This repository was archived by the owner on Aug 14, 2026. It is now read-only.
forked from TeJota1337/DramaticShapeVoxelMod
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathStadiumFragment.lua
More file actions
1044 lines (966 loc) · 36.5 KB
/
Copy pathStadiumFragment.lua
File metadata and controls
1044 lines (966 loc) · 36.5 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
-- STADIUM battles: one FRAGMENT module -> geometry, textures, skeleton,
-- animations.
--
-- A port of model_extract/pipeline/fragment.py, structure for structure and
-- name for name, so the two can be read side by side and diffed. The Python
-- is the reference implementation and stays the ORACLE:
-- tools/stadium_pack.py drives it over the same ROM and
-- tests/stadium_extract_test.lua requires the finished .dsm files to agree
-- byte for byte. That is the only way a port of this much numeric code can
-- be trusted -- reading it twice is not enough.
--
-- ------- the three things it does
--
-- THE GEO LAYOUT is a little bytecode: a tree of nodes with an open/close
-- stack, where some nodes are bones, some set the current material, and some
-- hand a display list to whichever bone is live. Walking it builds the
-- skeleton and decides which triangles belong to which bone.
--
-- THE DISPLAY LISTS are F3DEX2, the N64's own graphics microcode. Only four
-- of its commands matter here -- load vertices, draw triangle(s), set the
-- geometry mode (which carries the cull bits), call/branch -- because
-- everything else is render state this rebuilds from the texture table
-- instead.
--
-- THE ANIMATIONS are packed per-frame streams of 12- or 16-bit fields for
-- 146 of the 151 species. The other five -- Pidgeot, Dodrio, Exeggutor,
-- Tangela and Magmar -- use the game's hermite-keyframe mode (flags & 8),
-- some for every animation, some for a subset.
--
-- ------- arithmetic, and why there are no bit operations here
--
-- Every shift and mask is written as multiply/divide/modulo. Two reasons.
-- LuaJIT's `bit` library works on SIGNED 32-bit integers, so every value that
-- crosses 0x80000000 -- which pointers in this file constantly do -- would
-- need a conversion back, and each of those is a place to be wrong. And the
-- one shift that genuinely needs care (`bitfield` below) has to be exact to
-- 32 bits, which a double can do only if the value is reduced BEFORE it is
-- shifted up. Doing it in arithmetic makes that reduction visible instead of
-- hiding it behind an operator that silently truncates.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumFragment = {}
local byte = string.byte
local char = string.char
local sub = string.sub
local concat = table.concat
local floor = math.floor
-- Where the module is linked to run. Every pointer inside it is an address in
-- that space, so subtracting this turns one into a file offset.
local BASE = 0x8FF00000
-- Size of each geo-layout command, by opcode. A command this does not
-- understand is still stepped over correctly, which is what lets an unknown
-- one be a warning rather than the end of the walk.
local 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,
}
StadiumFragment.CMD_SIZES = CMD_SIZES
-- ------- rounding
--
-- Python rounds half to EVEN, and the packer's numbers go through `round`
-- three times over (fold a track to a constant, quantise a scale to 16.16,
-- quantise a UV to 1/512). Rounding half away from zero instead would put
-- this one off by one wherever a value lands exactly on a boundary, and a
-- single byte is all it takes for the oracle diff to fail -- so it is worth
-- the six lines to do it the same way.
local function roundHalfEven(x)
local f = floor(x)
local d = x - f
if d > 0.5 then return f + 1 end
if d < 0.5 then return f end
if f % 2 == 0 then return f end
return f + 1
end
-- Python's round(x, nd). Multiplying by 10^nd first is WRONG: the multiply
-- itself rounds, and a value just under a decimal boundary can land exactly
-- on it -- Magmar's attack scale track holds 1.008874999..., whose *1e5 is
-- exactly 100887.5, and the fold then differed from the oracle by one bit.
-- Python rounds the EXACT binary expansion, and so does LuaJIT's own float
-- formatter, so the digits come from string.format instead.
local function roundTo(x, nd)
if nd == 0 then return roundHalfEven(x) end
if x ~= x or x == math.huge or x == -math.huge then return x end
-- A true decimal tie -- the exact expansion terminating one digit past nd
-- with a 5 -- only a dyadic value can produce, and its zeros then run out
-- forever; any other double shows a nonzero digit within ~18 places. The
-- formatter rounds such a tie away from zero where Python rounds it to
-- even, so it is the one case the digits cannot settle.
local s = string.format("%." .. (nd + 24) .. "f", x)
local dot = s:find(".", 1, true)
local tail = s:sub(dot + nd + 1)
if not tail:match("^50*$") then
return tonumber(string.format("%." .. nd .. "f", x))
end
local head = s:sub(1, dot + nd) -- sign, integer part, nd digits
local last = head:byte(-1) - 48
if last % 2 == 0 then return tonumber(head) end
-- an odd digit bumps to even with no carry
return tonumber(head:sub(1, -2) .. string.char(head:byte(-1) + 1))
end
StadiumFragment.roundHalfEven = roundHalfEven
StadiumFragment.roundTo = roundTo
-- Two's-complement reading of an n-bit field.
local function signed(v, bits)
local m = 2 ^ (bits - 1)
if v >= m then return v - m * 2 end
return v
end
StadiumFragment.signed = signed
-- The distinct values of an array, in the order they first appear. The Python
-- reached for a set here and that decided the order textures were registered
-- in -- see fragment.py's own `unique`.
local function unique(seq, n)
local seen, out, m = {}, {}, 0
for i = 1, n or #seq do
local v = seq[i]
if v ~= nil and not seen[v] then
seen[v] = true
m = m + 1
out[m] = v
end
end
return out, m
end
-- ------- the module
local Frag = {}
Frag.__index = Frag
function Frag:u8(o)
return byte(self.d, o + 1)
end
function Frag:s8(o)
local v = byte(self.d, o + 1)
if v >= 128 then return v - 256 end
return v
end
function Frag:u16(o)
local a, b = byte(self.d, o + 1, o + 2)
return a * 256 + b
end
function Frag:s16(o)
local a, b = byte(self.d, o + 1, o + 2)
local v = a * 256 + b
if v >= 32768 then return v - 65536 end
return v
end
function Frag:u32(o)
local a, b, c, d = byte(self.d, o + 1, o + 4)
return ((a * 256 + b) * 256 + c) * 256 + d
end
function Frag:s32(o)
local v = self:u32(o)
if v >= 2147483648 then return v - 4294967296 end
return v
end
-- A pointer as a file offset, or nil for the null pointer.
function Frag:off(ptr)
if ptr == 0 then return nil end
return ptr - BASE
end
function Frag:ptr(o)
return self:off(self:u32(o))
end
-- The entry stub ends with `lui rX, hi; addiu rX, rX, lo`, which is MIPS for
-- "load the address of the root struct". Finding that pair is how the root is
-- located without a symbol table.
function Frag:root()
for o = 0x20, 0x7C, 4 do
local w = self:u32(o)
if floor(w / 0x4000000) == 0x0F then -- lui
local reg = floor(w / 0x10000) % 0x20
local w2 = self:u32(o + 4)
if floor(w2 / 0x4000000) == 0x09 -- addiu rX, rX, imm
and floor(w2 / 0x200000) % 0x20 == reg then
return self:u16(o + 2) * 65536 + self:s16(o + 6) - BASE
end
end
end
return nil
end
-- A null-terminated run of pointers.
function Frag:ptrList(o)
local out, n = {}, 0
while true do
local p = self:ptr(o)
if p == nil then return out, n end
n = n + 1
out[n] = p
o = o + 4
end
end
-- `data` is one decompressed archive entry.
function StadiumFragment.open(data, name)
if type(data) ~= "string" or #data < 0x20 then
return nil, (name or "?") .. ": too short to be a module"
end
if sub(data, 9, 16) ~= "FRAGMENT" then
return nil, (name or "?") .. ": not a FRAGMENT module"
end
return setmetatable({ d = data, name = name or "<bytes>" }, Frag)
end
-- ------- walking the geo layout and running the display lists
local Model = {}
Model.__index = Model
local function newModel(frag)
local r = frag:root()
if not r then return nil, frag.name .. ": could not locate root struct" end
local geo = frag:ptr(r + 0x08)
local anims = frag:ptr(r + 0x0C)
local aux = frag:ptr(r + 0x10)
local m = setmetatable({
f = frag,
species = frag:u16(r),
geoLayouts = geo and frag:ptrList(geo) or {},
anims = anims and frag:ptrList(anims) or {},
auxAnims = aux and frag:ptrList(aux) or {},
textures = {}, -- { fmt, siz, w, h, texels, data }
tluts = {}, -- palettes: { count, data, dl }
bones = {}, -- { parent, boneId, flags, chan, t, r, s }
boneById = {},
prims = {}, -- { tex, tlut, mat, texAnim, cull, verts, tris }
primsByKey = {},
rootScale = { 1.0, 1.0, 1.0 },
fx = {}, -- geo cmd 0x08 procedural effect nodes
warnings = {},
}, Model)
return m
end
function Model:readTextureTable(off, count)
local f = self.f
local t = self.textures
for i = 0, count - 1 do
local o = off + i * 0xC
t[#t + 1] = {
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),
}
end
end
-- 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 display list
-- that loads it (src/12D80.c func_80015B20). The list is authoritative, so it
-- is run rather than trusted.
function Model:readTlutTable(off, count)
local f = self.f
for i = 0, count - 1 do
local o = off + i * 0xC
local rec = { count = f:u16(o + 2), data = f:ptr(o + 4), dl = f:ptr(o + 8) }
local dl = rec.dl
if dl ~= nil then
for _ = 1, 16 do
local w0, w1 = f:u32(dl), f:u32(dl + 4)
local op = floor(w0 / 0x1000000)
if op == 0xFD then -- G_SETTIMG
rec.data = f:off(w1)
elseif op == 0xF0 then -- G_LOADTLUT
rec.count = floor(w1 / 0x4000) % 0x400 + 1
elseif op == 0xDF then
break
end
dl = dl + 8
end
end
self.tluts[#self.tluts + 1] = rec
end
end
-- The bone whose matrix is live. Mirrors gCurGraphNodeList in
-- src/geo_layout.c: the top of the stack is the slot the NEXT node command
-- writes to, so the node that owns the current one is the slot below
-- (func_80017AC4).
function Model:curBone()
local n = #self.stack
if n >= 2 then return self.stack[n - 1] end
return -1
end
function Model:build()
self.curTex = -1
self.curTlut = -1
self.curMat = nil
self.curTexAnim = -1
self.stack = { -1 }
-- The RSP vertex cache persists ACROSS display lists: a bone's list often
-- preloads vertices 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 = {}
if not self.geoLayouts[1] then
self.warnings[#self.warnings + 1] = "no geo layout"
return
end
self:walk(self.geoLayouts[1], 0)
end
function Model:walk(o, depth)
local f = self.f
if depth > 32 or o == nil then return end
while true do
local cmd = f:u8(o)
local size = CMD_SIZES[cmd]
if size == nil then
self.warnings[#self.warnings + 1] =
("unknown geo cmd 0x%02x at 0x%x"):format(cmd or -1, o)
return
end
if cmd == 0x01 or cmd == 0x04 then -- end / return
return
elseif cmd == 0x00 or cmd == 0x03 then -- branch (with return)
self:walk(f:ptr(o + 4), depth + 1)
elseif cmd == 0x02 then -- jump (no return)
o = f:ptr(o + 4)
if o == nil then return end
cmd = nil -- skip the o = o + size
elseif cmd == 0x05 then -- open node
local n = #self.stack
self.stack[n + 1] = self.stack[n]
elseif cmd == 0x06 then -- close node
self.stack[#self.stack] = nil
elseif cmd == 0x17 then -- model header
self:readTextureTable(f:ptr(o + 8), f:s16(o + 2))
if f:ptr(o + 0xC) then
self:readTlutTable(f:ptr(o + 0xC), f:s16(o + 4))
end
self.vtxBase = f:ptr(o + 0x10)
self.nVerts = f:s16(o + 6)
elseif cmd == 0x08 then -- effect callback
self.fx[#self.fx + 1] = { bone = self:curBone(), callback = f:u32(o + 4),
arg = f:ptr(o + 8) }
elseif cmd == 0x1C then -- uniform scale node
self.rootScale = { f:s32(o + 4) / 65536.0, f:s32(o + 8) / 65536.0,
f:s32(o + 0xC) / 65536.0 }
elseif cmd == 0x1D then -- bone / joint node
local idx = #self.bones -- 0-based, as the file
self.bones[idx + 1] = {
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[#self.stack] = idx
elseif cmd == 0x23 then -- 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 out of the
-- auxiliary animation's stream.
self.curTexAnim = f:s16(o + 2)
elseif cmd == 0x22 then -- DL on current bone
self:runDL(f:ptr(o + 4), self:curBone(), 0)
elseif cmd == 0x1E then -- DL on named bone
local named = self.boneById[f:s16(o + 2)]
self:runDL(f:ptr(o + 4), named or self:curBone(), 0)
elseif cmd == 0x20 or cmd == 0x21 then -- DL + own transform
self:runDL(f:ptr(o + (cmd == 0x20 and 0x10 or 0xC)), self:curBone(), 0)
end
if cmd ~= nil then o = o + size end
end
end
function Model:primFor(tex, tlut, mat, texAnim, cull)
local key = tex .. "," .. tlut .. "," .. tostring(mat) .. ","
.. texAnim .. "," .. cull
local p = self.primsByKey[key]
if p == nil then
p = { tex = tex, tlut = tlut, mat = mat, texAnim = texAnim, cull = cull,
verts = {}, nverts = 0, tris = {}, ntris = 0, remap = {} }
self.primsByKey[key] = p
self.prims[#self.prims + 1] = p
end
return p
end
-- Bitwise AND and OR over the low `bits` bits, in arithmetic. See the module
-- header for why there is no `bit` library in here.
local function band(a, b, bits)
local r, p = 0, 1
for _ = 1, bits do
if a % 2 == 1 and b % 2 == 1 then r = r + p end
a, b, p = floor(a / 2), floor(b / 2), p * 2
end
return r
end
local function bor(a, b, bits)
local r, p = 0, 1
for _ = 1, bits do
if a % 2 == 1 or b % 2 == 1 then r = r + p end
a, b, p = floor(a / 2), floor(b / 2), p * 2
end
return r
end
-- One triangle out of the vertex cache and into a prim, deduplicating
-- vertices as it goes.
--
-- A file-level function rather than a closure inside runDL: it is called
-- once per triangle -- some two hundred thousand times over the set -- and a
-- closure there would allocate one per display-list command.
--
-- A triangle naming a cache slot that was never loaded is DROPPED, not
-- faulted. That happens where a display list indexes past what its own G_VTX
-- filled, which the hardware would read as stale cache; there is nothing
-- meaningful to draw.
--
-- It is abandoned MID-TRIANGLE, exactly where the missing corner is found,
-- and the corners already walked keep the slots they were just given in the
-- vertex list. That looks like a detail and is not: those vertices stay in
-- the prim, so they shift every later vertex's index by one. Checking all
-- three corners up front instead -- which is what a careful reader writes --
-- silently produces a different, equally plausible vertex list, and every
-- index in the file after that point moves.
local function emit(prim, vbuf, flip, ia, ib, ic)
local remap, verts = prim.remap, prim.verts
local tri = { 0, 0, 0 }
for k = 1, 3 do
local v = vbuf[k == 1 and ia or (k == 2 and ib or ic)]
if v == nil then return end
local key = v[1] .. "," .. v[2] .. "," .. v[3] .. "," .. v[4] .. ","
.. v[5] .. "," .. v[6] .. "," .. v[7] .. "," .. v[8]
.. "," .. v[9] .. "," .. v[10]
local j = remap[key]
if j == nil then
j = prim.nverts -- 0-based, as the file
remap[key] = j
prim.nverts = j + 1
verts[j + 1] = v
end
tri[k] = j
end
if flip then tri[1], tri[3] = tri[3], tri[1] end
prim.ntris = prim.ntris + 1
prim.tris[prim.ntris] = tri
end
function Model:runDL(o, bone, depth)
if o == nil or depth > 8 then return end
local f = self.f
local vbuf = self.vbuf
local cull = 0x400
while true do
local w0, w1 = f:u32(o), f:u32(o + 4)
local op = floor(w0 / 0x1000000)
o = o + 8
if op == 0xDF then -- G_ENDDL
return
elseif op == 0xDE then -- G_DL
self:runDL(f:off(w1), bone, depth + 1)
if floor(w0 / 0x10000) % 256 ~= 0 then -- branch, not call
return
end
elseif op == 0x01 then -- G_VTX
local n = floor(w0 / 0x1000) % 256
local v0 = floor((w0 % 0x1000) / 2) - n
local a = f:off(w1)
if a then
for i = 0, n - 1 do
local p = a + i * 0x10
local slot = v0 + i
if slot >= 0 and slot < 64 then
-- s and t are S10.5 and kept RAW here; the /32 happens once, on
-- the way out, so that the dedup key below compares integers
vbuf[slot] = { f:s16(p), f:s16(p + 2), f:s16(p + 4),
f:s16(p + 8), f:s16(p + 10),
f:s8(p + 12), f:s8(p + 13), f:s8(p + 14),
f:u8(p + 15), bone }
end
end
end
elseif op == 0xD9 then -- G_GEOMETRYMODE
-- `cull = (cull & (w0 & 0xFFFFFF)) | w1`.
--
-- Only bits 9 and 10 -- G_CULL_FRONT and G_CULL_BACK -- are ever read
-- out of this, so the whole word is kept to eleven bits and the AND and
-- OR done over those. Bits above that cannot influence bits 9 and 10
-- under either operator, so nothing is lost and the two loops that used
-- to run 24 times each now run 11.
cull = bor(band(cull, w0 % 0x800, 11), w1 % 0x800, 11)
elseif op == 0x05 or op == 0x06 then -- G_TRI1 / G_TRI2
local prim = self:primFor(self.curTex, self.curTlut, self.curMat,
self.curTexAnim, cull % 0x800 - cull % 0x200)
local flip = (floor(cull / 0x200) % 2 == 1)
and (floor(cull / 0x400) % 2 == 0)
emit(prim, vbuf, flip,
floor(floor(w0 / 0x10000) % 256 / 2),
floor(floor(w0 / 0x100) % 256 / 2),
floor(w0 % 256 / 2))
if op == 0x06 then
emit(prim, vbuf, flip,
floor(floor(w1 / 0x10000) % 256 / 2),
floor(floor(w1 / 0x100) % 256 / 2),
floor(w1 % 256 / 2))
end
end
-- everything else (SETTILE / sync / ...) is render state this rebuilds
-- from the texture table instead, so it is skipped
end
end
-- CI4 selects a 16-entry block of the palette through the render tile's
-- palette field; read it out of the material display list's last G_SETTILE.
function Model:tilePalette(mat)
if mat == nil then return 0 end
local f = self.f
local pal = 0
for _ = 1, 16 do
local w0, w1 = f:u32(mat), f:u32(mat + 4)
local op = floor(w0 / 0x1000000)
if op == 0xF5 and floor(w1 / 0x1000000) % 8 == 0 then -- render tile
pal = floor(w1 / 0x100000) % 16
elseif op == 0xDF then
break
end
mat = mat + 8
end
return pal
end
-- ------- animations
-- src/F420.c func_80010500: a signed `bits`-wide field at bit index*bits.
--
-- C integer division truncates toward zero and Lua's floor() does not, which
-- only differs for a NEGATIVE index -- and a negative index is exactly what an
-- empty channel produces, so the truncating form is the one that matches the
-- hardware.
--
-- The shift is the part that needs care. `(v << rem) & 0xFFFFFFFF` on a
-- 32-bit v would want 63 bits of intermediate, and a double holds 53 exactly.
-- Masking FIRST -- dropping the bits the shift would push out anyway -- keeps
-- the product under 2^32 and therefore exact.
local function bitfield(f, base, index, bits)
local bitpos = index * bits
local word
if bitpos >= 0 then
word = floor(bitpos / 16)
else
word = -floor(-bitpos / 16)
end
local rem = bitpos - word * 16
local o = base + word * 2
local v = f:u16(o) * 65536 + f:u16(o + 2)
local shift = rem % 32
local keep = 2 ^ (32 - shift)
v = (v % keep) * 2 ^ shift
return signed(floor(v / 2 ^ (32 - bits)), bits)
end
StadiumFragment.bitfield = bitfield
local Anim = {}
Anim.__index = Anim
local function newAnim(frag, off)
return setmetatable({
f = frag, off = off,
-- the u16 at +0: the flag bits live in its LOW byte, so a u8 read at +0
-- gets the always-zero high byte and silently hides hermite mode
flags = frag:u16(off),
startFrame = frag:u16(off + 4),
loopStart = frag:u16(off + 6),
nChannels = frag:u16(off + 8),
nFrames = frag:u16(off + 0xA),
chanTable = frag:ptr(off + 0xC),
scaleData = frag:ptr(off + 0x10),
rotData = frag:ptr(off + 0x14),
transData = frag:ptr(off + 0x18),
}, Anim)
end
function Anim:chan(i)
local o = self.chanTable + i * 0xA
local f = self.f
return { 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) }
end
-- Packed per-frame streams (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 (the nil
-- return) is dead code kept as a safety net.
function Anim:transPacked(c, frame)
if c.nTrans == 0 then return nil end
local wide = floor(self.flags / 4) % 2 == 1
local bits = wide and 16 or 12
if c.nTrans == 1 then
-- func_80016848 reads the u16 offset field back as a SIGNED constant
if wide then return signed(c.oTrans, 16) + 0.0 end
return floor(signed(c.oTrans * 16 % 65536, 16) / 16) + 0.0
end
local i = c.oTrans + (frame < c.nTrans - 1 and frame or c.nTrans - 1)
return bitfield(self.f, self.transData, i, bits) + 0.0
end
function Anim:rotPacked(c, frame)
if c.nRot == 0 then return nil end
if c.nRot == 1 then return signed(c.oRot * 16 % 65536, 16) end
local i = c.oRot + (frame < c.nRot - 1 and frame or c.nRot - 1)
return signed(bitfield(self.f, self.rotData, i, 12) * 16 % 65536, 16)
end
function Anim:scalePacked(c, frame)
if c.nScale == 0 then return nil end
if c.nScale == 1 then return c.oScale / 1000.0 end
local i = c.oScale + (frame < c.nScale - 1 and frame or c.nScale - 1)
return self.f:s16(self.scaleData + i * 2) / 1000.0
end
-- Hermite keyframes (flags & 8): Pidgeot, Dodrio, Exeggutor, Tangela and
-- Magmar. src/17300.c func_80016934 (narrow, 6-byte keys) and func_80016B30
-- (wide, 8-byte keys with a separate out-tangent).
function Anim:hermite(base, n, frame, wide)
local f = self.f
local stride = wide and 8 or 6
local function key(i)
local o = base + i * stride
return f:s16(o), f:s16(o + 2), f:s16(o + 4),
wide and f:s16(o + 6) or f:s16(o + 4)
end
local k0t, k0v = key(0)
if k0t >= frame then return k0v + 0.0 end
local lt, lv = key(n - 1)
if frame >= lt then return lv + 0.0 end
local i = 0
while i < n - 2 do
if frame < (key(i + 1)) then break end
i = i + 1
end
local at, av, ao, aw = key(i)
local bt, bv, bo = key(i + 1)
local x = (frame - at) / 30.0
local y = 30.0 / (bt - at)
local x2, x3 = x * x, x * x * x
local y2, y3 = y * y, y * y * y
return av * (2 * x3 * y3 - 3 * x2 * y2 + 1)
+ bv * (-2 * x3 * y3 + 3 * x2 * y2)
+ (wide and aw or ao) * (x3 * y2 - 2 * x2 * y + x)
+ bo * (x3 * y2 - x2 * y)
end
function Anim:transKey(c, frame)
if c.nTrans < 2 then return signed(c.oTrans, 16) + 0.0 end
return self:hermite(self.transData + c.oTrans * 2, c.nTrans, frame,
c.interp % 2 == 1)
end
function Anim:rotKey(c, frame)
local deg
if c.nRot < 2 then
deg = signed(c.oRot, 16) / 10.0
else
deg = self:hermite(self.rotData + c.oRot * 2, c.nRot, frame,
floor(c.interp / 2) % 2 == 1) / 10.0
end
deg = deg % 360.0
-- func_80016DE0 returns s16: the f32 -> s16 cast WRAPS an angle above 180
-- degrees to its negative twin, and the pack writer clamps i16, so an
-- unwrapped value would pin at 32767 instead
return signed(floor(deg / 360.0 * 65536.0) % 65536, 16)
end
function Anim:scaleKey(c, frame)
if c.nScale < 2 then return signed(c.oScale, 16) / 100.0 end
return self:hermite(self.scaleData + c.oScale * 2, c.nScale, frame,
floor(c.interp / 4) % 2 == 1) / 100.0
end
-- (translation, rotation, scale) for one bone at one frame. Components whose
-- channel carries no data fall back to the bone's bind value.
function Anim:sampleTrs(chanIndex, frame, bt, br, bs)
local base = chanIndex * 3
if base < 0 or base + 2 >= self.nChannels then return nil end
local c1, c2, c3 = self:chan(base), self:chan(base + 1), self:chan(base + 2)
local t, r, s = {}, {}, {}
if floor(self.flags / 8) % 2 == 1 then
t[1], t[2], t[3] = self:transKey(c1, frame), self:transKey(c2, frame),
self:transKey(c3, frame)
r[1], r[2], r[3] = self:rotKey(c1, frame), self:rotKey(c2, frame),
self:rotKey(c3, frame)
s[1], s[2], s[3] = self:scaleKey(c1, frame), self:scaleKey(c2, frame),
self:scaleKey(c3, frame)
else
t[1], t[2], t[3] = self:transPacked(c1, frame), self:transPacked(c2, frame),
self:transPacked(c3, frame)
r[1], r[2], r[3] = self:rotPacked(c1, frame), self:rotPacked(c2, frame),
self:rotPacked(c3, frame)
s[1], s[2], s[3] = self:scalePacked(c1, frame),
self:scalePacked(c2, frame), self:scalePacked(c3, frame)
end
for k = 1, 3 do
if t[k] == nil then t[k] = bt[k] end
if r[k] == nil then r[k] = br[k] end
if s[k] == nil then s[k] = bs[k] end
end
return t, r, s
end
-- Texture animation (src/18140.c). Same header shape as a skeletal animation,
-- but each channel is a per-frame stream of texture-table indices that
-- func_800176DC substitutes into a material.
local Aux = {}
Aux.__index = Aux
local function newAux(frag, off)
return setmetatable({
f = frag,
flags = frag:u16(off), -- low byte, same layout as Anim
startFrame = frag:u16(off + 4),
loopStart = frag:u16(off + 6),
nChannels = frag:u16(off + 8),
nFrames = frag:u16(off + 0xA),
chanTable = frag:ptr(off + 0xC),
data = frag:ptr(off + 0x10),
}, Aux)
end
-- func_80017540: index into the stream, clamped to the channel's length.
function Aux:sample(chan, frame)
if chan < 0 or chan >= self.nChannels or self.chanTable == nil then
return nil
end
local o = self.chanTable + chan * 4
local count, base = self.f:u16(o), self.f:u16(o + 2)
if count == 0 then return nil end
local i = base + (frame < count and frame or count - 1)
return self.f:u8(self.data + i)
end
function Aux:track(chan)
local n = self.nFrames > 1 and self.nFrames or 1
local out = {}
for i = 0, n - 1 do out[i + 1] = self:sample(chan, i) end
return out, n
end
-- ------- textures
local function rgba5551(p)
return floor(floor(p / 2048) % 32 * 255 / 31),
floor(floor(p / 64) % 32 * 255 / 31),
floor(floor(p / 2) % 32 * 255 / 31),
(p % 2 == 1) and 255 or 0
end
-- (w, h, RGBA8 string) for the N64 texture formats these models use.
local function decodeTexture(f, tex, tlut, palette)
local w, h, fmt, siz, addr = tex.w, tex.h, tex.fmt, tex.siz, tex.data
local n = w * h
if n <= 0 or addr == nil then
return w, h, string.rep("\255\0\255\255", n > 0 and n or 0)
end
local d = f.d
local out = {}
local function nibble(i)
local v = byte(d, addr + floor(i / 2) + 1)
if i % 2 == 1 then return v % 16 end
return floor(v / 16)
end
if fmt == 0 and siz == 2 then -- RGBA16 (5/5/5/1)
for i = 0, n - 1 do
local a, b = byte(d, addr + i * 2 + 1, addr + i * 2 + 2)
out[i + 1] = char(rgba5551(a * 256 + b))
end
elseif fmt == 0 and siz == 3 then -- RGBA32
return w, h, sub(d, addr + 1, addr + n * 4)
elseif fmt == 2 then -- CI4 / CI8
local pal, np = {}, 0
if tlut ~= nil and tlut.data ~= nil then
local base = tlut.data + (siz == 0 and palette * 16 * 2 or 0)
np = (siz == 0) and 16 or 256
for i = 0, np - 1 do
local a, b = byte(d, base + i * 2 + 1, base + i * 2 + 2)
pal[i + 1] = char(rgba5551(a * 256 + b))
end
end
if np == 0 then
np = 256
for i = 1, np do pal[i] = "\255\0\255\255" end
end
for i = 0, n - 1 do
local idx = (siz == 0) and nibble(i) or byte(d, addr + i + 1)
out[i + 1] = pal[idx % np + 1]
end
elseif fmt == 3 then -- IA16 / IA8 / IA4
for i = 0, n - 1 do
local l, a
if siz == 2 then
local x, y = byte(d, addr + i * 2 + 1, addr + i * 2 + 2)
l, a = x, y
elseif siz == 1 then
local v = byte(d, addr + i + 1)
l, a = floor(v / 16) * 17, v % 16 * 17
else
local v = nibble(i)
l, a = floor(floor(v / 2) * 255 / 7), (v % 2 == 1) and 255 or 0
end
out[i + 1] = char(l, l, l, a)
end
elseif fmt == 4 then -- I8 / I4
for i = 0, n - 1 do
local l = (siz == 1) and byte(d, addr + i + 1) or nibble(i) * 17
out[i + 1] = char(l, l, l, 255)
end
else
for i = 0, n - 1 do out[i + 1] = "\255\0\255\255" end
end
return w, h, concat(out)
end
StadiumFragment.decodeTexture = decodeTexture
-- ------- the whole model
-- Constant tracks collapse to a scalar; most channels never move, and that
-- fold is most of the reason the packed set is 34 megabytes rather than a
-- great deal more.
local function compress(values, n, nd)
local first = roundTo(values[1], nd)
for i = 2, n do
if roundTo(values[i], nd) ~= first then
local out = {}
for k = 1, n do out[k] = roundTo(values[k], nd) end
return out
end
end
return first
end
-- Every distinct effect callback in the geo layout, once, in the order it
-- first appears -- see fragment.py's dedupe_fx for why the order is written
-- down rather than left to a hash table.
local function dedupeFx(nodes)
local seen, out = {}, {}
for i = 1, #nodes do
local node = nodes[i]
local key = node.bone .. "," .. node.callback .. "," .. tostring(node.arg)
if not seen[key] then
seen[key] = true
out[#out + 1] = { bone = node.bone, callback = node.callback,
arg = node.arg }
end
end
return out
end
-- One decompressed archive entry -> the table StadiumBuild packs. Mirrors
-- fragment.extract, including which fields exist and what they are named.
function StadiumFragment.extract(data, name)
local frag, err = StadiumFragment.open(data, name)
if not frag then return nil, err end
local m, mErr = newModel(frag)
if not m then return nil, mErr end
m:build()
local auxAnims = {}
for i = 1, #m.auxAnims do auxAnims[i] = newAux(frag, m.auxAnims[i]) end
local texIndexMap, texOut = {}, {}
local function register(texIdx, tlut, pal)
local key = texIdx .. "," .. tlut .. "," .. pal
local hit = texIndexMap[key]
if hit ~= nil then return hit end
if texIdx < 0 or texIdx >= #m.textures then return -1 end
local slot = #texOut -- 0-based, as the file
texIndexMap[key] = slot
local tl = (tlut >= 0 and tlut < #m.tluts) and m.tluts[tlut + 1] or nil
local w, h, rgba = decodeTexture(frag, m.textures[texIdx + 1], tl, pal)
texOut[slot + 1] = { index = texIdx, w = w, h = h, rgba = rgba }
return slot
end
-- an animated material can swap to any texture its channel names, so all of
-- them have to be decoded up front
for _, p in ipairs(m.prims) do
if p.ntris > 0 then
local pal = m:tilePalette(p.mat)
register(p.tex, p.tlut, pal)
if p.texAnim >= 0 then
for _, a in ipairs(auxAnims) do
local tr, tn = a:track(p.texAnim)
local vals, vn = unique(tr, tn)
for i = 1, vn do register(vals[i], p.tlut, pal) end
end
end
end
end
local prims = {}
for _, p in ipairs(m.prims) do
if p.ntris > 0 then
local pal = m:tilePalette(p.mat)
local ti = texIndexMap[p.tex .. "," .. p.tlut .. "," .. pal] or -1
-- texture-table index -> slot in texOut, for the animated swap
local texMap = nil
if p.texAnim >= 0 then
for _, a in ipairs(auxAnims) do
local tr, tn = a:track(p.texAnim)
local vals, vn = unique(tr, tn)
for i = 1, vn do
local slot = texIndexMap[vals[i] .. "," .. p.tlut .. "," .. pal]
if slot ~= nil then
texMap = texMap or {}
texMap[vals[i]] = slot
end
end
end
end
local tw, th = 32, 32
if ti >= 0 then
tw, th = m.textures[p.tex + 1].w, m.textures[p.tex + 1].h
end
local pos, uv, nrm, skin, idx = {}, {}, {}, {}, {}
for i = 1, p.nverts do
local v = p.verts[i]
pos[i * 3 - 2], pos[i * 3 - 1], pos[i * 3] = v[1], v[2], v[3]
uv[i * 2 - 1] = (v[4] / 32.0) / tw
uv[i * 2] = (v[5] / 32.0) / th
nrm[i * 3 - 2] = v[6] / 127.0
nrm[i * 3 - 1] = v[7] / 127.0
nrm[i * 3] = v[8] / 127.0
skin[i] = v[10]
end
local ni = 0
for i = 1, p.ntris do
local tri = p.tris[i]
idx[ni + 1], idx[ni + 2], idx[ni + 3] = tri[1], tri[2], tri[3]
ni = ni + 3
end
prims[#prims + 1] = {
tex = ti, cull = p.cull, texAnim = p.texAnim, texMap = texMap,
pos = pos, uv = uv, nrm = nrm, skin = skin, nverts = p.nverts,
idx = idx, nidx = ni,
}
end
end
local anims = {}
for i = 1, #m.anims do
local a = newAnim(frag, m.anims[i])
local nf = a.nFrames > 1 and a.nFrames or 1
local tracks = {}
for bi = 1, #m.bones do
local b = m.bones[bi]
local ch = b.chan
if ch >= 0 and a:sampleTrs(ch, 0, b.t, b.r, b.s) ~= nil then
local ts, rs, ss = {}, {}, {}
for k = 1, 3 do ts[k], rs[k], ss[k] = {}, {}, {} end
for fr = 0, nf - 1 do
local t, r, s = a:sampleTrs(ch, fr, b.t, b.r, b.s)
for k = 1, 3 do
ts[k][fr + 1], rs[k][fr + 1], ss[k][fr + 1] = t[k], r[k], s[k]
end