rockbox/apps/plugins/xworld/resource.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2014 Franklin Wei, Benjamin Brown
* Copyright (C) 2004 Gregory Montoir
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
***************************************************************************/
#include "plugin.h"
#include "resource.h"
#include "bank.h"
#include "file.h"
#include "serializer.h"
#include "video.h"
#include "util.h"
#include "parts.h"
#include "vm.h"
#include "sys.h"
void res_create(struct Resource* res, struct Video* vid, struct System* sys, const char* dataDir)
{
res->video = vid;
res->sys = sys;
res->_dataDir = dataDir;
res->currentPartId = 0;
res->requestedNextPart = 0;
}
void res_readBank(struct Resource* res, const MemEntry *me, uint8_t *dstBuf) {
uint16_t n = me - res->_memList;
debug(DBG_BANK, "res_readBank(%d)", n);
struct Bank bk;
bank_create(&bk, res->_dataDir);
if (!bank_read(&bk, me, dstBuf)) {
error("res_readBank() unable to unpack entry %d\n", n);
}
}
#ifdef XWORLD_DEBUG
static const char *resTypeToString(struct Resource* res, unsigned int type)
{
(void) res;
static const char* resTypes[] =
{
"RT_SOUND",
"RT_MUSIC",
"RT_POLY_ANIM",
"RT_PALETTE",
"RT_BYTECODE",
"RT_POLY_CINEMATIC"
};
if (type >= (sizeof(resTypes) / sizeof(const char *)))
return "RT_UNKNOWN";
return resTypes[type];
}
#endif
#define RES_SIZE 0
#define RES_COMPRESSED 1
int resourceSizeStats[7][2];
#define STATS_TOTAL_SIZE 6
int resourceUnitStats[7][2];
/*
Read all entries from memlist.bin. Do not load anything in memory,
this is just a fast way to access the data later based on their id.
*/
void res_readEntries(struct Resource* res) {
File f;
file_create(&f, false);
int resourceCounter = 0;
if (!file_open(&f, "memlist.bin", res->_dataDir, "rb")) {
error("Could not open 'MEMLIST.BIN', data files missing");
/* error() will exit() no need to return or do anything else. */
}
/* Prepare stats array */
rb->memset(resourceSizeStats, 0, sizeof(resourceSizeStats));
rb->memset(resourceUnitStats, 0, sizeof(resourceUnitStats));
res->_numMemList = 0;
struct MemEntry *memEntry = res->_memList;
while (1) {
assert(res->_numMemList < ARRAYLEN(res->_memList));
memEntry->state = file_readByte(&f);
memEntry->type = file_readByte(&f);
memEntry->bufPtr = 0;
file_readUint16BE(&f);
memEntry->unk4 = file_readUint16BE(&f);
memEntry->rankNum = file_readByte(&f);
memEntry->bankId = file_readByte(&f);
memEntry->bankOffset = file_readUint32BE(&f);
memEntry->unkC = file_readUint16BE(&f);
memEntry->packedSize = file_readUint16BE(&f);
memEntry->unk10 = file_readUint16BE(&f);
memEntry->size = file_readUint16BE(&f);
debug(DBG_RES, "mementry state is %d", memEntry->state);
if (memEntry->state == MEMENTRY_STATE_END_OF_MEMLIST) {
break;
}
/* Memory tracking */
if (memEntry->packedSize == memEntry->size)
{
resourceUnitStats[memEntry->type][RES_SIZE] ++;
resourceUnitStats[STATS_TOTAL_SIZE][RES_SIZE] ++;
}
else
{
resourceUnitStats[memEntry->type][RES_COMPRESSED] ++;
resourceUnitStats[STATS_TOTAL_SIZE][RES_COMPRESSED] ++;
}
resourceSizeStats[memEntry->type][RES_SIZE] += memEntry->size;
resourceSizeStats[STATS_TOTAL_SIZE][RES_SIZE] += memEntry->size;
resourceSizeStats[memEntry->type][RES_COMPRESSED] += memEntry->packedSize;
resourceSizeStats[STATS_TOTAL_SIZE][RES_COMPRESSED] += memEntry->packedSize;
debug(DBG_RES, "R:0x%02X, %-17s size=%5d (compacted gain=%2.0f%%)",
resourceCounter,
resTypeToString(res, memEntry->type),
memEntry->size,
memEntry->size ? (memEntry->size - memEntry->packedSize) / (float)memEntry->size * 100.0f : 0.0f);
resourceCounter++;
res->_numMemList++;
memEntry++;
}
debug(DBG_RES, "\n");
debug(DBG_RES, "Total # resources: %d", resourceCounter);
debug(DBG_RES, "Compressed : %d", resourceUnitStats[STATS_TOTAL_SIZE][RES_COMPRESSED]);
debug(DBG_RES, "Uncompressed : %d", resourceUnitStats[STATS_TOTAL_SIZE][RES_SIZE]);
debug(DBG_RES, "Note: %2.0f%% of resources are compressed.", 100 * resourceUnitStats[STATS_TOTAL_SIZE][RES_COMPRESSED] / (float)resourceCounter);
debug(DBG_RES, "\n");
debug(DBG_RES, "Total size (uncompressed) : %7d bytes.", resourceSizeStats[STATS_TOTAL_SIZE][RES_SIZE]);
debug(DBG_RES, "Total size (compressed) : %7d bytes.", resourceSizeStats[STATS_TOTAL_SIZE][RES_COMPRESSED]);
debug(DBG_RES, "Note: Overall compression gain is : %2.0f%%.",
(resourceSizeStats[STATS_TOTAL_SIZE][RES_SIZE] - resourceSizeStats[STATS_TOTAL_SIZE][RES_COMPRESSED]) / (float)resourceSizeStats[STATS_TOTAL_SIZE][RES_SIZE] * 100);
debug(DBG_RES, "\n");
for(int i = 0 ; i < 6 ; i++)
debug(DBG_RES, "Total %-17s unpacked size: %7d (%2.0f%% of total unpacked size) packedSize %7d (%2.0f%% of floppy space) gain:(%2.0f%%)",
resTypeToString(res, i),
resourceSizeStats[i][RES_SIZE],
resourceSizeStats[i][RES_SIZE] / (float)resourceSizeStats[STATS_TOTAL_SIZE][RES_SIZE] * 100.0f,
resourceSizeStats[i][RES_COMPRESSED],
resourceSizeStats[i][RES_COMPRESSED] / (float)resourceSizeStats[STATS_TOTAL_SIZE][RES_COMPRESSED] * 100.0f,
(resourceSizeStats[i][RES_SIZE] - resourceSizeStats[i][RES_COMPRESSED]) / (float)resourceSizeStats[i][RES_SIZE] * 100.0f);
debug(DBG_RES, "Note: Damn you sound compression rate!");
debug(DBG_RES, "\nTotal bank files: %d", resourceUnitStats[STATS_TOTAL_SIZE][RES_SIZE] + resourceUnitStats[STATS_TOTAL_SIZE][RES_COMPRESSED]);
for(int i = 0 ; i < 6 ; i++)
debug(DBG_RES, "Total %-17s files: %3d", resTypeToString(res, i), resourceUnitStats[i][RES_SIZE] + resourceUnitStats[i][RES_COMPRESSED]);
file_close(&f);
}
/*
Go over every resource and check if they are marked at "MEMENTRY_STATE_LOAD_ME".
Load them in memory and mark them are MEMENTRY_STATE_LOADED
*/
void res_loadMarkedAsNeeded(struct Resource* res) {
while (1) {
struct MemEntry *me = NULL;
/* get resource with max rankNum */
uint8_t maxNum = 0;
uint16_t i = res->_numMemList;
struct MemEntry *it = res->_memList;
while (i--) {
if (it->state == MEMENTRY_STATE_LOAD_ME && maxNum <= it->rankNum) {
maxNum = it->rankNum;
me = it;
}
it++;
}
if (me == NULL) {
break; // no entry found
}
/* At this point the resource descriptor should be pointed to "me" */
uint8_t *loadDestination = NULL;
if (me->type == RT_POLY_ANIM) {
loadDestination = res->_vidCurPtr;
} else {
loadDestination = res->_scriptCurPtr;
if (me->size > res->_vidBakPtr - res->_scriptCurPtr) {
warning("res_load() not enough memory");
me->state = MEMENTRY_STATE_NOT_NEEDED;
continue;
}
}
if (me->bankId == 0) {
warning("res_load() ec=0x%X (me->bankId == 0)", 0xF00);
me->state = MEMENTRY_STATE_NOT_NEEDED;
} else {
debug(DBG_BANK, "res_load() bufPos=%X size=%X type=%X pos=%X bankId=%X", loadDestination - res->_memPtrStart, me->packedSize, me->type, me->bankOffset, me->bankId);
res_readBank(res, me, loadDestination);
if(me->type == RT_POLY_ANIM) {
video_copyPagePtr(res->video, res->_vidCurPtr);
me->state = MEMENTRY_STATE_NOT_NEEDED;
} else {
me->bufPtr = loadDestination;
me->state = MEMENTRY_STATE_LOADED;
res->_scriptCurPtr += me->size;
}
}
}
}
void res_invalidateRes(struct Resource* res) {
struct MemEntry *me = res->_memList;
uint16_t i = res->_numMemList;
while (i--) {
if (me->type <= RT_POLY_ANIM || me->type > 6) { /* 6 WTF ?!?! ResType goes up to 5 !! */
me->state = MEMENTRY_STATE_NOT_NEEDED;
}
++me;
}
res->_scriptCurPtr = res->_scriptBakPtr;
}
void res_invalidateAll(struct Resource* res) {
struct MemEntry *me = res->_memList;
uint16_t i = res->_numMemList;
while (i--) {
me->state = MEMENTRY_STATE_NOT_NEEDED;
++me;
}
res->_scriptCurPtr = res->_memPtrStart;
}
/* This method serves two purpose:
- Load parts in memory segments (palette,code,video1,video2)
or
- Load a resource in memory
This is decided based on the resourceId. If it does not match a mementry id it is supposed to
be a part id. */
void res_loadPartsOrMemoryEntry(struct Resource* res, uint16_t resourceId) {
if (resourceId > res->_numMemList) {
res->requestedNextPart = resourceId;
} else {
struct MemEntry *me = &res->_memList[resourceId];
if (me->state == MEMENTRY_STATE_NOT_NEEDED) {
me->state = MEMENTRY_STATE_LOAD_ME;
res_loadMarkedAsNeeded(res);
}
}
}
/* Protection screen and cinematic don't need the player and enemies polygon data
so _memList[video2Index] is never loaded for those parts of the game. When
needed (for action phrases) _memList[video2Index] is always loaded with 0x11
(as seen in memListParts). */
void res_setupPart(struct Resource* res, uint16_t partId) {
if (partId == res->currentPartId)
return;
if (partId < GAME_PART_FIRST || partId > GAME_PART_LAST)
error("res_setupPart() ec=0x%X invalid partId", partId);
uint16_t memListPartIndex = partId - GAME_PART_FIRST;
uint8_t paletteIndex = memListParts[memListPartIndex][MEMLIST_PART_PALETTE];
uint8_t codeIndex = memListParts[memListPartIndex][MEMLIST_PART_CODE];
uint8_t videoCinematicIndex = memListParts[memListPartIndex][MEMLIST_PART_POLY_CINEMATIC];
uint8_t video2Index = memListParts[memListPartIndex][MEMLIST_PART_VIDEO2];
/* Mark all resources as located on harddrive. */
res_invalidateAll(res);
res->_memList[paletteIndex].state = MEMENTRY_STATE_LOAD_ME;
res->_memList[codeIndex].state = MEMENTRY_STATE_LOAD_ME;
res->_memList[videoCinematicIndex].state = MEMENTRY_STATE_LOAD_ME;
/* This is probably a cinematic or a non interactive part of the game. */
/* Player and enemy polygons are not needed. */
if (video2Index != MEMLIST_PART_NONE)
res->_memList[video2Index].state = MEMENTRY_STATE_LOAD_ME;
res_loadMarkedAsNeeded(res);
res->segPalettes = res->_memList[paletteIndex].bufPtr;
debug(DBG_RES, "paletteIndex is 0x%08x", res->segPalettes);
res->segBytecode = res->_memList[codeIndex].bufPtr;
res->segCinematic = res->_memList[videoCinematicIndex].bufPtr;
/* This is probably a cinematic or a non interactive part of the game. */
/* Player and enemy polygons are not needed. */
if (video2Index != MEMLIST_PART_NONE)
res->_segVideo2 = res->_memList[video2Index].bufPtr;
debug(DBG_RES, "");
debug(DBG_RES, "setupPart(%d)", partId - GAME_PART_FIRST);
debug(DBG_RES, "Loaded resource %d (%s) in segPalettes.", paletteIndex, resTypeToString(res, res->_memList[paletteIndex].type));
debug(DBG_RES, "Loaded resource %d (%s) in segBytecode.", codeIndex, resTypeToString(res, res->_memList[codeIndex].type));
debug(DBG_RES, "Loaded resource %d (%s) in segCinematic.", videoCinematicIndex, resTypeToString(res, res->_memList[videoCinematicIndex].type));
/* prevent warnings: */
#ifdef XWORLD_DEBUG
if (video2Index != MEMLIST_PART_NONE)
debug(DBG_RES, "Loaded resource %d (%s) in _segVideo2.", video2Index, resTypeToString(res, res->_memList[video2Index].type));
#endif
res->currentPartId = partId;
/* _scriptCurPtr is changed in res->load(); */
res->_scriptBakPtr = res->_scriptCurPtr;
}
void res_allocMemBlock(struct Resource* res) {
if(rb->audio_status())
rb->audio_stop();
/* steal the audio buffer */
size_t sz;
/* memory usage is first statically allocated, then the remainder is used dynamically:
* static:
* [VM memory - 600K]
* [Framebuffers - 128K]
* [Temporary framebuffer - 192K]
* dynamic:
* [String table buffer]
*/
res->_memPtrStart = rb->plugin_get_audio_buffer(&sz);
if(sz < MEM_BLOCK_SIZE + (4 * VID_PAGE_SIZE) + 320 * 200 * sizeof(fb_data))
{
warning("res_allocMemBlock: can't allocate enough memory!");
}
res->sys->membuf = res->_memPtrStart + ( MEM_BLOCK_SIZE + (4 * VID_PAGE_SIZE) + 320 * 200 * sizeof(fb_data));
res->sys->bytes_left = sz - (MEM_BLOCK_SIZE + (4 * VID_PAGE_SIZE) + 320 * 200 * sizeof(fb_data));
debug(DBG_RES, "audiobuf is %d bytes in size (%d bytes left)", sz, res->sys->bytes_left);
res->_scriptBakPtr = res->_scriptCurPtr = res->_memPtrStart;
res->_vidBakPtr = res->_vidCurPtr = res->_memPtrStart + MEM_BLOCK_SIZE - 0x800 * 16; //0x800 = 2048, so we have 32KB free for vidBack and vidCur
res->_useSegVideo2 = false;
}
void res_freeMemBlock(struct Resource* res) {
(void) res;
/* there's no need to do anything to free the audio buffer */
return;
}
void res_saveOrLoad(struct Resource* res, struct Serializer *ser) {
uint8_t loadedList[64];
if (ser->_mode == SM_SAVE) {
rb->memset(loadedList, 0, sizeof(loadedList));
uint8_t *p = loadedList;
uint8_t *q = res->_memPtrStart;
while (1) {
struct MemEntry *it = res->_memList;
struct MemEntry *me = 0;
uint16_t num = res->_numMemList;
while (num--) {
if (it->state == MEMENTRY_STATE_LOADED && it->bufPtr == q) {
me = it;
}
++it;
}
if (me == 0) {
break;
} else {
assert(p < loadedList + 64);
*p++ = me - res->_memList;
q += me->size;
}
}
}
struct Entry entries[] = {
SE_ARRAY(loadedList, 64, SES_INT8, VER(1)),
SE_INT(&res->currentPartId, SES_INT16, VER(1)),
SE_PTR(&res->_scriptBakPtr, VER(1)),
SE_PTR(&res->_scriptCurPtr, VER(1)),
SE_PTR(&res->_vidBakPtr, VER(1)),
SE_PTR(&res->_vidCurPtr, VER(1)),
SE_INT(&res->_useSegVideo2, SES_BOOL, VER(1)),
SE_PTR(&res->segPalettes, VER(1)),
SE_PTR(&res->segBytecode, VER(1)),
SE_PTR(&res->segCinematic, VER(1)),
SE_PTR(&res->_segVideo2, VER(1)),
SE_END()
};
ser_saveOrLoadEntries(ser, entries);
if (ser->_mode == SM_LOAD) {
uint8_t *p = loadedList;
uint8_t *q = res->_memPtrStart;
while (*p) {
struct MemEntry *me = &res->_memList[*p++];
res_readBank(res, me, q);
me->bufPtr = q;
me->state = MEMENTRY_STATE_LOADED;
q += me->size;
}
}
}
const char* res_getDataDir(struct Resource* res)
{
return res->_dataDir;
}