#!/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 is immune to the animation quirks a handful of species carry (Exeggutor's idle throws limbs hundreds of units off the body from frame 1 on, and Magmar's does something similar) -- 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 -- 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 in the source data. A handful of species come out of the extraction with animations that throw bones hundreds of units off the body -- Exeggutor, Tangela and Magmar, whose channel streams the game's own index arithmetic evidently reads differently from the way the exporter does. Played, they look like a Pokemon coming apart; the mod would rather stand them still. 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(' 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:]))