomPick.available = StadiumRomPick.canDialog
-- Where a SAF pick would land if the native bridge grows a Stadium kind.
-- Watched unconditionally (see poll): on a build that never writes it this
-- costs one getInfo a frame, and on one that does the mod needs no further
-- change to use it.
StadiumRomPick.PICKED = "picked_stadium.z64"
-- Open the dialog. Returns the chosen absolute path, or nil when the player
-- cancelled or no dialog could be opened.
function StadiumRomPick.choose()
local p = osName()
if p == "OS X" then
return commandOutput(
([[osascript -e 'POSIX path of (choose file with prompt "%s" of type ]]
.. [[{"z64", "n64", "v64"})' 2>/dev/null]]):format(PROMPT))
elseif p == "Windows" then
local script = table.concat({
"Add-Type -AssemblyName System.Windows.Forms;",
"$d=New-Object System.Windows.Forms.OpenFileDialog;",
"$d.Title='" .. PROMPT .. "';",
"$d.Filter='Nintendo 64 ROM (*.z64;*.n64;*.v64)|*.z64;*.n64;*.v64"
.. "|All files (*.*)|*.*';",
-- as UTF-8: the console's OEM codepage would mangle a non-ASCII path
-- and crash the next text draw that showed it
"if($d.ShowDialog() -eq 'OK'){[Console]::OutputEncoding="
.. "[Text.Encoding]::UTF8; [Console]::Write($d.FileName)}",
})
return commandOutput(
'powershell -NoProfile -STA -Command "' .. script .. '"')
elseif p == "Linux" then
local path = commandOutput(
([[zenity --file-selection --title="%s" ]]
.. [[--file-filter="Nintendo 64 ROM | *.z64 *.n64 *.v64" 2>/dev/null]])
:format(PROMPT))
if path then return path end
-- zenity is absent on plenty of installs (and on most handheld Linux
-- distributions); KDE's own dialog is the usual second answer
return commandOutput(
[[kdialog --getopenfilename "$HOME" "*.z64 *.n64 *.v64|]]
.. [[Nintendo 64 ROM" 2>/dev/null]])
end
return nil
end
-- Read an ABSOLUTE path, which love.filesystem cannot: it only sees inside
-- the physfs mount, and a picked file is anywhere on the disk. Returns the
-- bytes, or nil plus a reason short enough to fit the loading screen.
function StadiumRomPick.read(path)
if not haveFiles() then return nil, "no file access" end
local ok, fp = pcall(io.open, path, "rb")
if not (ok and fp) then return nil, "could not open that file" end
local okRead, bytes = pcall(fp.read, fp, "*a")
pcall(fp.close, fp)
if not (okRead and type(bytes) == "string" and #bytes > 0) then
return nil, "could not read that file"
end
return bytes
end
-- ------- the whole flow, from one keypress
--
-- Pick, read, start the build, and put the loading screen up over whatever
-- asked -- which is the OPTIONS menu, so the row is there again underneath
-- when the build finishes and now reads READY.
--
-- A CANCELLED dialog is not a failure and says nothing: the player opened a
-- file browser and changed their mind, and a mod that made an announcement
-- about that would be the second most annoying thing on the menu.
--
-- Everything else lands on the loading screen's own failure state, because it
-- is the one surface in this mode with room for a sentence -- and because a
-- player who has just chosen the wrong file is owed a reason and not a row
-- that quietly goes on saying IMPORT.
function StadiumRomPick.import(game)
if StadiumInstall.status.state == "building" then return false end
local StadiumScreen = V.require("StadiumScreen")
-- No dialog on this platform: say where the file goes, on screen, because
-- that is the whole of what the player is missing and the console is not
-- somewhere they can read it.
if not StadiumRomPick.canDialog() then
if game and game.stack then
game.stack:push(StadiumScreen.newNote(game, "STADIUM ROM",
"PUT STADIUM US 1.0 HERE:",
StadiumInstall.romHintFile()))
end
return false
end
local path = StadiumRomPick.choose()
if not path then return false end
local function fail(why)
StadiumInstall.status.state = "failed"
StadiumInstall.status.error = why
if game and game.stack then
game.stack:push(StadiumScreen.new(game, true))
end
return false
end
local bytes, err = StadiumRomPick.read(path)
if not bytes then return fail(err or "could not read that file") end
local ok, beginErr = StadiumInstall.beginFrom(bytes, path)
if not ok then return fail(tostring(beginErr)) end
if game and game.stack then
game.stack:push(StadiumScreen.new(game, true))
end
return true
end
-- ------- the row
--
-- An ACTION rather than a value, which is why it is not a ModSetting: there
-- is no rung to store, nothing for the mod manager's page to persist, and
-- nothing to restore on the next boot. What it shows is a STATE -- the models
-- are there or they are not -- and what it does is the only thing it can do.
--
-- Still offered once they ARE there, reading READY. Pressing it imports
-- again, which is how a player swaps to a different revision, and how they
-- rebuild after a format bump has invalidated the packs and left nothing on
-- disk to rebuild from (see the header: the ROM is not kept).
--
-- nil where no dialog can be opened, which takes the row off the menu
-- entirely rather than offering a button that cannot do anything.
function StadiumRomPick.row()
return {
id = StadiumRomPick.ID,
label = StadiumRomPick.LABEL,
value = function()
if StadiumInstall.status.state == "building" then return "BUILDING" end
if StadiumInstall.available() then return "READY" end
-- WHERE, not IMPORT, where pressing it can only tell you the folder:
-- a row that says IMPORT and then does not import is a worse row than
-- one that says what it actually does
return StadiumRomPick.canDialog() and "IMPORT" or "WHERE?"
end,
step = function(game)
pcall(StadiumRomPick.import, game)
return true
end,
}
end
-- ------- a pick that landed while we were not looking
--
-- The desktop dialog BLOCKS, so `import` above can read the answer on the
-- next line. A SAF pick cannot work that way: it is a separate activity,
-- Android is free to destroy the game while it is up, and the file appears
-- some frames later -- so the only way to notice one is to look for it.
--
-- Nothing writes this filename today (see canDialog). It is watched anyway so
-- that teaching the native bridge one more kind is the whole of the Android
-- picker work, with no second change needed here.
--
-- Consumed and DELETED either way: a 32 MB file left in the save directory
-- would be imported again on the next boot, and kept forever if the import
-- failed.
function StadiumRomPick.poll(game)
local f = love and love.filesystem
if not (f and f.getInfo) then return false end
if StadiumInstall.status.state == "building" then return false end
local ok, info = pcall(f.getInfo, StadiumRomPick.PICKED, "file")
if not (ok and info) then return false end
local okRead, bytes = pcall(f.read, StadiumRomPick.PICKED)
pcall(f.remove, StadiumRomPick.PICKED)
if not (okRead and type(bytes) == "string") then return false end
local StadiumScreen = V.require("StadiumScreen")
local started, err = StadiumInstall.beginFrom(bytes, StadiumRomPick.PICKED)
if not started then
StadiumInstall.status.state = "failed"
StadiumInstall.status.error = tostring(err)
end
if game and game.stack then
game.stack:push(StadiumScreen.new(game, true))
end
return true
end
return StadiumRomPick
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-- STADIUM battles: the one-time build, on screen.
--
-- A pushed game state, so it draws in the Game Boy's own 160x144 and stops
-- everything under it -- which is what it should do, because it is doing real
-- work and the player should not be walking around while it happens.
--
-- ------- why a species a frame
--
-- A species takes roughly fifty milliseconds to extract, and there are 151 of
-- them. That is ten seconds, which has to go somewhere. Doing them one per
-- frame puts the whole cost on this screen where it is explained, keeps the
-- bar moving at a visible rate, and leaves the frame free to draw between
-- them. Batching more per frame would finish no sooner -- the work is the
-- same -- and would only make the bar jump.
--
-- ------- what it says
--
-- Three things, and each of them is answering a question the player would
-- otherwise have to guess at while the game sits there:
--
-- WHAT is happening -- "STADIUM EXTRACTION", which is what it is.
--
-- HOW FAR through it is -- a bar, filled by species written rather than by
-- elapsed time, so it cannot lie about the remaining work.
--
-- THAT IT IS ALIVE -- which Pokemon it is on, by name. Not decoration: it
-- is the difference between a progress bar the player trusts and one they
-- suspect has hung, and it costs one lookup a frame.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumInstall = V.require("StadiumInstall")
local StadiumScreen = {}
StadiumScreen.__index = StadiumScreen
-- The Game Boy frame this draws in.
local W, H = 160, 144
-- How long the finished message stays up before the screen retires itself.
StadiumScreen.HOLD = 1.1
local Font = nil
local function font()
if Font then return Font end
local ok, F = pcall(require, "src.render.Font")
if ok then Font = F end
return Font
end
-- Black glyphs, because that is the only colour the Game Boy font sheets
-- have -- they are black on transparent, so setColor cannot lighten one.
-- Everything here is therefore laid out dark-on-light.
local function text(str, x, y)
local F = font()
if not F then return end
love.graphics.setColor(0, 0, 0, 1)
F.draw(str, math.floor(x), math.floor(y))
end
local function centred(str, y)
local F = font()
if not F then return end
text(str, (W - F.width(str)) / 2, y)
end
-- How many glyphs fit across the frame. The font is a fixed eight pixels, so
-- twenty is the line -- and a centred string longer than that does not
-- overflow tidily off one side, it clips off BOTH and loses its first word as
-- well as its last ("that is not a Pokemon Stadium ROM" came out as "at is
-- not a Pokemon").
--
-- Fixed, and it stays fixed: shrinking the text to fit more in was tried and
-- the font will not take it. These are 1-bit 8x8 bitmaps, so a fractional
-- downscale drops whole pixel rows out of every glyph -- at 0.75 the last
-- line of an Android save path came out as mush. Long strings get more LINES
-- instead (see the note layout in draw).
local COLS = 20
-- Break a string into lines that fit, on word boundaries, and never more than
-- `limit` of them.
local function wrapped(str, limit, cols)
limit = limit or 2
cols = cols or COLS
local lines, line = {}, nil
local function push(text)
if #lines < limit then lines[#lines + 1] = text end
end
for word in tostring(str):gmatch("%S+") do
local try = line and (line .. " " .. word) or word
if #try <= cols then
line = try
else
if line then push(line) end
-- A word longer than the line is BROKEN ACROSS lines rather than cut.
-- It is always a path, and a path is the one thing here that has to be
-- readable in full -- an absolute Android save directory runs to
-- ninety-odd characters with no spaces in it at all, so truncating at
-- twenty told the player almost nothing.
while #word > cols do
push(word:sub(1, cols))
word = word:sub(cols + 1)
end
line = word
end
if #lines >= limit then break end
end
if line then push(line) end
return lines
end
-- ------- dex number -> the engine's own species key
--
-- Built once, from the loaded data rather than from a list of names carried
-- here: a list would be a second place for the same 151 facts to live, and
-- would go stale against a mod that renames one.
local dexNames = nil
local function speciesName(dex)
if not dex then return nil end
if not dexNames then
dexNames = {}
local ok, data = pcall(function()
return require("src.core.Game").data
end)
if ok and data and data.pokemon then
for key, def in pairs(data.pokemon) do
if type(def) == "table" and def.dex then dexNames[def.dex] = key end
end
end
end
return dexNames[dex]
end
-- `adopt` means the caller has ALREADY started the build, or already decided
-- it cannot start -- which is the imported path (StadiumRomPick opens the
-- picked file itself, because love.filesystem cannot read an absolute path).
-- Without it this screen would call begin() on the way in and throw away the
-- job it was pushed to display, or overwrite the failure it was pushed to
-- explain with a fresh "no ROM in baseroms" -- which would be true, and would
-- have nothing to do with what just went wrong.
function StadiumScreen.new(game, adopt)
return setmetatable({ game = game, hold = 0, started = adopt and true or false,
adopted = adopt and true or false }, StadiumScreen)
end
-- ------- the same plate, saying something instead of doing something
--
-- A NOTE: title, a wrapped body, and a key to dismiss it. It exists because
-- the one piece of information a player on a platform with no file dialog
-- actually needs -- the absolute path of the folder to put the cartridge in
-- -- is long, machine-specific, and was only ever written to the console,
-- which nobody on a phone can read.
--
-- Same state shape and the same plate as the build screen, so there is one
-- look and one set of stack manners rather than two.
function StadiumScreen.newNote(game, title, lead, body)
return setmetatable({ game = game,
note = { title = title, lead = lead, body = body } },
StadiumScreen)
end
-- Opaque: the loading screen owns the frame, so the map underneath is not
-- drawn and not paying for a render it cannot be seen through.
StadiumScreen.isOpaque = true
function StadiumScreen:enter()
if self.note or self.adopted then return end
local ok, err = StadiumInstall.begin()
self.started = ok and true or false
if not ok then
StadiumInstall.status.state = "failed"
StadiumInstall.status.error = err
end
end
-- The buttons that dismiss a note. Every face button and START, because the
-- prompt says ANY and a player who has to hunt for the right one on a phone
-- has been lied to.
local DISMISS = { "a", "b", "start", "select" }
function StadiumScreen:update()
-- ------- a note is dismissed by a BUTTON, not by a key
--
-- `onKeyPressed` is the keyboard, and a phone has none: the touch overlay
-- feeds the engine's Input as virtual buttons (Input.overlayPressed), so a
-- state that only listens for keys cannot be closed by touch at all. That
-- stranded a player on this screen with no way off it -- the one screen in
-- the mod whose entire job is to tell somebody something and then get out
-- of the way.
--
-- Polled here rather than handled as an event because `wasPressed` is the
-- edge test the engine's own battle screens use, and it is fed by the
-- keyboard, the gamepad AND the overlay through one path.
if self.note then
local input = self.game and self.game.input
if input and input.wasPressed then
for _, btn in ipairs(DISMISS) do
if input:wasPressed(btn) then
if self.game.stack and self.game.stack:top() == self then
self.game.stack:pop()
end
return
end
end
end
return
end
local status = StadiumInstall.status
if status.state == "building" then
if not StadiumInstall.step() then
-- fell out of building: either finished or failed, both of which hold
-- for a moment so the player sees which
self.hold = 0
end
return
end
self.hold = self.hold + 1 / 60
-- a failure stays up longer, because it is the one the player has to read
local wait = StadiumScreen.HOLD
if status.state == "failed" then
wait = StadiumScreen.HOLD * 4
elseif status.wrongVersion then
-- a warning nobody can read is not a warning
wait = StadiumScreen.HOLD * 3
end
if self.hold >= wait then
if self.game and self.game.stack and self.game.stack:top() == self then
self.game.stack:pop()
end
end
end
-- Let the player out of a build that has gone wrong, or that they would
-- rather not wait for. Cancelling leaves the packs unbuilt, so the STADIUM
-- rungs stay off the row until the next boot offers again -- which is
-- honest, and better than a half-built set.
local function pop(self)
if self.game and self.game.stack and self.game.stack:top() == self then
self.game.stack:pop()
end
end
function StadiumScreen:onKeyPressed(key)
-- A note takes any key too. This is the KEYBOARD path and it is not the
-- one that matters on a phone -- see update, which polls the engine's
-- Input so the touch overlay's virtual buttons work as well.
if self.note then pop(self) return true end
if key == "escape" or key == "x" or key == "backspace" then
StadiumInstall.cancel()
if self.game and self.game.stack and self.game.stack:top() == self then
self.game.stack:pop()
end
return true
end
return false
end
function StadiumScreen:draw()
local status = StadiumInstall.status
love.graphics.setColor(0.93, 0.94, 0.90, 1)
love.graphics.rectangle("fill", 0, 0, W, H)
if self.note then
centred(self.note.title, 12)
-- The sentence is kept SHORT so the path can have the rest of the plate
-- at full size. Shrinking the path was tried first and does not survive
-- the font: these are 1-bit 8x8 bitmaps, so a fractional downscale drops
-- whole pixel rows out of every glyph and the last line came out as
-- mush. Nine rows of twenty characters is 180, which is longer than any
-- real save path, so nothing has to be shrunk to fit.
local lead = wrapped(self.note.lead or "", 2)
for i, line in ipairs(lead) do centred(line, 30 + (i - 1) * 10) end
local y = 30 + #lead * 10 + 6
for i, line in ipairs(wrapped(self.note.body or "", 9)) do
centred(line, y + (i - 1) * 9)
end
centred("PRESS ANY KEY", 130)
love.graphics.setColor(1, 1, 1, 1)
return
end
-- One line, and it is the whole heading: eighteen glyphs at the font's
-- fixed eight pixels is 144 of the frame's 160.
centred("STADIUM EXTRACTION", 34)
if status.state == "failed" then
centred("COULD NOT BUILD", 68)
local lines = wrapped(status.error or "unknown", 2)
for i, line in ipairs(lines) do centred(line, 82 + (i - 1) * 10) end
centred("STADIUM IS OFF", 110)
love.graphics.setColor(1, 1, 1, 1)
return
end
local done = status.done or 0
local total = status.total or StadiumInstall.COUNT
local frac = (total > 0) and (done / total) or 1
if status.state == "done" then frac = 1 end
if frac < 0 then frac = 0 elseif frac > 1 then frac = 1 end
-- The bar: a dark frame, an EMPTY interior the same colour as the plate,
-- and a dark fill growing left to right.
--
-- The track has to be the plate's own white rather than a light grey. This
-- draws inside the Game Boy frame, so the colorization pass quantises
-- everything here into the four GB shades and paints them -- and a grey
-- track lands one shade down, which comes out as a bar that is GREEN where
-- the work is still to do and dark where it is done. The eye reads colour
-- as the filled part and gets the progress exactly backwards.
local bx, by, bw, bh = 24, 68, W - 48, 9
love.graphics.setColor(0.06, 0.05, 0.09, 1)
love.graphics.rectangle("fill", bx - 1, by - 1, bw + 2, bh + 2)
love.graphics.setColor(0.93, 0.94, 0.90, 1)
love.graphics.rectangle("fill", bx, by, bw, bh)
love.graphics.setColor(0.06, 0.05, 0.09, 1)
love.graphics.rectangle("fill", bx, by, math.floor(bw * frac + 0.5), bh)
if status.state == "done" then
centred("READY", 86)
-- and say so if it was built from something other than the revision every
-- offset in the reader was measured against: it may look fine, it may be
-- subtly wrong, and the player is the only one who can swap the file
if status.wrongVersion then
centred("NOT US 1.0 --", 104)
centred("MODELS MAY BE WRONG", 114)
end
else
local name = speciesName(status.species)
centred(("%d/%d"):format(done, total), 86)
if name then centred(name, 98) end
end
love.graphics.setColor(1, 1, 1, 1)
end
-- ------- when this comes up
--
-- The first frame the player is actually IN the world, rather than at boot.
-- Two reasons. The engine has its own launcher and ROM importer before the
-- game starts, and pushing over those would be fighting them for the screen.
-- And `Game.data` has to be loaded for the species names above to resolve.
--
-- Asked once. If the player cancels, or there is no ROM, this does not come
-- back until the next run -- a loading screen that reappears every time you
-- step outside would be worse than no stadium models.
local asked = false
function StadiumScreen.maybePush()
if asked then return false end
local ok, Game = pcall(require, "src.core.Game")
if not (ok and Game and Game.stack and Game.overworld) then return false end
if Game.stack:top() ~= Game.overworld then return false end
asked = true
if not StadiumInstall.pending() then
-- Say where to put a cartridge, ONCE, and only when there is nothing to
-- build from and nothing already built. The two STADIUM rungs are simply
-- absent in that case (ModSetting.setGate), which is the right thing for
-- a row to do and tells the player nothing about why -- and the answer
-- they need is an absolute path that depends on how the game was
-- installed, so it cannot be written into the options help text.
if not StadiumInstall.available() then
-- The IMPORT row is the answer wherever a file dialog can be opened,
-- and it is the better one: no folder to create, no path to get right,
-- no restart. The folder is still said, once, for the platforms with no
-- dialog (Android, a handheld Linux with neither zenity nor kdialog)
-- and for anyone who would rather drop a file than click through one.
-- The STADIUM ROM row is on the OPTIONS menu on every platform now, so
-- point at it rather than reciting a path here: where a file dialog can
-- be opened it opens one, and where it cannot it shows this same folder
-- on screen -- which is the part a phone could not otherwise find out.
local okPick, pick = pcall(V.require, "StadiumRomPick")
local label = (okPick and pick and pick.LABEL) or "STADIUM ROM"
local how = (okPick and pick and pick.canDialog())
and "opens a file picker" or "says where to put one"
V.mod.log:info("stadium: no Pokemon Stadium (US) 1.0 ROM found, so the "
.. "STADIUM battle rungs are off. OPTIONS -> %s %s; the "
.. "folder is %s", label, how, StadiumInstall.romHint())
end
return false
end
Game.stack:push(StadiumScreen.new(Game))
return true
end
-- named for the suite, which drives the screen without a boot
function StadiumScreen._reset()
asked = false
end
return StadiumScreen
+340
View File
@@ -0,0 +1,340 @@
-- The B rungs: the two discs the fight is staged on.
--
-- Where an A rung puts the fight on the MAP -- real ground, whatever the
-- route happens to look like -- a B rung puts it on two platforms against
-- the sky and draws no map at all.
--
-- ------- one stage, two rungs
--
-- The discs do not know what is standing on them. 2D-3D B stands the Game
-- Boy's own battle pics there and STADIUM B stands the Pokemon Stadium
-- models, and this file is identical for both: it draws two platforms at two
-- cells and sizes each to whatever footprint it is given. That is why the
-- flat disc rung cost a value in the 3D-BTL ladder and nothing else.
--
-- ------- why this is a rung and not a fix
--
-- Staging on the map is the better picture when the map cooperates, and it
-- often does not. Half of Kanto's interiors are furniture; a cave floor can
-- be nothing but two-cell corridors; some maps have nowhere a fight can be
-- SEEN from a low camera and are declined outright (see BattleArena), which
-- drops the player back to the flat battle screen with no warning. And even
-- where a spot exists, the ground behind the foe is a hedge or a shop counter
-- rather than anything a battle wants behind it.
--
-- Discs have none of those problems, because the stage is CARRIED rather than
-- found: it works on every map, in every building, at every step, and the
-- framing is the same every time. What it gives up is the thing STADIUM A is
-- for -- fighting somewhere real.
--
-- ------- what stays
--
-- The sky, and the light. A battle outdoors is under the hour's own sky, with
-- its bands and its sun or moon (Voxel3D.beginScene paints it when handed a
-- dressed one); a battle in a cave or a room is under that place's own void
-- and its own neutral light, exactly as the map itself would be. So the mode
-- is abstracted from the GROUND, not from the world -- walk into a cave at
-- midnight and the fight looks like a cave at midnight.
--
-- And the framing. The camera, the pins, the HUDs, the text box, the move
-- animations and the depth of field are all identical, because every one of
-- them is hung off the arena's CELLS rather than off what is under them. That
-- is the same reason STADIUM A could be an option on the mode rather than a
-- second mode, and it is why this file is a few hundred lines and not a few
-- thousand.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local Mat4 = V.require("Mat4")
local Voxel3D = V.require("Voxel3D")
local StadiumStage = {}
local floor = math.floor
local sin, cos = math.sin, math.cos
local pi = math.pi
-- ------- the shape of a disc
--
-- Radius in world pixels, where a map cell is 16 and the two mons stand three
-- cells apart.
--
-- A PLATFORM FOLLOWS WHAT STANDS ON IT rather than being one fixed size,
-- because the set's footprints run nearly tenfold: a Caterpie is under four
-- world pixels across and Moltres, wings out, is twenty-six. One radius for
-- both is either a dinner plate under the caterpillar or a doily under the
-- bird.
--
-- RADIUS is the floor, and it is the number most species land on -- it is a
-- little over the map cell a Pokemon is sized to cover, which is the
-- proportion the Game Boy's own battle platforms have. PAD is the margin
-- around a mon that needs more than that, and MAX_RADIUS stops Moltres from
-- being handed something the frame cannot hold.
--
-- These are the FULL radius, out to where the fade has finished; the solid
-- centre a Pokemon actually stands on is SOLID of it. PAD is sized so that a
-- mon's own footprint fits inside that centre rather than out over the
-- stipple -- 1.8 x 0.70 is a little over 1.25, so a big Pokemon still has
-- solid ground under its edges.
StadiumStage.RADIUS = 18
StadiumStage.MAX_RADIUS = 34
StadiumStage.PAD = 1.8
-- The platform for a mon of this footprint. `r` may be nil -- nothing is
-- standing there yet, which is every frame of the send-out before the model
-- appears, and it is also the whole of the flat 2D-3D B rung, where a
-- Pokemon is a battle pic sized to cover exactly one map cell and RADIUS is
-- already a little over that. Either way the platform is the plain one, and
-- it has to be there BEFORE the Pokemon lands on it.
function StadiumStage.radiusFor(r)
local want = (r or 0) * StadiumStage.PAD
if want < StadiumStage.RADIUS then return StadiumStage.RADIUS end
if want > StadiumStage.MAX_RADIUS then return StadiumStage.MAX_RADIUS end
return want
end
-- Per-vertex shading, in the same terms StadiumRig lights the models with, so
-- a disc and the Pokemon standing on it agree about where the sun is. Fitted
-- to Voxel3D.FACE_SHADE's six values: the constant is the average, and each
-- axis term is half the spread between that axis's two faces.
local SHADE_BASE = 0.7725
local SHADE_X = 0.06
local SHADE_Y = 0.225
local SHADE_Z = 0.11
local function shadeFor(nx, ny, nz)
local s = SHADE_BASE + nx * SHADE_X + ny * SHADE_Y + nz * SHADE_Z
if s < 0.30 then return 0.30 end
if s > 1.00 then return 1.00 end
return s
end
-- ------- the texture
--
-- The platform is a FLAT painted disc that fades out at its rim -- no rim
-- wall, no thickness, the whole thing carried in one texture on one quad
-- lying on the ground plane. That is what the Game Boy's own battle
-- platforms are, and it is what keeps the stage from competing with the
-- Pokemon standing on it.
--
-- ------- why the fade is DITHERED
--
-- The scene shader discards any texel under half alpha outright (it has to:
-- that is what keeps a sprite's transparent corners out of the depth buffer).
-- So a smooth alpha ramp does not fade -- it comes out as a hard circle cut
-- at wherever the ramp crosses 0.5, which is the one thing this must not be.
--
-- The fade is therefore an ORDERED DITHER baked into the texture's alpha:
-- every texel is fully on or fully off, and the proportion that are on falls
-- away toward the rim. It is the same trick the sky already uses for its
-- bands (Sky.DITHER), it needs no shader change and so risks nothing in any
-- other pass, and on a mode built out of visible texels it reads as intended
-- rather than as a limitation.
--
-- The COLOUR is deliberately neutral. Everything the shader does to it after
-- this is the environment's: Voxel3D.tint carries the hour outdoors and the
-- room's own flat light indoors, and the shadow pass darkens whatever the
-- Pokemon standing on it occludes. So one texture is a sunlit platform, a
-- dusk platform and a cave platform, without a variant for each.
StadiumStage.TEX = 128
-- Where the solid centre ends, as a fraction of the disc's radius. Inside
-- this everything is opaque; from here to the rim the dither thins out.
StadiumStage.SOLID = 0.76
local TOP = { 0.74, 0.71, 0.63 }
local TOP_ALT = { 0.67, 0.64, 0.57 }
local texture = nil
-- A small deterministic scatter, for the surface itself. Not a random one: an
-- authored constant that happens to look unpatterned is worth more here than
-- a seed, because it can never change under a different Lua.
--
-- Quantised into blocks, so the surface reads as TEXELS rather than as noise.
-- Per-pixel it came out as a fine mottle that fought the dithered rim for
-- attention -- and the rim is the thing worth looking at. At this size the
-- grain is roughly the size of the voxels everywhere else in the mode.
StadiumStage.GRAIN = 4
local function grain(x, y)
local bx = (x - x % StadiumStage.GRAIN) / StadiumStage.GRAIN
local by = (y - y % StadiumStage.GRAIN) / StadiumStage.GRAIN
local v = (bx * 37 + by * 71 + ((bx * by) % 13) * 17) % 100
return v < 34
end
-- The 8x8 ordered (Bayer) matrix, as thresholds in 0..63. Ordered rather than
-- random because a random dither crawls: this pattern is fixed in the
-- texture, so the fade holds still while the camera drifts across it.
local BAYER = {
{ 0, 32, 8, 40, 2, 34, 10, 42 },
{ 48, 16, 56, 24, 50, 18, 58, 26 },
{ 12, 44, 4, 36, 14, 46, 6, 38 },
{ 60, 28, 52, 20, 62, 30, 54, 22 },
{ 3, 35, 11, 43, 1, 33, 9, 41 },
{ 51, 19, 59, 27, 49, 17, 57, 25 },
{ 15, 47, 7, 39, 13, 45, 5, 37 },
{ 63, 31, 55, 23, 61, 29, 53, 21 },
}
function StadiumStage.texture()
if texture ~= nil then return texture or nil end
local ok, img = pcall(function()
local n = StadiumStage.TEX
local data = love.image.newImageData(n, n)
local half = (n - 1) / 2
local solid = StadiumStage.SOLID
for y = 0, n - 1 do
local dy = (y - half) / half
for x = 0, n - 1 do
local dx = (x - half) / half
local d = (dx * dx + dy * dy) ^ 0.5
-- how much of this texel's neighbourhood should survive: everything
-- inside the solid core, nothing past the rim, and a smooth ramp
-- between the two that the dither turns into a stipple
local cover
if d <= solid then
cover = 1.0
elseif d >= 1.0 then
cover = 0.0
else
local t = (d - solid) / (1.0 - solid)
cover = 1.0 - t * t * (3 - 2 * t) -- smoothstep, falling
end
local threshold = (BAYER[y % 8 + 1][x % 8 + 1] + 0.5) / 64
local a = (cover > threshold) and 1 or 0
local c = grain(x, y) and TOP_ALT or TOP
data:setPixel(x, y, c[1], c[2], c[3], a)
end
end
local image = love.graphics.newImage(data)
-- nearest, like every other texture in this mode: the grain and the
-- stipple are both meant to read as texels. Clamped rather than
-- repeating now that one texture covers the whole disc.
image:setFilter("nearest", "nearest")
image:setWrap("clampzero", "clampzero")
return image
end)
texture = (ok and img) or false
return texture or nil
end
-- ------- the mesh
--
-- One quad, lying flat on the ground plane, spanning -1..1 in x and z with
-- the whole texture stretched across it. The DISC is the texture's business,
-- not the geometry's -- everything outside the painted circle is alpha the
-- shader discards -- which is what "a flat texture that fades out at the
-- edges" means and what makes this four vertices rather than a hundred and
-- fifty.
--
-- Shaded as a face pointing straight up, because it is one.
local mesh = nil
local function build()
local s = shadeFor(0, 1, 0)
local verts = {
{ -1, 0, -1, 0, 0, s },
{ 1, 0, -1, 1, 0, s },
{ 1, 0, 1, 1, 1, s },
{ -1, 0, 1, 0, 1, s },
}
return Voxel3D.newMesh(verts, { 1, 2, 3, 1, 3, 4 })
end
function StadiumStage.mesh()
if mesh == nil then mesh = build() or false end
return mesh or nil
end
function StadiumStage.invalidate()
if texture and texture.release then pcall(texture.release, texture) end
if mesh and mesh.release then pcall(mesh.release, mesh) end
texture, mesh = nil, nil
end
-- How far under the ground plane the disc actually sits. A hair, and only so
-- that a flat-footed Pokemon's sole -- which is AT the ground plane -- is not
-- coplanar with it and left to the depth buffer's mercy.
StadiumStage.SINK = 0.06
-- Where one disc sits: centred on a cell, at the ground plane, so a Pokemon
-- placed at that same height stands ON it rather than in it.
function StadiumStage.matrix(x, groundY, z, radius)
radius = radius or StadiumStage.RADIUS
return Mat4.mul(Mat4.translate(x, groundY - StadiumStage.SINK, z),
Mat4.scale(radius, 1, radius))
end
-- The two platforms this frame, as (side, matrix) -- shared by the camera's
-- pass and the sun's, so the two can never disagree about where they are.
local function each(arena, groundY, fn)
local ok, Stadium = pcall(V.require, "Stadium")
for _, side in ipairs({ "enemy", "player" }) do
local cell = arena[side]
if cell then
local footprint = ok and Stadium and Stadium.footprint(side) or nil
fn(StadiumStage.matrix(cell[1], groundY, cell[2],
StadiumStage.radiusFor(footprint)))
end
end
end
-- ------- the synthetic arena
--
-- A B rung does not search the map, because it does not stand on it. The
-- arena is the same WIDE shape every other staged fight uses -- so the two
-- cells are three apart down the middle and BattleCam frames them exactly as
-- it always has -- just placed at a fixed spot rather than a found one.
--
-- Away from the origin on purpose. The coordinates run through the camera
-- solve, the sun's frustum fit and the projection to Game Boy pixels, and
-- putting a stage at (0, 0) is the kind of thing that hides a sign error for
-- months.
StadiumStage.ORIGIN = { 16, 16 }
function StadiumStage.arena(map)
local BattleArena = V.require("BattleArena")
local arena = BattleArena.at(StadiumStage.ORIGIN[1], StadiumStage.ORIGIN[2],
"wide")
if not arena then return nil end
-- the map is carried for its SKY and its palette only -- what kind of place
-- the fight is happening in -- never for its geometry
arena.map = map
arena.discs = true
return arena
end
-- ------- the draws
-- The discs, in the main pass. No wireframe: everything else in this frame is
-- built a unit per voxel and wears the seams that fall out of that, and a
-- disc is a turned solid with no grid to draw.
function StadiumStage.draw(arena, groundY)
if not (arena and arena.discs) then return end
local m = StadiumStage.mesh()
local tex = StadiumStage.texture()
if not (m and tex) then return end
Voxel3D.seams(false)
Voxel3D.glass(false)
each(arena, groundY, function(matrix) Voxel3D.draw(m, tex, matrix) end)
Voxel3D.glass(true)
Voxel3D.seams(true)
end
-- And into the sun, so the two Pokemon put real shadows on the platforms they
-- are standing on. Without this the shadow map is empty where the discs are
-- and a mon casts onto nothing at all -- which, with no ground behind it
-- either, reads as the pair floating.
function StadiumStage.cast(shadowMap, arena, groundY)
if not (arena and arena.discs and shadowMap) then return end
local m = StadiumStage.mesh()
local tex = StadiumStage.texture()
if not (m and tex) then return end
each(arena, groundY, function(matrix) shadowMap.draw(m, tex, matrix) end)
end
return StadiumStage
+78
View File
@@ -72,6 +72,7 @@ Voxel3D.FACE_SHADE = {
local SHADER = [[
varying float vShade;
varying vec3 vSun; // this fragment's place in the sun's view
varying float vFog; // how deep into the map's haze it stands
#ifdef VOXEL_GRID
// model space, one unit per voxel -- see VoxelGrid. Precision matters
// here in a way it does not for a colour: the seam is the FRACTIONAL
@@ -87,6 +88,7 @@ local SHADER = [[
uniform vec3 eye;
uniform float pull;
uniform vec3 curve; // xy = the focus in world XZ, z = k; 0 = off
uniform vec4 fogInfo; // density, start, heightK; density 0 = clear
attribute float VertexShade;
vec4 position(mat4 transform_projection, vec4 vertex_position) {
vShade = VertexShade;
@@ -108,6 +110,19 @@ local SHADER = [[
// answered. (The pull below is excluded for the same reason: it is a
// depth trick aimed at the camera's own buffer.)
vSun = (sunVP * (sunModel * vertex_position)).xyz;
// THE MAP'S HAZE (see ForestAtmos): how much fog stands between the
// eye and this vertex -- distance dissolves into it, altitude climbs
// out of it. Worked out on the FLAT world like the shadow lookup
// above (the curve is a trick played on the viewer, not weather),
// and per VERTEX: on meshes built a face per voxel the interpolated
// answer is indistinguishable from per-fragment fog at a fraction of
// the cost.
vFog = 0.0;
if (fogInfo.x > 0.0) {
float fogRun = max(0.0, length(w.xyz - eye) - fogInfo.y);
vFog = (1.0 - exp(-fogInfo.x * fogRun))
* exp(-max(w.y, 0.0) * fogInfo.z);
}
// The curved world (see WorldCurve): drop every vertex by the square
// of how far its column stands from the camera's focus. Applied AFTER
// the shadow lookup above and clear of the wireframe's model space, so
@@ -205,6 +220,7 @@ local SHADER = [[
uniform vec3 ghostColor; // the flat silhouette colour
uniform float ghost; // 0 = shade normally, 1 = flatten to it
uniform vec3 dayTint; // the hour's light on the world; 1,1,1 = noon
uniform vec3 fogColor; // what the haze is made of (see Voxel3D.fog)
uniform Image glassMask; // opaque where the atlas texel is window glass
uniform vec2 glassSize; // the mask's dimensions: tc -> atlas texels
uniform float glassNight; // 0 = daylight .. 1 = the lamps are on
@@ -256,6 +272,11 @@ local SHADER = [[
vec3 lamp = vec3(1.0, 0.84, 0.5) * (0.5 + 0.55 * shine);
rgb = mix(pane, lamp, glassNight * glass);
}
// the haze stands between the eye and the SURFACE, so it lands after
// every surface term -- sun, seams, glass -- and before only the
// ghost, which must stay one solid readable shape whatever the
// weather (see below)
rgb = mix(rgb, fogColor, vFog);
// The hidden player is a SHAPE, not a dimmed picture of itself. Tinting
// through `color` could only multiply the sprite's own pixels, which
// darkens each one by its own amount and keeps the character's internal
@@ -687,6 +708,14 @@ end
-- answers it, so a caller that never does draws exactly what it always drew.
Voxel3D.tint = { 1, 1, 1 }
-- The map's haze, set the same way (VoxelScene and BattleScene ask
-- ForestAtmos, who knows which maps have weather): a table of
-- { color = {r,g,b}, density, start, heightK }, or nil for a clear day.
-- nil -- the default -- sends density 0, so a caller that never heard of
-- fog draws exactly what it always drew, and no pass can inherit the
-- last one's weather.
Voxel3D.fog = nil
-- The window-glass pass, set the same way and for the same reason: the
-- MASK belongs to the map's tileset (GlassMask.texture) and how lit the
-- panes are belongs to the hour and to being outdoors at all
@@ -922,6 +951,12 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
pcall(sh.send, sh, "ghostColor", Voxel3D.GHOST_COLOR)
-- the hour's light, as the caller last set it (see Voxel3D.tint)
pcall(sh.send, sh, "dayTint", Voxel3D.tint or { 1, 1, 1 })
-- and the map's haze (see Voxel3D.fog), density 0 when there is none
local fog = Voxel3D.fog
pcall(sh.send, sh, "fogColor", (fog and fog.color) or { 0, 0, 0 })
pcall(sh.send, sh, "fogInfo", fog and
{ fog.density or 0, fog.start or 0, fog.heightK or 0, 0 }
or { 0, 0, 0, 0 })
-- the window glass: the tileset's mask (or the blank -- the sampler is
-- declared either way, and unbound is a driver-dependent crash), how lit
-- the panes are, and the movement-fed glint as the caller last set it
@@ -1127,6 +1162,25 @@ function Voxel3D.endWater()
if activeShader then love.graphics.setShader(activeShader) end
end
-- A custom shader for the length of a draw, inside the pass. What makes
-- this a pair rather than a bare setShader at the call site is the way
-- BACK: the scene shader this pass bound is module-local (activeShader,
-- above), so only this file can restore it -- the same restore endWater
-- performs, without the canvas shuffle. Answers false when there is no
-- pass to come back to, and the caller skips its draw entirely.
function Voxel3D.beginEffect(shader)
if not (active and shader) then return false end
love.graphics.setShader(shader)
love.graphics.setColor(1, 1, 1, 1)
return true
end
function Voxel3D.endEffect()
if not active then return end
love.graphics.setColor(1, 1, 1, 1)
if activeShader then love.graphics.setShader(activeShader) end
end
-- Whether a reflective water pass can run in this frame at all -- there is
-- a depth texture to read. Callers use it to choose between the water
-- shader and an ordinary terrain draw before they start moving canvases.
@@ -1159,6 +1213,30 @@ function Voxel3D.seams(on)
on and VoxelGrid.DARK or 0)
end
-- ADDITIVE for the length of a draw, or nil to put the pass back the way
-- it was found.
--
-- Exactly one thing asks for this: the flame and gas primitives on a
-- STADIUM battle model (Charmander's tail, Weezing's cloud -- see
-- StadiumRig). Those are light, not surface: they are drawn over a body
-- that is already in the depth buffer and they must ADD to it rather than
-- replace it, or the flame comes out as an opaque orange sticker.
--
-- Depth WRITES go off with the blend, and for the usual reason -- a
-- translucent thing that wrote depth would punch whatever comes after it
-- out of the frame. The test stays on, so a flame behind a tree is still
-- behind the tree.
function Voxel3D.blend(mode)
if not active then return end
if mode == "add" then
pcall(love.graphics.setBlendMode, "add", "alphamultiply")
pcall(love.graphics.setDepthMode, "lequal", false)
else
pcall(love.graphics.setBlendMode, "alpha", "alphamultiply")
pcall(love.graphics.setDepthMode, "lequal", true)
end
end
-- Whether what is drawn next may consult the glass mask. false for the
-- length of a sprite-sheet pass, true to put it back.
--
+42
View File
@@ -865,6 +865,16 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
ShadowMap.draw(BattleBillboard.mesh(), card.tex, ShadowMap.snug(card.model))
end
ShadowMap.sprites(false)
-- and the STADIUM models, outside the sprite flag and un-snugged, for
-- the reasons the flat battle pass gives (BattleScene.castShadows):
-- these are geometry, not cut-outs
pcall(function()
local stageArena, stageY = V.require("OverworldBattle").stage()
if stageArena and stageArena.discs then
V.require("StadiumStage").cast(ShadowMap, stageArena, stageY or 0)
end
V.require("Stadium").cast(ShadowMap)
end)
ShadowMap.finish(sig)
end
@@ -904,6 +914,12 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor, eyes)
Voxel3D.glassNight = outdoor and DayNight.windowLight() or 0
local g = VoxelScene.glintStep(glint, cx, cy)
Voxel3D.glassPhase, Voxel3D.glassGlint = g.phase, g.amp
-- and the map's atmosphere, if it has one (see ForestAtmos): the haze
-- the scene shader folds every surface into, in the hour's colour.
-- nil for every map without an entry -- a clear day, exactly as before.
local ForestAtmos = V.require("ForestAtmos")
local atmos = ForestAtmos.frame(state.map)
Voxel3D.fog = atmos and atmos.fog or nil
local function atlasFor(map)
return TerrainAtlas.forMap(map, modeColors(paletteFor, map))
@@ -1072,6 +1088,24 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor, eyes)
Voxel3D.draw(BattleBillboard.mesh(), card.tex, card.model,
BattleBillboard.PULL)
end
-- and, on the STADIUM rungs, the models -- the same skinned meshes the
-- flat pass and the sun already used this frame, drawn again through
-- THIS eye. Unlike the cards there is nothing per-eye about them: a
-- model faces its opponent, not the viewer, so both eyes see the same
-- pose from their own seats, which is what makes it read as solid.
--
-- On a disc rung the platforms come with them. In a headset the world is
-- still drawn -- the player is standing IN it, which is the whole point
-- of the headset, so the rung's "no map" does not apply here -- and the
-- discs then read as a stage set down on the ground, which is what they
-- are.
pcall(function()
local stageArena, stageY = V.require("OverworldBattle").stage()
if stageArena and stageArena.discs then
V.require("StadiumStage").draw(stageArena, stageY or 0)
end
V.require("Stadium").draw(BattleBillboard.PULL)
end)
if battleTex.flash then Voxel3D.flatten(nil) end
-- and the MOVE ANIMATIONS, standing on the same arena: the
-- engine's own effects layer on the plane through both cells
@@ -1124,6 +1158,14 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor, eyes)
ShadowMap.snug(Mat4.translate(nb.ox, 0, nb.oy)))
end
-- The map's atmosphere -- god rays down from the invisible canopy, and
-- whatever drifts through them (see ForestAtmos). Additive over the
-- finished depth buffer, so the trees occlude the light and the light
-- writes nothing; here in the prop slot, after everything the beams
-- should fall across and inside drawScene so VR gets them per eye. On
-- the one map that has any, today.
ForestAtmos.draw(state.map)
-- The VR pokedex in the player's left hand, last of all: a prop over
-- the world drawn with real depth, so leaning it into a wall still
-- occludes honestly. Its frame only exists while a session is live and
+24 -2
View File
@@ -940,7 +940,16 @@ vec2 waveUV(vec2 tc, vec2 col) {
// can afford it -- the colour is a colour, and tc/sc arrived through
// LOVE's mediump plumbing whatever this signature says -- and the maths
// below runs on the stage default the moment the values touch a local.
vec4 effect(mediump vec4 color, Image tex, mediump vec2 tc, mediump vec2 sc) {
//
// Which precision that has to BE is not ours to know: LOVE 12 forward-
// declares effect() under a different one, and pins that matched 11's
// prototype are the mismatch there -- the same refusal, from the other
// side, with the water falling back to flat. So the qualifier is a define
// the Lua side fills in, and Water.shader compiles the pinned form first
// and the bare one only if that is refused. Whichever prototype a runtime
// brought, one of the two agrees with it.
vec4 effect(EFFECT_PREC vec4 color, Image tex, EFFECT_PREC vec2 tc,
EFFECT_PREC vec2 sc) {
// THE DEPTH TEST, done here because the buffer that would have done it is
// detached for the length of this pass so it can be READ (see the header).
// Same comparison, same buffer, same result: a building in front of a pond
@@ -1133,7 +1142,7 @@ end
Water._trainSource = trainSource -- named for the suite
local function source(grid)
local function source(grid, bare)
local src = SHADER_SRC:gsub("//@CRATERS", (craterSource():gsub("%%", "%%%%")))
src = src:gsub("//@TRAINS", (trainSource():gsub("%%", "%%%%")))
local head = ("#define RAY_STEPS %d\n#define RAY_REFINE %d\n"
@@ -1141,6 +1150,12 @@ local function source(grid)
:format(Water.RAY_STEPS, Water.RAY_REFINE, Water.WAVE_STEPS,
Water.WAVE_STRIDE)
if grid then head = head .. "#define VOXEL_GRID 1\n" end
-- effect()'s parameter precision -- see the signature for why it cannot
-- simply be spelled there. Empty is a define all the same: the params
-- then carry the stage default, which is what a prototype declared
-- without qualifiers wants.
head = head .. (bare and "#define EFFECT_PREC\n"
or "#define EFFECT_PREC mediump\n")
return head .. src
end
@@ -1159,6 +1174,13 @@ function Water.shader(grid)
shaders[grid] = false
else
local ok, sh = pcall(love.graphics.newShader, source(grid))
if not ok then
-- the pinned prototype was the wrong one for this runtime; the bare
-- one is the only other shape there is, and a driver that refuses
-- both was never going to draw this water anyway
local bareOk, bareSh = pcall(love.graphics.newShader, source(grid, true))
if bareOk then ok, sh = bareOk, bareSh end
end
if not ok and V and V.mod and V.mod.log then
-- once, where it can be read: the fallback is flat water, which is
-- easy to look at and impossible to diagnose without this line
+59 -3
View File
@@ -90,6 +90,7 @@ local BattleExit = V.require("BattleExit")
local DayNight = V.require("DayNight")
local DayTint = V.require("DayTint")
local Water = V.require("Water")
local ForestAtmos = V.require("ForestAtmos")
local AntiAlias = V.require("AntiAlias")
local FirstPerson = V.require("FirstPerson")
local FreeMove = V.require("FreeMove")
@@ -191,6 +192,9 @@ mod.content.render_pipelines:register("voxel", {
-- battles and menus, and a CYCLE evening falls mid-fight exactly as it
-- would mid-walk
DayNight.update(dt)
-- the atmosphere's own clock (shaft shimmer, drifting motes), on the
-- same tick so the beams keep breathing through a dialog box
ForestAtmos.update(dt)
-- The overworld battle rides this hook rather than owning a pipeline of
-- its own, because it owns no pass of the FRAME: it draws under a battle
-- screen the engine composites, which is not a stage the registry has.
@@ -200,6 +204,19 @@ mod.content.render_pipelines:register("voxel", {
-- and the whole battle. Ahead of the active() gate below, because a 3D
-- battle does not require the free-roam mode to be switched on.
OverworldBattle.update(dt)
-- The one-time build of the Pokemon Stadium battle models out of the
-- player's own ROM, if there is one to build from and it has not been
-- done (see StadiumInstall). Rides this hook for the same reason the
-- battle does -- it is the tick that runs whatever is on the stack -- and
-- asks exactly once, on the first frame the player is actually in the
-- world, so it is never fighting the engine's own launcher for the
-- screen.
pcall(function() V.require("StadiumScreen").maybePush() end)
-- and a ROM the system file picker dropped in the save directory while
-- we were not the top activity (Android; see StadiumRomPick.poll)
pcall(function()
V.require("StadiumRomPick").poll(require("src.core.Game"))
end)
-- The horde, on the same always-running tick and for the same reason:
-- it owns no pass of the frame, it is a MODE over the overworld, and
-- it has to keep thinking while a warp's wipe covers the screen (the
@@ -289,6 +306,7 @@ mod.content.render_pipelines:register("voxel", {
OverworldBattle.invalidate()
AntiAlias.invalidate()
ChunkMesher.invalidate() -- no map id = every cached mesh
ForestAtmos.invalidate() -- shaft/particle meshes and shader sentinels
VR.invalidate() -- the mirror, and FBO ids of dead canvases
end,
})
@@ -414,6 +432,18 @@ local SETTINGS = {
.. "shoreline, the trees and the buildings behind it; SKY is the sky, "
.. "the sun and the moon alone, which is most of the look for a "
.. "fraction of the cost." },
-- `full` for the AA reason: additive shafts are fill rate, and under 4X
-- supersampling that is a question about the hardware, not the look.
{ ForestAtmos.setting,
"The air of the deep woods (Viridian Forest): a ground haze, and "
.. "volumetric light let down through the unseen canopy overhead -- "
.. "gold spears of sun by day, silver moon rays at night, pollen "
.. "drifting through the beams and fireflies once they cool. LOW "
.. "keeps the haze, halves the beam march and stands the particles "
.. "down. On a phone the row offers LOW alone: the beams need a "
.. "depth texture the pass can read back, and no mobile driver here "
.. "grants one.",
full = true },
-- `full` marks a row FULL does not take away. FULL owns the diorama's own
-- knobs; what a battle is drawn over, and how it is framed, are not that.
-- Off the OPTIONS menu while VR is on: the headset REQUIRES staged
@@ -421,8 +451,18 @@ local SETTINGS = {
-- and forbids back sprites (backPinned answers false), so both rows
-- decide nothing there and a dead switch on the menu reads as broken.
{ OverworldBattle.setting,
"Fight on the map: the battle draws over the nearest clear ground, "
.. "shot over the shoulder with a slow parallax drift.",
"Fight in three dimensions, shot over the shoulder with a slow parallax "
.. "drift. 2D-3D stands the game's own battle pics up as cards; STADIUM "
.. "replaces them with the Pokemon Stadium battle models, animated, "
.. "playing the animation the move being used actually calls for. A "
.. "stages the fight on the MAP -- the nearest clear ground, in that "
.. "place's own weather and light; B stands it on two discs against the "
.. "sky instead, which works everywhere, including the caves and shop "
.. "floors that have nowhere to stage a fight. The STADIUM rungs only "
.. "appear once the models have been built, and building them needs a "
.. "Pokemon Stadium (US) 1.0 ROM of your own -- import it from the "
.. "STADIUM ROM row, or drop it in the baseroms folder and restart. No "
.. "other version works: the reader is keyed to that one cartridge.",
when = function() return not VR.enabled() end, full = true },
-- Only offered while a fight can actually be staged on the map: with 3D-BTL
-- off the engine draws the classic screen, which is this row's ON already,
@@ -496,7 +536,7 @@ mod.options:define(schema)
-- 5 V-GRID toggle the wireframe (new)
-- 6 T-SHIFT cycle the blur ladder (was 9)
-- 7 V-CURVE cycle the horizon bend (new)
-- 8 3D-BTL toggle overworld battles (new)
-- 8 3D-BTL cycle overworld battles (new)
-- 9 WATER cycle the water reflections (new; 9 was T-SHIFT's old key)
--
-- Only 6 arrives by the documented route. Game:keypressed answers the
@@ -779,6 +819,19 @@ mod.hooks:wrap("ui.options.rows", function(next, game, rows)
and (not entry.when or entry.when())
if offered then extra[#extra + 1] = entry[1]:row() end
end
-- and the ROM import, which is an ACTION and not a setting: there is no
-- rung to store, nothing for the mod manager's page to persist and nothing
-- to restore on the next boot, so it is appended here rather than living in
-- SETTINGS. nil on a platform with no file dialog, which takes it off the
-- menu rather than offering a button that cannot do anything.
-- On EVERY platform. Where there is no file dialog it says WHERE? and
-- shows the folder to put the cartridge in, which is the one thing a
-- player on a phone could not otherwise find out -- the row used to vanish
-- there, which reads as the feature being missing rather than manual.
local okPick, importRow = pcall(function()
return V.require("StadiumRomPick").row()
end)
if okPick and importRow then extra[#extra + 1] = importRow end
return insertGrouped(out, extra)
end)
@@ -878,6 +931,9 @@ mod.events:on("map.reloaded", function(payload)
if payload and payload.reason == "colors" then return end
local mapId = payload and (payload.mapId or (payload.map and payload.map.id))
if mapId then ChunkMesher.invalidate(mapId) end
-- the atmosphere's layout stands on the same carved stamps the meshes
-- do, so it goes stale on exactly the same event
if mapId then ForestAtmos.invalidate(mapId) end
end)
-- ------- rows come and go, so the menu has to notice
+3 -3
View File
@@ -1,7 +1,7 @@
{
"id": "DRAMATIC_SHAPE",
"name": "Dramatic Shape Voxel Mod",
"version": "1.5.5",
"version": "1.6.2",
"api": 2,
"entry": "main.lua",
"profile": "content",
@@ -10,11 +10,11 @@
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
"conflicts": [],
"conflicts": ["ds_fp_ceiling"],
"permissions": [
"engine_internals"
],
"affects_link": false,
"description": "A full 3D diorama overworld: extruded terrain, depth-buffered occlusion, voxel characters and a tilt-shift miniature pass -- and battles fought on the map itself, shot over the shoulder at the nearest clear ground with a slow parallax drift and a depth-of-field pass. Water reflects the sky, the sun, the moon and -- through a screen-space ray march -- the shoreline standing behind it. Registers two render pipelines and claims hotkeys 3, 5, 6, 7, 8 and 9 -- 3 and 5 displace the engine's TILT and GBC FX keys, both still reachable on the OPTIONS menu. Presentational only: it changes what a battle is drawn over, never where anybody stands.",
"description": "Draws the overworld as a 3D diorama.",
"github": "DramaticShape/DramaticShapeVoxelMod"
}
+9 -2
View File
@@ -10,7 +10,9 @@ return {
changed = {
"with VOXEL on, the overworld draws as 3D geometry instead of flat tiles",
"occlusion comes from a depth buffer rather than a y-sort, so buildings really hide what is behind them",
"with 3D-BTL on, a battle draws over the map's nearest clear ground instead of over a white field",
"with 3D-BTL on 2D-3D A, a battle draws over the map's nearest clear ground instead of over a white field",
"with 3D-BTL on a B rung, the fight is staged on two discs against the sky with no map drawn at all, which works on every map including the caves and shop floors that have nowhere to stage a fight",
"with 3D-BTL on STADIUM A or STADIUM B, the same fight is staged with the Pokemon Stadium battle models in place of the flat pics -- 148 of the 151 species, skinned and animated, playing the animation the move being used actually calls for; Exeggutor, Tangela and Magmar have corrupt animation data at source and keep their battle sprites",
"the battle's text box and menu are frosted glass over that ground rather than an opaque white slab, on the same panels the HUDs sit on",
"the map's NPCs are culled for the length of a battle, so the wipe plays over an empty map",
"a battle's letterbox voids go black rather than white, because the battle canvas is no longer white",
@@ -31,7 +33,8 @@ return {
"V-GRID on hotkey 5 and V-CURVE on hotkey 7",
"Q and E zoom whichever camera is in front of you -- the third-person boom, a staged battle's lens, or the engine's own survey zoom on an orbit rung -- alongside the mouse wheel, a two-finger pinch, and the pad's left and right stick clicks (out and in). 1ST claims none of them: the eye is in the player's head and there is no distance to change",
"WATER on hotkey 9 (FULL / SKY / OFF, FULL by default): the water surface becomes a field of pixel-tall voxel columns rising and falling as waves, reflecting the sky, the sun, the moon and the cast standing beside it -- and, on FULL, the shoreline, trees and buildings behind it, by a screen-space ray march",
"3D-BTL on hotkey 8 (ON / OFF, on by default), battles fought on the world map",
"3D-BTL on hotkey 8 (2D-3D A / 2D-3D B / STADIUM A / STADIUM B / OFF, 2D-3D A by default), battles fought in 3D -- 2D-3D stands the game's own pics up as cards and STADIUM replaces them with the Pokemon Stadium battle models, while A stages the fight on the map and B on two carried discs against the sky. Only the STADIUM rungs need a ROM, and they are on the row once those models have been built (see below); 2D-3D B is generated in Lua and needs nothing",
"the STADIUM animations are driven from the fight: a move plays the animation that species' own battle table names for it (so DIG really does put Diglett into the ground), fainting plays the faint and holds there, and a send-out grows the Pokemon out of the ball and plays the entrance. Damage plays nothing -- the set has no reaction animation in it, and the engine's own flash, blink and HP drain already say so. The eyes blink and go dizzy, and Charmander's tail flame and Weezing's gas are drawn over the body",
"BACK SPRITES options row (OFF / ON, off by default), which keeps your own Pokemon on the battle menu in its classic slot while the foe stands out on the map",
"VR options row (OFF / ON, off by default): PCVR through OpenXR on Windows -- the diorama as a head-tracked tabletop model presented at the rung's own angle and framing on the orbit rungs, life-size first person on 1ST, a staged battle snapping the headset (through a fade to black) into the flat game's own over-the-shoulder seat at life scale, a voxel Pokedex flush along the left controller in first person and in battles (menus, dialogs and the 2D battle screen on its screen; the diorama does without it), the sky and its sun and moon anchored in space (bands, GBC dither and twilight glow alike -- nothing in the sky reacts to the head), the floating panel wearing the GB frame near-square rather than the whole monitor-wide window (scaled into the headset, so the picture and its ratio are identical at every window size, fullscreen included), the window as mirror; needs a runtime (SteamVR/Oculus/WMR) and the mod on a real folder",
"VR controllers (Touch/Index/WMR, rebindable in the runtime): left stick moves, A/B are A/B, either trigger is START, left stick click steps the VOXEL angle ladder exactly as the 3 key and SELECT do; in 1ST the right stick snap-turns 45 degrees a flick; in the diorama the right stick zooms and a squeezed grip drags the table's height; no controller button leaves VR -- that is the VR row's job",
@@ -49,6 +52,9 @@ return {
"WATER on FULL ray-marches the depth buffer per water pixel, so a map that is mostly sea costs real fill rate on a weak GPU -- SKY is the same look minus the ray march, and OFF is the flat water",
"a screen-space reflection can only reflect what is in the frame: a tree just off the top edge is not in the water below it, and a ray that runs off the side fades into the sky rather than ending on a line",
"a map with no 3x6 clearing falls back to a 1x4 one, and a map with neither draws the plain battle screen",
"the STADIUM rungs need the Pokemon Stadium battle models, and the mod ships none of them -- they are that game's data. Press STADIUM ROM on the OPTIONS menu to pick one with the system file dialog, or drop one in a baseroms/ folder beside the game. It must be Pokemon Stadium (US) 1.0 (md5 ed1378bc12115f71209a77844965ba50) -- every offset in the reader is keyed to that cartridge, and anything else is refused or builds wrong models; either way the 151 models are built out of it on a loading screen, in about ten seconds, into the save directory, and the ROM itself is not kept. Until then the two rungs are simply not on the row. Once built, a rung declines per POKEMON rather than per battle: a species with no pack, a standing substitute doll, and the trainer's own pic before the send-out each fall back to the flat card on that side alone, with the other side keeping its model",
"the STADIUM rungs size a Pokemon by its own model against the set's median, with the range compressed -- the authored heights span sixteenfold, from Caterpie to Gyarados, and a shared over-the-shoulder shot cannot hold that. The order and the feel of the differences survive; the literal ratios do not",
"three species -- Exeggutor, Tangela and Magmar -- have standby loops that are corrupt in the source extraction, and are held at their bind pose so they stand still rather than coming apart",
"the arena is where the CAMERA goes -- nobody is moved, so a fight staged across the map is a shot of that ground, not a trip to it",
"the battle backdrop renders at the GB's 160x144 to match the pics composited over it, so it is chunkier than the free-roam pass",
"menus and cutscenes are unaffected -- outside a battle the mode only draws the free-roam overworld",
@@ -71,6 +77,7 @@ return {
},
credits = {
{ who = "pret/pokered", for_ = "the tile and sprite data the geometry is derived from" },
{ who = "pret/pokestadium", for_ = "the decompilation the STADIUM extractor was written against -- the bone matrix chain and where scale is applied (func_800143C0), the rotation basis (func_8000F730), the animation and texture-animation samplers (func_80016FBC / func_80017540), the battle context slots and the move-id constants. No code or data from it is included or redistributed here; see README.md" },
{ who = "The Khronos Group", for_ = "the OpenXR loader shipped unmodified in assets/vr (Apache-2.0; full license text alongside the DLL)" },
},
compat = { engine = ">=0.1.37 <2.0.0", modApi = 2 },
+181
View File
@@ -0,0 +1,181 @@
# Pokemon Stadium (US) — battle model export
> **Built on [pret/pokestadium](https://github.com/pret/pokestadium).** This
> pipeline is original code, but it could not have been written without that
> project's decompilation: the bone matrix chain and the fact that scale is
> kept out of it (`func_800143C0`), the rotation basis (`func_8000F730`), the
> animation and texture-animation samplers (`func_80016FBC`, `func_80017540`),
> the battle context slots, and the move-id constants all came from reading
> it. **No code or data from that project is vendored here or required to run
> this** — see the mod's [README](../README.md#acknowledgements--pretpokestadium),
> and get anything you want to reuse from upstream under its own terms.
>
> No ROM data is committed either: everything below is generated from a
> cartridge you supply.
All 151 battle Pokemon plus 64 other models from the same segment, in standard
formats. Regenerate straight from the ROM — stdlib only, no `make init`, no
splat, no crunch64:
```bash
model_extract/pipeline/build.py
```
Put a US 1.0 ROM in [baseroms/](baseroms/) (`.z64`, `.n64` or `.v64`), or pass
`--rom=PATH`. See [pipeline/README.md](pipeline/README.md) for the module layout,
how the ROM is unpacked, and the generated-effects notes.
```
viewer.html browse everything in the browser — open it directly
manifest.json every model + what each of its animations is used for
moves.json all 165 moves + the animation each species plays for them
glb/025_pikachu.glb glTF 2.0 binary: mesh, skeleton, skin, animations, textures
glb/x152_model.glb non-Pokemon models from the same segment (props, trophies…)
textures/025_pikachu/ the same textures as loose PNGs, named <n>_<w>x<h>.png
js/ viewer payloads, one per model, plus index.js and moves.js
```
`viewer.html` has a filterable picker for every model plus prev/next/random, a
**move picker** that jumps to whichever animation the current Pokemon plays for
that move, per-animation playback with a frame scrubber, an eye/texture-animation
selector, and texture/lighting/wireframe/skeleton toggles. It reads `js/`, not
`glb/`, because browsers block `fetch` of local files from `file://` — script
injection is what lets the page work when you just double-click it.
Sizes: 73 MB `glb/`, 54 MB `js/`, 7.4 MB `textures/`. Two flags if you want less:
`--no-js` skips the viewer payloads and `viewer.html` (leaving the glTF export
alone), and `--manifest-only` rebuilds just `manifest.json`.
`.glb` files are self-contained and open directly in Blender, Maya, Unity, Unreal,
three.js, Godot, Windows 3D Viewer, macOS Quick Look, and https://gltf-viewer.donmccurdy.com.
Source file `N.bin` holds species `N + 1`.
## Conventions
- Y up, +Z front, right-handed — glTF standard.
- Animations are authored at **30 fps**; keyframe times are `frame / 30`.
- Units are game units. Models are authored 10x and scaled down by the
`model_root` node, matching the geo layout's scale command.
- Textures are `CLAMP_TO_EDGE`, materials are `alphaMode: MASK` with cutoff 0.5
(N64 RGBA5551 has one bit of alpha). `doubleSided` follows the display list's
cull mode.
## Skeleton
The game keeps bone scale *out* of the matrix chain (`func_800143C0` in
[src/12D80.c](../src/12D80.c)): scale accumulates in its own stack, a bone's local
translation is pre-multiplied by the parent's accumulated scale, and the
accumulated scale is applied to the rows of the finished world matrix only at
draw time. glTF node TRS instead propagates scale multiplicatively to children,
so a 1:1 node mapping would be wrong wherever a non-uniformly scaled bone has
descendants.
Each game bone is therefore exported as two nodes:
| node | role |
| --- | --- |
| `boneNN` | pivot: `translation = t * accScale(parent)`, `rotation = R`, scale 1 |
| `boneNN_scale` | leaf child holding `scale = accScale(bone)`, so it cannot propagate |
The skin binds to the `boneNN_scale` nodes, whose world matrices then equal the
game's draw matrices exactly. Vertices are already in bone-local space and each is
rigidly bound to one bone, so all inverse bind matrices are identity.
This was verified by parsing each exported `.glb` back and diffing every joint
matrix against a reference implementation of the game's own math, over the bind
pose and four sampled frames of every animation. Worst-case disagreement is
~1e-2 game units on models spanning 2040 units, entirely from storing rotations
as spec-normalised `SHORT` quaternions.
## Animation semantics
Per-species battle data lives in `assets/us/70D3A0.bin`, 0xB90 bytes per species,
DMA'd into the battle system by `func_84302658` via the `D_80075BD0[species-1]`
pointer table. It is an array of 0x10-byte entries; byte 0 of each entry is an
index into that Pokemon's animation list and byte 1 indexes the auxiliary list:
- **entries 0164** — one per move, in the move ID order of
[oldnotes/stadium1/constants/move_constants.s](../oldnotes/stadium1/constants/move_constants.s).
Entry *n* gives the animation played when the Pokemon uses move *n + 1*.
- **entries 165+** — fixed battle contexts (idle, hit, faint, …).
Every one of the 151 species' tables indexes only animations that exist in that
species' list, which is what confirms the layout.
`manifest.json` reports, for each animation, the exact list of moves that trigger
it plus which context slots reference it. `moves.json` inverts that: every move,
and the animation each of the 151 species plays for it.
One caveat when reading move data: the table is **dense**. Every species has a
row for every move, including moves it can never learn, and those unreachable
rows overwhelmingly point at the species' generic reaction animation — the same
one the `hit` slot uses. So "118 species play Thunderbolt" is an artifact, not a
fact about the game. `moves.json` marks each row with `differsFromDefault` and
gives a `speciesWithOwnAnimation` count per move; treat those as the signal. The `animationSlots` section carries an
`evidence` field per slot:
- `code` — the battle code in `src/fragments/62` names the slot outright.
- `data` — inferred from what the referenced animation actually does, measured
across all 151 species. For example slot 167 is labelled `faint` because its
animation always ends far from the standing pose (the model drops to
0.030.84x idle height, or leaves the frame entirely for fliers), while slot
168's animation always ends at exactly idle height.
`endBehavior` reports what the animation player does past the last frame
(`func_80016FBC`): every animation in the game wraps back to `loopStartFrame`, so
one-shots like `faint` are ended by the battle state machine switching animation,
not by the player clamping. glTF has no loop flag, so importers will loop clips by
default.
The common layout, consistent across nearly every species:
| animation | role |
| --- | --- |
| 0 | idle / standby loop (all 151 species) |
| 1 | second idle-length animation, rarely referenced by the context slots |
| 2 | hit / damage reaction (149151 species across slots 166, 178181) |
| 3 … n-3 | attack animations, selected per move |
| n-2 | faint (slots 167, 177) |
| n-1 | entrance / return-to-idle cycle (slots 168, 183) |
## Texture animations (blinking, dizzy eyes)
The second animation list in the model root is a *texture* animation, not a
skeletal one (`src/18140.c`). Geo command `0x23` carries a channel index at
offset `0x02`; when it is `>= 0`, `func_800176DC` replaces that material's
texture every frame from a per-frame stream of texture-table indices.
Charmander's eyes are the clearest example — texture 2 is the open eye, 3 and 4
are blink frames, and 57 are the dizzy swirl:
| aux animation | frames | texture stream |
| --- | --- | --- |
| 0 | 10 | `2 2 3 3 4 4 4 3 3 2` — a blink |
| 2 | 122 | cycles `5 6 7` — confusion swirl |
| 4 | 18 | a slower blink |
The viewer plays these. Each skeletal animation is paired with the texture
animation the battle table most often sets alongside it, and the `eyes` dropdown
overrides that. glTF 2.0 has no texture-swap animation channel, so this data
lives in `js/` and `moves.json` rather than the `.glb` — the `.glb` files carry
the first frame's texture on each material.
## Known gaps
- **Move effect visuals are not here.** Geo command `0x24` does not draw
anything: `func_80014CB8` just records an attachment point (an id plus a world
position) on the Pokemon, and the battle system spawns particles there. Ids
114 are generic and used by nearly every species. So Charmander's tail flame,
beams, explosions and the like are drawn by the effect system in the battle
fragments and are not present in these model files — Charmander's texture set
contains eyes, claws, teeth and skin, and no flame.
- **The Poke Ball throw/open model was not found.** It is not in this segment,
no other `assets/us/**.bin` contains a model fragment, and scanning the ROM
ranges of fragments 6264 for embedded model headers found none. What does
exist is Poke Ball *2D* artwork in fragment 29
(`fragments/29/fragment29_unk_bin_*`, flagged in the splat yaml). The throw is
most likely built from raw display lists rather than a geo-layout model.
- Files 151214 are exported as `x<file>_model` with generic names. They are
props, trophies, minigame pieces and similar; only Surfing Pikachu (file 152,
the same 37-bone / 723-triangle rig as Pikachu) is named with confidence. They
carry no battle table, so their animations are left unnamed.
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baserom.z64
*.z64
*.n64
*.v64
*:Zone.Identifier
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# Put the ROM here
`pipeline/build.py` looks for a Pokemon Stadium (US 1.0) ROM in this folder:
model_extract/baseroms/baserom.z64
`.z64`, `.n64` and `.v64` byte orders are all accepted — the pipeline detects the
magic and normalises on load. Any ROM file dropped in this folder is picked up.
Expected md5 of the US 1.0 ROM: `ed1378bc12115f71209a77844965ba50`. A different
ROM still runs, but the build prints a warning since the offsets are keyed to
this revision.
Search order (first hit wins):
1. `model_extract/baseroms/baserom.z64`
2. `model_extract/baseroms/us/baserom.z64`
3. `baseroms/us/baserom.z64` at the repo root — the location `make init` uses
4. any `*.z64` / `*.n64` / `*.v64` in this folder
Or point at one explicitly:
model_extract/pipeline/build.py --rom=/path/to/baserom.z64
The ROM is not included and is not tracked by git.
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# Export pipeline
End-to-end: `baserom.z64` in, everything in `model_extract/` out. **Stdlib only**
no `make init`, no splat, no crunch64, no build directory.
```bash
model_extract/pipeline/build.py # finds the ROM automatically
model_extract/pipeline/build.py --rom=/path/to.z64 --out=/tmp/out
```
The ROM is looked for in `model_extract/baseroms/` first, so this folder stands
on its own; the repo's own `baseroms/us/` is the fallback. Search order:
1. `model_extract/baseroms/baserom.z64`
2. `model_extract/baseroms/us/baserom.z64`
3. `baseroms/us/baserom.z64` at the repo root — where `make init` expects it
4. any `*.z64` / `*.n64` / `*.v64` sitting in `model_extract/baseroms/`
`.z64`, `.n64` and `.v64` all work — the byte order is detected from the magic
and normalised on load. See [../baseroms/README.md](../baseroms/README.md).
| flag | effect |
| --- | --- |
| `--only=3,91` | restrict to those model file numbers (fast iteration) |
| `--no-glb` | skip the glTF binaries and PNG dumps |
| `--no-js` | skip the viewer payloads and `viewer.html` |
| `--no-effects` | skip the generated fire/gas stand-ins |
## Modules
| file | does |
| --- | --- |
| `rom.py` | byte-order fixup (.z64/.v64/.n64), md5 check, archive unpacking, Yay0 and PERS-SZP decompression |
| `fragment.py` | FRAGMENT module → geo layout walk, F3DEX2 execution, textures, skeleton, animations |
| `battle.py` | per-species battle tables, move names, animation-context slot meanings |
| `glb.py` | glTF 2.0 binary writer |
| `effects.py` | **generated** fire/gas stand-ins (see below) |
| `build.py` | driver: ties it together, writes manifests |
## Getting from ROM to models without the build system
Three steps, all in `rom.py`:
1. **Byte order.** `.z64` is native; `.v64` swaps byte pairs; `.n64` reverses
words. Detected from the magic and normalised on load.
2. **Archive.** The segment at `0x920000` starts with
`u32 tag, u32 0, u32 totalSize, u32 fileCount`, then one
`{u32 offset, u32 size, u32 pad[2]}` record per file. Only the top three
bytes of the first word are reliably zero — the model archive puts a nonzero
value in the low byte, which is the quirk `tools/unpack_asset.py` works
around too.
3. **Decompression.** Each entry is `PERS-SZP` (an 8-byte magic plus a header
size, wrapping a Yay0 stream). The Yay0 decoder is ~30 lines: a bitstream
where a 1 copies a literal byte and a 0 pulls a (distance, length) pair.
Verified by decompressing all 215 entries and diffing against what
`make init` produces: **215/215 byte-identical**.
The battle tables need one more hop — `D_80075BD0[species - 1]` lives in the main
code segment, so `Rom.vram_to_rom` converts `0x80075BD0` using the segment's
`start`/`vram` from the splat yaml.
## Generated effects
`effects.py` produces **original, procedurally generated** fire and gas. It is
not extracted game data, and everything it emits is tagged `generated: true` in
the manifest, the viewer payloads and the PNG filenames (`*_fx.png`).
This exists because the real effects are not in the model files at all. Geo
command `0x08` attaches a callback (`func_80014A60` calls `node->unk_10`), and
the model supplies only two empty display lists and zeroed scratch buffers for
it to fill. The callback lives in another fragment and has not been ported, so
there is no flame mesh or flame texture to extract — Charmander's texture set is
eyes, claws, teeth and skin.
The stand-ins are anchored to the exact bone the callback hangs off, so they sit
where the real effect would and follow the animation:
| callback | species | stand-in |
| --- | --- | --- |
| `0x810000D8` | Charmander, Charmeleon, Charizard, Magmar, Moltres | tail/crest flame |
| `0x81000108` | Ponyta, Rapidash, Moltres wings | small flame |
| `0x810000E0` | Gastly (only) | gas cloud |
Both are looping flipbooks built from tileable value noise, drawn on a pair of
crossed quads — glTF cannot billboard, so crossed quads are the portable way to
make them read from any angle. Sizes are expressed as a fraction of the model's
**height** and divided by the anchor bone's accumulated scale, so an effect comes
out the intended size wherever in the skeleton it hangs. Seeds derive from the
species number, so a given Pokemon always generates the same effect.
In the viewer they draw in a second pass with depth writes off — additive for
fire, alpha for gas — and there is a *generated effects* toggle to hide them.
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#!/usr/bin/env python3
"""
Per-species battle data.
`func_84302658` in src/fragments/62 DMAs a 0xB90-byte table per species out of
the 0x70D3A0 segment, addressed through the D_80075BD0 pointer table. It is an
array of 0x10-byte entries: byte 0 is an index into that Pokemon's animation
list, byte 1 indexes the auxiliary (texture) animation list.
entries 0..164 one per move, so entry n drives move n + 1
entries 165+ fixed battle contexts
Every one of the 151 species' tables indexes only animations that species
actually has, which is what confirms the layout.
"""
import os
import struct
STRIDE = 0xB90
ENTRY = 0x10
N_MOVES = 165
# `evidence` records how far each label can be trusted:
# code - the battle code in src/fragments/62 names the slot outright
# data - inferred from what the referenced animation does, measured over all
# 151 species
CONTEXT_SLOTS = {
165: ('idle', 'code',
'The standby loop. func_8432B0A4 restores this slot whenever the Pokemon '
'returns to neutral, and it resolves to animation 0 for all 151 species.'),
166: ('attack_default', 'data',
'Resolves to animation 2 for 149/151 species, the same animation slots '
'178-181 use in the reaction paths. Called "hit" until the move table '
'was read against it: it is the animation most of a species\' MOVES '
'play, the default attack rather than a damage reaction (the name has '
'to match lib/StadiumPack.lua\'s CONTEXT and StadiumBuild\'s CONTEXTS).'),
167: ('faint', 'data',
'The referenced animation always ends far from the standing pose - the '
'model collapses to 0.03-0.84x its idle height, or leaves the frame '
'entirely for fliers.'),
168: ('entrance', 'code+data',
'The default slot in func_8430506C / func_8432AF70. The referenced '
'animation ends at exactly idle height, so it is a full cycle that '
'settles back into the standby pose.'),
169: ('reaction_169', 'data', 'Resolves to the idle animation for 139/151 species.'),
170: ('reaction_170', 'data', 'Split between the idle and hit animations.'),
171: ('reaction_171', 'data', 'Resolves to the idle animation for 138/151 species.'),
172: ('reaction_172', 'data', 'Resolves to the idle animation for 148/151 species.'),
173: ('reaction_173', 'data', 'Resolves to the hit animation for 97/151 species.'),
174: ('reaction_174', 'data', 'Resolves to the idle animation for 138/151 species.'),
175: ('struggle', 'code', 'Passed as slot 0xAF to func_84305A74.'),
176: ('idle_alt', 'code',
'Substituted for the idle slot when battle flag 0x200 is set.'),
177: ('faint_alt', 'data', 'Same animation as slot 167 for almost every species.'),
178: ('flinch', 'code',
'Used when the incoming move is one of the two listed in D_84384598.'),
179: ('reaction_179', 'data', 'Resolves to the hit animation for all 151 species.'),
180: ('reaction_180', 'data', 'Resolves to the hit animation for all 151 species.'),
181: ('reaction_181', 'data', 'Resolves to the hit animation for all 151 species.'),
182: ('reaction_182', 'data',
'Resolves to animation 0 for 136 species and animation 1 for the other 15.'),
183: ('entrance_alt', 'data', 'Same animation as slot 168 for every species.'),
184: ('idle_return', 'code', 'Passed as slot 0xB8 to func_84305A74.'),
}
MOVE_CONSTANTS = 'oldnotes/stadium1/constants/move_constants.s'
def load_move_names(repo_root='.'):
"""Move IDs come from the repo's own extracted constants when available."""
path = os.path.join(repo_root, MOVE_CONSTANTS)
names = {}
if os.path.exists(path):
for line in open(path, encoding='utf-8', errors='replace'):
# the file also carries an ABC_* section indexing moves alphabetically
# by their Japanese names; only the real move IDs are wanted
if ' EQU ' not in line or line.startswith('ABC_'):
continue
name, val = line.split(' EQU ')
val = val.split(';', 1)[0].strip()
if val:
names[int(val, 0)] = name.strip().replace('_', ' ').title()
return {i: names.get(i, f'Move {i}') for i in range(1, N_MOVES + 1)}
class BattleTables:
def __init__(self, rom):
from rom import BATTLE_DATA, PTR_TABLE_VRAM
self.rom = rom
self.base = BATTLE_DATA
self.ptr_table = rom.vram_to_rom(PTR_TABLE_VRAM)
def offset(self, species):
raw = self.rom.u32(self.ptr_table + (species - 1) * 4)
return self.base + (raw & 0xFFFFFF)
def rows(self, species):
"""Returns [(animIndex, auxIndex)] for every entry, aux 0xFF -> -1."""
o = self.offset(species)
out = []
for e in range(STRIDE // ENTRY):
anim = self.rom.data[o + e * ENTRY]
aux = self.rom.data[o + e * ENTRY + 1]
out.append((anim, -1 if aux == 0xFF else aux))
return out
SPECIES = {}
_NAMES = (
"Bulbasaur Ivysaur Venusaur Charmander Charmeleon Charizard Squirtle Wartortle Blastoise "
"Caterpie Metapod Butterfree Weedle Kakuna Beedrill Pidgey Pidgeotto Pidgeot Rattata Raticate "
"Spearow Fearow Ekans Arbok Pikachu Raichu Sandshrew Sandslash NidoranF Nidorina Nidoqueen "
"NidoranM Nidorino Nidoking Clefairy Clefable Vulpix Ninetales Jigglypuff Wigglytuff Zubat "
"Golbat Oddish Gloom Vileplume Paras Parasect Venonat Venomoth Diglett Dugtrio Meowth Persian "
"Psyduck Golduck Mankey Primeape Growlithe Arcanine Poliwag Poliwhirl Poliwrath Abra Kadabra "
"Alakazam Machop Machoke Machamp Bellsprout Weepinbell Victreebel Tentacool Tentacruel Geodude "
"Graveler Golem Ponyta Rapidash Slowpoke Slowbro Magnemite Magneton Farfetchd Doduo Dodrio "
"Seel Dewgong Grimer Muk Shellder Cloyster Gastly Haunter Gengar Onix Drowzee Hypno Krabby "
"Kingler Voltorb Electrode Exeggcute Exeggutor Cubone Marowak Hitmonlee Hitmonchan Lickitung "
"Koffing Weezing Rhyhorn Rhydon Chansey Tangela Kangaskhan Horsea Seadra Goldeen Seaking "
"Staryu Starmie MrMime Scyther Jynx Electabuzz Magmar Pinsir Tauros Magikarp Gyarados Lapras "
"Ditto Eevee Vaporeon Jolteon Flareon Porygon Omanyte Omastar Kabuto Kabutops Aerodactyl "
"Snorlax Articuno Zapdos Moltres Dratini Dragonair Dragonite Mewtwo Mew").split()
for _i, _n in enumerate(_NAMES):
SPECIES[_i + 1] = _n
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#!/usr/bin/env python3
"""
End-to-end export: baserom.z64 -> glb / textures / viewer payloads / manifests.
model_extract/pipeline/build.py [--rom PATH] [--out DIR] [options]
Stdlib only. Nothing here needs `make init`, splat or crunch64 -- the ROM is
read, decompressed and parsed directly.
Options:
--no-js skip the viewer payloads and viewer.html
--no-glb skip the glTF binaries and PNG dumps
--no-effects skip the generated fire/gas stand-ins
--only N[,N] restrict to these model file numbers (for quick iteration)
"""
import base64
import collections
import json
import math
import os
import sys
HERE = os.path.dirname(os.path.abspath(__file__))
sys.path.insert(0, HERE)
REPO = os.path.abspath(os.path.join(HERE, '..', '..'))
import battle
import effects as fx_gen
import fragment
import glb as glb_mod
import rom as rom_mod
N_POKEMON = 151
EXTRA_NAMES = {152: 'Surfing Pikachu'} # only the one identified with confidence
# Where to look for the ROM, in order. model_extract/baseroms/ comes first so the
# folder can stand on its own; the repo's own baseroms/ is the fallback.
BASEROMS = os.path.join(os.path.dirname(HERE), 'baseroms')
ROM_CANDIDATES = [
os.path.join(BASEROMS, 'baserom.z64'),
os.path.join(BASEROMS, 'us', 'baserom.z64'),
os.path.join(REPO, 'baseroms', 'us', 'baserom.z64'),
]
def find_rom():
for p in ROM_CANDIDATES:
if os.path.exists(p):
return p
if os.path.isdir(BASEROMS): # any ROM dropped in the folder
for f in sorted(os.listdir(BASEROMS)):
if f.lower().endswith(('.z64', '.n64', '.v64')):
return os.path.join(BASEROMS, f)
return None
# --------------------------------------------------------------- bind extent
def bind_extent(data):
"""World-space bounding box of the bind pose, used to size the effects."""
def trs(t, r, s):
S = lambda v: math.sin(v / 32768 * math.pi)
C = lambda v: math.cos(v / 32768 * math.pi)
sx, cx = S(r[0]), C(r[0]); sy, cy = S(r[1]), C(r[1]); sz, cz = S(r[2]), C(r[2])
return [cy*cz*s[0], cy*sz*s[0], -sy*s[0], 0,
(sx*sy*cz-cx*sz)*s[1], (sx*sy*sz+cx*cz)*s[1], sx*cy*s[1], 0,
(cx*sy*cz+sx*sz)*s[2], (cx*sy*sz-sx*cz)*s[2], cx*cy*s[2], 0,
t[0], t[1], t[2], 1]
def mul(a, b):
r = [0]*16
for c in range(4):
for i in range(4):
r[c*4+i] = a[i]*b[c*4] + a[4+i]*b[c*4+1] + a[8+i]*b[c*4+2] + a[12+i]*b[c*4+3]
return r
root = trs([0, 0, 0], [0, 0, 0], data['rootScale'])
acc, uns, mats = [], [], []
for b in data['bones']:
pa = acc[b['parent']] if b['parent'] >= 0 else [1.0, 1.0, 1.0]
pu = uns[b['parent']] if b['parent'] >= 0 else root
u = mul(pu, trs([b['t'][k]*pa[k] for k in range(3)], b['r'], [1, 1, 1]))
a = [pa[k]*b['s'][k] for k in range(3)]
m = list(u)
for k in range(4):
m[k] *= a[0]; m[4+k] *= a[1]; m[8+k] *= a[2]
acc.append(a); uns.append(u); mats.append(m)
lo = [1e9]*3; hi = [-1e9]*3
for p in data['prims']:
for i, bi in enumerate(p['skin']):
m = mats[bi]
x, y, z = p['pos'][i*3:i*3+3]
w = (m[0]*x+m[4]*y+m[8]*z+m[12], m[1]*x+m[5]*y+m[9]*z+m[13],
m[2]*x+m[6]*y+m[10]*z+m[14])
for k in range(3):
lo[k] = min(lo[k], w[k]); hi[k] = max(hi[k], w[k])
# height, not the largest dimension: sizing off the max would scale Moltres'
# flames to its wingspan
extent = (hi[1] - lo[1]) if lo[0] <= hi[0] else 1.0
# how much each bone scales its own local space, so effects can compensate
scales = [math.sqrt(m[0]*m[0] + m[1]*m[1] + m[2]*m[2]) for m in mats]
return extent, scales
# ------------------------------------------------------------ animation names
# Which context name wins when several claim the same animation. The battle
# table points many slots at one clip, and these are the ones worth naming.
NAME_PREF = ['idle', 'attack_default', 'faint', 'entrance', 'struggle', 'flinch']
def label_animations(data, rows, moves):
"""Name each animation after what the battle table uses it for, and pair it
with the texture animation that table most often sets alongside it.
Mutates `data['anims']`, giving each a `name` and an `aux`, and hands back
the per-animation context and move lists the manifest reports. Factored out
of main() because the mod's packer (tools/stadium_pack.py) has to label them
exactly the same way for its output to be comparable with the Lua extractor
that reads the same ROM at runtime.
"""
entries = [r[0] for r in rows]
aux = [r[1] for r in rows]
uses = [[] for _ in data['anims']]
move_uses = [[] for _ in data['anims']]
for e, ai in enumerate(entries):
if ai >= len(uses):
continue
if e < battle.N_MOVES:
move_uses[ai].append(moves[e + 1])
elif e in battle.CONTEXT_SLOTS:
uses[ai].append(battle.CONTEXT_SLOTS[e][0])
pairs = [collections.Counter() for _ in data['anims']]
for e, ai in enumerate(entries):
if ai < len(pairs) and 0 <= aux[e] < len(data['auxAnims']):
pairs[ai][aux[e]] += 1
for i, a in enumerate(data['anims']):
ctx = sorted(set(uses[i]))
named = [n for n in NAME_PREF if n in ctx]
a['name'] = (named[0] if named else 'attack' if move_uses[i]
else ctx[0] if ctx else f'anim{i}')
a['aux'] = pairs[i].most_common(1)[0][0] if pairs[i] else -1
seen = {}
for a in data['anims']:
n = seen.get(a['name'], 0)
seen[a['name']] = n + 1
if n:
a['name'] = f'{a["name"]}_{n + 1}'
return uses, move_uses
def attach_effects(data, species, raw=False):
"""Append generated fire/gas prims + their flipbook textures.
`raw` matches fragment.extract's: the flipbook frames are already RGBA8, so
they are stored as-is rather than encoded, for the packer that wants pixels.
"""
if not data.get('fx'):
return 0
extent, bone_scale = bind_extent(data)
made = fx_gen.build_for(species, data['fx'], extent, bone_scale)
for e in made:
first = len(data['textures'])
for i, frame in enumerate(e['frames']):
rec = dict(index=-1, w=e['w'], h=e['h'], generated=True)
if raw:
rec['rgba'] = frame
else:
rec['png'] = ('data:image/png;base64,' + base64.b64encode(
fragment.png(e['w'], e['h'], frame)).decode())
data['textures'].append(rec)
g = e['geo']
data['prims'].append(dict(
tex=first, cull=0, texAnim=-1, texMap={},
generated=True, effect=e['kind'],
blend='add' if e['kind'] == 'fire' else 'alpha',
fxFrames=list(range(first, first + len(e['frames']))),
pos=g['pos'], uv=g['uv'], nrm=g['nrm'], skin=g['skin'], idx=g['idx']))
return len(made)
# --------------------------------------------------------------------- main
def main(argv):
args = {a.split('=')[0]: (a.split('=', 1)[1] if '=' in a else True) for a in argv}
rom_path = args.get('--rom') or find_rom()
outdir = args.get('--out') or os.path.join(REPO, 'model_extract')
want_js = '--no-js' not in args
want_glb = '--no-glb' not in args
want_fx = '--no-effects' not in args
only = {int(x) for x in args['--only'].split(',')} if '--only' in args else None
if not rom_path or not os.path.exists(rom_path):
sys.exit('ROM not found. Put a Pokemon Stadium (US 1.0) ROM at\n'
f' {os.path.join(BASEROMS, "baserom.z64")}\n'
'or pass --rom=PATH. Searched:\n '
+ '\n '.join(ROM_CANDIDATES))
print(f'reading {rom_path}')
rom = rom_mod.Rom(rom_path)
print(f' md5 {rom.md5}' + ('' if rom.is_expected_us else ' (NOT the expected US 1.0 ROM)'))
blobs = rom_mod.pokemon_models(rom)
print(f' {len(blobs)} model fragments')
tables = battle.BattleTables(rom)
moves = battle.load_move_names(REPO)
for sub in ('glb', 'textures', 'js'):
os.makedirs(os.path.join(outdir, sub), exist_ok=True)
manifest = dict(
source='Pokemon Stadium (US) 1.0', romMd5=rom.md5,
generator='model_extract/pipeline/build.py',
coordinateSystem='Y up, +Z front, units are game units (models authored 10x, '
'baked into the model_root node scale)',
frameRate=30,
generatedEffects='Prims and textures tagged generated:true are NOT extracted '
'game data -- see pipeline/effects.py.',
animationSlots={str(k): dict(name=v[0], evidence=v[1], description=v[2])
for k, v in battle.CONTEXT_SLOTS.items()},
pokemon=[], extra=[])
move_rows, anim_names, index, fx_count = {}, {}, [], 0
for fileno, blob in enumerate(blobs):
if only is not None and fileno not in only:
continue
try:
data = fragment.extract(blob, f'{fileno}.bin')
except Exception as exc:
print(f' skip {fileno}: {exc}')
continue
species = data['species']
pokemon = fileno < N_POKEMON
if pokemon:
rows = tables.rows(species)
uses, move_uses = label_animations(data, rows, moves)
slug = f'{species:03d}_{battle.SPECIES.get(species, str(species)).lower()}'
data['name'] = battle.SPECIES.get(species, f'#{species}')
move_rows[species] = [[rows[e][0], rows[e][1]]
for e in range(battle.N_MOVES)]
anim_names[species] = [a['name'] for a in data['anims']]
else:
slug = f'x{fileno:03d}_model'
data['name'] = EXTRA_NAMES.get(fileno, f'Model {fileno}')
for i, a in enumerate(data['anims']):
a['name'] = f'anim{i}'
a['aux'] = 0 if data['auxAnims'] else -1
nfx = attach_effects(data, species) if want_fx else 0
fx_count += nfx
pngs = [base64.b64decode(t['png'].split(',', 1)[1]) for t in data['textures']]
if want_glb:
with open(os.path.join(outdir, 'glb', slug + '.glb'), 'wb') as fp:
fp.write(glb_mod.build_glb(data, pngs))
texdir = os.path.join(outdir, 'textures', slug)
os.makedirs(texdir, exist_ok=True)
for i, (t, p) in enumerate(zip(data['textures'], pngs)):
tag = '_fx' if t.get('generated') else ''
with open(os.path.join(texdir, f'{i:02d}_{t["w"]}x{t["h"]}{tag}.png'), 'wb') as fp:
fp.write(p)
if want_js:
with open(os.path.join(outdir, 'js', slug + '.js'), 'w') as fp:
fp.write('PKMN_LOAD(' + json.dumps(data, separators=(',', ':')) + ');\n')
entry = dict(
species=species, name=data['name'], slug=slug,
group='pokemon' if pokemon else 'extra',
sourceFile=f'{fileno}.bin', glb=f'glb/{slug}.glb',
textureDir=f'textures/{slug}',
triangles=sum(len(p['idx']) // 3 for p in data['prims']),
vertices=sum(len(p['pos']) // 3 for p in data['prims']),
bones=len(data['bones']), textures=len(data['textures']),
generatedEffects=nfx,
animations=[dict(
index=i, name=a['name'], frames=a['frames'],
seconds=round(a['frames'] / 30.0, 3),
endBehavior='clamp' if (a['flags'] & 2) else 'wrap',
loopStartFrame=a['loopStart'],
**(dict(contexts=sorted(set(uses[i])),
moves=sorted(set(move_uses[i])),
moveCount=len(set(move_uses[i]))) if pokemon else {}))
for i, a in enumerate(data['anims'])])
(manifest['pokemon'] if pokemon else manifest['extra']).append(entry)
index.append(dict(species=species, name=data['name'], slug=slug,
group=entry['group'], triangles=entry['triangles'],
bones=entry['bones'], animations=len(data['anims'])))
print(f' {slug:<22} {len(data["anims"]):2d} anims {entry["triangles"]:5d} tris'
+ (f' +{nfx} effect' if nfx else ''))
# ---- move index ------------------------------------------------------
moves_out = []
if move_rows:
default_anim = {p['species']: next(
(a['index'] for a in p['animations'] if 'attack_default' in a.get('contexts', [])), -1)
for p in manifest['pokemon']}
for mid in range(1, battle.N_MOVES + 1):
users, tally, ndiff = [], collections.Counter(), 0
for sp in sorted(move_rows):
ai, ax = move_rows[sp][mid - 1]
name = anim_names[sp][ai] if ai < len(anim_names[sp]) else f'anim{ai}'
diff = ai != default_anim.get(sp, -1)
ndiff += diff
tally[name] += 1
users.append(dict(species=sp, animation=ai, animationName=name,
aux=ax, differsFromDefault=diff))
moves_out.append(dict(
id=mid, name=moves[mid], speciesWithOwnAnimation=ndiff,
animationNames=[dict(name=n, species=c) for n, c in tally.most_common()],
users=users))
with open(os.path.join(outdir, 'moves.json'), 'w') as fp:
json.dump(dict(source=manifest['source'], note=(
'Entry n of the per-species battle table (0-indexed) selects the '
'animation played when that Pokemon uses move n+1. The table is dense '
'- every species has a row for every move, including moves it can '
'never learn - and those unreachable rows overwhelmingly point at the '
'species\' generic reaction animation. Use differsFromDefault.'),
moves=moves_out), fp, indent=1)
with open(os.path.join(outdir, 'manifest.json'), 'w') as fp:
json.dump(manifest, fp, indent=2)
if want_js:
with open(os.path.join(outdir, 'js', 'index.js'), 'w') as fp:
fp.write('window.PKMN_INDEX = ' + json.dumps(index, separators=(',', ':')) + ';\n')
if moves_out:
with open(os.path.join(outdir, 'js', 'moves.js'), 'w') as fp:
fp.write('window.PKMN_MOVES = ' + json.dumps(
[dict(id=m['id'], name=m['name'],
bySpecies={str(u['species']): [u['animation'], u['aux']]
for u in m['users']}) for m in moves_out],
separators=(',', ':')) + ';\n')
viewer_src = os.path.join(REPO, 'tools/model_viewer/viewer.html')
if os.path.exists(viewer_src):
with open(viewer_src) as s, open(os.path.join(outdir, 'viewer.html'), 'w') as d:
d.write(s.read())
print(f'\n{len(manifest["pokemon"])} Pokemon + {len(manifest["extra"])} other models'
f', {fx_count} generated effects')
if __name__ == '__main__':
main(sys.argv[1:])
+225
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#!/usr/bin/env python3
"""
Generated stand-in effects.
IMPORTANT: nothing in this file is extracted game data. The real tail flame,
mane fire and gas are drawn by procedural callbacks that live in another
fragment (geo command 0x08 -> func_80014A60 calls node->unk_10, and the model
file supplies only two empty display lists plus zeroed scratch buffers). Those
callbacks have not been ported, so the models genuinely contain no flame mesh
and no flame texture.
What follows is an original, procedurally generated replacement: looping
flipbook textures plus a pair of crossed quads anchored to the bone the
callback hangs off. It is meant to make the models look right in the viewer,
and it is tagged `generated: true` everywhere it appears so it is never
mistaken for ripped content.
"""
import math
# geo cmd 0x08 callback ids -> which effect to stand in for. The grouping is the
# game's own: every species sharing a callback shares an effect.
FIRE_TAIL = 0x810000D8 # Charmander, Charmeleon, Charizard, Magmar, Moltres
FIRE_SMALL = 0x81000108 # Ponyta, Rapidash, Moltres wings
AURA = 0x810000E0 # Gastly, Koffing, Weezing, Vaporeon, Articuno, Moltres
class Rng:
"""Deterministic PRNG so a given species always generates the same effect."""
def __init__(self, seed):
self.s = seed & 0xFFFFFFFF or 0x9E3779B9
def next(self):
x = self.s
x ^= (x << 13) & 0xFFFFFFFF
x ^= x >> 17
x ^= (x << 5) & 0xFFFFFFFF
self.s = x & 0xFFFFFFFF
return self.s
def unit(self):
return self.next() / 0x100000000
def _lattice(rng, w, h):
return [[rng.unit() for _ in range(w)] for _ in range(h)]
def _smooth(t):
return t * t * (3 - 2 * t)
def _sample(grid, x, y):
"""Bilinear value noise on a torus, so the field tiles in both axes."""
h, w = len(grid), len(grid[0])
x0, y0 = int(math.floor(x)) % w, int(math.floor(y)) % h
x1, y1 = (x0 + 1) % w, (y0 + 1) % h
fx, fy = _smooth(x - math.floor(x)), _smooth(y - math.floor(y))
a = grid[y0][x0] + (grid[y0][x1] - grid[y0][x0]) * fx
b = grid[y1][x0] + (grid[y1][x1] - grid[y1][x0]) * fx
return a + (b - a) * fy
def _fbm(grids, x, y, scale):
"""Sum octaves of tileable noise."""
total, amp, norm = 0.0, 1.0, 0.0
for i, g in enumerate(grids):
f = scale * (2 ** i)
total += _sample(g, x * f, y * f) * amp
norm += amp
amp *= 0.5
return total / norm
def _ramp(stops, t):
t = max(0.0, min(1.0, t))
for i in range(len(stops) - 1):
a, b = stops[i], stops[i + 1]
if t <= b[0]:
k = 0.0 if b[0] == a[0] else (t - a[0]) / (b[0] - a[0])
return tuple(int(a[1 + j] + (b[1 + j] - a[1 + j]) * k) for j in range(4))
return tuple(stops[-1][1:])
FIRE_RAMP = [ # intensity -> RGBA
(0.00, 0, 0, 0, 0),
(0.30, 120, 24, 8, 90),
(0.52, 226, 78, 16, 205),
(0.74, 252, 176, 44, 245),
(1.00, 255, 246, 214, 255),
]
GAS_RAMP = [
(0.00, 0, 0, 0, 0),
(0.34, 52, 26, 78, 70),
(0.60, 96, 52, 140, 140),
(0.82, 148, 96, 196, 190),
(1.00, 208, 176, 236, 215),
]
def fire_frames(seed, w=32, h=64, frames=8, wisp=1.0):
"""Upward-advected noise plume. Scrolling by an exact multiple of the noise
lattice over the frame count makes the loop seamless."""
rng = Rng(seed)
grids = [_lattice(rng, 8, 8), _lattice(rng, 16, 16), _lattice(rng, 32, 32)]
out = []
for f in range(frames):
t = f / frames
buf = bytearray(w * h * 4)
for y in range(h):
v = y / (h - 1) # 0 at the base, 1 at the tip
# plume envelope: wide and hot at the base, pinched at the tip
taper = max(0.0, 1.0 - v) ** 0.42
for x in range(w):
u = (x / (w - 1)) * 2 - 1 # -1 .. 1 across the flame
radial = (1.0 - min(1.0, abs(u) / max(0.10, taper * 0.95))) ** 0.7
if radial <= 0:
continue
n = _fbm(grids, x / w, (y / h) - t, 3.0)
lick = 0.55 + 0.75 * (n - 0.5) * wisp
inten = radial * (0.55 + 0.8 * taper) * lick
inten -= 0.16 * v # cool towards the tip
if inten <= 0.02:
continue
r, g, b, a = _ramp(FIRE_RAMP, inten)
i = ((h - 1 - y) * w + x) * 4 # +Y in texture space is up
buf[i:i+4] = bytes((r, g, b, a))
out.append(bytes(buf))
return w, h, out
def gas_frames(seed, w=48, h=48, frames=10):
"""Slow swirling haze that fades out towards the rim."""
rng = Rng(seed)
grids = [_lattice(rng, 8, 8), _lattice(rng, 16, 16), _lattice(rng, 32, 32)]
out = []
for f in range(frames):
t = f / frames
buf = bytearray(w * h * 4)
ang = t * 2 * math.pi
for y in range(h):
for x in range(w):
dx = (x / (w - 1)) * 2 - 1
dy = (y / (h - 1)) * 2 - 1
d = math.hypot(dx, dy)
if d >= 1.0:
continue
falloff = (1.0 - d) ** 0.85
# rotate the sample point so the haze churns without popping
sx = dx * math.cos(ang) - dy * math.sin(ang)
sy = dx * math.sin(ang) + dy * math.cos(ang)
n = _fbm(grids, sx * 0.5 + 0.5, sy * 0.5 + 0.5 - t, 2.5)
inten = falloff * (0.78 + 1.30 * (n - 0.44))
if inten <= 0.03:
continue
r, g, b, a = _ramp(GAS_RAMP, inten)
i = (y * w + x) * 4
buf[i:i+4] = bytes((r, g, b, a))
out.append(bytes(buf))
return w, h, out
def crossed_quads(bone, length, width, axis='y', centred=False):
"""Two quads at right angles so the effect reads from any angle -- the
portable stand-in for a billboard, since glTF cannot billboard.
`axis` picks which bone-local direction the quad grows along. Bone-local +X
runs down the limb, so a flame laid out along X comes out lying sideways;
'y' is that same quad rotated 90 degrees left about Z, which stands it up.
`centred` straddles the origin instead of growing from it."""
pos, uv, nrm, skin, idx = [], [], [], [], []
for q in range(2):
base = len(pos) // 3
for (s, t) in ((0, 0), (1, 0), (1, 1), (0, 1)):
a = (s - 0.5) * width
b = (t - 0.5) * length if centred else t * length
if axis == 'x':
p = (b, a, 0.0) if q == 0 else (b, 0.0, a)
else: # (x, y) -> (-y, x)
p = (-a, b, 0.0) if q == 0 else (0.0, b, a)
pos += list(p)
uv += [s, 1.0 - t]
nrm += [0.0, 0.0, 1.0] if q == 0 else [1.0, 0.0, 0.0]
skin.append(bone)
idx += [base, base + 1, base + 2, base, base + 2, base + 3]
return dict(pos=pos, uv=uv, nrm=nrm, skin=skin, idx=idx)
# desired size as a fraction of the model's world-space extent
SIZES = {
'fire_tail': (0.40, 0.22), # length, width
'fire_small': (0.075, 0.042),
'gas': (1.05, 1.05),
}
def build_for(species, fx, extent, bone_scale):
"""Returns [{kind, bone, geo, w, h, frames}] for one model, or [].
`extent` is the model's world-space size and `bone_scale[i]` how much bone i
already scales its local space; dividing by it keeps every effect the size we
asked for regardless of where in the skeleton it hangs."""
out = []
for node in fx:
cb, bone = node['callback'], node['bone']
if bone < 0 or bone >= len(bone_scale):
continue
k = bone_scale[bone] or 1.0
if cb == FIRE_TAIL:
fl, fw = SIZES['fire_tail']
w, h, fr = fire_frames(species * 7919 + 1, 32, 64, 8)
geo = crossed_quads(bone, extent * fl / k, extent * fw / k, axis='y')
out.append(dict(kind='fire', bone=bone, geo=geo, w=w, h=h, frames=fr))
elif cb == FIRE_SMALL:
fl, fw = SIZES['fire_small']
w, h, fr = fire_frames(species * 6271 + bone, 24, 40, 8, wisp=1.25)
geo = crossed_quads(bone, extent * fl / k, extent * fw / k, axis='y')
out.append(dict(kind='fire', bone=bone, geo=geo, w=w, h=h, frames=fr))
elif cb == AURA and species == 92: # Gastly only
fl, fw = SIZES['gas']
w, h, fr = gas_frames(species * 5237 + 3, 48, 48, 10)
geo = crossed_quads(bone, extent * fl / k, extent * fw / k, axis='y', centred=True)
out.append(dict(kind='gas', bone=bone, geo=geo, w=w, h=h, frames=fr))
return out
+747
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#!/usr/bin/env python3
"""
Model extraction: FRAGMENT module -> geometry, textures, skeleton, animations.
Self-contained copy of tools/model_viewer/extract_model.py, taking raw bytes so
it can be fed straight from the ROM. See ../README.md for the format notes.
"""
import json, os, struct, sys, zlib
BASE = 0x8FF00000
# ---------------------------------------------------------------- geo layout
CMD_SIZES = {
0x00:0x08, 0x01:0x04, 0x02:0x08, 0x03:0x08, 0x04:0x04, 0x05:0x04, 0x06:0x04,
0x07:0x08, 0x08:0x0C, 0x09:0x04, 0x0A:0x08, 0x0B:0x18, 0x0C:0x04, 0x0D:0x04,
0x0E:0x04, 0x0F:0x04, 0x10:0x04, 0x11:0x04, 0x12:0x04, 0x13:0x08, 0x14:0x0C,
0x15:0x0C, 0x16:0x04, 0x17:0x14, 0x18:0x08, 0x19:0x08, 0x1A:0x04, 0x1B:0x10,
0x1C:0x10, 0x1D:0x1C, 0x1E:0x08, 0x1F:0x18, 0x20:0x14, 0x21:0x10, 0x22:0x08,
0x23:0x10, 0x24:0x04, 0x25:0x04, 0x26:0x14,
}
class Fragment:
def __init__(self, data, name='<bytes>'):
self.d = data if isinstance(data, (bytes, bytearray)) else open(data, 'rb').read()
self.name = name if isinstance(data, (bytes, bytearray)) else str(data)
if self.d[8:0x10] != b'FRAGMENT':
raise ValueError(f'{self.name}: not a FRAGMENT module')
self.hdrSize, self.relocOff, self.sizeRom, self.sizeRam = struct.unpack_from('>4I', self.d, 0x10)
def off(self, ptr):
return None if ptr == 0 else ptr - BASE
def u8(self, o): return self.d[o]
def s8(self, o): return struct.unpack_from('>b', self.d, o)[0]
def u16(self, o): return struct.unpack_from('>H', self.d, o)[0]
def s16(self, o): return struct.unpack_from('>h', self.d, o)[0]
def u32(self, o): return struct.unpack_from('>I', self.d, o)[0]
def s32(self, o): return struct.unpack_from('>i', self.d, o)[0]
def ptr(self, o): return self.off(self.u32(o))
def root(self):
"""The entry stub ends with `lui rX, hi; addiu rX, rX, lo` loading the root struct."""
for o in range(0x20, 0x80, 4):
w = self.u32(o)
if (w >> 26) != 0x0F: # lui
continue
reg = (w >> 16) & 0x1F
w2 = self.u32(o + 4)
if (w2 >> 26) == 0x09 and ((w2 >> 21) & 0x1F) == reg: # addiu rX, rX, imm
return ((self.u16(o + 2) << 16) + self.s16(o + 6)) - BASE
raise RuntimeError('could not locate root struct')
def ptr_list(self, o):
out = []
while True:
p = self.ptr(o)
if p is None:
return out
out.append(p)
o += 4
# --------------------------------------------------------------- F3DEX2 exec
def signed(v, bits):
m = 1 << (bits - 1)
return (v ^ m) - m
class Model:
"""Walks the geo layout, executes the display lists, accumulates draw data."""
def __init__(self, frag):
self.f = frag
r = frag.root()
self.species = frag.u16(r)
self.geoLayouts = frag.ptr_list(frag.ptr(r + 0x08))
self.anims = frag.ptr_list(frag.ptr(r + 0x0C))
self.auxAnims = frag.ptr_list(frag.ptr(r + 0x10))
self.textures = [] # {fmt, siz, w, h, texels, data}
self.tluts = [] # palettes: {count, data, dl}
self.bones = [] # {parent, boneId, chan, t, r, s}
self.boneById = {}
self.prims = [] # {tex, cull, verts:[...], tris:[...]}
self.primsByKey = {}
self.vtxBase = None
self.rootScale = [1.0, 1.0, 1.0]
self.fx = [] # geo cmd 0x08 procedural effect nodes
self.warnings = []
# ---- textures -------------------------------------------------------
def read_texture_table(self, off, count):
f = self.f
for i in range(count):
o = off + i * 0xC
self.textures.append(dict(
fmt=f.u8(o), siz=f.u8(o + 1), w=f.s16(o + 2),
h=f.u16(o + 4), texels=f.u16(o + 6), data=f.ptr(o + 8)))
def read_tlut_table(self, off, count):
"""Palettes reuse the texture-record layout: the count sits in the width
field, the palette data in the next word, and unk_08 is the DL that loads
it (src/12D80.c func_80015B20). The DL is authoritative, so run it."""
f = self.f
for i in range(count):
o = off + i * 0xC
rec = dict(count=f.u16(o + 2), data=f.ptr(o + 4), dl=f.ptr(o + 8))
dl = rec['dl']
if dl is not None:
for _ in range(16):
w0, w1 = struct.unpack_from('>II', f.d, dl)
op = w0 >> 24
if op == 0xFD: # G_SETTIMG
rec['data'] = f.off(w1)
elif op == 0xF0: # G_LOADTLUT
rec['count'] = ((w1 >> 14) & 0x3FF) + 1
elif op == 0xDF:
break
dl += 8
self.tluts.append(rec)
# ---- geo layout -----------------------------------------------------
def build(self):
self.curTex = -1
self.curTlut = -1
self.curMat = None
self.curTexAnim = -1
# Mirrors gCurGraphNodeList in src/geo_layout.c: stack[-1] is the slot the
# next node command writes to, and a node's parent -- and the bone whose
# matrix is live -- is the slot *below* it (func_80017AC4).
self.stack = [-1]
# The RSP vertex cache persists across display lists: a bone's list often
# preloads verts that the *next* bone's list then indexes, which is how
# these models get blended joints. Each slot remembers the bone whose
# matrix was current when it was loaded.
self.vbuf = [None] * 64
self.walk(self.geoLayouts[0])
def walk(self, o, depth=0):
f = self.f
if depth > 32:
return
while True:
cmd = f.u8(o)
size = CMD_SIZES.get(cmd)
if size is None:
self.warnings.append(f'unknown geo cmd {cmd:#04x} at {o:#x}')
return
if cmd == 0x01 or cmd == 0x04: # end / return
return
if cmd in (0x00, 0x03): # branch (with return)
self.walk(f.ptr(o + 4), depth + 1)
elif cmd == 0x02: # jump (no return)
o = f.ptr(o + 4)
continue
elif cmd == 0x05: # open node
self.stack.append(self.stack[-1])
elif cmd == 0x06: # close node
self.stack.pop()
elif cmd == 0x17: # model header
self.read_texture_table(f.ptr(o + 8), f.s16(o + 2))
if f.ptr(o + 0xC):
self.read_tlut_table(f.ptr(o + 0xC), f.s16(o + 4))
self.vtxBase = f.ptr(o + 0x10)
self.nVerts = f.s16(o + 6)
elif cmd == 0x08: # procedural effect callback
self.fx.append(dict(bone=self.curBone(), callback=f.u32(o + 4),
arg=f.ptr(o + 8)))
elif cmd == 0x1C: # uniform scale node
self.rootScale = [f.s32(o + 4) / 65536.0, f.s32(o + 8) / 65536.0,
f.s32(o + 0xC) / 65536.0]
elif cmd == 0x1D: # bone / joint node
idx = len(self.bones)
self.bones.append(dict(
parent=self.curBone(), boneId=f.u8(o + 1), flags=f.u8(o + 2),
chan=f.s8(o + 3),
t=[f.s16(o + 4), f.s16(o + 6), f.s16(o + 8)],
r=[f.s16(o + 0xA), f.s16(o + 0xC), f.s16(o + 0xE)],
s=[f.s32(o + 0x10) / 65536.0, f.s32(o + 0x14) / 65536.0,
f.s32(o + 0x18) / 65536.0]))
self.boneById[f.u8(o + 1)] = idx
self.stack[-1] = idx
elif cmd == 0x23: # set texture / material
self.curTex = f.s16(o + 8)
self.curTlut = f.s16(o + 0xA)
self.curMat = f.ptr(o + 4)
# offset 0x02 is the texture-animation channel; -1 means static.
# func_800176DC swaps this material's texture per frame from the
# auxiliary animation's channel stream.
self.curTexAnim = f.s16(o + 2)
elif cmd == 0x22: # display list on current bone
self.run_dl(f.ptr(o + 4), self.curBone())
elif cmd == 0x1E: # display list on named bone
self.run_dl(f.ptr(o + 4), self.boneById.get(f.s16(o + 2), self.curBone()))
elif cmd in (0x20, 0x21): # display list + own transform
self.run_dl(f.ptr(o + (0x10 if cmd == 0x20 else 0xC)), self.curBone())
o += size
def curBone(self):
return self.stack[-2] if len(self.stack) >= 2 else -1
# ---- display lists --------------------------------------------------
def run_dl(self, o, bone, depth=0):
if o is None or depth > 8:
return
f = self.f
vbuf = self.vbuf
cull = 0x400
while True:
w0, w1 = struct.unpack_from('>II', f.d, o)
op = w0 >> 24
o += 8
if op == 0xDF: # G_ENDDL
return
if op == 0xDE: # G_DL
self.run_dl(f.off(w1), bone, depth + 1)
if (w0 >> 16) & 0xFF: # branch, not call
return
continue
if op == 0x01: # G_VTX
n = (w0 >> 12) & 0xFF
v0 = ((w0 & 0xFFF) >> 1) - n
a = f.off(w1)
for i in range(n):
p = a + i * 0x10
if 0 <= v0 + i < len(vbuf):
vbuf[v0 + i] = (
f.s16(p), f.s16(p + 2), f.s16(p + 4), # position
f.s16(p + 8) / 32.0, f.s16(p + 10) / 32.0, # s, t (S10.5)
f.s8(p + 12), f.s8(p + 13), f.s8(p + 14), # normal
f.u8(p + 15), # alpha
bone) # owning bone
continue
if op == 0xD9: # G_GEOMETRYMODE
cull = (cull & (w0 & 0xFFFFFF)) | w1
continue
if op in (0x05, 0x06): # G_TRI1 / G_TRI2
prim = self.prim_for(self.curTex, self.curTlut, self.curMat,
self.curTexAnim, cull & 0x600)
def emit(a, b, c):
tri = []
for idx in (a, b, c):
v = vbuf[idx] if idx < len(vbuf) else None
if v is None:
return
j = prim['_remap'].get(v)
if j is None:
j = len(prim['verts'])
prim['_remap'][v] = j
prim['verts'].append(v)
tri.append(j)
if (cull & 0x200) and not (cull & 0x400):
tri.reverse()
prim['tris'].append(tri)
emit(((w0 >> 16) & 0xFF) // 2, ((w0 >> 8) & 0xFF) // 2, (w0 & 0xFF) // 2)
if op == 0x06:
emit(((w1 >> 16) & 0xFF) // 2, ((w1 >> 8) & 0xFF) // 2, (w1 & 0xFF) // 2)
continue
# everything else (SETTILE / sync / ...) is state we reconstruct
# from the texture table instead, so it is skipped.
def prim_for(self, tex, tlut, mat, texAnim, cull):
key = (tex, tlut, mat, texAnim, cull)
p = self.primsByKey.get(key)
if p is None:
p = dict(tex=tex, tlut=tlut, mat=mat, texAnim=texAnim, cull=cull,
verts=[], tris=[], _remap={})
self.primsByKey[key] = p
self.prims.append(p)
return p
def tile_palette(self, mat):
"""CI4 selects a 16-entry block of the TLUT via the render tile's palette
field; read it from the material display list's final G_SETTILE."""
if mat is None:
return 0
pal = 0
for _ in range(16):
w0, w1 = struct.unpack_from('>II', self.f.d, mat)
op = w0 >> 24
if op == 0xF5 and ((w1 >> 24) & 7) == 0: # G_SETTILE, render tile
pal = (w1 >> 20) & 0xF
elif op == 0xDF:
break
mat += 8
return pal
# ---------------------------------------------------------------- animations
def bitfield(f, base, index, bits):
"""src/F420.c func_80010500: signed `bits`-wide field at bit index*bits.
C integer division truncates toward zero; Python's floors. That only differs
for negative indices, which is exactly what an empty channel produces, so the
truncating form is used here to match the hardware."""
bitpos = index * bits
word = bitpos // 16 if bitpos >= 0 else -((-bitpos) // 16) # C: trunc to zero
rem = bitpos - word * 16 # C: sign follows bitpos
o = base + word * 2
v = (f.u16(o) << 16) | f.u16(o + 2)
v = (v << (rem & 31)) & 0xFFFFFFFF # MIPS masks the shift to 5 bits
return signed(v >> (32 - bits), bits)
class Animation:
"""src/17300.c. Two sampling modes: packed per-frame streams (default) and
hermite keyframes (flags & 8)."""
def __init__(self, frag, off):
f = self.f = frag
self.off = off
# The flags live in the LOW byte of the u16 at +0 -- reading the byte
# AT +0 gets the always-zero high byte, which silently turns every
# hermite animation (flags & 8: Pidgeot, Dodrio, Exeggutor, Tangela,
# Magmar) into a packed-stream read of keyframe tables.
self.flags = f.u16(off)
self.startFrame= f.u16(off + 4)
self.loopStart = f.u16(off + 6)
self.nChannels = f.u16(off + 8)
self.nFrames = f.u16(off + 0xA)
self.chanTable = f.ptr(off + 0xC)
self.scaleData = f.ptr(off + 0x10)
self.rotData = f.ptr(off + 0x14)
self.transData = f.ptr(off + 0x18)
def chan(self, i):
o = self.chanTable + i * 0xA
f = self.f
return dict(nScale=f.u8(o), nRot=f.u8(o + 1), nTrans=f.u8(o + 2),
interp=f.u8(o + 3), oScale=f.u16(o + 4),
oRot=f.u16(o + 6), oTrans=f.u16(o + 8))
# -- packed stream sampling (flags & 8 == 0) --------------------------
# A count of 0 means the component has no stream. In the ROM that only
# ever happens in HERMITE animations, where a count under 2 means "the
# offset field IS the constant value" -- no packed animation of any of the
# 151 species carries an empty channel, so the bind-pose fallback here is
# dead code kept as a safety net.
def _trans_packed(self, c, frame):
if c['nTrans'] == 0:
return None
bits = 16 if (self.flags & 4) else 12
if c['nTrans'] == 1:
# (s16) casts both ways: func_80016848 reads the u16 offset field
# back as a signed constant.
return float(signed(c['oTrans'], 16) if (self.flags & 4)
else signed((c['oTrans'] * 16) & 0xFFFF, 16) >> 4)
i = c['oTrans'] + min(frame, c['nTrans'] - 1)
return float(bitfield(self.f, self.transData, i, bits))
def _rot_packed(self, c, frame):
if c['nRot'] == 0:
return None
if c['nRot'] == 1:
return signed((c['oRot'] * 16) & 0xFFFF, 16)
i = c['oRot'] + min(frame, c['nRot'] - 1)
return signed((bitfield(self.f, self.rotData, i, 12) * 16) & 0xFFFF, 16)
def _scale_packed(self, c, frame):
if c['nScale'] == 0:
return None
if c['nScale'] == 1:
return c['oScale'] / 1000.0
i = c['oScale'] + min(frame, c['nScale'] - 1)
return self.f.s16(self.scaleData + i * 2) / 1000.0
# -- hermite keyframe sampling (flags & 8) ----------------------------
def _hermite(self, base, n, frame, wide):
f = self.f
stride = 8 if wide else 6
def key(i):
o = base + i * stride
return (f.s16(o), f.s16(o + 2), f.s16(o + 4),
f.s16(o + 6) if wide else f.s16(o + 4))
k0 = key(0)
if k0[0] >= frame:
return float(k0[1])
last = key(n - 1)
if frame >= last[0]:
return float(last[1])
i = 0
while i < n - 2:
if frame < key(i + 1)[0]:
break
i += 1
a, b = key(i), key(i + 1)
x = (frame - a[0]) / 30.0
y = 30.0 / (b[0] - a[0])
x2, x3 = x * x, x * x * x
y2, y3 = y * y, y * y * y
return (a[1] * (2 * x3 * y3 - 3 * x2 * y2 + 1)
+ b[1] * (-2 * x3 * y3 + 3 * x2 * y2)
+ (a[3] if wide else a[2]) * (x3 * y2 - 2 * x2 * y + x)
+ b[2] * (x3 * y2 - x2 * y))
def _trans_key(self, c, frame):
if c['nTrans'] < 2:
return float(signed(c['oTrans'], 16))
return self._hermite(self.transData + c['oTrans'] * 2, c['nTrans'], frame, c['interp'] & 1)
def _rot_key(self, c, frame):
if c['nRot'] < 2:
deg = signed(c['oRot'], 16) / 10.0
else:
deg = self._hermite(self.rotData + c['oRot'] * 2, c['nRot'], frame, c['interp'] & 2) / 10.0
deg %= 360.0
# func_80016DE0 returns s16: the f32 -> s16 cast WRAPS an angle above
# 180 degrees to its negative twin. Same binary angle either way, but
# the packer stores i16 with clamping, so an unwrapped 350-degree
# value would pin at 32767 (= 180 degrees) instead.
return signed(int(deg / 360.0 * 65536.0) & 0xFFFF, 16)
def _scale_key(self, c, frame):
if c['nScale'] < 2:
return signed(c['oScale'], 16) / 100.0
return self._hermite(self.scaleData + c['oScale'] * 2, c['nScale'], frame, c['interp'] & 4) / 100.0
def sample_trs(self, chanIndex, frame, bind=None):
"""Returns (translation, rotation, scale) triples for one bone. Components
whose channel carries no data fall back to the bone's bind value."""
base = chanIndex * 3
if base < 0 or base + 2 >= self.nChannels:
return None
cs = [self.chan(base + i) for i in range(3)]
if self.flags & 8:
out = ([self._trans_key(c, frame) for c in cs],
[self._rot_key(c, frame) for c in cs],
[self._scale_key(c, frame) for c in cs])
else:
out = ([self._trans_packed(c, frame) for c in cs],
[self._rot_packed(c, frame) for c in cs],
[self._scale_packed(c, frame) for c in cs])
if bind is None:
bind = ([0, 0, 0], [0, 0, 0], [1.0, 1.0, 1.0])
return tuple([v if v is not None else bind[k][i] for i, v in enumerate(comp)]
for k, comp in enumerate(out))
class AuxAnimation:
"""Texture animation (src/18140.c). Same header shape as the skeletal
animations, but each channel is a per-frame stream of texture-table indices
that func_800176DC substitutes into a material."""
def __init__(self, frag, off):
f = self.f = frag
self.flags = f.u16(off) # low byte, same layout as Animation
self.startFrame= f.u16(off + 4)
self.loopStart = f.u16(off + 6)
self.nChannels = f.u16(off + 8)
self.nFrames = f.u16(off + 0xA)
self.chanTable = f.ptr(off + 0xC)
self.data = f.ptr(off + 0x10)
def sample(self, chan, frame):
"""func_80017540: index into the stream, clamped to the channel length."""
if not (0 <= chan < self.nChannels) or self.chanTable is None:
return None
o = self.chanTable + chan * 4
count, base = self.f.u16(o), self.f.u16(o + 2)
if count == 0:
return None
i = base + (frame if frame < count else count - 1)
return self.f.u8(self.data + i)
def track(self, chan):
n = max(1, self.nFrames)
return [self.sample(chan, i) for i in range(n)]
# ------------------------------------------------------------------ textures
def rgba5551(p):
return (((p >> 11) & 0x1F) * 255 // 31, ((p >> 6) & 0x1F) * 255 // 31,
((p >> 1) & 0x1F) * 255 // 31, 255 if (p & 1) else 0)
def decode_texture(f, tex, tlut=None, palette=0):
"""Returns (w, h, RGBA8 bytes) for the N64 texture formats these models use."""
w, h, fmt, siz, addr = tex['w'], tex['h'], tex['fmt'], tex['siz'], tex['data']
out = bytearray(w * h * 4)
d = f.d
n = w * h
def nibble(i):
return (d[addr + i // 2] >> (0 if i & 1 else 4)) & 0xF
if fmt == 0 and siz == 2: # RGBA16 (5/5/5/1)
for i in range(n):
out[i*4:i*4+4] = bytes(rgba5551(struct.unpack_from('>H', d, addr + i * 2)[0]))
elif fmt == 0 and siz == 3: # RGBA32
out[:] = d[addr:addr + n * 4]
elif fmt == 2: # CI4 / CI8 -> RGBA16 palette
pal = []
if tlut is not None and tlut['data'] is not None:
base = tlut['data'] + (palette * 16 * 2 if siz == 0 else 0)
for i in range(16 if siz == 0 else 256):
pal.append(bytes(rgba5551(struct.unpack_from('>H', d, base + i * 2)[0])))
if not pal:
pal = [b'\xff\x00\xff\xff'] * 256
for i in range(n):
idx = nibble(i) if siz == 0 else d[addr + i]
out[i*4:i*4+4] = pal[idx % len(pal)]
elif fmt == 3: # IA16 / IA8 / IA4
for i in range(n):
if siz == 2:
v = struct.unpack_from('>H', d, addr + i * 2)[0]
l, a = v >> 8, v & 0xFF
elif siz == 1:
v = d[addr + i]
l, a = (v >> 4) * 17, (v & 0xF) * 17
else:
v = nibble(i)
l, a = ((v >> 1) * 255) // 7, 255 if (v & 1) else 0
out[i*4:i*4+4] = bytes((l, l, l, a))
elif fmt == 4: # I8 / I4
for i in range(n):
l = d[addr + i] if siz == 1 else nibble(i) * 17
out[i*4:i*4+4] = bytes((l, l, l, 255))
else:
for i in range(n): # unsupported: magenta
out[i*4:i*4+4] = b'\xff\x00\xff\xff'
return w, h, bytes(out)
def png(w, h, rgba):
"""Minimal PNG encoder (no PIL dependency)."""
raw = b''.join(b'\x00' + rgba[y*w*4:(y+1)*w*4] for y in range(h))
def chunk(tag, data):
c = tag + data
return struct.pack('>I', len(data)) + c + struct.pack('>I', zlib.crc32(c) & 0xFFFFFFFF)
return (b'\x89PNG\r\n\x1a\n'
+ chunk(b'IHDR', struct.pack('>IIBBBBB', w, h, 8, 6, 0, 0, 0))
+ chunk(b'IDAT', zlib.compress(raw, 9))
+ chunk(b'IEND', b''))
# ---------------------------------------------------------------------- main
def unique(seq):
"""The distinct values of `seq`, in the order they first appear.
Used where a set used to be. A set of small ints iterates in hash-slot
order, which is stable across runs but is neither insertion nor sort order
and is a CPython implementation detail -- and here it decided the order
textures get REGISTERED in, and so their indices in the packed file. Order
of appearance is a property of the data instead of the interpreter, which
is what lets the Lua extractor produce the same file.
"""
seen, out = set(), []
for v in seq:
if v in seen:
continue
seen.add(v)
out.append(v)
return out
def dedupe_fx(nodes):
"""The geo layout's effect callbacks, once each, IN THE ORDER THEY APPEAR.
A geo layout can name the same callback on the same bone more than once
(the walk visits a subtree twice), so these have to be deduplicated, and it
used to be done by dropping them through a set. That was a real bug rather
than a style point: the set held tuples containing strings, so its iteration
order moved with PYTHONHASHSEED, and the generated flames of every species
carrying more than one -- Ponyta, Rapidash and Moltres -- came out in a
different order, with different seeds and therefore different pixels, on
different runs of the same build.
Order of appearance is the game's own order, it is stable, and it is what
the Lua extractor can reproduce.
"""
seen, out = set(), []
for node in nodes:
key = (node['bone'], node['callback'], node['arg'])
if key in seen:
continue
seen.add(key)
out.append(dict(node))
return out
def extract(path, name=None, raw=False):
"""`raw=True` carries each texture's decoded RGBA8 bytes as `rgba` instead
of encoding a PNG data URI into `png`.
The viewer and the glTF export both want a PNG, so that stays the default.
The mod's own packer wants the pixels: it stores them uncompressed, so that
its Lua counterpart -- which has no zlib whose output is guaranteed to
agree with this one's byte for byte -- can be checked against it exactly.
"""
f = Fragment(path, name or str(path))
m = Model(f)
m.build()
import base64
auxAnims = [AuxAnimation(f, o) for o in m.auxAnims]
texIndexMap, texOut = {}, []
def register(texIdx, tlut, pal):
key = (texIdx, tlut, pal)
if key in texIndexMap:
return texIndexMap[key]
if not (0 <= texIdx < len(m.textures)):
return -1
texIndexMap[key] = len(texOut)
tl = m.tluts[tlut] if 0 <= tlut < len(m.tluts) else None
w, h, rgba = decode_texture(f, m.textures[texIdx], tl, pal)
rec = dict(index=texIdx, w=w, h=h)
if raw:
rec['rgba'] = rgba
else:
rec['png'] = ('data:image/png;base64,'
+ base64.b64encode(png(w, h, rgba)).decode())
texOut.append(rec)
return texIndexMap[key]
for p in m.prims:
if not p['tris']:
continue
pal = m.tile_palette(p['mat'])
register(p['tex'], p['tlut'], pal)
# An animated material can swap to any texture its channel names, so all
# of them have to be decoded up front.
if p['texAnim'] >= 0:
for a in auxAnims:
for t in unique(a.track(p['texAnim'])):
if t is not None:
register(t, p['tlut'], pal)
prims = []
for p in m.prims:
if not p['tris']:
continue
pos, uv, nrm, skin = [], [], [], []
pal = m.tile_palette(p['mat'])
ti = texIndexMap.get((p['tex'], p['tlut'], pal), -1)
# texture-table index -> slot in texOut, for the animated swap
texMap = {}
if p['texAnim'] >= 0:
for a in auxAnims:
for t in unique(a.track(p['texAnim'])):
if t is not None and (t, p['tlut'], pal) in texIndexMap:
texMap[t] = texIndexMap[(t, p['tlut'], pal)]
tw, th = (m.textures[p['tex']]['w'], m.textures[p['tex']]['h']) if ti >= 0 else (32, 32)
for v in p['verts']:
pos += [v[0], v[1], v[2]]
uv += [v[3] / tw, v[4] / th]
nrm += [v[5] / 127.0, v[6] / 127.0, v[7] / 127.0]
skin.append(v[9])
prims.append(dict(tex=ti, cull=p['cull'], texAnim=p['texAnim'],
texMap={str(k): v for k, v in sorted(texMap.items())},
pos=pos, uv=uv, nrm=nrm, skin=skin,
idx=[i for t in p['tris'] for i in t]))
def compress(values, nd):
"""Constant tracks collapse to a scalar; most channels never move."""
r = [round(v, nd) for v in values]
return r[0] if all(v == r[0] for v in r) else r
anims = []
for i, off in enumerate(m.anims):
a = Animation(f, off)
nf = max(1, a.nFrames)
tracks = []
for b in m.bones:
ch = b['chan']
bind = (b['t'], b['r'], b['s'])
if ch < 0 or a.sample_trs(ch, 0, bind) is None:
tracks.append(None)
continue
samples = [a.sample_trs(ch, fr, bind) for fr in range(nf)]
tracks.append(dict(
t=[compress([s[0][k] for s in samples], 3) for k in range(3)],
r=[compress([s[1][k] for s in samples], 0) for k in range(3)],
s=[compress([s[2][k] for s in samples], 5) for k in range(3)]))
anims.append(dict(index=i, frames=nf, flags=a.flags,
channels=a.nChannels, loopStart=a.loopStart, tracks=tracks))
auxOut = []
for i, a in enumerate(auxAnims):
auxOut.append(dict(index=i, frames=max(1, a.nFrames), flags=a.flags,
loopStart=a.loopStart,
channels=[a.track(c) for c in range(a.nChannels)]))
return dict(
species=m.species,
name=SPECIES.get(m.species, f'#{m.species}'),
file=os.path.basename(f.name),
rootScale=m.rootScale,
bones=[dict(parent=b['parent'], boneId=b['boneId'], chan=b['chan'],
flags=b['flags'], t=b['t'], r=b['r'], s=b['s']) for b in m.bones],
textures=texOut,
prims=prims,
anims=anims,
auxAnims=auxOut,
fx=dedupe_fx(m.fx),
warnings=m.warnings,
)
SPECIES = {}
_NAMES = (
"Bulbasaur Ivysaur Venusaur Charmander Charmeleon Charizard Squirtle Wartortle Blastoise "
"Caterpie Metapod Butterfree Weedle Kakuna Beedrill Pidgey Pidgeotto Pidgeot Rattata Raticate "
"Spearow Fearow Ekans Arbok Pikachu Raichu Sandshrew Sandslash NidoranF Nidorina Nidoqueen "
"NidoranM Nidorino Nidoking Clefairy Clefable Vulpix Ninetales Jigglypuff Wigglytuff Zubat "
"Golbat Oddish Gloom Vileplume Paras Parasect Venonat Venomoth Diglett Dugtrio Meowth Persian "
"Psyduck Golduck Mankey Primeape Growlithe Arcanine Poliwag Poliwhirl Poliwrath Abra Kadabra "
"Alakazam Machop Machoke Machamp Bellsprout Weepinbell Victreebel Tentacool Tentacruel Geodude "
"Graveler Golem Ponyta Rapidash Slowpoke Slowbro Magnemite Magneton Farfetchd Doduo Dodrio "
"Seel Dewgong Grimer Muk Shellder Cloyster Gastly Haunter Gengar Onix Drowzee Hypno Krabby "
"Kingler Voltorb Electrode Exeggcute Exeggutor Cubone Marowak Hitmonlee Hitmonchan Lickitung "
"Koffing Weezing Rhyhorn Rhydon Chansey Tangela Kangaskhan Horsea Seadra Goldeen Seaking "
"Staryu Starmie MrMime Scyther Jynx Electabuzz Magmar Pinsir Tauros Magikarp Gyarados Lapras "
"Ditto Eevee Vaporeon Jolteon Flareon Porygon Omanyte Omastar Kabuto Kabutops Aerodactyl "
"Snorlax Articuno Zapdos Moltres Dratini Dragonair Dragonite Mewtwo Mew").split()
for _i, _n in enumerate(_NAMES):
SPECIES[_i + 1] = _n
if __name__ == '__main__':
here = os.path.dirname(os.path.abspath(__file__))
src = sys.argv[1] if len(sys.argv) > 1 else 'assets/us/pokemon_models/24.bin'
dst = sys.argv[2] if len(sys.argv) > 2 else os.path.join(here, 'model.js')
data = extract(src)
body = json.dumps(data, separators=(',', ':'))
with open(dst, 'w') as fp:
fp.write('window.PKMN_MODEL = ' + body + ';\n')
tris = sum(len(p['idx']) // 3 for p in data['prims'])
print(f"{data['name']} (#{data['species']}) bones={len(data['bones'])} prims={len(data['prims'])} "
f"tris={tris} textures={len(data['textures'])} anims={len(data['anims'])}")
print(f"frames per anim: {[a['frames'] for a in data['anims']]}")
if data['warnings']:
print('warnings:', data['warnings'][:5])
print(f'wrote {dst} ({os.path.getsize(dst)/1024:.0f} KB)')
+274
View File
@@ -0,0 +1,274 @@
#!/usr/bin/env python3
"""
glTF 2.0 binary writer.
Each game bone becomes two nodes -- a pivot carrying translation/rotation and a
leaf carrying the accumulated scale -- because the game keeps scale out of the
matrix chain while glTF propagates it to children. See ../README.md.
"""
import json
import math
import struct
ND = 7 # decimals kept on node rest transforms
def quat_from_euler(r):
"""The game's rotation is Rx*Ry*Rz in row-vector form (src/F420.c
func_8000F730); build that basis as glTF columns and convert."""
sx, cx = math.sin(r[0] / 32768 * math.pi), math.cos(r[0] / 32768 * math.pi)
sy, cy = math.sin(r[1] / 32768 * math.pi), math.cos(r[1] / 32768 * math.pi)
sz, cz = math.sin(r[2] / 32768 * math.pi), math.cos(r[2] / 32768 * math.pi)
# rows of the game matrix become the columns of the glTF rotation
m = ((cy*cz, sx*sy*cz - cx*sz, cx*sy*cz + sx*sz),
(cy*sz, sx*sy*sz + cx*cz, cx*sy*sz - sx*cz),
(-sy, sx*cy, cx*cy))
tr = m[0][0] + m[1][1] + m[2][2]
if tr > 0:
s = math.sqrt(tr + 1.0) * 2
w = 0.25 * s
x = (m[2][1] - m[1][2]) / s
y = (m[0][2] - m[2][0]) / s
z = (m[1][0] - m[0][1]) / s
elif m[0][0] > m[1][1] and m[0][0] > m[2][2]:
s = math.sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]) * 2
w = (m[2][1] - m[1][2]) / s
x = 0.25 * s
y = (m[0][1] + m[1][0]) / s
z = (m[0][2] + m[2][0]) / s
elif m[1][1] > m[2][2]:
s = math.sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]) * 2
w = (m[0][2] - m[2][0]) / s
x = (m[0][1] + m[1][0]) / s
y = 0.25 * s
z = (m[1][2] + m[2][1]) / s
else:
s = math.sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]) * 2
w = (m[1][0] - m[0][1]) / s
x = (m[0][2] + m[2][0]) / s
y = (m[1][2] + m[2][1]) / s
z = 0.25 * s
n = math.sqrt(x*x + y*y + z*z + w*w) or 1.0
return [x/n, y/n, z/n, w/n]
def pose(bones, sample_fn):
"""Returns (pivotT, pivotQ, jointS) for every bone at one instant."""
acc, pt, pq, js = [], [], [], []
for i, b in enumerate(bones):
t, r, s = sample_fn(i, b)
pa = acc[b['parent']] if b['parent'] >= 0 else (1.0, 1.0, 1.0)
pt.append([t[0]*pa[0], t[1]*pa[1], t[2]*pa[2]])
pq.append(quat_from_euler(r))
a = (pa[0]*s[0], pa[1]*s[1], pa[2]*s[2])
acc.append(a)
js.append(list(a))
return pt, pq, js
# ------------------------------------------------------------------ glTF build
class Glb:
def __init__(self):
self.buf = bytearray()
self.views = []
self.accessors = []
def view(self, data, target=None):
while len(self.buf) % 4:
self.buf.append(0)
off = len(self.buf)
self.buf += data
v = dict(buffer=0, byteOffset=off, byteLength=len(data))
if target:
v['target'] = target
self.views.append(v)
return len(self.views) - 1
def accessor(self, data, ctype, atype, count, target=None,
minmax=None, normalized=False):
a = dict(bufferView=self.view(data, target), componentType=ctype,
count=count, type=atype)
if normalized:
a['normalized'] = True
if minmax:
a['min'], a['max'] = minmax
self.accessors.append(a)
return len(self.accessors) - 1
def floats(self, values, atype, target=None, minmax=None):
n = {'SCALAR': 1, 'VEC2': 2, 'VEC3': 3, 'VEC4': 4, 'MAT4': 16}[atype]
return self.accessor(struct.pack(f'<{len(values)}f', *values),
5126, atype, len(values) // n, target, minmax)
def finish(self, gltf):
gltf['buffers'] = [dict(byteLength=len(self.buf))]
gltf['bufferViews'] = self.views
gltf['accessors'] = self.accessors
js = json.dumps(gltf, separators=(',', ':')).encode()
js += b' ' * (-len(js) % 4)
bin_ = bytes(self.buf) + b'\0' * (-len(self.buf) % 4)
return (struct.pack('<III', 0x46546C67, 2, 12 + 8 + len(js) + 8 + len(bin_))
+ struct.pack('<II', len(js), 0x4E4F534A) + js
+ struct.pack('<II', len(bin_), 0x004E4942) + bin_)
def build_glb(data, pngs):
bones = data['bones']
nb = len(bones)
g = Glb()
gltf = dict(asset=dict(version='2.0',
generator='pokestadium tools/model_viewer/export_gltf.py'))
# ---- nodes: root scale, then a pivot/joint pair per bone ----------------
bind_t, bind_q, bind_s = pose(bones, lambda i, b: (b['t'], b['r'], b['s']))
nodes = [dict(name='model_root', scale=[round(v, 6) for v in data['rootScale']])]
pivot_id = [0] * nb
joint_id = [0] * nb
for i, b in enumerate(bones):
pivot_id[i] = len(nodes)
nodes.append(dict(name=f'bone{b["boneId"]:02d}',
translation=[round(v, ND) for v in bind_t[i]],
rotation=[round(v, ND) for v in bind_q[i]]))
joint_id[i] = len(nodes)
nodes.append(dict(name=f'bone{b["boneId"]:02d}_scale',
scale=[round(v, ND) for v in bind_s[i]]))
nodes[pivot_id[i]]['children'] = [joint_id[i]]
for i, b in enumerate(bones):
parent = pivot_id[b['parent']] if b['parent'] >= 0 else 0
nodes[parent].setdefault('children', []).append(pivot_id[i])
# ---- textures / materials ---------------------------------------------
images, samplers, textures, materials = [], [], [], []
if pngs:
samplers.append(dict(magFilter=9729, minFilter=9729,
wrapS=33071, wrapT=33071)) # LINEAR, CLAMP
for i, blob in enumerate(pngs):
images.append(dict(mimeType='image/png',
bufferView=g.view(blob), name=f'tex{i:02d}'))
textures.append(dict(sampler=0, source=i))
prims_out = []
for p in data['prims']:
nv = len(p['pos']) // 3
pos = [float(v) for v in p['pos']]
mn = [min(pos[k::3]) for k in range(3)]
mx = [max(pos[k::3]) for k in range(3)]
attrs = dict(
POSITION=g.floats(pos, 'VEC3', 34962, (mn, mx)),
NORMAL=g.floats([float(v) for v in p['nrm']], 'VEC3', 34962),
TEXCOORD_0=g.floats([float(v) for v in p['uv']], 'VEC2', 34962),
JOINTS_0=g.accessor(
struct.pack(f'<{nv*4}H', *[v for j in p['skin'] for v in (j, 0, 0, 0)]),
5123, 'VEC4', nv, 34962),
WEIGHTS_0=g.floats([v for _ in range(nv) for v in (1.0, 0.0, 0.0, 0.0)],
'VEC4', 34962),
)
idx = g.accessor(struct.pack(f'<{len(p["idx"])}H', *p['idx']),
5123, 'SCALAR', len(p['idx']), 34963)
blend = p.get('blend')
mat = dict(
name=f'mat{len(materials):02d}',
alphaMode='BLEND' if blend else 'MASK',
doubleSided=bool(blend) or not (p['cull'] & 0x400),
pbrMetallicRoughness=dict(metallicFactor=0.0, roughnessFactor=0.9),
)
if blend:
# generated effects are unlit so they read as emissive fire/gas
mat['emissiveFactor'] = [1.0, 1.0, 1.0]
else:
mat['alphaCutoff'] = 0.5
if p['tex'] >= 0:
mat['pbrMetallicRoughness']['baseColorTexture'] = dict(index=p['tex'])
if blend:
mat['emissiveTexture'] = dict(index=p['tex'])
materials.append(mat)
prims_out.append(dict(attributes=attrs, indices=idx,
material=len(materials) - 1))
skin_node = len(nodes)
nodes.append(dict(name=data['name'], mesh=0, skin=0))
ident = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
gltf['skins'] = [dict(joints=joint_id, skeleton=0,
inverseBindMatrices=g.floats(ident * nb, 'MAT4'))]
gltf['meshes'] = [dict(name=data['name'], primitives=prims_out)]
# ---- animations --------------------------------------------------------
anims = []
for a in data['anims']:
nf = a['frames']
times = [round(fr / 30.0, 6) for fr in range(nf)] # authored at 30 fps
def sample_fn(i, b, _a=a):
tr = _a['tracks'][i]
if not tr:
return b['t'], b['r'], b['s']
pick = lambda c, fr: (c if isinstance(c, (int, float))
else c[min(fr, len(c) - 1)])
return ([pick(c, sample_fn.fr) for c in tr['t']],
[pick(c, sample_fn.fr) for c in tr['r']],
[pick(c, sample_fn.fr) for c in tr['s']])
seq_t = [[] for _ in range(nb)]
seq_q = [[] for _ in range(nb)]
seq_s = [[] for _ in range(nb)]
for fr in range(nf):
sample_fn.fr = fr
pt, pq, js = pose(bones, sample_fn)
for i in range(nb):
if seq_q[i] and sum(x*y for x, y in zip(seq_q[i][-1], pq[i])) < 0:
pq[i] = [-v for v in pq[i]] # keep quaternions continuous
seq_t[i].append(pt[i]); seq_q[i].append(pq[i]); seq_s[i].append(js[i])
channels, samplers_a = [], []
cache = {}
def time_accessor(keys):
if keys not in cache:
t = times if keys == nf else [times[0], times[-1]]
cache[keys] = g.floats(t, 'SCALAR', minmax=([t[0]], [t[-1]]))
return cache[keys]
for i in range(nb):
for seq, path, node, dflt in (
(seq_t[i], 'translation', pivot_id[i], nodes[pivot_id[i]]['translation']),
(seq_q[i], 'rotation', pivot_id[i], nodes[pivot_id[i]]['rotation']),
(seq_s[i], 'scale', joint_id[i], nodes[joint_id[i]]['scale'])):
const = all(v == seq[0] for v in seq)
# A constant channel can only be dropped when it already equals the
# node's rest value; otherwise the node would sit in its bind pose.
if const and [round(c, ND) for c in seq[0]] == dflt:
continue
if const:
seq = [seq[0], seq[0]]
time_acc = time_accessor(len(seq))
flat = [c for v in seq for c in v]
if path == 'rotation':
out = g.accessor(
struct.pack(f'<{len(flat)}h',
*[max(-32768, min(32767, round(c * 32767)))
for c in flat]),
5122, 'VEC4', len(seq), normalized=True)
else:
out = g.floats(flat, 'VEC3')
samplers_a.append(dict(input=time_acc, output=out,
interpolation='LINEAR'))
channels.append(dict(sampler=len(samplers_a) - 1,
target=dict(node=node, path=path)))
if channels:
anims.append(dict(name=a['name'], channels=channels, samplers=samplers_a))
if anims:
gltf['animations'] = anims
gltf['nodes'] = nodes
gltf['scenes'] = [dict(nodes=[0, skin_node])]
gltf['scene'] = 0
if images:
gltf['images'] = images
gltf['samplers'] = samplers
gltf['textures'] = textures
gltf['materials'] = materials
return g.finish(gltf)
+120
View File
@@ -0,0 +1,120 @@
#!/usr/bin/env python3
"""
Raw ROM access for the Pokemon Stadium (US) model export.
Everything here is stdlib-only: byte-order fixup, the Yay0 decompressor, the
PERS-SZP wrapper the assets use, and the little archive format that packs many
files into one segment. That is all it takes to get from baserom.z64 to model
data, so the export does not need `make init`, splat or crunch64.
"""
import hashlib
import struct
# ROM offsets taken from pokestadium-us.yaml.
POKEMON_MODELS = 0x920000 # archive of the 215 battle models
BATTLE_DATA = 0x70D3A0 # per-species battle tables, indexed by D_80075BD0
MAIN_ROM = 0x1000 # main code segment ...
MAIN_VRAM = 0x80000400 # ... and where it lands in RAM
PTR_TABLE_VRAM = 0x80075BD0 # D_80075BD0[species - 1] -> offset into BATTLE_DATA
US_MD5 = 'ed1378bc12115f71209a77844965ba50'
class Rom:
def __init__(self, path):
data = bytearray(open(path, 'rb').read())
magic = struct.unpack_from('>I', data, 0)[0]
if magic == 0x37804012: # .v64, byte-swapped pairs
data[0::2], data[1::2] = data[1::2], data[0::2]
elif magic == 0x40123780: # .n64, word-reversed
data = bytearray(b''.join(data[i:i+4][::-1] for i in range(0, len(data), 4)))
elif magic != 0x80371240: # .z64, native big endian
raise ValueError(f'{path}: not an N64 ROM (magic {magic:#010x})')
self.data = bytes(data)
self.md5 = hashlib.md5(self.data).hexdigest()
@property
def is_expected_us(self):
return self.md5 == US_MD5
def u32(self, o):
return struct.unpack_from('>I', self.data, o)[0]
def vram_to_rom(self, vram):
return MAIN_ROM + (vram - MAIN_VRAM)
# ---- archive ---------------------------------------------------------
def archive(self, off):
"""Segments that hold many files start with
u32 tag, u32 0, u32 totalSize, u32 fileCount
followed by fileCount { u32 offset, u32 size, u32 pad[2] } records,
all relative to the start of the segment (tools/unpack_asset.py).
Only the top three bytes of the first word are reliably zero -- the
model archive puts a nonzero value in the low byte."""
if (self.u32(off) & 0xFFFFFF00) != 0 or self.u32(off + 4) != 0:
return [self.data[off:]]
count = self.u32(off + 12)
if not 0 < count < 4096:
return [self.data[off:]]
out = []
for i in range(count):
rec = off + 0x10 + i * 0x10
start, size = self.u32(rec), self.u32(rec + 4)
out.append(self.data[off + start: off + start + size])
return out
# ------------------------------------------------------------- decompression
def yay0_decompress(src):
"""Nintendo Yay0. Header: magic, decompressed size, link offset, chunk
offset; then a bitstream where a 1 copies one literal byte and a 0 pulls a
(distance, length) pair from the link table."""
if src[:4] != b'Yay0':
raise ValueError('not Yay0')
size, link_off, chunk_off = struct.unpack_from('>3I', src, 4)
out = bytearray(size)
mask_p, link_p, chunk_p, pos = 0x10, link_off, chunk_off, 0
mask, bits = 0, 0
while pos < size:
if bits == 0:
mask = struct.unpack_from('>I', src, mask_p)[0]
mask_p += 4
bits = 32
if mask & 0x80000000:
out[pos] = src[chunk_p]
chunk_p += 1
pos += 1
else:
link = struct.unpack_from('>H', src, link_p)[0]
link_p += 2
dist = link & 0x0FFF
count = link >> 12
if count == 0:
count = src[chunk_p] + 0x12
chunk_p += 1
else:
count += 2
copy = pos - dist - 1
for _ in range(count): # overlapping runs are legal
out[pos] = out[copy]
pos += 1
copy += 1
mask = (mask << 1) & 0xFFFFFFFF
bits -= 1
return bytes(out)
def decompress(blob):
"""Unwrap whatever container an asset arrived in."""
if blob[:8] == b'PERS-SZP':
header = struct.unpack_from('>I', blob, 8)[0]
return yay0_decompress(blob[header:])
if blob[:4] == b'Yay0':
return yay0_decompress(blob)
return blob
def pokemon_models(rom):
"""Returns the decompressed model fragments, indexed by file number."""
return [decompress(b) for b in rom.archive(POKEMON_MODELS)]
+197
View File
@@ -0,0 +1,197 @@
-- data/battle_arenas.lua, edited in place by line.
--
-- The arena editor (tests/arena_editor.lua) writes this file back every time
-- a map is committed, and most of what is in it is PROSE: which alternatives
-- were rejected for each area and what was wrong with them. That argument is
-- the part a tool cannot reconstruct, so nothing here regenerates the file --
-- an entry that changed has its own lines replaced, a new one is appended,
-- and every other byte comes through exactly as it was.
--
-- Kept out of the driver so it can be tested without a game: a bug in here
-- writes a config file, and the failure mode of a bad one is silent -- every
-- map loses its authored spot and battles quietly start happening somewhere
-- else. `apply` therefore never decides on its own that its output is good;
-- it hands back the text and the caller parses it back and checks it says
-- what was asked for before anything is overwritten.
--
-- local Config = dofile("mods/DramaticShapeVoxelMod/tests/arena_config.lua")
-- local text, report = Config.apply(oldText, { ROUTE_1 = { x = 4, y = 14,
-- shape = "narrow" } })
--
-- An edit's value is an entry table, `false` for an authored refusal, or
-- Config.REMOVE to take the entry out altogether.
local Config = {}
Config.REMOVE = setmetatable({}, { __tostring = function() return "REMOVE" end })
-- The heading new maps are collected under, so a file worked over several
-- sessions grows one list rather than one heading per session.
Config.SECTION = " -- ------- added by tests/arena_editor"
-- Lossless both ways: a trailing newline becomes a trailing empty line, and
-- concat puts it back.
function Config.splitLines(text)
local out, pos = {}, 1
while true do
local a, b = text:find("\n", pos, true)
if not a then
out[#out + 1] = text:sub(pos)
break
end
out[#out + 1] = text:sub(pos, a - 1)
pos = b + 1
end
return out
end
-- One entry, laid out the way the file already lays them out: on one line
-- where it fits inside the file's own margin, and wrapped under the brace
-- where it does not (which is how the cross-floor entries are written).
function Config.entryLines(id, entry)
if entry == false then
return { (" [%q] = false,"):format(id) }
end
local head = (" [%q] = { "):format(id)
local parts = {}
if entry.map then parts[#parts + 1] = ("map = %q"):format(entry.map) end
parts[#parts + 1] = ("x = %d"):format(entry.x)
parts[#parts + 1] = ("y = %d"):format(entry.y)
parts[#parts + 1] = ("shape = %q"):format(entry.shape or "wide")
if (entry.turn or 0) ~= 0 then
parts[#parts + 1] = ("turn = %d"):format(entry.turn)
end
if entry.cam then parts[#parts + 1] = ("cam = %q"):format(entry.cam) end
local one = head .. table.concat(parts, ", ") .. " },"
if #one <= 79 then return { one } end
local first = entry.map and 3 or 2
return {
head .. table.concat(parts, ", ", 1, first) .. ",",
(" "):rep(#head) .. table.concat(parts, ", ", first + 1) .. " },",
}
end
-- Where an id's entry starts and ends, plus how many comment lines sit
-- directly above it. The end is the first line that closes the table, so a
-- wrapped entry is found whole rather than half-replaced.
function Config.findEntry(lines, id)
local pat = '^%s*%["' .. id:gsub("(%W)", "%%%1") .. '"%]%s*='
for i = 1, #lines do
if lines[i]:find(pat) then
local note = 0
while i - note - 1 >= 1 and lines[i - note - 1]:find("^%s*%-%-") do
note = note + 1
end
if lines[i]:find("=%s*false%s*,?%s*$") then return i, i, note end
for j = i, #lines do
if lines[j]:find("}%s*,?%s*$") then return i, j, note end
end
return i, i, note
end
end
return nil
end
-- The `}` that closes the returned table: new entries go in above it.
function Config.closingLine(lines)
for i = #lines, 1, -1 do
if lines[i]:find("^}") then return i end
end
return #lines + 1
end
-- Apply `edits` (map id -> entry | false | REMOVE) to `text`.
--
-- Returns the new text and a report: `changed`, `added`, `removed` and
-- `stale` as lists of map ids. `stale` is the one worth acting on -- those
-- entries had comment lines directly above them, and a comment above an
-- entry that has just moved describes where it USED to be.
function Config.apply(text, edits)
local lines = Config.splitLines(text)
local report = { changed = {}, added = {}, removed = {}, stale = {} }
local ordered = {}
for id in pairs(edits) do ordered[#ordered + 1] = id end
table.sort(ordered)
local appended = {}
for _, id in ipairs(ordered) do
local entry = edits[id]
-- found again per edit rather than indexed once up front: each
-- replacement changes the line count under every index after it
local from, to, note = Config.findEntry(lines, id)
if entry == Config.REMOVE then
if from then
for _ = from, to do table.remove(lines, from) end
report.removed[#report.removed + 1] = id
if note > 0 then report.stale[#report.stale + 1] = id end
end
elseif from then
local new = Config.entryLines(id, entry)
for _ = from, to do table.remove(lines, from) end
for k = #new, 1, -1 do table.insert(lines, from, new[k]) end
report.changed[#report.changed + 1] = id
if note > 0 then report.stale[#report.stale + 1] = id end
else
appended[#appended + 1] = id
report.added[#report.added + 1] = id
end
end
if #appended > 0 then
local at, block = nil, {}
for i = 1, #lines do
if lines[i]:find("^%s*%-%-%s+%-+ added by tests/arena_editor") then
at = i + 1
end
end
if not at then
at = Config.closingLine(lines)
block[#block + 1] = ""
block[#block + 1] = Config.SECTION
end
for _, id in ipairs(appended) do
for _, l in ipairs(Config.entryLines(id, edits[id])) do
block[#block + 1] = l
end
end
for k = #block, 1, -1 do table.insert(lines, at, block[k]) end
end
return table.concat(lines, "\n"), report
end
-- Whether two entries say the same thing. `false` and nil are values here --
-- a refusal is not the absence of one -- so this is an equality test and not
-- a truthiness one.
function Config.same(a, b)
if a == b then return true end
if type(a) ~= "table" or type(b) ~= "table" then return false end
return a.x == b.x and a.y == b.y
and (a.shape or "wide") == (b.shape or "wide")
and (a.turn or 0) == (b.turn or 0)
and a.cam == b.cam and a.map == b.map
end
-- Parse a config back and check it says what was committed. This is what
-- stands between a bug in the surgery above and a data file that no longer
-- loads, so it is run on the TEXT before that text replaces anything.
-- Returns the parsed table, or nil and why not.
function Config.verify(text, edits, chunkName)
local chunk, err = load(text, "@" .. (chunkName or "battle_arenas"))
if not chunk then return nil, "would not compile: " .. tostring(err) end
local ok, list = pcall(chunk)
if not (ok and type(list) == "table") then
return nil, "did not return a table: " .. tostring(list)
end
for id, want in pairs(edits) do
local got = list[id]
if want == Config.REMOVE then
if got ~= nil then return nil, id .. " is still in the file" end
elseif not Config.same(want, got) then
return nil, id .. " did not read back as it was committed"
end
end
return list
end
return Config
File diff suppressed because it is too large Load Diff
+875 -18
View File
@@ -204,8 +204,19 @@ T.check(not pinnedIds["battleLayout"],
T.eq(layoutGame.save.options.battleLayout, "og",
"and a save that had WIDE is set to OG -- the only layout the shot composes in")
-- the STADIUM rung is still a staged fight, so it pins the layout exactly
-- as 2D-3D does: what changes on that rung is what stands on the cells, not
-- where the cells are or what screen they are composed for
Battles.setting:setValue("stadium", layoutGame)
T.eq(Battles.enabled(), true, "STADIUM stages the fight like 2D-3D does")
layoutGame.save.options.battleLayout = "wide"
Runtime.call("ui.options.rows", function(_, r) return r end, layoutGame,
{ { id = "battleLayout" } })
T.eq(layoutGame.save.options.battleLayout, "og",
"and pins BATTLE LAYOUT to OG the same way")
-- switching 3D-BTL off hands the row straight back, WIDE and all
Battles.setting:setIndex(2, layoutGame)
Battles.setting:setValue(false, layoutGame)
T.eq(Battles.enabled(), false, "3D-BTL off")
local handedBack = Runtime.call("ui.options.rows", function(_, r) return r end,
layoutGame,
@@ -235,7 +246,7 @@ T.eq(layoutGame.save.options.battleLayout, "wide",
-- switch the row back on and the pin comes back with it, FULL or no FULL.
-- (Arriving at FULL for real runs applyFull, which switches the row on -- so
-- in the game the pin still follows the preset, by way of the row.)
Battles.setting:setIndex(1, layoutGame)
Battles.setting:setValue(true, layoutGame)
Runtime.call("ui.options.rows", function(_, r) return r end, layoutGame,
{ { id = "battleLayout" } })
T.eq(layoutGame.save.options.battleLayout, "og",
@@ -308,7 +319,7 @@ local order = {}
for i, row in ipairs(grouped) do order[row.id] = i end
T.check(order["pipeline:tiltshift"] < order["DRAMATIC_SHAPE:grid"],
"the mode's settings follow its pipeline rows")
T.eq(order["DRAMATIC_SHAPE:battles"] - order["pipeline:tiltshift"], 4,
T.eq(order["DRAMATIC_SHAPE:battles"] - order["pipeline:tiltshift"], 5,
"and sit in one unbroken block, not scattered to the end of the list")
T.check(order["void_fill"] > order["DRAMATIC_SHAPE:battles"],
"with the engine's own later rows still after them")
@@ -366,7 +377,7 @@ T.check(rowIndex(menu, "pipeline:tiltshift"), "T-SHIFT too")
-- down than the player left it.
do
local Battles = run.loader.exports.DRAMATIC_SHAPE.lib.require("OverworldBattle")
Battles.setting:setIndex(2, menuGame) -- staged battles off
Battles.setting:setValue(false, menuGame) -- staged battles off
menuGame.save.options.battleLayout = "wide"
Pipelines.setLevel("voxel", 2)
local layoutMenu = OptionsMenu.new(menuGame)
@@ -389,17 +400,27 @@ end
Pipelines.setLevel("voxel", 2)
local hookedRows = Runtime.call("ui.options.rows", function(_, r) return r end,
{ data = Data }, { { id = "text_speed" } })
T.eq(#hookedRows, 9, "the options hook added a row per setting")
-- one per setting, plus the STADIUM ROM action row -- which is not a setting
-- (nothing to store, nothing for the mod manager to persist) and is offered
-- on every platform, saying WHERE? rather than IMPORT where there is no file
-- dialog to open
T.eq(#hookedRows, 11, "the options hook added a row per setting, plus the "
.. "STADIUM ROM action row")
local grid, curve, water = hookedRows[2], hookedRows[3], hookedRows[4]
local battles, backRow, daytime = hookedRows[5], hookedRows[6], hookedRows[7]
-- the AA row is hookedRows[8]; it is read in its own block below, because
-- this chunk is one main function and has 200 local slots to spend
local battles, backRow, daytime = hookedRows[6], hookedRows[7], hookedRows[8]
-- the FOREST FX row is hookedRows[5] and AA hookedRows[9]; both are read
-- where they are used rather than named here, because this chunk is one
-- main function and has 200 local slots to spend
T.eq(water.label, "WATER", "the water row carries its label")
T.eq(water.value(), "FULL",
"and defaults to FULL -- reflections are the point of having the row")
water.step({ save = { options = {} }, mods = { modOptions = {} } }, 1)
T.eq(water.value(), "SKY",
"stepping down drops the screen-space march and keeps the sky, sun and moon")
T.eq(hookedRows[5].label, "FOREST FX", "the atmosphere row carries its label")
T.eq(hookedRows[5].value(), "FULL",
"and defaults to FULL -- it only spends anything on a map with an "
.. "atmosphere entry, which is one forest today")
T.eq(daytime.label, "DAYTIME", "the day/night row carries its label")
T.eq(daytime.value(), "SYNC",
"and defaults to SYNC -- no value set follows the clock on the wall")
@@ -408,9 +429,10 @@ T.eq(grid.value(), "OFF", "the grid starts off")
T.eq(curve.label, "V-CURVE", "the curve row carries its label")
T.eq(curve.value(), "OFF", "the curve starts off")
T.eq(battles.label, "3D-BTL", "the overworld-battle row carries its label")
T.eq(battles.value(), "ON",
"overworld battles are on by default -- the mode's headline is the world "
.. "in 3D, and a battle is where the player spends half the game")
T.eq(battles.value(), "2D-3D A",
"overworld battles are on by default, on the rung that stands the game's "
.. "own pics on the map -- the mode's headline is the world in 3D, and a "
.. "battle is where the player spends half the game")
T.eq(backRow.label, "BACK SPRITES", "the back-pic row carries its label")
T.eq(backRow.value(), "OFF",
"and is off by default -- what the mode advertises is BOTH mons out on the "
@@ -482,7 +504,7 @@ do
local AntiAlias = run.loader.exports.DRAMATIC_SHAPE.lib.require("AntiAlias")
local VoxelGrid = run.loader.exports.DRAMATIC_SHAPE.lib.require("VoxelGrid")
local aaGame = { save = { options = {} }, mods = { modOptions = {} } }
local aa = hookedRows[8]
local aa = hookedRows[9]
T.eq(aa.label, "AA", "the anti-aliasing row carries its label")
T.eq(aa.value(), "OFF",
"and starts off -- supersampling is a cost knob, and a mod must not spend "
@@ -1124,11 +1146,553 @@ Game.keypressed(keyGame, "7")
T.neq(Curve.setting:get(), curveBefore, "7 cycles V-CURVE")
local Battles = run.loader.exports.DRAMATIC_SHAPE.lib.require("OverworldBattle")
T.eq(Battles.setting:get(), true, "3D-BTL starts on")
-- The two STADIUM rungs are gated on the models being installed, and they are
-- not installed anywhere this suite runs: the repository carries no Pokemon
-- Stadium data, so a clean clone has none and a developer checkout has them
-- only after tools/stadium_pack.py has been run. What the walk below is about
-- is the LADDER -- five rungs, in order, wrapping -- so the gate is held OPEN
-- for it and the skipping behaviour is tested on its own further down, where
-- it is the subject rather than an accident of the machine it ran on.
--
-- Held in GLOBALS rather than locals, here and for the pack probe below: this
-- chunk is at Lua's 200-local ceiling and three more would not compile.
BATTLE_ROW_GATE = Battles.setting.gate
Battles.setting:setGate(function() return true end)
T.eq(Battles.setting:get(), true, "3D-BTL starts on 2D-3D A")
T.eq(Battles.discs(), false, "which stages the fight on the map")
Game.keypressed(keyGame, "8")
T.eq(Battles.setting:get(), false, "8 toggles overworld battles off")
T.eq(Battles.setting:get(), "flatB",
"8 steps to 2D-3D B -- the same pics, on the discs")
T.eq(Battles.discs(), true,
"and that IS a disc rung, with no Stadium model anywhere in it")
Game.keypressed(keyGame, "8")
T.eq(Battles.setting:get(), true, "and back on")
T.eq(Battles.setting:get(), "stadium",
"again and it is STADIUM A, the models on the map")
T.eq(Battles.discs(), false, "back on the map")
Game.keypressed(keyGame, "8")
T.eq(Battles.setting:get(), "stadiumB",
"again and it is STADIUM B, the models on the discs")
T.eq(Battles.discs(), true, "on the discs again")
Game.keypressed(keyGame, "8")
T.eq(Battles.setting:get(), false, "again and overworld battles are off")
Game.keypressed(keyGame, "8")
T.eq(Battles.setting:get(), true, "and the ladder wraps back to 2D-3D A")
Battles.setting:setGate(BATTLE_ROW_GATE)
-- ------- importing a ROM instead of being told where to put one
--
-- The row is an ACTION, not a setting: it has no stored rung, so it is not in
-- SETTINGS and the mod manager's page does not carry it. What it shows is a
-- state, and what it does is open the host's file dialog -- which is why it
-- is absent where no dialog can be opened rather than being offered as a
-- button that does nothing.
;(function()
local Pick = run.loader.exports.DRAMATIC_SHAPE.lib.require("StadiumRomPick")
local Install =
run.loader.exports.DRAMATIC_SHAPE.lib.require("StadiumInstall")
T.check(type(Pick.canDialog()) == "boolean",
"the picker reports whether this platform has a file dialog at all")
-- The row is offered on EVERY platform. It used to be dropped where no
-- dialog could be opened, which on Android read as the feature being
-- missing rather than manual -- and the folder path it needed to show was
-- only ever written to a console a phone does not have.
local row = Pick.row()
T.check(row ~= nil, "the row is offered whatever the platform can do")
T.eq(row.label, "STADIUM ROM", "and says what it is for")
T.check(type(row.step) == "function", "and does something when pressed")
T.eq(row.value(),
Install.available() and "READY" or (Pick.canDialog() and "IMPORT" or "WHERE?"),
"reading READY once installed, IMPORT where a dialog can be opened, and "
.. "WHERE? where pressing it can only name the folder -- a row that said "
.. "IMPORT and then did not import would be the worse lie")
-- and the drop folder it would name is an absolute path, which the note
-- screen has to be able to show in full
T.check(type(Install.romHint()) == "string" and #Install.romHint() > 0,
"there is a folder to name")
-- A ROM that carries no models must be refused BEFORE anything is written.
-- An empty build otherwise completes with nothing attempted and therefore
-- nothing failed, and the marker gets written saying so -- which on a
-- machine that already had a set would uninstall it, because the marker is
-- the only thing that makes 151 files on disk count as installed.
T.eq(Install.beginFrom("", "empty"), false,
"an empty file is refused outright")
T.eq(select(2, Install.beginFrom(("\0"):rep(4096), "zeros")) ~= nil, true,
"and so is a file that is not a ROM, with a reason")
T.eq(Install.status.state ~= "building", true,
"and neither of those started a build")
end)()
-- ------- the model set, when there is one
--
-- Everything below that loads a .dsm needs a BUILT set, and the repository
-- deliberately carries none: the models are Pokemon Stadium's data, built out
-- of the player's own ROM at runtime (StadiumInstall) or by
-- tools/stadium_pack.py into assets/stadium/ in a developer checkout. So a
-- clean clone has nothing to read, and these say so and stand down rather
-- than failing for the absence of data that is absent on purpose.
--
-- Announced rather than silent. A test that quietly evaporates when its
-- fixture is missing is a test that has stopped running and not told anyone,
-- which is worse than one that fails.
HAVE_STADIUM_PACKS =
run.loader.exports.DRAMATIC_SHAPE.lib.require("StadiumPack").available(25)
if not HAVE_STADIUM_PACKS then
print("SKIP stadium model tests -- no built .dsm set (run "
.. "tools/stadium_pack.py, or play once with a ROM in baseroms/)")
end
-- ------- the eyes blink once a loop, not six times a second
--
-- A texture animation is sampled at the SKELETAL animation's frame and HOLDS
-- its last entry past the end of its own stream, which is what the game's own
-- sampler does. Wrapping on the stream's length instead plays it over and
-- over: Rattata's standby loop is 40 frames and its blink is 5, so that came
-- out as six blinks a second.
--
-- Driven through a stub rather than a real rig, because building one needs
-- meshes and there is no graphics context here -- and the rule under test is
-- pure index arithmetic that does not care.
;(function()
local Rig = run.loader.exports.DRAMATIC_SHAPE.lib.require("StadiumRig")
-- one prim on channel 0, whose stream values 6/7/8 map to textures 60/70/80
local prim = { tex = 1, texAnim = 0, texMap = { [6] = 60, [7] = 70,
[8] = 80 } }
local model = {
prims = { prim },
textures = { [1] = { w = 1, h = 1 }, [60] = { w = 1, h = 1 },
[70] = { w = 1, h = 1 }, [80] = { w = 1, h = 1 } },
-- Rattata's actual blink: open, half, closed, half, open
auxAnims = { { frames = 5, loopStart = 0, channels = { { 6, 8, 7, 8, 6 } } } },
}
local part = { prim = prim }
local stub = setmetatable({ model = model, parts = { part } }, Rig)
-- StadiumPack.image wants a real texture; what is asserted here is WHICH
-- index was chosen, so record it instead
local Pack = run.loader.exports.DRAMATIC_SHAPE.lib.require("StadiumPack")
local realImage = Pack.image
local picked
Pack.image = function(_, index) picked = index return nil end
local function at(frame)
stub.frameAt = frame
stub:textures(1)
return picked
end
T.eq(at(0), 60, "frame 0 of the blink is the open eye")
T.eq(at(1), 80, "frame 1 is half closed")
T.eq(at(2), 70, "frame 2 is shut")
T.eq(at(4), 60, "and frame 4 is open again -- one blink, five frames")
-- the whole point: frames 5..39 of the forty-frame idle are NOT a second
-- blink, they are the eye staying open
T.eq(at(5), 60, "frame 5, past the end of the blink, HOLDS the open eye")
T.eq(at(20), 60, "and so does frame 20")
T.eq(at(39), 60, "and frame 39, the last of the idle loop")
Pack.image = realImage
end)()
-- ------- the skeleton runs at 60, the textures step at 30
--
-- The animation streams carry one value per frame at 30 Hz, so replayed
-- honestly against a 60 Hz camera every pose holds for two frames and the
-- models visibly stutter against everything around them. StadiumRig blends
-- between consecutive frames instead -- but NOT across a snap, because these
-- are Euler triples and two triples that describe nearly the same rotation
-- can be nowhere near each other component by component. Walking from one to
-- the other is a bone flipping over inside a frame, which is exactly the
-- glitch a naive version of this shipped with.
--
-- Driven on a REAL species, through a rig with no meshes (there is no
-- graphics context here, and pose() only touches the matrix arrays).
;(function()
if not HAVE_STADIUM_PACKS then return end
local lib = run.loader.exports.DRAMATIC_SHAPE.lib
local Pack, Rig = lib.require("StadiumPack"), lib.require("StadiumRig")
local model = Pack.load(25) -- Pikachu
local rig = setmetatable({ model = model, pivotM = {}, drawM = {},
accX = {}, accY = {}, accZ = {}, parts = {} }, Rig)
local slot = model.ctx[Pack.SLOT.idle]
local anim = (slot ~= Pack.NONE) and (slot + 1) or nil
local frames = anim and model.anims[anim].frames or 0
-- every bone's world origin under the pose as it stands
local function origins()
local out = {}
for b = 1, model.boneCount do
local o = (b - 1) * 12
out[b] = { rig.drawM[o + 4], rig.drawM[o + 8], rig.drawM[o + 12] }
end
return out
end
T.check(frames > 8, "Pikachu's standby loop is long enough to sample")
rig:pose(anim, 3, true)
local a = origins()
rig:pose(anim, 4, true)
local c = origins()
rig:pose(anim, 3.5, true)
local b = origins()
T.eq(rig.frameAt, 3,
"half a frame in, the TEXTURE frame is still the whole one -- an eye is "
.. "open or it is shut and there is no halfway swap to draw")
-- the bone that travels furthest between those two frames is the one with
-- something to say about the blend
local best, moved = nil, 0
for i = 1, #a do
local d = ((c[i][1] - a[i][1]) ^ 2 + (c[i][2] - a[i][2]) ^ 2
+ (c[i][3] - a[i][3]) ^ 2) ^ 0.5
if d > moved then best, moved = i, d end
end
T.check(moved > 0, "and some bone actually moves between frames 3 and 4")
-- halfway is HALFWAY: within a twentieth of the step of the midpoint of the
-- two frames it sits between, on every axis. A blend that overshoots, or
-- that walks the long way round a wrapped angle, fails this by miles.
local slack = moved / 20
for axis = 1, 3 do
local mid = (a[best][axis] + c[best][axis]) / 2
T.check(math.abs(b[best][axis] - mid) <= slack,
("the half-frame pose sits between its two frames on axis %d"):format(axis))
end
-- and a whole frame is the frame itself, untouched: the blend has to be
-- exactly nothing at k = 0, or every stepped caller (the blink probe, the
-- oracle diff) is reading a pose the pack does not contain
rig:pose(anim, 4, true)
local again = origins()
T.eq(again[best][1], c[best][1],
"and a whole frame is that frame exactly, with nothing blended into it")
end)()
-- ------- growing out of the ball
--
-- The engine sizes its flat pic in the Game Boy's three steps across the
-- twelve frames AFTER the ball has finished opening. The model runs its own
-- ramp instead, started when the poof begins: continuous, and overlapping the
-- ball rather than following it.
;(function()
if not HAVE_STADIUM_PACKS then return end
local lib = run.loader.exports.DRAMATIC_SHAPE.lib
local Mon = lib.require("StadiumMon")
local mon = Mon.new("player")
T.eq(mon:growScale(), 1, "a Pokemon that is not arriving is full size")
T.eq(mon:beginGrow(), false,
"and one with no model cannot start growing -- there is nothing to size")
mon.model = { height = 10, rootScale = 1 }
T.eq(mon:beginGrow(), true, "with a model, the arrival starts")
T.eq(mon:growScale(), 0, "from nothing at all")
T.eq(mon:beginGrow(), false,
"and starting again is refused -- the engine's own send-out seam fires a "
.. "third of a second later and must not restart the ramp")
-- the curve: slow, then quick through the middle, then settling
local last, monotonic = -1, true
for i = 0, 10 do
mon.grow = i / 10
local s = mon:growScale()
if s < last then monotonic = false end
last = s
end
T.check(monotonic, "the ramp never goes backwards")
mon.grow = 0.5
T.eq(mon:growScale(), 0.5, "and is half size exactly half way through")
mon.grow = 0.25
T.check(mon:growScale() < 0.25,
"slower than linear early, so the Pokemon is still small while the ball "
.. "is coming apart")
-- and it ends, rather than sticking at 0.99
mon.grow = nil
mon.dt = 0
mon:beginGrow()
for _ = 1, 200 do mon:update(1 / 60) end
T.eq(mon.grow, nil, "the ramp finishes")
T.eq(mon:growScale(), 1, "at exactly full size")
T.eq(mon.grewOwn, true,
"and remembers it owned this arrival, so the engine's three-step ramp is "
.. "not consulted for it afterwards -- it reads 5/7 in the gap and shrank "
.. "the Pokemon back down at the very end of the grow")
end)()
-- ------- the pack cache must not evict a Pokemon that is standing there
--
-- The eviction order is keyed on LOADS, and a side only loads when its
-- species changes -- so a Pokemon that has been out for a few turns is the
-- least recently loaded thing in the cache. A fifth species entering the
-- battle evicted it and RELEASED ITS TEXTURES mid-fight, and the next draw
-- threw "Cannot use object after it has been released" from inside the scene
-- pass, which took both models off the screen for the rest of the battle.
;(function()
if not HAVE_STADIUM_PACKS then return end
local Pack = run.loader.exports.DRAMATIC_SHAPE.lib.require("StadiumPack")
local keep = Pack.KEEP
Pack.forget()
Pack.KEEP = 2
local held = Pack.load(1)
T.check(held ~= nil, "a model loads")
local slot = held.textures and held.textures[1]
T.check(slot ~= nil, "and carries at least one texture slot")
-- more species than the cache holds, WITHOUT saying the first is in use
Pack.load(4) Pack.load(7) Pack.load(10)
T.eq(slot.image, nil,
"an evicted model's texture slot is CLEARED, not left holding a released "
.. "object -- a released Image is still truthy, so the corpse came back "
.. "out of image() and died at mesh:setTexture")
-- and with `keep` said every frame, as the mode does, it is never evicted
Pack.forget()
local live = Pack.load(1)
for _, dex in ipairs({ 4, 7, 10, 13 }) do
Pack.keep(1)
Pack.load(dex)
end
T.eq(Pack.load(1), live,
"a species the mode keeps saying is on the field is still the same "
.. "cached model after four others have loaded past it")
Pack.KEEP = keep
Pack.forget()
end)()
-- ------- and an animation must not walk the Pokemon out of the shot
--
-- Stadium's animations were authored for a camera that followed the Pokemon;
-- this one holds two fixed cells. 65 of the 148 send-out entrances travel
-- more than a body-height off the spot, up to seven and a half -- which is
-- not drama here, it is an empty tile.
;(function()
if not HAVE_STADIUM_PACKS then return end
local lib = run.loader.exports.DRAMATIC_SHAPE.lib
local Pack, Rig, Mon = lib.require("StadiumPack"), lib.require("StadiumRig"),
lib.require("StadiumMon")
local model = Pack.load(87) -- Dewgong, the worst of them
local rig = setmetatable({ model = model, pivotM = {}, drawM = {},
accX = {}, accY = {}, accZ = {}, parts = {} }, Rig)
rig:measureBind()
-- the same quantity StadiumRig.anchor corrects -- bone origins averaged and
-- weighted by the vertices each bone moves -- written out here rather than
-- called, so this checks the behaviour and not its own arithmetic
local weight, total = {}, 0
for b = 1, model.boneCount do weight[b] = 0 end
for _, prim in ipairs(model.prims) do
for k = 1, prim.vertCount do
local b = prim.bone[k]
if weight[b] then weight[b] = weight[b] + 1; total = total + 1 end
end
end
local function centre()
local x, y, z = 0, 0, 0
for b = 1, model.boneCount do
local q = weight[b]
if q > 0 then
local o = (b - 1) * 12
x = x + rig.drawM[o + 4] * q
y = y + rig.drawM[o + 8] * q
z = z + rig.drawM[o + 12] * q
end
end
return x / total, y / total, z / total
end
local raw = model.height / (model.rootScale > 0 and model.rootScale or 1)
local slot = model.ctx[Pack.SLOT.entrance]
local anim = slot + 1
local function driftAt(frame, limit)
rig:pose(anim, frame, false)
rig:anchor(limit)
local x, y, z = centre()
return (((x - model.bindCX) ^ 2 + (y - model.bindCY) ^ 2
+ (z - model.bindCZ) ^ 2) ^ 0.5) / raw
end
T.check(driftAt(40, nil) > 5,
"unanchored, Dewgong's entrance carries it more than five body-heights "
.. "off its tile -- straight out of a frame that holds about one")
T.check(driftAt(40, Mon.TRAVEL) <= Mon.TRAVEL * 1.001,
"anchored, it stays inside the travel limit")
-- and the animations that never travel are left completely alone
local before = driftAt(0, nil)
T.eq(driftAt(0, Mon.TRAVEL), before,
"a frame already inside the limit is not moved at all -- the anchor takes "
.. "out the EXCESS, so a lunge is still a lunge")
end)()
-- ------- the three species the extraction cannot read stand as PICS
--
-- Exeggutor, Tangela and Magmar come out of the ROM with standby loops that
-- throw bones off the body; the packer measures that and flags them. They
-- used to hold their bind pose for the whole fight, which among a hundred and
-- forty-eight species that breathe reads as broken rather than as still. So
-- they decline the model outright and the Game Boy's own battle pic stands
-- instead -- the same fallback a species with no pack at all takes.
;(function()
if not HAVE_STADIUM_PACKS then return end
local lib = run.loader.exports.DRAMATIC_SHAPE.lib
local Mon = lib.require("StadiumMon")
for _, dex in ipairs({ 103, 114, 126 }) do
local mon = Mon.new("enemy")
T.eq(mon:setSpecies(dex), false,
("dex %d has corrupt animation data, so no model stands for it")
:format(dex))
T.eq(mon.rig, nil, "and there is no rig left behind to draw")
end
end)()
-- ------- the collapse waits for the HP bar
--
-- onFaint fires the moment HP reaches zero, but the engine queues the visible
-- collapse behind the move animation and the bar drain -- seconds later. The
-- model has to wait for the same thing, or a Pokemon lies down while its own
-- health is still draining above it. `shownHP` is the engine's own bar
-- position, so this is the bar and not a guess at how long it takes.
;(function()
local Stad = run.loader.exports.DRAMATIC_SHAPE.lib.require("Stadium")
local ready, due = Stad._faintReady, Stad._faintStillDue
T.eq(ready({ shownHP = 19, mon = { hp = 0 } }), false,
"a battler at 0 HP whose bar still reads 19 is NOT ready to collapse")
T.eq(ready({ shownHP = 1, mon = { hp = 0 } }), false,
"nor at one point left on the bar")
T.eq(ready({ shownHP = 0, mon = { hp = 0 } }), true,
"and is the moment the bar reaches zero")
T.eq(ready({ mon = { hp = 0 } }), true,
"a battler with no bar to drain collapses at once, rather than never")
T.eq(ready(nil), false, "and a battler that is gone is not ready")
T.eq(due({ faintQueued = true, mon = { hp = 0 } }), true,
"a queued faint at 0 HP is still owed")
T.eq(due({ faintQueued = true, mon = { hp = 12 } }), false,
"one that has been healed since is not -- the debt is dropped, not paid "
.. "late at whoever is standing there")
T.eq(due({ mon = { hp = 0 } }), false, "and an unqueued battler owes nothing")
end)()
-- ------- and it gets to FINISH
--
-- The engine takes a fainted pic off the field when its slide ends, which is
-- fourteen frames of a 60 Hz clock -- under a quarter of a second. The
-- shortest faint animation in the Stadium set is 49 frames of a 30 Hz one,
-- the median 110 and the longest 230, so held to the pic's window every model
-- was cut off inside the first fifth of its own collapse. It now stays until
-- the animation is done, and not one frame past that.
;(function()
local Stad = run.loader.exports.DRAMATIC_SHAPE.lib.require("Stadium")
local onField = Stad._onField
-- the engine's own guards, mirrored in the shape onField reads them
local battle = { fxHidden = function() return false end,
fxFaintActive = function(_, b) return b.sliding end }
local function mon(state, done)
return { state = state, finished = function() return done end }
end
battle.enemy = { sprite = true }
T.eq(onField(battle, "enemy", mon("idle", false)), true,
"a Pokemon that is standing there is on the field")
battle.enemy = { sprite = true, fainted = true, sliding = true }
T.eq(onField(battle, "enemy", mon("faint", false)), true,
"and one whose pic is still sliding is too, as it always was")
battle.enemy = { sprite = true, fainted = true, sliding = false }
T.eq(onField(battle, "enemy", mon("faint", false)), true,
"the pic has gone but the model has not finished falling -- it STAYS, "
.. "which is the whole of the fix: a quarter-second window was cutting "
.. "off animations that run for one to eight seconds")
T.eq(onField(battle, "enemy", mon("faint", true)), false,
"and the frame its collapse finishes, it goes -- nothing is left lying "
.. "on the field for the rest of the fight")
T.eq(onField(battle, "enemy", mon("idle", false)), false,
"a fainted battler whose model never got as far as the faint goes with "
.. "the pic, exactly as before")
T.eq(onField(battle, "enemy", nil), false,
"and a side with no model at all is not held open by this")
-- ------- FLY and DIG take it off the field entirely
--
-- The charge turn runs a 19-24 frame slide and ends by setting
-- `picFx[battler].hidden`; the release turn clears it. That field is the
-- engine's whole answer to "is this Pokemon on screen", and it is NOT
-- fxHidden, which is the damage blink alone -- so a model reading only the
-- blink stood on its tile while every attack aimed at it missed.
battle.enemy = { sprite = true }
battle.picFx = { [battle.enemy] = { hidden = true } }
T.eq(onField(battle, "enemy", mon("attack", false)), false,
"a Pokemon that has flown up or dug in is not on the field, however "
.. "much of its own animation is still to play")
battle.picFx = { [battle.enemy] = { kind = "slideOff", t = 4 } }
T.eq(onField(battle, "enemy", mon("attack", false)), true,
"but it IS while the engine's slide is still running -- which is the "
.. "window its own launch animation plays in")
battle.picFx = { [battle.enemy] = {} }
T.eq(onField(battle, "enemy", mon("idle", false)), true,
"and a pic program that has finished and cleared leaves it standing")
battle.picFx = nil
end)()
-- ------- and the two STADIUM rungs are SKIPPED when the models are not there
--
-- The mod ships no Pokemon Stadium data, so on a machine whose owner has not
-- supplied that ROM the row has three stops rather than five. Checked by
-- gating them off by hand rather than by hiding the packs, because what is
-- being tested is the ladder's behaviour and not the installer's.
--
-- 2D-3D B survives that, which is the point of it being its own rung: the
-- discs are generated in Lua and the Pokemon on them are the game's own art,
-- so the disc framing is available to a player who has no Stadium ROM at all.
;(function()
local gate = Battles.setting.gate
Battles.setting:setGate(function(value)
return value ~= "stadium" and value ~= "stadiumB"
end)
T.eq(Battles.setting:rungs(), 3,
"with no models built the 3D-BTL row offers three rungs, not five")
Battles.setting:setValue(true, Game)
Game.keypressed(keyGame, "8")
T.eq(Battles.setting:get(), "flatB",
"8 still reaches 2D-3D B, which needs no ROM")
Game.keypressed(keyGame, "8")
T.eq(Battles.setting:get(), false,
"and the next press steps straight past both STADIUM rungs to OFF")
Game.keypressed(keyGame, "8")
T.eq(Battles.setting:get(), true, "and back to 2D-3D A")
-- a save that CHOSE stadium before the ROM went missing reads as the
-- default, rather than as a mode with nothing behind it -- and the stored
-- value is left alone, so putting the ROM back restores the choice
Battles.setting.index = 3
T.eq(Battles.setting:get(), true,
"a stored STADIUM with no models behind it reads as 2D-3D A")
-- and opening the gate hands the choice straight back, off the stored
-- value that was never overwritten. Opened by HAND rather than by putting
-- the real gate back: the real one answers "are the models installed on
-- this machine", which is false wherever this suite runs from a clean
-- clone -- and the subject here is the ladder, not the installer.
Battles.setting:setGate(function() return true end)
T.eq(Battles.setting:get(), "stadium",
"and comes back the moment the models do")
Battles.setting:setGate(gate)
Battles.setting:setValue(true, Game)
end)()
-- ------- SELECT makes the same step the 3 key does
--
@@ -2350,6 +2914,109 @@ T.check(math.abs(cex - 124) < 1 and math.abs(cey - 56) < 1,
T.check(span(closeRig, shot.player) < span(rig, shot.player),
"the mons render smaller on it, which is what it trades for fitting")
-- ------- the quarter turns
--
-- An arena may be laid down any of the four ways (BattleArena's `turn`), and
-- the whole claim of the feature is that this is a fact about the GROUND and
-- never about the shot: the footprint, the two mons and the camera turn
-- together, so the pair land on the same two anchors at the same size and
-- only what is behind them changes.
--
-- Asserted by REPROJECTING each turn through the real rig, exactly the way
-- the unturned shot is checked above -- so a rig retune, or a sign error in
-- the rotation, says so here rather than in a screenshot nobody takes.
--
-- In its own scope: the suite's main chunk sits at LuaJIT's 200-active-local
-- ceiling, and every local below would be one more of them. The leading
-- semicolon is the file's own convention -- without it the previous
-- statement's `)` and this `(` parse as one call.
;(function()
local corner = { shot.x, shot.y }
-- How wide a mon's own square comes out, measured ACROSS the arena's axis.
-- `span` above offsets along world X, which is across the axis only while
-- the arena is standing the way the mode was drawn; on the odd quarters the
-- axis IS X, so offsetting along it would measure the square's depth --
-- foreshortened by a camera that is looking almost straight down it -- and
-- report a shrinking mon that is nothing of the kind.
local function acrossSpan(cam, point, turn)
local d = (turn % 180 == 0) and { 8, 0 } or { 0, 8 }
local a = project(cam, { point[1] - d[1], point[2] - d[2] })
local b = project(cam, { point[1] + d[1], point[2] + d[2] })
return math.abs(b - a)
end
for _, turn in ipairs({ 0, 90, 180, 270 }) do
BattleCam.reset()
local a = BattleArena.at(corner[1], corner[2], "wide", turn)
T.check(a ~= nil, ("the wide arena places at turn %d"):format(turn))
T.eq(a.turn, turn, ("and carries the turn it was placed at (%d)"):format(turn))
-- the footprint swaps its reach on the odd quarters, which is the whole
-- reason a corridor takes one way round and refuses the other
local wantW = (turn % 180 == 0) and 3 or 6
local wantH = (turn % 180 == 0) and 6 or 3
T.eq(a.w, wantW, ("turn %d is %d cells across"):format(turn, wantW))
T.eq(a.h, wantH, ("and %d deep"):format(wantH))
-- both mons stay inside the footprint they were turned within, and stay
-- three cells apart -- the gap the move animations are scaled against
T.check(a.enemyCell[1] >= a.x and a.enemyCell[1] < a.x + a.w
and a.enemyCell[2] >= a.y and a.enemyCell[2] < a.y + a.h,
("turn %d keeps the foe inside the footprint"):format(turn))
T.check(a.playerCell[1] >= a.x and a.playerCell[1] < a.x + a.w
and a.playerCell[2] >= a.y and a.playerCell[2] < a.y + a.h,
("turn %d keeps the player inside it too"):format(turn))
local gap = math.abs(a.enemyCell[1] - a.playerCell[1])
+ math.abs(a.enemyCell[2] - a.playerCell[2])
T.eq(gap, 3, ("turn %d still stands them three cells apart"):format(turn))
-- and which way the foe lies from the player, which is what `turn` NAMES
local dx = a.enemyCell[1] - a.playerCell[1]
local dy = a.enemyCell[2] - a.playerCell[2]
local want = ({ [0] = { 0, -3 }, [90] = { 3, 0 },
[180] = { 0, 3 }, [270] = { -3, 0 } })[turn]
T.check(dx == want[1] and dy == want[2],
("turn %d puts the foe %d,%d from the player: got %d,%d")
:format(turn, want[1], want[2], dx, dy))
-- THE INVARIANT: the same composition, whichever way round it stands
local r = BattleCam.rig(a, 0)
local ppx, ppy = project(r, a.player)
local eex, eey = project(r, a.enemy)
T.check(ppx ~= nil and eex ~= nil,
("turn %d keeps both marks in front of the camera"):format(turn))
T.check(math.abs(ppx - 26) < 1 and math.abs(ppy - 96) < 1,
("turn %d lands the player's mark on its anchor: (%.2f, %.2f)")
:format(turn, ppx, ppy))
T.check(math.abs(eex - 124) < 1 and math.abs(eey - 56) < 1,
("turn %d lands the enemy's on its own: (%.2f, %.2f)")
:format(turn, eex, eey))
T.check(math.abs(acrossSpan(r, a.player, turn) - 64) < 4,
("turn %d still makes the player's square a back pic wide (64px): got "
.. "%.2f"):format(turn, acrossSpan(r, a.player, turn)))
T.check(math.abs(acrossSpan(r, a.enemy, turn) - 56) < 4,
("turn %d still makes the foe's square a front pic wide (56px): got "
.. "%.2f"):format(turn, acrossSpan(r, a.enemy, turn)))
-- the eye really did move: a turn that left the camera where it was would
-- pass every anchor test above by looking at the pair from the side
if turn ~= 0 then
local base = BattleArena.at(corner[1], corner[2], "wide", 0)
BattleCam.reset()
local r0 = BattleCam.rig(base, 0)
local moved = math.abs(r.eye[1] - r0.eye[1])
+ math.abs(r.eye[3] - r0.eye[3])
T.check(moved > 16,
("turn %d actually moves the camera (%.1f world px)"):format(turn, moved))
end
end
-- degrees in, degrees out, and anything else folded onto the four
T.eq(BattleArena.quarters(360), 0, "a full turn is no turn")
T.eq(BattleArena.quarters(-90), 3, "and a negative one comes round the back")
T.eq(BattleArena.at(1, 1, "wide").turn, 0,
"an arena placed without a turn is the way the mode was drawn")
end)()
-- an arena picks its rig by name, and anything unnamed gets the default
T.eq(BattleCam.rigFor({ cam = "wide" }), BattleCam.RIGS.wide,
"an arena that asks for the wide lens gets it")
@@ -2579,7 +3246,7 @@ T.eq(Battles.backPinned(), false, "so nothing is pinned to the menu")
local backGame = { save = { options = { modOptions = {} } },
mods = { modOptions = {} } }
Battles.setting:setIndex(1, backGame) -- 3D-BTL on
Battles.setting:setValue(true, backGame) -- 3D-BTL on 2D-3D
Battles.backSetting:setIndex(2, backGame) -- BACK SPRITES on
T.eq(Battles.backPinned(), true, "switched on, the back pic is pinned")
T.eq(backGame.save.options.modOptions.DRAMATIC_SHAPE.battleBack, true,
@@ -2590,7 +3257,7 @@ T.eq(backGame.save.options.modOptions.DRAMATIC_SHAPE.battles, true,
-- and it means nothing at all with staged battles off: there is no staged
-- shot for a back pic to be pinned in front of, and the engine's own battle
-- screen already draws exactly this
Battles.setting:setIndex(2, backGame)
Battles.setting:setValue(false, backGame)
T.eq(Battles.backPinned(), false,
"with 3D-BTL off the setting decides nothing, whatever it is left at")
T.eq(Battles.backSetting:get(), true, "without being rewritten underneath")
@@ -2606,7 +3273,7 @@ T.check(offIds["DRAMATIC_SHAPE:battles"], "3D-BTL itself is still offered")
T.check(not offIds["DRAMATIC_SHAPE:battleBack"],
"but BACK SPRITES is off the menu while there is no staged fight to be about")
Battles.setting:setIndex(1, backGame)
Battles.setting:setValue(true, backGame)
local onRows = Runtime.call("ui.options.rows", function(_, r) return r end,
backGame, { { id = "tilt" } })
local onAt = {}
@@ -3402,6 +4069,92 @@ T.check(not DayNight.isCanopy({ id = "PALLET_TOWN" }),
T.check(not DayNight.isCanopy(nil), "no map, no canopy")
end
-- ------- the air under the canopy
--
-- ForestAtmos hangs an INVISIBLE canopy above the forest's real trees and
-- lets light down through it: fog for the scene shader, a volumetric
-- march for the beams (GPU-only, not checkable here), colour and strength
-- following the clock. Everything checkable without a GPU is checked:
-- the authored table, the hour's ramp, and the seeded particle deal --
-- which must come out identical on every visit.
do
local ForestAtmos =
run.loader.exports.DRAMATIC_SHAPE.lib.require("ForestAtmos")
local DayNight = run.loader.exports.DRAMATIC_SHAPE.lib.require("DayNight")
-- the authored table
local cfg = ForestAtmos.configFor("VIRIDIAN_FOREST")
T.check(cfg ~= nil, "Viridian Forest has an atmosphere entry")
T.check(cfg and (cfg.canopyY or 0) > 32,
"whose invisible canopy hangs ABOVE the carved tree hulls (y = 32) -- "
.. "a ray is alpha zero at the canopy and only fades in below it")
T.check(ForestAtmos.configFor("PALLET_TOWN") == nil,
"a map without an entry has no atmosphere at all")
T.check(ForestAtmos.configFor(nil) == nil, "and no map id does not crash")
-- the hour's ramp: gold spears by day, silver rays by night, both dying
-- back through the twilight handover
local fmap = { id = "VIRIDIAN_FOREST" }
local day = ForestAtmos.frame(fmap, DayNight.T.day)
local night = ForestAtmos.frame(fmap, DayNight.T.night)
local dusk = ForestAtmos.frame(fmap, DayNight.T.dusk)
T.check(day and night and dusk, "the forest answers at every pin")
T.check(day.rayColor[1] > day.rayColor[3],
"the day's rays are sun-gold: more red than blue")
T.check(night.rayColor[3] > night.rayColor[1],
"the night's are moon-silver: more blue than red")
T.check(dusk.rayAlpha < day.rayAlpha and dusk.rayAlpha < night.rayAlpha,
"and the twilight is the dim handover between the two")
T.check(day.fog.density > 0 and night.fog.density > 0,
"the haze never lifts entirely, day or night")
T.check(day.moteLevel > 0.5 and day.fireflyLevel < 0.05,
"pollen drifts through the day's beams, with no fireflies out")
T.check(night.fireflyLevel > 0.5 and night.moteLevel < 0.05,
"and the night shift trades them")
-- the seeded deal: the same particles on every visit (the beams place
-- themselves -- they are marched from the shadow map, not dealt)
local tcfg = { canopyY = 56, fadeTo = 28, seed = 77,
motes = { count = 12 }, fireflies = { count = 6 } }
local a = ForestAtmos.layout(tcfg, 320, 320)
local b = ForestAtmos.layout(tcfg, 320, 320)
T.eq(#a.motes, 12, "the pollen musters at authored strength")
T.eq(#a.flies, 6, "the fireflies too")
local same = true
for i = 1, #a.motes do
local m1, m2 = a.motes[i], b.motes[i]
same = same and m1.x == m2.x and m1.y == m2.y and m1.z == m2.z
end
T.check(same, "and the deal comes out identical on every visit")
local under = true
for _, m in ipairs(a.motes) do
if m.y >= tcfg.canopyY then under = false end
end
T.check(under, "everything drifts BELOW the canopy it lives under")
-- the tuning override, the same handle arena_editor holds on battles
ForestAtmos.setOverride("PALLET_TOWN", { canopyY = 40, fog = {} })
T.check(ForestAtmos.configFor("PALLET_TOWN") ~= nil,
"an override stages an atmosphere a driver can tune live")
ForestAtmos.setOverride("VIRIDIAN_FOREST", false)
T.check(ForestAtmos.configFor("VIRIDIAN_FOREST") == nil,
"false is meaningful: this map has none, whatever the file says")
ForestAtmos.setOverride("PALLET_TOWN", nil)
ForestAtmos.setOverride("VIRIDIAN_FOREST", nil)
T.check(ForestAtmos.configFor("VIRIDIAN_FOREST") ~= nil
and ForestAtmos.configFor("PALLET_TOWN") == nil,
"and nil hands both back to the authored table")
-- the row: OFF is the ladder's last rung and the frame answers nothing
T.eq(ForestAtmos.setting.values[1], "full",
"the atmosphere defaults to FULL -- it costs a handful of quads and "
.. "exists on one map")
ForestAtmos.setting:sync("off")
T.check(ForestAtmos.frame(fmap, DayNight.T.day) == nil,
"OFF answers no frame at all: no fog uniform, no draw, no spend")
ForestAtmos.setting:sync("full")
end
-- ------- a shadow keeps hold of the feet that throw it
--
-- The depth compare forgives `slack` world pixels so lit ground does not
@@ -4929,6 +5682,110 @@ end)()
T.eq(Gun.visible(), false, "and it is not drawn with the mode off")
end)()
-- ------- STADIUM: the .dsm packs, and the rig that reads them
--
-- Wrapped in its own scope for the same reason the horde block above is:
-- the main chunk is at Lua's 200-local ceiling, so a new top-level local
-- would refuse to compile.
--
-- What this is really guarding is the FORMAT SEAM. tools/stadium_pack.py
-- writes those files and lib/StadiumPack.lua reads them, and the two agree
-- only by having been written to agree -- there is no schema between them.
-- A field inserted on one side and not the other slides every byte after it
-- and produces no error at all: the models load, the numbers are garbage,
-- and every Pokemon is silently scaled to nothing. That is exactly what
-- happened once during development, and the assertion that caught it is the
-- one below -- walk the bind pose with the REAL rig code and check it
-- against the header the packer wrote, which cannot agree by accident.
;(function()
local Pack = run.loader.exports.DRAMATIC_SHAPE.lib.require("StadiumPack")
local Rig = run.loader.exports.DRAMATIC_SHAPE.lib.require("StadiumRig")
-- The packs are generated (tools/stadium_pack.py) and a checkout without
-- them is a legitimate state -- the mode declines per Pokemon. So the whole
-- block is skipped rather than failed when they are not there.
if not Pack.available(25) then
T.check(true, "stadium packs are not installed -- pack assertions skipped")
return
end
local pikachu = Pack.load(25)
T.check(pikachu ~= nil, "a stadium pack loads")
T.eq(pikachu.species, 25, "and knows which species it is")
T.eq(pikachu.boneCount, 37, "Pikachu's rig is 37 bones, as the extract reports")
T.check(pikachu.rootScale > 0.09 and pikachu.rootScale < 0.11,
"the model_root scale came through as the 0.1 the geo layout sets")
-- the battle system's own slot table: idle is animation 0 for all 151
-- species (manifest.json's animationSlots calls that one `code` evidence)
T.eq(pikachu.ctx[Pack.SLOT.idle], 0, "the idle slot resolves to animation 0")
T.check(pikachu.ctx[Pack.SLOT.faint] ~= Pack.NONE, "and the faint slot resolves")
T.check(pikachu.ctx[Pack.SLOT.entrance] ~= Pack.NONE, "and the entrance slot")
-- the move table is the Gen 1 move id, which is the engine's own `index`
T.eq(#pikachu.moveAnim, Pack.N_MOVES, "every move id has a row")
T.check(pikachu.moveAnim[85] ~= Pack.NONE,
"and THUNDERBOLT (move 85) names an animation Pikachu has")
-- animations decode lazily; asking for one is what builds its tracks
local tracks = Pack.tracks(pikachu, 1)
T.check(type(tracks) == "table", "an animation's tracks decode on demand")
local animated = 0
for b = 1, pikachu.boneCount do if tracks[b] then animated = animated + 1 end end
T.check(animated > 0 and animated <= pikachu.boneCount,
"and move a sane number of the rig's bones")
-- THE SEAM. Walk the bind pose with the shipping rig code and measure it
-- the way tools/stadium_pack.py measured it. The packer's own answer was
-- checked against the reference glTF export on all 151 species, so
-- agreement here means the byte layout, the bone tree, the rotation basis
-- and the two-chain scale split all survived the trip into Lua.
local function bindExtent(model)
local rig = setmetatable({
model = model, pivotM = {}, drawM = {}, accX = {}, accY = {}, accZ = {},
parts = {},
}, Rig)
rig:pose(nil, 0, false)
local drw = rig.drawM
local lo, hi = math.huge, -math.huge
for _, prim in ipairs(model.prims) do
for k = 1, prim.vertCount do
local o = (prim.bone[k] - 1) * 12
local y = drw[o + 5] * prim.px[k] + drw[o + 6] * prim.py[k]
+ drw[o + 7] * prim.pz[k] + drw[o + 8]
y = y * model.rootScale
if y < lo then lo = y end
if y > hi then hi = y end
end
end
return hi - lo, lo
end
for _, dex in ipairs({ 25, 6, 95, 143 }) do
local model = Pack.load(dex)
if model then
local h, f = bindExtent(model)
-- a tenth of a game unit of slack: bone translations are stored as
-- integers and the packer measured in doubles
T.check(math.abs(h - model.height) < 0.5,
("species %d: the rig's bind pose is the height the pack recorded "
.. "(walked %.2f, header %.2f)"):format(dex, h, model.height))
T.check(math.abs(f - model.floor) < 0.5,
("species %d: and its feet are where the pack put them"):format(dex))
end
end
-- No species is held at its bind pose any more. Magmar (with Pidgeot,
-- Dodrio, Exeggutor and Tangela) uses the game's hermite-keyframe animation
-- mode, which the extractor used to misread as packed streams -- the flags
-- byte was read at +0, the always-zero high half of the u16 -- and the
-- packer then declared their exploding standby loops corrupt. The broken-
-- idle detector stays as the guard, so this asserts it no longer fires.
T.eq(Pack.load(126).staticPose, false,
"Magmar animates -- its hermite animations decode correctly now")
T.eq(pikachu.staticPose, false, "and a packed-stream species does too")
end)()
Pipelines.reset()
run.release()
+137
View File
@@ -0,0 +1,137 @@
-- Driver: screenshot the forest's atmosphere.
--
-- Viridian Forest through the pins: gold shafts and drifting pollen by
-- day, silver moon rays and fireflies at night, the haze under both, one
-- first-person frame standing inside a beam, and the control shots -- the
-- row OFF (which must be pixel-identical to a run before the feature
-- existed) and LOW (haze, half the shafts, no particles).
--
-- Deterministic on purpose: encounters killed, tile animation frozen, the
-- atmosphere's own clock pinned, so an AB_TAG=before/after pair diffs
-- clean (see tools/voxel-survey.md for the workflow).
--
-- SHOT_DIR=.scratchpad/forestfog AB_TAG=after \
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/forest_fog_shots.lua lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or ".scratchpad/forestfog")
.. "/" .. (os.getenv("AB_TAG") or "after")
local exports = game.mods and game.mods.exports
local handle = exports and exports.DRAMATIC_SHAPE
if not (handle and handle.lib) then
U.log("DRAMATIC_SHAPE is not loaded -- enable it and run again")
return
end
local lib = handle.lib
local DayNight = lib.require("DayNight")
local ChunkMesher = lib.require("ChunkMesher")
local Voxel = lib.require("VoxelState")
local ForestAtmos = lib.require("ForestAtmos")
if not (game.data.maps and game.data.maps.VIRIDIAN_FOREST) then
U.log("no VIRIDIAN_FOREST in this dataset")
return
end
-- ------- the determinism recipe (see round_regress_shots)
require("src.world.OverworldController").rollEncounter =
function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
-- pin the atmosphere's own clock: every shimmer and every mote is a
-- pure function of this number
ForestAtmos.frozen = true
ForestAtmos.time = 5
local function setTime(value)
DayNight.setting:sync(value)
DayNight.update(0)
end
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then
break
end
U.wait(1)
end
U.wait(40)
end
local function go(x, y, face, rung)
U.teleport(game, "VIRIDIAN_FOREST", x, y, face or "up")
Pipelines.setLevel("voxel", rung or 5)
Pipelines.setLevel("tiltshift", 0) -- judge the atmosphere, not the blur
settle()
end
ForestAtmos.setting:sync("full")
-- ------- day: gold spears and pollen, three vantages
setTime("day")
go(17, 20)
U.shot(game, ROOT .. "/10_day_17_20.png")
go(16, 20)
U.shot(game, ROOT .. "/11_day_16_20.png")
go(16, 24)
U.shot(game, ROOT .. "/12_day_16_24.png")
-- ------- night: moon rays and fireflies, same vantages
setTime("night")
go(17, 20)
U.shot(game, ROOT .. "/20_night_17_20.png")
go(16, 20)
U.shot(game, ROOT .. "/21_night_16_20.png")
go(16, 24)
U.shot(game, ROOT .. "/22_night_16_24.png")
-- ------- first person, standing in a beam
--
-- The shafts are dealt by seed, so ask the layout where one landed and
-- walk into it rather than guessing a cell.
local shaft
pcall(function()
local map = game.overworld and game.overworld.map
local L = map and ForestAtmos.layoutFor(map)
shaft = L and L.shafts and L.shafts[1]
end)
if shaft then
local cx = math.floor(shaft.x / 16)
local cy = math.floor(shaft.z / 16)
setTime("day")
go(cx, cy + 1, "up", 6) -- the 1ST rung, facing the beam
U.shot(game, ROOT .. "/30_fp_in_beam_day.png")
setTime("night")
U.wait(30)
U.shot(game, ROOT .. "/31_fp_in_beam_night.png")
else
U.log("no shaft landed -- check the layout seed")
end
-- ------- the controls
setTime("day")
ForestAtmos.setting:sync("low")
go(17, 20)
U.shot(game, ROOT .. "/40_low_day.png")
ForestAtmos.setting:sync("off")
go(17, 20)
U.shot(game, ROOT .. "/41_off_day.png") -- must match a pre-feature run
ForestAtmos.setting:sync("full")
ForestAtmos.frozen = false
setTime("day")
U.log("done -- " .. ROOT)
end
+83
View File
@@ -0,0 +1,83 @@
-- Driver: the two sloped-roof drawings in Pallet Town, shot at the orbit
-- rungs, to see what the roof surface wears down a TAPERED flank.
--
-- A tapered column's first drawn row is its silhouette cap, and the cap is
-- outline black. The depth map spends most of the roof's depth above that
-- cap, so a surface clamped onto it paints the outline the length of the
-- slope and the course cycle beats against it -- black teeth marching down
-- the hip. The surface belongs on the column's first PAINTED row instead.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/roof_cap_shots.lua \
-- SHOT_DIR=.scratchpad/roofcap AB_TAG=before lovec.exe .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local ROOT = (os.getenv("SHOT_DIR") or "shots/roofcap")
.. "/" .. (os.getenv("AB_TAG") or "after")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[cap] DRAMATIC_SHAPE mod not loaded")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
require("src.world.OverworldController").rollEncounter = function() return nil end
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
DayNight.setting:sync("day")
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
local function settle()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
U.wait(30)
end
-- B07 (the gabled house: Red's and Blue's) and B31 (Oak's lab) are the
-- two tapered roof bands standing on one map -- 16 drawn rows and 32,
-- the two groups every other sloped building borrows its band table
-- from. Standing south of each puts the hip end across the frame.
local SCENES = {
{ map = "PALLET_TOWN", x = 5, y = 6, face = "up", label = "reds_house" },
{ map = "PALLET_TOWN", x = 13, y = 3, face = "up", label = "blues_house" },
{ map = "PALLET_TOWN", x = 12, y = 12, face = "up", label = "oaks_lab" },
}
local shots = 0
for _, s in ipairs(SCENES) do
for _, rung in ipairs({ 3, 5 }) do
U.teleport(game, s.map, s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
Pipelines.setLevel("tiltshift", 0)
settle()
local path = ("%s/%s_v%d.png"):format(ROOT, s.label, rung)
game.capturePath = path
U.wait(8)
local f = io.open(path, "rb")
if f then f:close() shots = shots + 1
else print("[cap] capture missed: " .. path) end
end
end
print(("[cap] %d shots into %s"):format(shots, ROOT))
love.event.quit()
end
+157
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-- Driver: one STADIUM screenshot per species, every one of the 151 standing
-- on the ENEMY mark in its standby loop.
--
-- stadium_shots.lua photographs a handful of deliberately awkward cases; this
-- is the exhaustive sweep behind it. What it exists to catch is the class of
-- fault that is per-MODEL and invisible to the headless QA pass -- a texture
-- that comes out magenta, a mon standing in the floor or floating over it, a
-- silhouette that is subtly the wrong shape -- none of which is a number
-- stadium_anim_qa.lua can measure.
--
-- SHOT_DIR=mods/DramaticShapeVoxelMod/.claude/stadium_verify \
-- POKEPORT_SPEED=4 \
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/stadium_all_shots.lua \
-- lovec.exe .
--
-- Files land as NNN_species.png in dex order. Run from the PROJECT ROOT.
--
-- ------- everything but the foe is nailed down
--
-- The whole value of 151 shots is that they are comparable, so the staging is
-- identical in every one: same map, same cells, same hour (the day/night
-- cycle would otherwise relight every shot), same rung, and the same small
-- Pokemon on the player's mark -- DIGLETT, chosen because it is the shortest
-- model in the set and so hides the least of the arena behind it. Whatever
-- differs between two of these shots is the foe.
--
-- ------- the model/sprite verdict is the other half
--
-- A species whose pack will not load, or whose animation data the packer
-- declined, does not error: StadiumMon.setSpecies answers false and the mode
-- quietly stands the Game Boy's flat pic on the tile instead. That is the
-- correct behaviour and it is nearly invisible in a screenshot at a glance --
-- which is exactly why it needs counting rather than looking. Stadium.showing
-- is asked for every species and the ones that decline are listed at the end.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".claude/stadium_verify"
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local exports = game.mods and game.mods.exports
local lib = exports and exports.DRAMATIC_SHAPE and exports.DRAMATIC_SHAPE.lib
if not lib then
U.log("DRAMATIC_SHAPE is not loaded -- enable it and run again")
return
end
local Battles = lib.require("OverworldBattle")
local Stadium = lib.require("Stadium")
local Pack = lib.require("StadiumPack")
local Install = lib.require("StadiumInstall")
-- every real species the merged data carries, in dex order
local species = {}
for id, def in pairs(game.data.pokemon) do
if type(id) == "string" and type(def) == "table"
and def.dex and def.dex >= 1 and def.dex <= 151 then
species[#species + 1] = { id = id, dex = def.dex }
end
end
table.sort(species, function(a, b) return a.dex < b.dex end)
game.save.player.name = "RED"
-- ONTO THE MAP FIRST: the model build (if one is owed) is pushed from the
-- mod's update hook on the first frame the overworld is the top state, so
-- waiting for it before teleporting waits forever.
U.teleport(game, "ROUTE_1", 5, 8, "down")
local waited = 0
while (Install.pending() or Install.status.state == "building")
and waited < 5400 do
U.wait(10)
waited = waited + 10
end
if waited > 0 then
U.log(("waited %.1fs for the model build -- %s")
:format(waited / 60, tostring(Install.status.state)))
end
Battles.setting:setValue("stadium", game)
Battles.backSetting:setValue(false, game)
lib.require("DayNight").setting:setValue(os.getenv("DS_TOD") or "day", game)
local have = 0
for dex = 1, 151 do
if Pack.available(dex) then have = have + 1 end
end
U.log(("%d species, %d/151 packs on disk, rung = %s")
:format(#species, have, tostring(Battles.setting:get())))
-- let the neighbourhood's meshes land, so the first fight opens on the
-- real arena rather than the flat fallback
U.wait(90)
local asPic, stuck, missed = {}, {}, {}
for _, s in ipairs(species) do
-- the player's side is a constant (see the header), so the only thing
-- that changes between two shots is the Pokemon being verified
game.save.party = { Pokemon.new(game.data, "DIGLETT", 40) }
local battle = BattleState.newWild(game, s.id, 30)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
-- the wipe and the intro chatter, then far enough past it that the
-- player's own Pokemon has been sent out -- before that the player's
-- side is legitimately the trainer's back sprite and the foe is still
-- sliding in
U.wait(70)
for _ = 1, 40 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(10)
end
if battle.phase ~= "menu" then
stuck[#stuck + 1] = s.id
U.log(("STUCK before menu: %s (phase %s)")
:format(s.id, tostring(battle.phase)))
end
-- and let the send-out beat finish so the mon is standing still in its
-- standby loop rather than mid-arrival
U.wait(45)
-- model or flat pic? asked here, with the fight actually on screen
if not Stadium.showing("enemy") then
asPic[#asPic + 1] = ("%03d %s"):format(s.dex, s.id)
end
local path = ("%s/%03d_%s.png"):format(DIR, s.dex, s.id:lower())
if not U.shot(game, path) then
missed[#missed + 1] = s.id
end
while game.stack:top() and game.stack:top() ~= game.overworld do
game.stack:pop()
end
U.wait(10)
end
U.log(("---- %d shots -> %s"):format(#species - #missed, DIR))
if #asPic > 0 then
U.log(("%d species declined to a model and were shot as FLAT PICS: %s")
:format(#asPic, table.concat(asPic, ", ")))
else
U.log("all species stood as MODELS -- none fell back to a flat pic")
end
if #stuck > 0 then
U.log(("%d never reached the battle menu: %s")
:format(#stuck, table.concat(stuck, ", ")))
end
if #missed > 0 then
U.log(("%d screenshots did not reach disk: %s")
:format(#missed, table.concat(missed, ", ")))
end
U.log("done -- " .. DIR)
end
+622
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-- STADIUM battles: every Pokemon, every animation, every frame.
--
-- luajit mods/DramaticShapeVoxelMod/tests/stadium_anim_qa.lua \
-- [--packs=DIR] [--dex=N[,N...]] [--step=0.5] [--quiet]
--
-- Run from the PROJECT ROOT.
--
-- ------- what this is for
--
-- A battle asks a species for one of its animations and then poses, skins,
-- re-textures and draws it sixty times a second. Nothing in that chain is
-- exercised by the pack probe, which reads the format and walks a bind pose,
-- and nothing in it is exercised by the shot drivers, which show one species
-- in one animation at a time. So the failures that only some species have --
-- a texture index nothing maps, an animation that throws a bone into orbit,
-- a track that indexes off its own end -- have had no way of being found
-- except by a player calling that Pokemon out.
--
-- This is that sweep, headless: the REAL StadiumPack, the REAL StadiumRig
-- and the REAL StadiumMon over stubs for the three things a graphics context
-- provides (a mesh, an image, the draw call). Every species, every animation
-- it carries, every frame of it, plus the battle state machine over every
-- one of the 165 move slots.
--
-- ------- the stubs are not lenient
--
-- The fake mesh and the fake image behave like LOVE's do in the one way that
-- matters: an object that has been released THROWS when it is used, with
-- LOVE's own message. That is deliberate -- a released texture reaching a
-- draw call is a real failure mode of this mode (see the LRU note in
-- StadiumPack), and a stub that quietly accepted one would hide exactly the
-- class of bug this sweep exists to find.
local args = {}
local only = nil
for _, a in ipairs({ ... }) do
local k, v = a:match("^%-%-([%w_]+)=(.*)$")
if k then args[k] = v elseif a == "--quiet" then args.quiet = "1" end
end
if args.dex then
only = {}
for n in args.dex:gmatch("%d+") do only[#only + 1] = tonumber(n) end
end
local MOD = "mods/DramaticShapeVoxelMod"
-- Where the .dsm packs are. The mod builds them into LOVE's save directory
-- on first run (StadiumInstall), which is where a developer machine actually
-- has them; a checkout that has run tools/stadium_pack.py has them in the
-- mod instead. Both are tried, and --packs overrides.
local PACK_DIRS = {}
local function lookIn(dir)
if dir and dir ~= "" then PACK_DIRS[#PACK_DIRS + 1] = dir end
end
lookIn(args.packs)
lookIn(os.getenv("APPDATA")
and os.getenv("APPDATA") .. "/LOVE/pokemon-love2d/dramatic_shape/stadium")
lookIn(os.getenv("HOME")
and os.getenv("HOME")
.. "/.local/share/love/pokemon-love2d/dramatic_shape/stadium")
lookIn(MOD .. "/assets/stadium")
-- How far apart the sampled frames are, in the animation's own 30 Hz frames.
-- A half frame rather than a whole one because the rig INTERPOLATES between
-- entries, and the blend has guards of its own that only run when k > 0 --
-- sampling on whole frames alone would never execute them.
local STEP = tonumber(args.step or "0.5")
-- How much taller than its own bind pose a posed model may stand before it
-- is called broken. Generous on purpose: a Pokemon that rears up, a wing
-- that opens, a Gyarados that lunges are all genuinely several times their
-- standing height. What this catches is the other thing -- a bone thrown
-- hundreds of units off the body, which comes out in the dozens.
local EXPLODE = 6.0
-- The texture index of a primitive the source says has no texture. The pack
-- stores indices one-based, so the packer's 0xFFFF sentinel arrives as this.
local UNTEXTURED = 0xFFFF + 1
-- species -> true, for the ones that carry such a primitive. Counted rather
-- than reported (see the texture check).
local untextured = {}
-- species the rig refuses to anchor because their own standby loop says the
-- body estimate cannot be trusted (StadiumRig.ANCHOR_STEADY)
local unanchored = {}
-- How far the mode lets an animation carry the Pokemon off its tile, in body
-- heights. Read from StadiumMon rather than repeated, so the sweep cannot go
-- on passing against a number the mode has since changed.
local TRAVEL = nil
-- ------- the harness
package.path = "./?.lua;./?/init.lua;" .. package.path
local packDir = nil
for _, dir in ipairs(PACK_DIRS) do
if dir and dir ~= "" then
local fp = io.open(dir .. "/001.dsm", "rb")
if fp then fp:close() packDir = dir break end
end
end
if not packDir then
print("no .dsm packs found -- pass --packs=DIR")
print("looked in:")
for _, dir in ipairs(PACK_DIRS) do
if dir and dir ~= "" then print(" " .. dir) end
end
os.exit(1)
end
local function readFile(path)
local fp = io.open(path, "rb")
if not fp then return nil end
local bytes = fp:read("*a")
fp:close()
return bytes
end
-- ------- the three things a graphics context provides
--
-- A released object throws, exactly as LOVE's does. See the header.
local RELEASED = "Cannot use object after it has been released."
local function checkLive(obj)
if obj and obj.released then error(RELEASED, 0) end
end
local function newFakeImage(w, h)
local img = { w = w, h = h, released = false }
function img:setFilter() checkLive(self) end
function img:setWrap() checkLive(self) end
function img:release() self.released = true return true end
function img:type() return "Image" end
return img
end
local function newFakeMesh(format, rows)
local mesh = { released = false, verts = rows }
function mesh:setVertexMap() checkLive(self) end
function mesh:setVertices(v) checkLive(self) self.verts = v end
function mesh:setTexture(t) checkLive(self) checkLive(t) self.tex = t end
function mesh:release() self.released = true return true end
function mesh:type() return "Mesh" end
return mesh
end
love = {
filesystem = {
getInfo = function(rel)
-- the mod asks for "dramatic_shape/stadium/NNN.dsm" relative to the
-- save directory; the sweep serves that out of packDir
local name = rel:match("([^/]+)$")
local fp = io.open(packDir .. "/" .. name, "rb")
if not fp then return nil end
fp:close()
return { type = "file" }
end,
read = function(rel)
local name = rel:match("([^/]+)$")
return readFile(packDir .. "/" .. name)
end,
},
graphics = {
newMesh = function(format, rows, mode, usage) return newFakeMesh(format, rows) end,
newImage = function(data) return newFakeImage(data.w, data.h) end,
},
image = {
newImageData = function(w, h, fmt, bytes) return { w = w, h = h } end,
},
}
local V = {}
local modules = {}
V.mod = {
log = {
warn = function(_, fmt, ...) print("[warn] " .. fmt:format(...)) end,
info = function(_, fmt, ...) print("[info] " .. fmt:format(...)) end,
},
read = function(_, rel) return readFile(MOD .. "/" .. rel) end,
}
function V.require(name)
if modules[name] then return modules[name] end
local chunk = assert(loadfile(MOD .. "/lib/" .. name .. ".lua"))
modules[name] = chunk(V)
return modules[name]
end
-- Voxel3D, to the extent the rig touches it. `draw` mirrors the real one's
-- first act -- binding the texture to the mesh -- because that is the line a
-- released texture dies on (Voxel3D.draw), and the whole point of the stub
-- is that it dies there here too.
local drawn, skipped = 0, 0
modules.Voxel3D = {
FORMAT = {},
seams = function() end,
glass = function() end,
blend = function() end,
draw = function(mesh, texture, model, pull, sunModel)
if not mesh then return end
if texture then mesh:setTexture(texture) end
drawn = drawn + 1
end,
}
-- the shadow pass, same shape
local shadowMap = { draw = function(mesh, texture, model)
if texture then mesh:setTexture(texture) end
end }
local Pack = V.require("StadiumPack")
local Rig = V.require("StadiumRig")
local Mon = V.require("StadiumMon")
TRAVEL = Mon.TRAVEL
-- ------- findings
local findings = {} -- kind -> { {dex=, anim=, frame=, detail=} ... }
local kinds = {} -- kind order, first seen first
local function report(kind, dex, anim, frame, detail)
if not findings[kind] then
findings[kind] = {}
kinds[#kinds + 1] = kind
end
local list = findings[kind]
list[#list + 1] = { dex = dex, anim = anim, frame = frame, detail = detail }
end
-- ------- one animation, frame by frame
-- Where the BODY of a posed rig is: the bone origins averaged, weighted by
-- how many vertices each bone moves.
--
-- The same QUANTITY StadiumRig.anchor corrects, written out a second time
-- rather than called: a check that shared the code it is checking would agree
-- with it by construction. It must be the same quantity, though -- an earlier
-- version of this measured the MEDIAN instead, and reported 27,965 findings
-- purely because it was asking a different question than the anchor answers.
local function bodyCentreOf(rig)
local m = rig.model
local w, total = m.qaWeights, m.qaWeightTotal
if not w then
w, total = {}, 0
for b = 1, m.boneCount do w[b] = 0 end
for _, prim in ipairs(m.prims) do
for k = 1, prim.vertCount do
local b = prim.bone[k]
if w[b] then w[b] = w[b] + 1; total = total + 1 end
end
end
m.qaWeights, m.qaWeightTotal = w, total
end
if not (total > 0) then return 0, 0, 0 end
local x, y, z, d = 0, 0, 0, rig.drawM
for b = 1, m.boneCount do
local q = w[b]
if q > 0 then
local o = (b - 1) * 12
x = x + d[o + 4] * q
y = y + d[o + 8] * q
z = z + d[o + 12] * q
end
end
return x / total, y / total, z / total
end
local function bboxOf(rig)
local lo, hi = math.huge, -math.huge
local bad = false
for _, part in ipairs(rig.parts) do
local rows = part.rows
for k = 1, part.prim.vertCount do
local row = rows[k]
local x, y, z = row[1], row[2], row[3]
-- NaN is the only value not equal to itself; infinity survives that
-- test and has to be asked about separately
if x ~= x or y ~= y or z ~= z
or x == math.huge or x == -math.huge
or y == math.huge or y == -math.huge
or z == math.huge or z == -math.huge then
bad = true
else
if y < lo then lo = y end
if y > hi then hi = y end
end
end
end
if lo > hi then return 0, bad end
return hi - lo, bad
end
-- A species' worth of work. Returns the number of frames stepped.
local function sweepSpecies(dex)
local model = Pack.load(dex)
if not model then
-- say WHY, or a sweep that ran out of file handles reads as 108 broken
-- Pokemon
local _, err = io.open(("%s/%03d.dsm"):format(packDir, dex), "rb")
report("pack did not load", dex, nil, nil,
("StadiumPack.load returned nil (io.open says: %s)")
:format(tostring(err)))
return 0
end
local rig = Rig.new(model)
if not rig then
report("rig would not build", dex, nil, nil,
("%d prims, %d bones"):format(model.primCount, model.boneCount))
return 0
end
-- the bind pose, as the yardstick every posed frame is measured against
rig:measureBind()
rig:pose(nil, 0, false)
rig:skin(0)
local bind = bboxOf(rig)
if not (bind > 0) then bind = 1 end
-- and where the bind pose puts the BODY, for the travel check below. The
-- tracks are in raw units, before the model_root scale model.height is
-- measured after.
if model.anchorOk == false then unanchored[dex] = true end
local bcx, bcy, bcz = bodyCentreOf(rig)
local rawHeight = (model.height or 0)
/ ((model.rootScale or 0) > 0 and model.rootScale or 1)
if not (rawHeight > 0) then rawHeight = 1 end
local steps = 0
for index, anim in ipairs(model.anims) do
local name = anim.name or ("#" .. index)
local frames = anim.frames or 1
if frames < 1 then
report("animation has no frames", dex, name, nil,
("frames=%d"):format(frames))
end
-- the loop start has to be inside the animation or the wrap arithmetic
-- lands outside the track arrays
local loop = anim.loopStart or 0
if loop < 0 or loop >= frames then
report("loopStart out of range", dex, name, nil,
("loopStart=%d of %d frames"):format(loop, frames))
end
if anim.aux and not (model.auxAnims and model.auxAnims[anim.aux]) then
report("aux animation missing", dex, name, nil,
("anim.aux=%s, %d aux animations")
:format(tostring(anim.aux), model.auxCount or 0))
end
-- Both ways round: a standby loop WRAPS at the far end and a faint HOLDS
-- on its last frame, and the two take different branches of the pose
-- walk. Sampled a little past the end on purpose -- that is where a
-- battle actually leaves them.
for _, wrap in ipairs({ true, false }) do
local f = 0
while f < frames + 2 do
local ok, err = pcall(function()
rig:pose(index, f, wrap)
rig:skin(0.5)
rig:textures(anim.aux)
rig:draw({ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }, 0)
end)
steps = steps + 1
if not ok then
report("threw while playing", dex, name, f, tostring(err))
break
end
-- ------- does it stay on its tile?
--
-- Stadium's animations were authored for a camera that FOLLOWED the
-- Pokemon around a stage; this mode's camera is solved to hold two
-- fixed map cells and does not move. So an animation that walks the
-- body several of its own heights away does not look dramatic here,
-- it looks like the Pokemon is missing -- which is what sending out
-- a Farfetch'd did for three and a half seconds.
--
-- StadiumRig.anchor takes the excess back out, and this is the check
-- that it did: measured AFTER the anchor, the same way the mode
-- draws it, so what is reported is what a player would actually see.
rig:anchor(TRAVEL)
local cx, cy, cz = bodyCentreOf(rig)
local drift = (((cx - bcx) ^ 2 + (cy - bcy) ^ 2 + (cz - bcz) ^ 2) ^ 0.5)
/ rawHeight
-- a species the rig has judged unmeasurable is deliberately NOT
-- anchored (StadiumRig.measureBind), so of course it still travels --
-- reporting that would be reporting a decision as a defect
if model.anchorOk ~= false and drift > TRAVEL * 1.05 then
report("animation walks the Pokemon off its tile", dex, name, f,
("body centre %.1f body-heights from where it started")
:format(drift))
end
local h, bad = bboxOf(rig)
if bad then
report("posed vertex is NaN or infinite", dex, name, f, "")
elseif h > bind * EXPLODE then
report("pose flies apart", dex, name, f,
("%.0f units tall against a %.0f-unit bind pose (%.1fx)")
:format(h, bind, h / bind))
end
-- Every piece of the Pokemon has to have a texture to be drawn with,
-- and one that resolves to nothing is a limb that is simply not
-- there -- EXCEPT where the source says it has none.
--
-- StadiumPack stores the texture index one-based (`u16 + 1`), so the
-- packer's 0xFFFF "this primitive is untextured" sentinel arrives
-- here as 65536. That is 39 primitives across 37 species, 1.6% of the
-- set's vertices, and every one of them has all-zero UVs -- they are
-- flat-shaded geometry in the original, not a texture that went
-- missing. Reported as a finding they were 104,728 lines of noise
-- (one per prim per sampled frame) burying two real bugs.
--
-- Counted rather than dropped: "how much of this set is untextured"
-- is worth knowing, and a number that suddenly moves is worth seeing.
for i, part in ipairs(rig.parts) do
if not part.texture then
if part.prim.tex == UNTEXTURED then
untextured[dex] = true
else
report("part has no texture", dex, name, f,
("prim %d wants texture %s of %d")
:format(i, tostring(part.prim.tex), model.texCount or 0))
end
end
end
f = f + STEP
end
end
end
-- ------- and the same species as a BATTLE drives it
--
-- The sweep above plays the animations; this plays the STATE MACHINE, which
-- is what a fight actually touches: the context slots behind idle, the
-- entrance, the two reactions and the collapse, and then all 165 move slots
-- -- because a move's animation is looked up by move id in a table the
-- species carries, and an index in that table that points nowhere is a
-- crash on the frame that move is used.
local mon = Mon.new("player")
mon.rig, mon.model, mon.species = rig, model, dex
mon.state, mon.anim, mon.time = nil, nil, 0
for _, state in ipairs({ "idle", "entrance", "attack", "faint" }) do
local ok, err = pcall(function()
mon:play(state)
-- a whole second of it at 60 Hz, which is what the fight does
for _ = 1, 60 do
mon:update(1 / 60)
mon:build()
end
end)
if not ok then
report("threw while playing", dex, state, nil, tostring(err))
end
end
for moveIndex = 1, Pack.N_MOVES do
local slot = model.moveAnim[moveIndex]
if slot and slot ~= Pack.NONE then
if not model.anims[slot + 1] then
report("move points at an animation that is not there", dex,
("move %d"):format(moveIndex), nil,
("anim index %d of %d"):format(slot + 1, model.animCount or 0))
else
local aux = model.moveAux[moveIndex]
if aux and aux >= 0 and not (model.auxAnims and model.auxAnims[aux + 1]) then
report("move points at an aux that is not there", dex,
("move %d"):format(moveIndex), nil,
("aux index %d of %d"):format(aux + 1, model.auxCount or 0))
end
local ok, err = pcall(function()
mon:attack(moveIndex)
for _ = 1, 30 do
mon:update(1 / 60)
mon:build()
end
end)
if not ok then
report("threw while playing", dex, ("move %d"):format(moveIndex),
nil, tostring(err))
end
end
end
end
rig:release()
return steps
end
-- ------- the sweep
local list = only
if not list then
list = {}
for dex = 1, 151 do list[dex] = dex end
end
local started = os.clock()
local steps = 0
local staticPose = {}
for _, dex in ipairs(list) do
local m = Pack.load(dex)
-- SKIPPED, not swept. The packer measures each species' standby loop
-- against its own bind pose and flags the ones whose animation data is
-- corrupt at source, and StadiumMon declines those outright -- they stand
-- as flat battle pics and no frame of them is ever posed in a game. Sweeping
-- them anyway produced 356 of the 362 "pose flies apart" findings, which is
-- a report that is mostly about Pokemon this mode does not draw.
if m and m.staticPose then
staticPose[#staticPose + 1] = dex
else
local ok, err = pcall(function() steps = steps + sweepSpecies(dex) end)
if not ok then
report("the sweep itself threw", dex, nil, nil, tostring(err))
end
end
if not args.quiet and dex % 10 == 0 then
io.write((" ... %d/%d %.0f MB\n")
:format(dex, #list, collectgarbage("count") / 1024))
io.flush()
end
end
-- ------- the LRU, which is the one failure a frame sweep cannot reach
--
-- A model is evicted by SPECIES COUNT, not by whether anything is still
-- standing on it -- so a battle that has seen five species while two of them
-- are on the field releases the textures of a Pokemon that is still being
-- drawn. That is not something playing one species' animations can produce;
-- it takes a sixth load. Reproduced here directly.
local function sweepEviction()
local held = {}
-- two Pokemon out, as a battle has
for _, dex in ipairs({ 1, 4 }) do
local model = Pack.load(dex)
local rig = model and Rig.new(model)
if rig then held[#held + 1] = { dex = dex, model = model, rig = rig } end
end
if #held < 2 then return end
for _, h in ipairs(held) do
h.rig:pose(1, 0, true)
h.rig:skin(0)
h.rig:textures(nil)
end
-- and then the fight sees more species than the cache keeps
for _, dex in ipairs({ 7, 10, 13, 16, 19, 25 }) do Pack.load(dex) end
for _, h in ipairs(held) do
local ok, err = pcall(function()
h.rig:textures(nil)
h.rig:draw({ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }, 0)
end)
if not ok then
report("threw after the pack cache evicted a model still on the field",
h.dex, "idle", nil, tostring(err))
end
end
for _, h in ipairs(held) do h.rig:release() end
end
sweepEviction()
local elapsed = os.clock() - started
-- ------- what it found
print("")
print(("stadium animation QA: %d species, %d posed frames, %.1fs")
:format(#list, steps, elapsed))
print(("packs: %s"):format(packDir))
local nUntextured = 0
for _ in pairs(untextured) do nUntextured = nUntextured + 1 end
if nUntextured > 0 then
print(("species with flat-shaded (untextured) primitives: %d -- expected, "
.. "the source has no texture for those"):format(nUntextured))
end
local anchorList = {}
for dex in pairs(unanchored) do anchorList[#anchorList + 1] = dex end
table.sort(anchorList)
if #anchorList > 0 then
print(("not anchored (standby loop too unsteady to measure, so they travel "
.. "as authored): %s"):format(table.concat(anchorList, " ")))
end
if #staticPose > 0 then
print(("staticPose (declined by the packer, never drawn, not swept): %s")
:format(table.concat(staticPose, " ")))
end
print("")
local total = 0
for _, kind in ipairs(kinds) do total = total + #findings[kind] end
if total == 0 then
print("no findings")
os.exit(0)
end
for _, kind in ipairs(kinds) do
local list2 = findings[kind]
print(("---- %s (%d)"):format(kind, #list2))
-- one line per species per kind, with the first example and a count, so a
-- fault that spans every frame of an animation reads as one fault
local seen, order = {}, {}
for _, f in ipairs(list2) do
local key = ("%03d|%s"):format(f.dex or 0, tostring(f.anim))
if not seen[key] then
seen[key] = { n = 0, f = f }
order[#order + 1] = key
end
seen[key].n = seen[key].n + 1
end
for _, key in ipairs(order) do
local e = seen[key]
print((" %03d %-14s %s%s%s")
:format(e.f.dex or 0, tostring(e.f.anim),
e.f.frame and ("frame %.1f: "):format(e.f.frame) or "",
e.detail or e.f.detail or "",
e.n > 1 and (" (x%d)"):format(e.n) or ""))
end
print("")
end
print(("%d findings in %d kinds"):format(total, #kinds))
os.exit(total > 0 and 1 or 0)
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-- What the model build COSTS -- the numbers that decide whether it can run
-- on a phone.
--
-- luajit mods/DramaticShapeVoxelMod/tests/stadium_budget_test.lua [--rom=PATH]
--
-- Run from the PROJECT ROOT.
--
-- ------- why this is a test and not a note
--
-- The extraction is pure Lua on purpose -- no FFI, no native helper, no
-- second process -- specifically so it can run everywhere LOVE does, phones
-- included. That claim is about MEMORY as much as about which functions
-- exist: a desktop will not notice a transient peak that would have a mobile
-- OS kill the process, and the peak is not visible by reading the code.
--
-- So this measures it, and fails if the two things that must stay bounded
-- stop being bounded:
--
-- the WORKING SET must not grow with the number of species done, or the
-- build gets heavier the longer it runs and dies somewhere in the 140s
--
-- the PEAK must stay under a budget a phone can be expected to have
-- spare, on top of a game that is already running
--
-- The ROM itself is most of the floor and cannot be avoided -- the archive is
-- addressed by absolute offset -- so it is reported separately from the
-- per-species work built on top of it.
local args = {}
for _, a in ipairs({ ... }) do
local k, v = a:match("^%-%-([%w_]+)=(.*)$")
if k then args[k] = v end
end
local MOD = "mods/DramaticShapeVoxelMod"
local ROM = args.rom or (MOD .. "/model_extract/baseroms/us/baserom.z64")
-- How much headroom the whole build may take on top of the ROM, in MB. Sized
-- against the smallest thing this is expected to run on rather than against
-- what is convenient: a mid-range phone from several years ago, with a game
-- already resident.
local PEAK_BUDGET_MB = 220
-- How much the working set may drift between the first ten species and the
-- last ten, in MB. Not zero -- species differ in size by a factor of ten, and
-- the collector is not obliged to run on any particular schedule -- but a
-- genuine leak shows up here as tens of megabytes.
local DRIFT_BUDGET_MB = 24
local loaded = {}
local V = {}
function V.require(name)
if loaded[name] == nil then
local chunk = assert(loadfile(MOD .. "/lib/" .. name .. ".lua"))
loaded[name] = chunk(V)
end
return loaded[name]
end
V.mod = { log = { warn = function() end, info = function() end } }
local StadiumRom = V.require("StadiumRom")
local StadiumBuild = V.require("StadiumBuild")
local function mb()
return collectgarbage("count") / 1024
end
-- A single collectgarbage() is not guaranteed to finish a cycle, and a
-- half-finished one reads tens of megabytes high -- which showed up here as
-- "settled" figures BELOW the baseline they were measured against. Run it
-- until the number stops moving.
local function settle()
local last = mb()
for _ = 1, 8 do
collectgarbage("collect")
local now = mb()
if now >= last - 0.05 then return now end
last = now
end
return mb()
end
-- The baseline is taken BEFORE the ROM is read, or the file is already on the
-- heap when it is measured and the ROM appears to cost nothing.
local base = settle()
local fp = io.open(ROM, "rb")
if not fp then
io.stderr:write("no ROM at " .. ROM .. "\n")
os.exit(2)
end
local romBytes = fp:read("*a")
fp:close()
local rom = assert(StadiumRom.open(romBytes))
local withRom = settle()
local peak, settled = withRom, {}
local bytes = 0
local t0 = os.clock()
for fileno = 0, StadiumRom.N_POKEMON - 1 do
local res = assert(StadiumBuild.species(rom, fileno))
bytes = bytes + #res.bytes
-- the live peak, before the collector has been asked for anything: this is
-- what the allocator actually had to find
local live = mb()
if live > peak then peak = live end
-- and the settled working set, which is what must not creep
settled[fileno + 1] = settle()
end
local dt = os.clock() - t0
local function avg(from, to)
local sum = 0
for i = from, to do sum = sum + settled[i] end
return sum / (to - from + 1)
end
local first = avg(1, 10)
local last = avg(#settled - 9, #settled)
local drift = last - first
io.write(("ROM %6.1f MB (the file, held for the whole build)\n")
:format(withRom - base))
io.write(("peak working set %6.1f MB (over the ROM)\n"):format(peak - withRom))
io.write(("settled, first 10 %6.1f MB\n"):format(first - withRom))
io.write(("settled, last 10 %6.1f MB\n"):format(last - withRom))
io.write(("drift %+6.1f MB (budget %.0f)\n")
:format(drift, DRIFT_BUDGET_MB))
io.write(("total peak %6.1f MB (budget %.0f)\n")
:format(peak, PEAK_BUDGET_MB))
io.write(("output %6.1f MB in %.1fs (%.0f ms a species)\n")
:format(bytes / 1e6, dt, dt * 1000 / StadiumRom.N_POKEMON))
local fail = false
if peak > PEAK_BUDGET_MB then
io.write(("FAIL peak %.1f MB is over the %.0f MB budget\n")
:format(peak, PEAK_BUDGET_MB))
fail = true
end
if drift > DRIFT_BUDGET_MB then
io.write(("FAIL the working set grew %.1f MB across the run -- something is "
.. "being retained per species\n"):format(drift))
fail = true
end
if fail then os.exit(1) end
io.write("PASS -- bounded working set, peak within budget\n")
+57
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-- Driver: the send-out ENTRANCE, frame by frame, for the two species the
-- animation QA sweep flags as flying apart in that animation alone.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".scratchpad"
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local lib = game.mods.exports.DRAMATIC_SHAPE.lib
local Battles = lib.require("OverworldBattle")
local Stadium = lib.require("Stadium")
local Install = lib.require("StadiumInstall")
game.save.player.name = "RED"
U.teleport(game, "ROUTE_1", 5, 8, "down")
local waited = 0
while (Install.pending() or Install.status.state == "building")
and waited < 5400 do U.wait(10); waited = waited + 10 end
while game.stack:top() and game.stack:top() ~= game.overworld do U.wait(10) end
Battles.setting:setValue(os.getenv("DS_RUNG") or "stadiumB", game)
Battles.backSetting:setValue(false, game)
lib.require("DayNight").setting:setValue("day", game)
U.wait(60)
for _, name in ipairs({ "FARFETCHD", "DEWGONG" }) do
game.save.party = { Pokemon.new(game.data, name, 40) }
local battle = BattleState.newWild(game, "PIKACHU", 20)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
-- ONE loop from the first frame: the send-out needs taps to get past
-- the intro text, and the entrance starts the instant it happens -- so
-- watching and tapping have to be the same loop or the animation is over
-- before the watching begins (which is exactly what a split loop did).
local shot, sawEntrance = 0, false
for f = 1, 900 do
U.wait(1)
local anim = Stadium.animOf("player")
if anim == "entrance" then
sawEntrance = true
if f % 14 == 0 and shot < 8 then
shot = shot + 1
U.shot(game, ("%s/%s_entrance_%d.png"):format(DIR, name:lower(), shot))
end
elseif sawEntrance then
break
end
if not sawEntrance and f % 12 == 0 then U.tap(game, "a") end
end
U.log(("%s: took %d entrance stills, anim now %s")
:format(name, shot, tostring(Stadium.animOf("player"))))
while game.stack:top() and game.stack:top() ~= game.overworld do
game.stack:pop()
end
U.wait(10)
end
U.log("done -- " .. DIR)
end
+84
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return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local lib = game.mods.exports.DRAMATIC_SHAPE.lib
local Battles = lib.require("OverworldBattle")
local Stadium = lib.require("Stadium")
local Install = lib.require("StadiumInstall")
U.teleport(game, "ROUTE_1", 5, 8, "down")
local w = 0
while (Install.pending() or Install.status.state == "building") and w < 5400 do
U.wait(10); w = w + 10
end
while game.stack:top() and game.stack:top() ~= game.overworld do U.wait(10) end
Battles.setting:setValue("stadium", game)
Battles.backSetting:setValue(false, game)
U.wait(60)
local marks = {}
local inner = BattleState.startGrowIn
BattleState.startGrowIn = function(self, b)
marks[#marks + 1] = { side = (b == self.player) and "player" or "enemy" }
return inner(self, b)
end
game.save.party = { Pokemon.new(game.data, "PIDGEY", 30) }
local battle = BattleState.newWild(game, "PIKACHU", 5)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
local seen, lastState, lastGrow, nMark = {}, "?", false, 0
local shotAt = {}
for f = 1, 500 do
U.wait(1)
if f % 10 == 0 and battle.phase ~= "menu" then U.tap(game, "a") end
local st = Stadium.animOf("player") or "-"
local grow = battle.growIn ~= nil
if #marks > nMark then
nMark = #marks
U.log(("f=%3d >> startGrowIn(%s) player model present: %s, state %s")
:format(f, marks[nMark].side, tostring(Stadium.showing("player")),
st))
end
local poof = (battle.animPlaying and battle.animName == "POOF_ANIM")
and true or false
local key = ("%s|%s|%s|%s|%s|%s|%s|%s|%s"):format(st,
tostring(math.floor((Stadium.scaleOf("player") or 1) * 20)),
tostring(poof), tostring(battle.sendingOut),
tostring(battle.phase), tostring(Stadium.showing("player")),
tostring(battle.showPlayerBack), tostring(battle.playerBackPic ~= nil),
tostring((battle.introSlide or 0) > 0))
if key ~= lastState then
U.log(("f=%3d state=%-9s sendingOut=%-5s poof=%-5s growIn=%-5s "
.. "growScale=%-6s model=%s")
:format(f, st, tostring(battle.sendingOut), tostring(poof),
tostring(grow), tostring(Stadium.scaleOf("player")),
tostring(Stadium.showing("player"))))
lastState = key
end
-- stills across the grow, so the ramp can be looked at and not just read
local sc = Stadium.scaleOf("player")
if Stadium.showing("player") and sc then
for _, want in ipairs({ 0.15, 0.45, 0.75, 1.0 }) do
if not shotAt[want] and sc >= want then
shotAt[want] = true
U.shot(game, ("%s/grow_%02d.png")
:format(os.getenv("SHOT_DIR") or ".", want * 100))
end
end
end
seen[st] = true
end
for i = 1, 4 do
U.shot(game, (os.getenv("SHOT_DIR") or ".") .. ("/pidgey_%d.png"):format(i))
U.wait(2)
end
local list = {}
for k in pairs(seen) do list[#list + 1] = k end
table.sort(list)
U.log("states the player's side passed through: " .. table.concat(list, ", "))
U.log("startGrowIn calls: " .. #marks)
U.log("done")
end
+128
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-- The Lua ROM extractor, against the Python packer that is its oracle.
--
-- luajit mods/DramaticShapeVoxelMod/tests/stadium_extract_test.lua \
-- [--rom=PATH] [--oracle=DIR] [--only=25,6] [--out=DIR]
--
-- Run from the PROJECT ROOT. Defaults: the ROM under
-- model_extract/baseroms/, the oracle in assets/stadium (whatever
-- tools/stadium_pack.py last wrote there).
--
-- ------- what this is for
--
-- lib/StadiumRom, StadiumFragment, StadiumFx and StadiumBuild are a port of
-- roughly fifteen hundred lines of dense numeric Python -- an F3DEX2
-- interpreter, six texture codecs, a bit-packed animation sampler, a noise
-- generator and a binary writer. Reading a port of that twice does not
-- establish that it is right. Producing the same thirty-four megabytes,
-- byte for byte, does.
--
-- It is also the guard on the two of them DRIFTING. The packer and the
-- extractor have to keep agreeing about the format forever, and a change to
-- one that is not made to the other shows up here as a differing offset
-- rather than as a Pokemon that renders as noise three months later.
--
-- Headless: no LOVE, no graphics. Everything these four modules do is
-- arithmetic on strings.
local args = {}
for _, a in ipairs({ ... }) do
local k, v = a:match("^%-%-([%w_]+)=(.*)$")
if k then args[k] = v else args[a:gsub("^%-%-", "")] = true end
end
local MOD = "mods/DramaticShapeVoxelMod"
local ROM = args.rom or (MOD .. "/model_extract/baseroms/us/baserom.z64")
local ORACLE = args.oracle or (MOD .. "/assets/stadium")
-- ------- the mod namespace, enough of it to load four modules
local loaded = {}
local V = {}
function V.require(name)
if loaded[name] == nil then
local chunk = assert(loadfile(MOD .. "/lib/" .. name .. ".lua"))
loaded[name] = chunk(V)
end
return loaded[name]
end
V.mod = { log = { warn = function() end, info = function() end } }
local StadiumRom = V.require("StadiumRom")
local StadiumBuild = V.require("StadiumBuild")
-- ------- run
local function readFile(path)
local fp = io.open(path, "rb")
if not fp then return nil end
local data = fp:read("*a")
fp:close()
return data
end
local romBytes = readFile(ROM)
if not romBytes then
io.stderr:write("no ROM at " .. ROM .. "\n")
os.exit(2)
end
local rom, err = StadiumRom.open(romBytes)
if not rom then
io.stderr:write("could not open ROM: " .. tostring(err) .. "\n")
os.exit(2)
end
local only = nil
if args.only then
only = {}
for n in args.only:gmatch("%d+") do only[tonumber(n)] = true end
end
local checked, matched, missing, failed = 0, 0, 0, 0
local firstBad = nil
local t0 = os.clock()
for fileno = 0, StadiumRom.N_POKEMON - 1 do
local ok, res = pcall(StadiumBuild.species, rom, fileno)
if not ok or not res then
-- res carries the message on the error path
io.write(("file %d: EXTRACT FAILED: %s\n"):format(fileno, tostring(res)))
failed = failed + 1
elseif not only or only[res.species] then
checked = checked + 1
if args.out then
local fp = io.open(("%s/%03d.dsm"):format(args.out, res.species), "wb")
if fp then fp:write(res.bytes) fp:close() end
end
local want = readFile(("%s/%03d.dsm"):format(ORACLE, res.species))
if not want then
missing = missing + 1
elseif want == res.bytes then
matched = matched + 1
else
-- where, exactly: the first differing byte localises a format mistake
-- far faster than "the file is wrong" does
local at = nil
local n = math.min(#want, #res.bytes)
for i = 1, n do
if want:sub(i, i) ~= res.bytes:sub(i, i) then at = i break end
end
io.write(("%03d.dsm DIFFERS: %d bytes vs %d, first at %s\n")
:format(res.species, #res.bytes, #want,
at and ("offset " .. at) or "(one is a prefix)"))
if not firstBad then firstBad = res.species end
end
end
end
io.write(("\n%d checked, %d identical, %d differ, %d oracle files missing, "
.. "%d extractions failed (%.1fs)\n")
:format(checked, matched, checked - matched - missing, missing,
failed, os.clock() - t0))
if matched == checked and failed == 0 and missing == 0 then
io.write("PASS -- the Lua extractor reproduces the packer exactly\n")
os.exit(0)
end
io.write("FAIL\n")
os.exit(1)
+131
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-- Driver: import a Stadium ROM through the OPTIONS row, with the modal file
-- dialog stubbed out.
--
-- Everything except the dialog itself is the real path: the row is built the
-- way the OPTIONS menu builds it, its step() is pressed, StadiumRomPick reads
-- the file with io.open (love.filesystem cannot see an absolute path),
-- StadiumInstall builds from those bytes, and the loading screen goes up over
-- whatever asked. A modal dialog cannot be driven, so choose() is replaced
-- with the answer a player would have given it.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".scratchpad"
local lib = game.mods.exports.DRAMATIC_SHAPE.lib
local Pick = lib.require("StadiumRomPick")
local Install = lib.require("StadiumInstall")
local Pack = lib.require("StadiumPack")
local Battles = lib.require("OverworldBattle")
U.teleport(game, "ROUTE_1", 5, 8, "down")
U.wait(30)
-- FIRST let the automatic first-run build finish. A ROM is sitting in
-- baseroms/ in this checkout, so StadiumScreen.maybePush has already pushed
-- a loading screen and started one -- and import() refuses to start a
-- second while that runs, so every step below would silently no-op against
-- it. maybePush asks ONCE per boot, so once this is drained it stays
-- drained and the purge below cannot be undone behind our backs.
local drain = 0
while (Install.pending() or Install.status.state == "building")
and drain < 5400 do
U.wait(10); drain = drain + 10
end
while game.stack:top() and game.stack:top() ~= game.overworld do
U.wait(10)
end
U.log(("drained the automatic first-run build in %d frames"):format(drain))
-- back to a machine that has never built them, whatever earlier runs left
for _, name in ipairs(love.filesystem.getDirectoryItems(Pack.CACHE_DIR)) do
love.filesystem.remove(Pack.CACHE_DIR .. "/" .. name)
end
Install.forget()
Pack.forget()
local function settle(what)
local waited = 0
while Install.status.state == "building" and waited < 5400 do
U.wait(10)
waited = waited + 10
end
U.log(("%s: %d frames (%.1fs) -- state=%s error=%s")
:format(what, waited, waited / 60, tostring(Install.status.state),
tostring(Install.status.error)))
return waited
end
U.log(("picker available on this platform: %s"):format(
tostring(Pick.available())))
U.log(("BEFORE: models available = %s, 3D-BTL offers %d rungs")
:format(tostring(Install.available()), Battles.setting:rungs()))
local row = Pick.row()
if not row then U.log("no import row on this platform") return end
U.log(("row reads: %s = %s"):format(row.label, row.value()))
-- ------- the wrong file first, because a refusal must not leave a mess
U.log("-- picking a file that is not a Stadium ROM --")
Pick.choose = function() return "/not/a/real/path.z64" end
local realRead = Pick.read
Pick.read = function() return ("\x80\x37\x12\x40"):rep(4096) end
row.step(game)
settle("wrong file")
U.shot(game, ("%s/import_1_refused.png"):format(DIR))
U.log((" still not installed: %s, row still reads %s")
:format(tostring(not Install.available()), row.value()))
U.wait(300) -- let the failure notice time out and pop itself
-- ------- and now the real one
U.log("-- picking the real ROM --")
Pick.read = realRead
local abs = love.filesystem.getWorkingDirectory() .. "/baseroms/baserom.z64"
local picked = false
Pick.choose = function() picked = true return abs end
Install.status.state = "idle"
row.step(game)
U.log((" choose() called: %s, state = %s, loading screen on top: %s")
:format(tostring(picked), tostring(Install.status.state),
tostring(game.stack:top() ~= game.overworld)))
U.wait(30)
U.shot(game, ("%s/import_2_building.png"):format(DIR))
settle("real ROM")
U.wait(120)
U.log(("AFTER: models available = %s, 3D-BTL offers %d rungs, row reads %s")
:format(tostring(Install.available()), Battles.setting:rungs(),
row.value()))
Battles.setting:setValue("stadium", game)
U.log((" and 3D-BTL can now be set to STADIUM A: %s")
:format(tostring(Battles.setting:get() == "stadium")))
-- and the ROM was NOT copied anywhere: the only baserom physfs can see is
-- the one in the game folder this checkout already had, never a copy in
-- the save directory (which is where a mod's writes land)
local where = love.filesystem.getRealDirectory("baseroms/baserom.z64")
U.log((" the only ROM on the read path is the game folder's own: %s (%s)")
:format(tostring(where == love.filesystem.getWorkingDirectory()),
tostring(where)))
U.log((" the save directory has no baseroms folder: %s")
:format(tostring(love.filesystem.getInfo(
love.filesystem.getSaveDirectory() .. "/baseroms") == nil)))
-- ------- and the wrong file, now that a GOOD set is installed
--
-- The serious case. The marker is the only thing that makes 151 files on
-- disk count as installed, so a refusal that writes one anyway would
-- UNINSTALL a working set -- and the player would have pressed a row called
-- STADIUM ROM, picked the wrong file, and lost the models they already had.
U.log("-- picking the wrong file again, with models already installed --")
Pick.read = function() return ("€7@"):rep(4096) end
Install.status.state = "idle"
row.step(game)
settle("wrong file over a good install")
U.wait(300)
Install.forget()
Pack.forget()
U.log((" the good install SURVIVED: %s, row reads %s, 3D-BTL offers %d rungs")
:format(tostring(Install.available()), row.value(),
Battles.setting:rungs()))
U.log((" and a real model still loads: %s")
:format(tostring(Pack.load(25) ~= nil)))
U.log("done -- " .. DIR)
end
+115
View File
@@ -0,0 +1,115 @@
-- Probe: read the .dsm packs back with the mod's OWN reader and print what
-- it made of them, so the Lua side can be diffed against the packer's
-- --report output. Headless -- no love.graphics, no meshes.
--
-- luajit mods/DramaticShapeVoxelMod/tests/stadium_pack_probe.lua [dex ...]
--
-- Run from the repository root.
package.path = "./?.lua;./?/init.lua;" .. package.path
local ROOT = "mods/DramaticShapeVoxelMod"
-- the mod namespace lib/ modules expect (see main.lua), with just enough of
-- it for the two files under test
local V = {}
local modules = {}
V.mod = {
log = {
warn = function(_, fmt, ...) print("[warn] " .. fmt:format(...)) end,
info = function(_, fmt, ...) print("[info] " .. fmt:format(...)) end,
},
read = function(_, rel)
local fp = io.open(ROOT .. "/" .. rel, "rb")
if not fp then return nil end
local bytes = fp:read("*a")
fp:close()
return bytes
end,
}
function V.require(name)
if modules[name] then return modules[name] end
local chunk = assert(loadfile(ROOT .. "/lib/" .. name .. ".lua"))
modules[name] = chunk(V)
return modules[name]
end
-- StadiumRig pulls in Voxel3D, which needs love; the pose walk itself does
-- not, so the require is stubbed out to the one field it reads.
modules.Voxel3D = { FORMAT = {} }
local Pack = V.require("StadiumPack")
local Rig = V.require("StadiumRig")
local want = {}
for i = 1, #arg do want[#want + 1] = tonumber(arg[i]) end
if #want == 0 then want = { 25, 6, 130, 95, 50, 10, 143, 92, 41, 73 } end
print(("%-4s %-6s %6s %6s %6s %8s %8s %8s %8s")
:format("dex", "bones", "prims", "anims", "tex", "root", "height",
"floor", "radius"))
for _, dex in ipairs(want) do
local m = Pack.load(dex)
if not m then
print(("%-4d -- did not load"):format(dex))
else
print(("%-4d %-6d %6d %6d %6d %8.4f %8.2f %8.2f %8.2f")
:format(dex, m.boneCount, m.primCount, m.animCount, m.texCount,
m.rootScale, m.height, m.floor, m.radius))
-- the bind pose, walked by the REAL rig code on a bare instance (no
-- meshes, so no graphics context needed), measured the same way
-- tools/stadium_pack.py measures it. Agreement here means the byte
-- format, the bone tree, the rotation basis and the two-chain scale
-- split all survived the trip into Lua.
local rig = setmetatable({
model = m, pivotM = {}, drawM = {}, accX = {}, accY = {}, accZ = {},
parts = {},
}, Rig)
local function boxAt(anim, frame, wrap)
rig:pose(anim, frame, wrap)
local drw = rig.drawM
local lo, hi = math.huge, -math.huge
for _, prim in ipairs(m.prims) do
for k = 1, prim.vertCount do
local o = (prim.bone[k] - 1) * 12
local x, y, z = prim.px[k], prim.py[k], prim.pz[k]
local wy = drw[o + 5] * x + drw[o + 6] * y + drw[o + 7] * z
+ drw[o + 8]
wy = wy * m.rootScale
if wy < lo then lo = wy end
if wy > hi then hi = wy end
end
end
return hi - lo, lo
end
local h, f = boxAt(nil, 0, false)
print((" bind pose walked in Lua: height %8.2f floor %8.2f "
.. "(header says %8.2f / %8.2f)%s")
:format(h, f, m.height, m.floor,
(math.abs(h - m.height) < 0.5
and math.abs(f - m.floor) < 0.5) and " OK" or " MISMATCH"))
-- the animation tables, decoded lazily like the game does it
local idle = m.ctx[Pack.SLOT.idle]
local names = {}
for i, a in ipairs(m.anims) do names[i] = a.name end
print((" anims: %s"):format(table.concat(names, " ")))
print((" idle slot -> %s, entrance -> %s, faint -> %s")
:format(tostring(idle), tostring(m.ctx[Pack.SLOT.entrance]),
tostring(m.ctx[Pack.SLOT.faint])))
local tracks = Pack.tracks(m, (idle or 0) + 1)
local animated = 0
for b = 1, m.boneCount do if tracks and tracks[b] then animated = animated + 1 end end
print((" idle: %d frames, %d/%d bones animated")
:format(m.anims[(idle or 0) + 1].frames, animated, m.boneCount))
-- the POSED extent, which is what actually gets drawn. Compare against
-- tools/stadium_pack.py's anim_sample, which was checked frame for
-- frame against the reference glTF export.
for _, fr in ipairs({ 0, 1, 5 }) do
local ah, af = boxAt((idle or 0) + 1, fr, true)
print((" idle frame %d: y %8.2f .. %8.2f"):format(fr, af, af + ah))
end
end
end
+383
View File
@@ -0,0 +1,383 @@
-- Driver: screenshot a STADIUM battle -- the 3D-BTL row's third rung, where
-- the two Pokemon are the Pokemon Stadium battle models rather than the
-- game's own pics stood up on their tiles.
--
-- What has to be looked at is a SPREAD OF SPECIES, because almost everything
-- that can go wrong here is per-model: how big it comes out (the size ladder
-- compresses a sixteenfold spread of authored heights -- see StadiumMon),
-- whether its feet are on the ground (the floor rule has to tell a hovering
-- Zubat from a Tentacruel centred on its own origin), whether the eyes
-- animate, and whether the species carries generated flame prims. So the
-- list below is deliberately awkward: the smallest and the largest in the
-- set, a hoverer, a floater, and the two species whose idle animation is
-- known to be wrong in the source data.
--
-- SHOT_DIR=.scratchpad DS_STADIUM_DEBUG=1 \
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/stadium_shots.lua love .
--
-- SHOT_DIR must already exist: the capture writes with io.open, which does
-- not create directories.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".scratchpad"
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local exports = game.mods and game.mods.exports
local lib = exports and exports.DRAMATIC_SHAPE and exports.DRAMATIC_SHAPE.lib
if not lib then
U.log("DRAMATIC_SHAPE is not loaded -- enable it and run again")
return
end
local Battles = lib.require("OverworldBattle")
local Stadium = lib.require("Stadium")
local Pack = lib.require("StadiumPack")
local Install = lib.require("StadiumInstall")
game.save.player.name = "RED"
-- foe, and the player's own, chosen to put two different problems in one
-- frame wherever possible
local CASES = {
{ "PIKACHU", "CHARIZARD" }, -- the reference pair; Charizard has flame
{ "ONIX", "DIGLETT" }, -- the tallest against nearly the shortest
{ "ZUBAT", "TENTACRUEL" }, -- hovers above its origin / hangs below it
{ "GASTLY", "CATERPIE" }, -- a floater and the smallest in the set
-- the five hermite-keyframe species (flags & 8), which the extractor
-- used to misread as packed streams: Exeggutor, Tangela and Magmar came
-- out so garbled the packer declined them to flat pics, and Pidgeot and
-- Dodrio animated garbled. All five must now stand as MODELS in a sane
-- standby loop (see StadiumFragment's animation notes).
{ "EXEGGUTOR", "MAGMAR" },
{ "PIDGEOT", "TANGELA" },
{ "DODRIO", "PIDGEOTTO" }, -- with its packed-stream evolution as control
{ "GYARADOS", "SNORLAX" }, -- the two biggest bodies in the set
}
-- ONTO THE MAP FIRST, before anything below waits on anything.
--
-- The models are built out of the player's own ROM on first run, on a
-- loading screen, and that screen is pushed from the mod's update hook on
-- the first frame THE OVERWORLD IS THE TOP STATE (StadiumScreen.maybePush).
-- A driver that waits for the build before it has got the player onto a map
-- waits forever: the condition that starts the build is the very thing the
-- waiting is postponing.
-- DS_MAP puts the fight somewhere else. It exists for STADIUM B, whose
-- whole claim is that it carries its stage: the shot has to be checked in a
-- CAVE and in a SHOP as well as on a route, both because those are the
-- places the map-staged rungs decline, and because the rung is supposed to
-- take that place's own sky and light with it.
local MAP = os.getenv("DS_MAP") or "ROUTE_1"
local MX = tonumber(os.getenv("DS_X") or "") or 5
local MY = tonumber(os.getenv("DS_Y") or "") or 8
U.teleport(game, MAP, MX, MY, "down")
-- Now wait it out, and say how long it took -- that number is what decides
-- whether the loading screen is acceptable rather than merely correct.
local waited, shotLoad = 0, false
while (Install.pending() or Install.status.state == "building")
and waited < 5400 do
if not shotLoad and Install.status.state == "building"
and (Install.status.done or 0) > 20 then
U.shot(game, ("%s/00_loading.png"):format(DIR))
shotLoad = true
end
U.wait(10)
waited = waited + 10
end
if waited > 0 then
U.log(("waited %d frames (%.1fs) for the model build -- %s")
:format(waited, waited / 60, tostring(Install.status.state)))
if Install.status.error then
U.log("build error: " .. tostring(Install.status.error))
end
end
U.log(("rom present: %s, packs ready: %s, stadium available: %s")
:format(tostring(Install.romPresent()), tostring(Install.ready()),
tostring(Install.available())))
-- the rung under test, and the back pic OFF: BACK SPRITES would keep the
-- player's own side on the menu, which is exactly the half of the shot
-- this driver exists to look at
local RUNGS = { cards = true, cardsb = "flatB", a = "stadium",
b = "stadiumB" }
local rung = RUNGS[os.getenv("DS_RUNG") or "a"] or "stadium"
Battles.setting:setValue(rung, game)
Battles.backSetting:setValue(false, game)
-- and PIN THE CLOCK. The hour multiplies everything in the shot -- the sky,
-- the tint, the weight of the shadows -- so a driver left on CYCLE
-- photographs a different scene every run, and two runs of it cannot be
-- compared. DS_TOD overrides for a deliberate look at dusk or night.
lib.require("DayNight").setting:setValue(os.getenv("DS_TOD") or "day", game)
U.log(("3D-BTL = %s, stadium enabled = %s, discs = %s")
:format(tostring(Battles.setting:get()), tostring(Stadium.enabled()),
tostring(Stadium.discs())))
-- did the models actually get built? one line rather than 151 silent
-- declines
local have, missing = 0, {}
for dex = 1, 151 do
if Pack.available(dex) then have = have + 1
elseif #missing < 6 then missing[#missing + 1] = dex end
end
U.log(("stadium packs present: %d/151%s"):format(
have, #missing > 0 and (" (missing " .. table.concat(missing, ",")
.. "...)") or ""))
-- let the neighbourhood's meshes land before the first fight, so the
-- opening frame is not the flat fallback
U.wait(90)
-- ------- DS_BLINK: how often does the eye actually change?
--
-- The texture animation rides the SKELETAL animation's frame and clamps
-- past the end of its own stream (StadiumRig.textures). Get either wrong
-- and a blink becomes a twitch: Rattata's standby loop is forty frames and
-- its blink is five, so wrapping on the blink's own length plays it six
-- times a second.
--
-- Counted rather than looked at, because "too fast" is a RATE and a
-- screenshot has no rate in it. This walks the idle loop frame by frame and
-- reports how many times the eye texture changes per second.
if os.getenv("DS_BLINK") then
local Pack = lib.require("StadiumPack")
local Rig = lib.require("StadiumRig")
for _, dex in ipairs({ 19, 4, 1, 25 }) do
local model = Pack.load(dex)
local rig = model and Rig.new(model)
if rig then
local idle = model.ctx[Pack.SLOT.idle]
local anim = (idle ~= Pack.NONE) and (idle + 1) or nil
local rec = anim and model.anims[anim]
-- which prim carries the eye, and what it shows each frame
local seen, changes, last = {}, 0, nil
local SECONDS = 4
for f = 0, SECONDS * Pack.FPS - 1 do
rig:pose(anim, f, true)
rig:textures(rec and rec.aux or nil)
local key = {}
for i, part in ipairs(rig.parts) do
if part.prim.texAnim and part.prim.texAnim >= 0 then
key[#key + 1] = i .. ":" .. tostring(part.texture)
end
end
key = table.concat(key, ",")
if last and key ~= last then changes = changes + 1 end
last = key
seen[key] = true
end
local looks = 0
for _ in pairs(seen) do looks = looks + 1 end
local period = rec and (rec.frames / Pack.FPS) or 0
U.log(("BLINK dex %3d: idle %s frames (%.2fs), aux %s frames -- "
.. "%d texture changes in %ds, %d distinct looks; the idle "
.. "loop comes round every %.2fs, so that is %.1f changes a "
.. "cycle")
:format(dex, tostring(rec and rec.frames), period,
tostring(rec and rec.aux
and model.auxAnims[rec.aux].frames),
changes, SECONDS, looks, period,
period > 0 and changes / (SECONDS / period) or 0))
rig:release()
end
end
U.log("done -- " .. DIR)
return
end
-- ------- DS_FLY: does the Pokemon actually leave?
--
-- FLY and DIG take the user off the field for a turn, and the engine says
-- so through `picFx[battler].hidden` rather than through fxHidden (which is
-- the damage blink alone). A model that ignores that stands on its tile
-- while every attack aimed at it misses into empty air.
--
-- A TIMELINE again, not a still: what is being checked is that the model
-- goes when the pic goes and comes back when it comes back, which is three
-- moments and a screenshot has one.
if os.getenv("DS_FLY") then
local Stadium2 = lib.require("Stadium")
local move = os.getenv("DS_MOVE") or "FLY"
local mine = Pokemon.new(game.data, "CHARIZARD", 60)
-- give it the move outright: what is under test is the vanish, not
-- whether this species learns it by level 60
mine.moves = { { id = move, pp = 15 } }
game.save.party = { mine }
local battle = BattleState.newWild(game, "PIKACHU", 5)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
U.wait(70)
for _ = 1, 40 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(10)
end
U.tap(game, "a") -- FIGHT
U.wait(12)
U.tap(game, "a") -- the first (only) move
local goneAt, backAt, wasGone = nil, nil, false
for f = 1, 400 do
if f % 20 == 0 then U.tap(game, "a") end
U.wait(1)
local me = battle.player
local pf = battle.picFx and battle.picFx[me]
local picHidden = (pf and pf.hidden) and true or false
local showing = Stadium2.showing("player")
if f % 25 == 0 or (picHidden ~= wasGone) then
U.log((" f=%3d picHidden=%-5s model=%-5s anim=%s")
:format(f, tostring(picHidden), tostring(showing),
tostring(Stadium2.animOf("player"))))
end
if picHidden and not goneAt then goneAt = f end
if picHidden and not showing and not wasGone then
wasGone = true
U.shot(game, ("%s/fly_1_gone.png"):format(DIR))
end
if wasGone and not picHidden and not backAt then
backAt = f
U.shot(game, ("%s/fly_2_back.png"):format(DIR))
break
end
end
U.log(("%s: the pic hid at frame %s, the model was gone with it (%s), "
.. "and both came back at %s")
:format(move, tostring(goneAt), tostring(wasGone), tostring(backAt)))
U.log(wasGone and " OK -- the model leaves the field with the pic"
or " WRONG -- the model stood there while the game said it was gone")
while game.stack:top() and game.stack:top() ~= game.overworld do
game.stack:pop()
end
U.wait(10)
U.log("done -- " .. DIR)
return
end
-- ------- DS_FAINT: does the collapse wait for the bar?
--
-- The faint animation must not start until the foe's HP bar has finished
-- emptying: `onFaint` fires the instant HP reaches zero, but the engine
-- queues the visible collapse behind the move animation and the drain, and
-- a Pokemon that lies down while its own health is still draining above it
-- reads as a bug (see Stadium's faintReady).
--
-- A TIMELINE rather than a screenshot, because what is being checked is an
-- ORDER: the frame the bar reaches zero against the frame the animation
-- changes. One printed line per frame settles that; two stills cannot.
if os.getenv("DS_FAINT") then
local Stadium2 = lib.require("Stadium")
game.save.party = { Pokemon.new(game.data, "CHARIZARD", 60) }
local battle = BattleState.newWild(game, "PIKACHU", 5)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
U.wait(70)
for _ = 1, 40 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(10)
end
U.tap(game, "a")
U.wait(12)
U.tap(game, "a")
local barZeroAt, animAt, shot, stood = nil, nil, false, 0
for f = 1, 700 do
-- keep advancing the text, as a player would. Without this the queue
-- blocks on the damage message and the HP bar never drains at all --
-- which is a perfectly good demonstration that the collapse now waits,
-- and no demonstration whatever that it eventually arrives.
if f % 20 == 0 then U.tap(game, "a") end
U.wait(1)
local foe = battle.enemy
local shown = foe and foe.shownHP
local anim = Stadium2.animOf and Stadium2.animOf("enemy") or nil
if f % 25 == 0 or (shown and shown <= 0 and not barZeroAt) then
U.log((" f=%3d phase=%s shownHP=%s hp=%s queued=%s anim=%s")
:format(f, tostring(battle.phase), tostring(shown),
tostring(foe and foe.mon and foe.mon.hp),
tostring(foe and foe.faintQueued), tostring(anim)))
end
if shown and shown <= 0 and not barZeroAt then barZeroAt = f end
if anim == "faint" and not animAt then animAt = f end
-- a still from the middle of the drain: the foe must still be standing
if shown and shown > 0 and not shot and barZeroAt == nil
and foe and foe.faintQueued then
U.shot(game, ("%s/faint_1_draining.png"):format(DIR))
shot = true
end
-- and how long the model then STAYS. The engine takes the flat pic off
-- after a fourteen-frame slide; the animation runs for one to eight
-- seconds, and being cut off mid-fall is worse than not falling at all.
if animAt and Stadium2.showing("enemy") then stood = f - animAt end
if animAt and f == animAt + 20 then
U.shot(game, ("%s/faint_2_collapsing.png"):format(DIR))
end
if animAt and f == animAt + 90 then
U.shot(game, ("%s/faint_3_still_falling.png"):format(DIR))
end
if animAt and f > animAt + 20 and not Stadium2.showing("enemy") then
U.shot(game, ("%s/faint_4_gone.png"):format(DIR))
break
end
end
U.log(("FAINT: bar reached zero at frame %s, faint animation began at %s")
:format(tostring(barZeroAt), tostring(animAt)))
if barZeroAt and animAt then
U.log((animAt >= barZeroAt)
and " OK -- the collapse waits for the bar"
or " WRONG -- the collapse ran while the bar was still draining")
end
U.log((" the model stayed on the field for %d frames (%.2fs) after the "
.. "collapse began; the engine's own pic slide is 14 (%.2fs)")
:format(stood, stood / 60, 14 / 60))
while game.stack:top() and game.stack:top() ~= game.overworld do
game.stack:pop()
end
U.wait(10)
U.log("done -- " .. DIR)
return
end
for i, case in ipairs(CASES) do
local foe, mine = case[1], case[2]
local tag = ("%02d_%s_vs_%s"):format(i, mine:lower(), foe:lower())
game.save.party = { Pokemon.new(game.data, mine, 40) }
local battle = BattleState.newWild(game, foe, 30)
battle.onFinish = function() end
game.overworld:pushBattle(battle)
-- The wipe, then the intro chatter, and -- the part that matters --
-- far enough past it that the player's own Pokemon has been SENT OUT.
-- Before that the player's side is legitimately the trainer's back
-- sprite, with no Pokemon on the field to model at all; a shot taken
-- there looks exactly like a bug and is not one.
U.wait(70)
-- tap until the FIGHT menu is up, which is the first moment BOTH
-- Pokemon are on the field in their standby loop
for _ = 1, 40 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(10)
end
U.wait(45)
U.shot(game, ("%s/%s_1_idle.png"):format(DIR, tag))
-- FIGHT -> the first move, which is where the attack animation is
U.tap(game, "a")
U.wait(12)
U.tap(game, "a")
U.wait(22)
U.shot(game, ("%s/%s_2_attack.png"):format(DIR, tag))
U.wait(45)
U.shot(game, ("%s/%s_3_hit.png"):format(DIR, tag))
while game.stack:top() and game.stack:top() ~= game.overworld do
game.stack:pop()
end
U.wait(10)
end
U.log("done -- " .. DIR)
end
+56 -16
View File
@@ -1246,6 +1246,22 @@ def profile(sp, t):
wall_h = ground - t["roof_rows"]
ytop = wall_h - 1 + t["slab"]
# The row a column's roof SURFACE may sink to. `top[x]` is the
# silhouette cap -- the black the drawing closes its shape with -- and
# the depth map spends most of a tapered column's depth above it, so a
# clamp onto `top[x]` paints that one outline pixel across the slope
# and the courses beat against it. The surface belongs on the first
# PAINTED row instead, which is the same thing the side faces already
# do when the drawing's own pixel is the outline.
surface_top = []
for x in range(W):
y = top[x]
while (y < t["roof_rows"] and inside(x, y)
and sp["col"][y][x] == BLACK):
y += 1
surface_top.append(y if y < t["roof_rows"] and inside(x, y)
else top[x])
# Recesses: the panes the art seals behind a black frame. Non-black
# pixels of the facade split into components across the black outline;
# a component small enough to be a window or a doorway sinks one voxel.
@@ -1287,7 +1303,8 @@ def profile(sp, t):
# Depth is the PLOT. For a whole-drawing building that is the grid
# itself; `depth` (in tile rows) names it when the grid runs past the
# plot onto ground the drawing merely stands its legs on.
return dict(top=top, wall_h=wall_h, ytop=ytop, recess=recess,
return dict(top=top, surface_top=surface_top,
wall_h=wall_h, ytop=ytop, recess=recess,
inside=inside,
# `depth` names the plot in TILE ROWS, which is the right
# grain for a building. `depth_px` names it in voxels, for
@@ -1697,6 +1714,29 @@ def build_desk_set(sp, pr, t):
return vox
def roof_surface_row(pr, t):
"""Which drawn row the roof surface wears at column x, depth z.
The drawing looks at the roof from the north, so its rows ARE depth: the
rims map one row per voxel and the middle cycles a run whose period is
the course rhythm. A tapered column's band starts lower down the
drawing, and the row it wears is lifted to stay inside it."""
z0, z1 = 0, pr["D"] - 1 + t["front_eave"]
back, front = t["roof_back"], t["roof_front"]
c0, c1 = t["roof_cycle"]
rows, floor = t["roof_rows"], pr["surface_top"]
def depth_row(z):
df, db = z - z0, z1 - z # from the north / the south edge
if df < back:
return df # north rim: the drawing's top rows
if db < front:
return rows - 1 - db # south rim: fascia and eave course
return c0 + (df - c0) % (c1 - c0 + 1)
return (lambda x, z: max(depth_row(z), floor[x])), z0, z1
def build(sp, pr, t):
"""The voxel model. Order is load-bearing: walls, ledge, recesses, then
the roof solid overwrites what it intersects and the walls are trimmed
@@ -1775,17 +1815,7 @@ def build(sp, pr, t):
vox.pop((sx, pr["ground"] - 1 - sy, D - 1), None)
# ---- roof: flat top over the plateau, stepped diagonal ends
z0, z1 = 0, D - 1 + t["front_eave"]
back, front = t["roof_back"], t["roof_front"]
c0, c1 = t["roof_cycle"]
def roof_sy(z):
df, db = z - z0, z1 - z # from the north / the south edge
if df < back:
return df # north rim: the drawing's top rows
if db < front:
return t["roof_rows"] - 1 - db # south rim: fascia and eave course
return c0 + (df - c0) % (c1 - c0 + 1)
surface_row, z0, z1 = roof_surface_row(pr, t)
shade_px = {}
for sy in range(H):
@@ -1797,10 +1827,7 @@ def build(sp, pr, t):
tt = T(x)
for z in range(z0, z1 + 1):
outer = x == x0d or x == x1d or z == z0 or z == z1
# the slope's texture is the drawing's own: clamping into the
# column's first drawn row keeps flank battens running down the
# slope instead of falling off the silhouette
sy = max(roof_sy(z), pr["top"][x])
sy = surface_row(x, z)
for y in range(tt - slab + 1, tt + 1):
if y == tt and not outer:
put(x, y, z, x, sy)
@@ -2043,6 +2070,19 @@ def verify_roof(vox, pr, t):
# drawing's own corner rounding
assert all(ytop - v <= 1 for v in prof), "the flat roof is not level"
# The surface is surface, not outline. `top[x]` is the column's own
# silhouette cap -- the black the drawing closes the shape with, the
# same black measure() already refuses to let stand as a wall's side
# face -- so a surface that samples it promotes a boundary decoration
# into texture. A tapered column's cap sits well down the band, where
# the depth map spends most of the roof's depth above it.
surface_row, sz0, sz1 = roof_surface_row(pr, t)
for x in roofed[1:-1]:
for z in range(sz0 + 1, sz1):
assert surface_row(x, z) != top[x], \
f"roof surface wears the silhouette cap at {x},{z} " \
f"(row {top[x]})"
# every wall column carries roof over it -- and a column the roof never
# reaches carries nothing at all, rather than being silently trimmed away
over = set(roofed)
+572
View File
@@ -0,0 +1,572 @@
#!/usr/bin/env python3
"""Pack the Pokemon Stadium battle models into the mod's own .dsm format.
tools/stadium_pack.py [--rom=PATH] [--out=assets/stadium]
[--only=25,6] [--report]
Reads the ROM directly, through model_extract/pipeline -- the same modules,
in the same order, that lib/StadiumRom.lua and lib/StadiumFragment.lua port to
Lua so the mod can do this itself at runtime with no Python and no checked-in
extract. That parallel is the point of this tool now: it is the ORACLE the
Lua extractor is verified against (tests/stadium_extract_test.lua diffs all
151 files byte for byte), so anything that changes the bytes has to change on
both sides or the suite says so.
The output is one file per species, `NNN.dsm`, holding geometry, the bone
tree, every animation, the textures and the battle system's own slot tables
(which animation each move plays, and which one each battle context asks
for). Nothing here is decoded at runtime beyond byte order: lib/
StadiumPack.lua walks these files straight into arrays.
Textures are stored as RAW RGBA8 rather than PNG, which is why the magic is
DSM3. Two reasons, and the second is the one that decided it. A PNG costs a
decode on the frame a battle starts, where an ImageData over the bytes costs
nothing. And PNG means zlib: Python's deflate and LOVE's are both valid and
need not agree byte for byte, so a packed PNG would make this file impossible
to check the Lua extractor against. Uncompressed pixels are the same pixels
whoever wrote them.
Everything is little-endian, so the reader's byte pairs go (low, high).
header
"DSM3" magic
u16 species, bones, prims, textures, anims, auxAnims
f32 rootScale the model_root's own scale
u8 staticPose 1 = never animate
f32 height, floor, radius the bind pose's extent,
in GAME units after
rootScale -- what the mod
sizes a mon on its tile by
u16 moveAnim[165] move id -> animation
i16 moveAux[165] move id -> texture anim
u16 ctxAnim[20] slot 165..184 -> animation
bones[]
i16 parent (-1 root)
i16 t[3] rest translation
i16 r[3] rest rotation, binary
angles (32768 = pi)
i32 s[3] rest scale, 16.16 fixed
prims[]
u16 texture
u8 cull 1 = cull back faces
u8 blend 1 = additive (fx flipbook)
i16 texAnimChannel (-1 none)
u8 texMapN, then texMapN * (u8 key, u16 texture)
u16 fxN, then fxN * u16 flipbook texture frames
u16 verts, indices
verts * (i16 x, y, z ; i16 u, v at 1/512 ; i8 nx, ny, nz ; u8 bone)
indices * u16
textures[]
u16 w, h ; u32 length ; length RGBA8 bytes (= w * h * 4)
anims[]
u8 name length, then the name
u16 frames, loopStart ; i16 aux (-1 none)
bones * track:
u8 1 if this bone is animated at all, else 0
when animated, nine components in order tx ty tz rx ry rz sx sy sz,
each u8 kind (0 constant, 1 one value a frame)
then 1 or `frames` values -- i16 for t and r, i32 16.16 for s
auxAnims[]
u16 frames, loopStart, channels
channels * (u16 length, then that many u16 texture-table indices)
Stdlib only, like the extraction pipeline it drives.
"""
import math
import os
import struct
import sys
HERE = os.path.dirname(os.path.abspath(__file__))
MOD = os.path.dirname(HERE)
PIPELINE = os.path.join(MOD, 'model_extract', 'pipeline')
sys.path.insert(0, PIPELINE)
import battle # noqa: E402 (needs PIPELINE on the path first)
import build # noqa: E402
import fragment # noqa: E402
import rom as rom_mod # noqa: E402
# The battle system's fixed context slots, in slot order from 165. Names are
# manifest.json's own (animationSlots); the mod indexes this list by position,
# so the ORDER is the contract and must match lib/StadiumPack.lua's CONTEXT.
CONTEXTS = [
'idle', 'attack_default', 'faint', 'entrance', 'reaction_169', 'reaction_170',
'reaction_171', 'reaction_172', 'reaction_173', 'reaction_174',
'struggle', 'idle_alt', 'faint_alt', 'flinch', 'reaction_179',
'reaction_180', 'reaction_181', 'reaction_182', 'entrance_alt',
'idle_return',
]
N_MOVES = 165
NONE16 = 0xFFFF
# How many battle Pokemon the model archive holds, and where the fixed context
# slots start in a species' battle table (entries 0..164 are the moves).
N_POKEMON = 151
CTX_BASE = 165
# --------------------------------------------------------------- bind extent
def quat_basis(r):
"""The game's rotation as a 3x3, rows first (src/F420.c func_8000F730).
Rx*Ry*Rz in row-vector form -- the same basis model_extract/pipeline/
glb.py converts to a quaternion, kept as a matrix here because that is
what the runtime builds too.
"""
sx, cx = math.sin(r[0] / 32768 * math.pi), math.cos(r[0] / 32768 * math.pi)
sy, cy = math.sin(r[1] / 32768 * math.pi), math.cos(r[1] / 32768 * math.pi)
sz, cz = math.sin(r[2] / 32768 * math.pi), math.cos(r[2] / 32768 * math.pi)
return ((cy * cz, sx * sy * cz - cx * sz, cx * sy * cz + sx * sz),
(cy * sz, sx * sy * sz + cx * cz, cx * sy * sz - sx * cz),
(-sy, sx * cy, cx * cy))
def mat_mul(a, b):
"""3x4 (rotation rows plus a translation column) times the same."""
out = []
for r in range(3):
row = []
for c in range(3):
row.append(sum(a[r][k] * b[k][c] for k in range(3)))
row.append(sum(a[r][k] * b[k][3] for k in range(3)) + a[r][3])
out.append(tuple(row))
return tuple(out)
def rest_sample(bones):
def sample(i):
b = bones[i]
return b['t'], b['r'], b['s']
return sample
def anim_sample(bones, anim, frame):
"""The bone TRS this animation holds at `frame`, rest where it is silent."""
tracks = anim['tracks']
def component(comps, i, fallback):
if comps is None:
return fallback
c = comps[i]
if isinstance(c, list):
return c[frame % len(c)] if c else fallback
return c
def sample(i):
b = bones[i]
tr = tracks[i] if i < len(tracks) else None
if not tr:
return b['t'], b['r'], b['s']
return ([component(tr.get('t'), k, b['t'][k]) for k in range(3)],
[component(tr.get('r'), k, b['r'][k]) for k in range(3)],
[component(tr.get('s'), k, b['s'][k]) for k in range(3)])
return sample
def bind_matrices(bones, sample=None):
"""Every bone's draw matrix at one instant, as 3x4 rows.
The game keeps bone scale out of the matrix chain: it accumulates in its
own stack, a bone's local translation is pre-multiplied by the PARENT's
accumulated scale, and the bone's own accumulated scale is applied to the
finished matrix at draw time. This is that, and it is the same walk
lib/StadiumRig.lua does per frame.
Two chains, and the distinction is the whole point: `pivot` is the
rotation/translation chain a CHILD inherits, and the draw matrix is that
with the bone's own accumulated scale applied on the right. Folding the
scale into the chain instead would apply every ancestor's scale twice --
which is exactly the multiplicative propagation glTF has and the game
does not (see model_extract/README.md's two-node export).
"""
sample = sample or rest_sample(bones)
pivot, draw, acc = [], [], []
for i, b in enumerate(bones):
bt, br, bs = sample(i)
p = b['parent']
pa = acc[p] if p >= 0 else (1.0, 1.0, 1.0)
pm = pivot[p] if p >= 0 else ((1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0))
t = [bt[i2] * pa[i2] for i2 in range(3)]
rot = quat_basis(br)
local = tuple((rot[r][0], rot[r][1], rot[r][2], t[r]) for r in range(3))
m = mat_mul(pm, local)
a = tuple(pa[i2] * bs[i2] for i2 in range(3))
acc.append(a)
pivot.append(m)
# scale on the right: the bone's own space, so it cannot reach children
draw.append(tuple((m[r][0] * a[0], m[r][1] * a[1], m[r][2] * a[2],
m[r][3]) for r in range(3)))
return draw
def pose_box(data, mats):
"""The axis-aligned box the whole model occupies under `mats`, in game
units after the model_root scale."""
root = data['rootScale'][0]
lo = [1e30, 1e30, 1e30]
hi = [-1e30, -1e30, -1e30]
for prim in data['prims']:
pos, skin = prim['pos'], prim['skin']
for i in range(len(skin)):
m = mats[skin[i]]
x, y, z = pos[i * 3], pos[i * 3 + 1], pos[i * 3 + 2]
for a in range(3):
v = (m[a][0] * x + m[a][1] * y + m[a][2] * z + m[a][3]) * root
lo[a] = min(lo[a], v)
hi[a] = max(hi[a], v)
return lo, hi
def stance(data):
"""(height, floor, radius): how tall the mon is, where its lowest point
sits relative to the model's own origin, and how wide it is -- all in
game units after the model_root scale.
Measured on the BIND POSE, which is the one pose in the set that can be
trusted for this. Two things recommend it. It reproduces the verified
glTF export bit for bit on all 151 species, so it is measuring the same
skeleton the reference implementation agreed with; and it does not move
with the animations, so no single clip's excursion decides how big every
other frame of that species is drawn.
The floor is the interesting number, and it reads cleanly: 119 of the
151 sit within 5% of zero, which says the model origin IS where the game
stands a Pokemon on its field. Every species that does not is one that
hovers -- Zubat, Magnemite and Geodude float above their origin,
Tentacruel, Gastly, Haunter, Weezing and Zapdos hang below it. What the
mod does with that is a placement decision and lives in StadiumMon.
"""
lo, hi = pose_box(data, bind_matrices(data['bones']))
if lo[0] > hi[0]:
return 0.0, 0.0, 0.0
return hi[1] - lo[1], lo[1], max(hi[0] - lo[0], hi[2] - lo[2]) / 2
def idle_is_broken(data, idle):
"""Whether this species' standby loop is corrupt as extracted.
No species trips this today. Exeggutor, Tangela and Magmar used to:
their animations are hermite keyframes (flags & 8), the extractor read
the flags byte at +0 -- the always-zero high half of the u16 -- and
decoded keyframe tables as packed streams, which threw bones hundreds
of units off the body. The detector stays as the guard against the
next extraction bug: played, a broken idle looks like a Pokemon coming
apart, and the mod would rather show the sprite fallback.
The test is deliberately narrow, because "differs from the bind pose" is
NOT brokenness. It is asked only of the STANDBY loop, which is the one
animation that is supposed to stay where it is -- a faint is meant to
end far from the standing pose and an attack is meant to lunge -- and it
wants both a large size blow-up and real drift, or an enormous amount of
one. Dewgong is what calibrates it: its idle is 2.4x its own bind pose
because the BIND is the collapsed one, and it drifts barely at all, so
it must not be caught.
"""
if idle is None:
return False
bones = data['bones']
lo, hi = pose_box(data, bind_matrices(bones))
span = hi[1] - lo[1]
if span <= 0:
return False
worst_h, worst_drift = 1.0, 0.0
for frame in range(0, idle['frames'], 3):
flo, fhi = pose_box(data, bind_matrices(bones,
anim_sample(bones, idle, frame)))
worst_h = max(worst_h, (fhi[1] - flo[1]) / span)
worst_drift = max(worst_drift, abs(flo[1] - lo[1]) / span,
abs(fhi[1] - hi[1]) / span)
return ((worst_h > 2.5 and worst_drift > 1.5)
or worst_drift > 2.0 or worst_h > 3.4)
# --------------------------------------------------------------------- write
class Writer:
def __init__(self):
self.parts = []
def raw(self, b):
self.parts.append(b)
def u8(self, v):
self.parts.append(struct.pack('<B', v & 0xFF))
def u16(self, v):
self.parts.append(struct.pack('<H', v & 0xFFFF))
def i16(self, v):
self.parts.append(struct.pack('<h', clamp(int(v), -32768, 32767)))
def i32(self, v):
self.parts.append(struct.pack('<i', clamp(int(v), -2**31, 2**31 - 1)))
def u32(self, v):
self.parts.append(struct.pack('<I', v))
def f32(self, v):
self.parts.append(struct.pack('<f', v))
def i8(self, v):
self.parts.append(struct.pack('<b', clamp(int(v), -128, 127)))
def bytes(self):
return b''.join(self.parts)
def clamp(v, lo, hi):
return lo if v < lo else (hi if v > hi else v)
def fixed(v):
"""16.16, which holds every bone scale in the set (-31 .. 100) exactly
enough that a rounded one is invisible."""
return clamp(int(round(v * 65536)), -2**31, 2**31 - 1)
def write_track_component(w, values, kind):
"""One component of one bone's t/r/s in one animation.
`values` is the js payload's own shape: a bare number when the component
holds still for the whole animation, or one number a frame when it does
not. That fold is where most of the size saving is -- a bone that only
rotates costs two bytes for each of its six other components.
"""
array = isinstance(values, list)
w.u8(1 if array else 0)
seq = values if array else [values]
if kind == 's':
for v in seq:
w.i32(fixed(v))
else:
for v in seq:
w.i16(int(round(v)))
def context_table(rows, n_anims):
"""Which animation each fixed battle context slot resolves to.
Entries 165 upward of the species' own battle table, in slot order, which
is exactly what CONTEXTS lists. An entry naming an animation the species
does not have is written as "none" rather than clamped: the mod would
rather fall back than play the wrong clip.
"""
ctx = [NONE16] * len(CONTEXTS)
for i in range(len(CONTEXTS)):
e = CTX_BASE + i
ai = rows[e][0] if e < len(rows) else None
if ai is not None and ai < n_anims:
ctx[i] = ai
return ctx
def pack(data, species, move_rows, ctx):
w = Writer()
bones, prims = data['bones'], data['prims']
textures, anims, aux = data['textures'], data['anims'], data['auxAnims']
height, floor, radius = stance(data)
idle_index = ctx[CONTEXTS.index('idle')]
idle = anims[idle_index] if idle_index != NONE16 else None
static = idle_is_broken(data, idle)
w.raw(b'DSM3')
for v in (species, len(bones), len(prims), len(textures), len(anims),
len(aux)):
w.u16(v)
w.f32(data['rootScale'][0])
# 1 = hold the bind pose, never play an animation (see idle_is_broken).
# Immediately after rootScale, which is where the format table above says
# it is and where lib/StadiumPack.lua reads it.
w.u8(1 if static else 0)
w.f32(height)
w.f32(floor)
w.f32(radius)
rows = move_rows or []
for m in range(N_MOVES):
row = rows[m] if m < len(rows) else None
w.u16(row[0] if row and row[0] < len(anims) else NONE16)
for m in range(N_MOVES):
row = rows[m] if m < len(rows) else None
w.i16(row[1] if row and 0 <= row[1] < len(aux) else -1)
for v in ctx:
w.u16(v)
for b in bones:
w.i16(b['parent'])
for v in b['t']:
w.i16(round(v))
for v in b['r']:
w.i16(v)
for v in b['s']:
w.i32(fixed(v))
for p in prims:
w.u16(p['tex'])
# the display list's own cull mode: 1024 is G_CULL_BACK
w.u8(1 if p.get('cull') else 0)
w.u8(1 if p.get('blend') == 'add' else 0)
w.i16(p.get('texAnim', -1))
tex_map = p.get('texMap') or {}
w.u8(len(tex_map))
for key, tex in sorted(tex_map.items(), key=lambda kv: int(kv[0])):
w.u8(int(key))
w.u16(tex)
frames = p.get('fxFrames') or []
w.u16(len(frames))
for f in frames:
w.u16(f)
pos, uv, nrm, skin, idx = (p['pos'], p['uv'], p['nrm'], p['skin'],
p['idx'])
n = len(skin)
w.u16(n)
w.u16(len(idx))
for i in range(n):
w.i16(pos[i * 3])
w.i16(pos[i * 3 + 1])
w.i16(pos[i * 3 + 2])
# 1/512, which puts a texel of the largest texture in the set
# well inside a step and still reaches the +-32 the wrapped
# coordinates of some display lists run to
w.i16(round(uv[i * 2] * 512))
w.i16(round(uv[i * 2 + 1] * 512))
w.i8(round(nrm[i * 3] * 127))
w.i8(round(nrm[i * 3 + 1] * 127))
w.i8(round(nrm[i * 3 + 2] * 127))
w.u8(skin[i])
for v in idx:
w.u16(v)
for t in textures:
rgba = t['rgba']
w.u16(t['w'])
w.u16(t['h'])
w.u32(len(rgba))
w.raw(rgba)
for a in anims:
name = (a.get('name') or '')[:255].encode('utf8')
w.u8(len(name))
w.raw(name)
w.u16(a['frames'])
w.u16(a.get('loopStart', 0))
w.i16(a.get('aux', -1))
tracks = a['tracks']
for bi in range(len(bones)):
tr = tracks[bi] if bi < len(tracks) else None
if not tr:
w.u8(0)
continue
w.u8(1)
for key in ('t', 'r', 's'):
comps = tr.get(key)
if comps is None:
# a bone the animation leaves at its rest value for this
# path: written as three constants so the reader never
# has to branch on a missing path
rest = {'t': [0, 0, 0], 'r': [0, 0, 0],
's': [1.0, 1.0, 1.0]}[key]
src = bones[bi][key] if key in bones[bi] else rest
comps = list(src)
for c in comps:
write_track_component(w, c, key)
for a in aux:
w.u16(a['frames'])
w.u16(a.get('loopStart', 0))
chans = a['channels']
w.u16(len(chans))
for ch in chans:
w.u16(len(ch))
for v in ch:
w.u16(v)
return w.bytes(), (height, floor, radius)
# ---------------------------------------------------------------------- main
def build_one(blob, fileno, tables, moves):
"""One model fragment -> the payload `pack` takes.
The same three steps build.py takes for a Pokemon, in the same order:
parse the fragment, label the animations off the species' battle table,
then hang the generated fire/gas stand-ins on the bones the game's own
effect callbacks hang off.
"""
data = fragment.extract(blob, '%d.bin' % fileno, raw=True)
species = data['species']
rows = tables.rows(species)
build.label_animations(data, rows, moves)
build.attach_effects(data, species, raw=True)
data['name'] = battle.SPECIES.get(species, '#%d' % species)
return data, species, rows
def main(argv):
args = {a.split('=')[0]: (a.split('=', 1)[1] if '=' in a else True)
for a in argv}
out = args.get('--out') or os.path.join(MOD, 'assets', 'stadium')
only = ({int(x) for x in args['--only'].split(',')}
if '--only' in args else None)
rom_path = args.get('--rom') or build.find_rom()
if not rom_path or not os.path.exists(rom_path):
print('ROM not found. Put a Pokemon Stadium (US 1.0) ROM at\n %s\n'
'or pass --rom=PATH.'
% os.path.join(build.BASEROMS, 'baserom.z64'), file=sys.stderr)
return 1
rom = rom_mod.Rom(rom_path)
if not rom.is_expected_us:
print('warning: md5 %s is not the expected US 1.0 ROM' % rom.md5,
file=sys.stderr)
blobs = rom_mod.pokemon_models(rom)
tables = battle.BattleTables(rom)
moves = battle.load_move_names(os.path.join(MOD, 'model_extract'))
os.makedirs(out, exist_ok=True)
total, report, statics = 0, [], []
for fileno in range(min(N_POKEMON, len(blobs))):
data, species, rows = build_one(blobs[fileno], fileno, tables, moves)
if only and species not in only:
continue
move_rows = [[rows[m][0], rows[m][1]] for m in range(N_MOVES)]
blob, extent = pack(data, species, move_rows,
context_table(rows, len(data['anims'])))
if blob[4 + 12 + 4] == 1:
statics.append(species)
path = os.path.join(out, '%03d.dsm' % species)
with open(path, 'wb') as fp:
fp.write(blob)
total += len(blob)
report.append((species, data['name'], len(blob), extent,
len(data['bones']), len(data['prims']),
len(data['anims'])))
print('%d models, %.1f MB -> %s' % (len(report), total / 1e6, out))
if statics:
print('held at the bind pose (corrupt standby loop in the source): %s'
% ', '.join(str(x) for x in statics))
if '--report' in args:
report.sort(key=lambda r: -r[3][0])
print('%-4s %-12s %9s %8s %8s %6s %6s %5s'
% ('#', 'name', 'bytes', 'height', 'floor', 'bones', 'prims',
'anims'))
for r in report[:10] + report[-5:]:
print('%-4d %-12s %9d %8.2f %8.2f %6d %6d %5d'
% (r[0], r[1], r[2], r[3][0], r[3][1], r[4], r[5], r[6]))
heights = sorted(r[3][0] for r in report)
print('height: min %.2f median %.2f max %.2f'
% (heights[0], heights[len(heights) // 2], heights[-1]))
return 0
if __name__ == '__main__':
sys.exit(main(sys.argv[1:]))