Files
mm/tools/buildtools/yaz0.c
T
Tharo 7743e5a2c4 Overhaul the build system (#234)
* wip

* fix

* add disassembler

* Disasm builds OK

* Variable addends

* More wip

* Rodata migration implemented

* Cleanup old tools

* Try fix submodule -> subrepo merge

* git subrepo pull --force --remote=https://github.com/zeldaret/ZAPD.git tools/ZAPD

subrepo:
  subdir:   "tools/ZAPD"
  merged:   "602e609"
upstream:
  origin:   "https://github.com/zeldaret/ZAPD.git"
  branch:   "master"
  commit:   "602e609"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "2f68596"

* Builds again but assets are totally broken

* git subrepo pull --force tools/asm-processor

subrepo:
  subdir:   "tools/asm-processor"
  merged:   "1ffdb08a"
upstream:
  origin:   "https://github.com/simonlindholm/asm-processor.git"
  branch:   "master"
  commit:   "1ffdb08a"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "2f68596"

* More cleanup, move functions.txt and variables.txt to tools/disasm and rm tables

* rm z64compress in preparation for subrepo

* git subrepo clone (merge) https://github.com/z64me/z64compress.git tools/z64compress

subrepo:
  subdir:   "tools/z64compress"
  merged:   "eb11085c"
upstream:
  origin:   "https://github.com/z64me/z64compress.git"
  branch:   "main"
  commit:   "eb11085c"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "2f68596"

* Fix asset extraction

* Fix diff-init make rule

* Split code bss

* Split assumed linker bug padding from assembly files

* add filelists for mm.us.rev1

* Maybe working, but I'm not sure

* add overlays to spec

* Add rodata to actos

* Everything compiles

* Make a lot of C files for code

* Add almost every file in code to spec

* whoops

* 3 code files left

* add scenes to spec

* More progress on progress.py

* Fix skelanime in spec

* audio files!

* Fix merge issues

* Fix some C files in code

* Fix remaining code files

* Use existing O1 C files in spec

* reorder boot order in spec

* update spec

* fault.c

* Convert relocs on completed actors, fixbaserom uses current rom name

* more boot files

* Add VT macros and script

* finish already existing boot files

* most of  libultra

* fix 64bits libultra files

* Use C files for libultra, wrap some functions in NON_MATCHING

* Remove duplicate of OS_CLOCK_RATE from fault.c

* C files for fbdemos

* delete dumb files

* bootstrap C files, still need to add them to the spec

* update fixbaserom

* boot OK?

* I forgot to commit the spec

* C for gamestates

* C for kaleido

* Change all includes to ""

* copy actor sizes script from oot

* I forgot to delete those files

* Basic C files for effects

* Add effects initvars names

* Remove mislabelled boot functions from header/txt

* Begin porting bootstrap_fx, some sizes

* Fix <>

* Fix enum

* Fix diff.py

* fix libultra stuff

* update regconvert

* update setup warnings

* add some missing ;

* Fix some makefile stuff and other fixes on some non_matching functions

* add executable flag in extract_baserom and fixbaserom

* fix relative path

* copy assist from oot

* fix map path

* another assist path fix

* Delete C files for handwritten files

* add code_801A51F0 to spec

* add gfxbuffers to spec

* Move rodata to top of each file when possible

* UNK_TYPEs for func_801A51F0

* Remove kaleido rodata from spec

* Update spec and undefined_syms for recent merge

* GCC warnings and fix errors in nonmatchings,

* round percentage numbers

* progress script: format changes

* progress: error on non-existing files

* fix warning in z_scene_table

* Match 2 nonmatchings in z_actor

* Warnings in lightswitch and invadepoh

* Fix warning in z_actor_dlftbls

* I though I fixed this one

* whoops

* Comment out CC_CHECK

* Removed redundant ultra64.h includes

* Update asm_processor, sorted boot_O1 into other folders, completed the fbdemo bootstrap, cleaned up undefined_syms

* Completed gamestates bootstrap

* Split kaleido_scope

* Remove section.h and segment.h, move keep object externs to a common location in variables.h

* Completed effects bootstrap

* Segmented address externs for effects, fbdemos, gamestates and kaleido

* Move actor data externs out of the if 0

* Segmented address externs for actors

* Prepare actionfunc detection

* fix script, how did it even work before

* Fix actionfunc script again, re-introduce some more intermediate prints to the disassembler

* Automated actionFunc detection in actors

* Segmented addresses from player .text

* rm old segment addrs script and fix build

* Move sizes folder to tools

* Make build.py executable

* New Jenkinsfile Prayge

* Remove numpy dependencies

* Add warnings_disasm_current.txt

* my bad

* Update spec and undefined_syms

* Add z_eff_ss_hahen to pametfrog

* git subrepo pull (merge) --force tools/z64compress

subrepo:
  subdir:   "tools/z64compress"
  merged:   "163ca2af"
upstream:
  origin:   "https://github.com/z64me/z64compress.git"
  branch:   "main"
  commit:   "163ca2af"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "2f68596"

* Make z64compress print to stdout

* sneeky commit to update warnings tooling

* test

* Another test

* Mark fixing overlay reloc generating as a TODO

* Update warnings stuff

* Communicate the return code from running z64compress back to the Makefile through the wrapper

* Run formatter, remove extra commented copy of function

* Re-fix some includes

* Convert atan to hex to conform to decided style

* Some tidying up, remove c for fp and the other two handwritten code files

* BSS in z_collision_check & z_scene_proc

* add static back in

* Fix timerintr bss, add file to spec, some cleanup

* Remove externs

* Newline

* Readd enums

* Typo

* Colours

* Comments for hitmark enum values

Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>

* Improvements and suggestions

* Organize and remove unused imports and use env for python3 scripts, delete unused overlay.py

Co-authored-by: angie <angheloalf95@gmail.com>
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
2021-08-03 23:21:31 -04:00

239 lines
6.1 KiB
C

#include <assert.h>
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include "yaz0.h"
// decoder implementation by thakis of http://www.amnoid.de
// src points to the yaz0 source data (to the "real" source data, not at the header!)
// dst points to a buffer uncompressedSize bytes large (you get uncompressedSize from
// the second 4 bytes in the Yaz0 header).
void yaz0_decode(uint8_t* src, uint8_t* dst, int uncompressedSize)
{
int srcPlace = 0, dstPlace = 0; // current read/write positions
unsigned int validBitCount = 0; // number of valid bits left in "code" byte
uint8_t currCodeByte;
while (dstPlace < uncompressedSize)
{
// read new "code" byte if the current one is used up
if (validBitCount == 0)
{
currCodeByte = src[srcPlace];
++srcPlace;
validBitCount = 8;
}
if ((currCodeByte & 0x80) != 0)
{
// straight copy
dst[dstPlace] = src[srcPlace];
dstPlace++;
srcPlace++;
}
else
{
// RLE part
uint8_t byte1 = src[srcPlace];
uint8_t byte2 = src[srcPlace + 1];
srcPlace += 2;
unsigned int dist = ((byte1 & 0xF) << 8) | byte2;
unsigned int copySource = dstPlace - (dist + 1);
unsigned int numBytes = byte1 >> 4;
if (numBytes == 0)
{
numBytes = src[srcPlace] + 0x12;
srcPlace++;
}
else
{
numBytes += 2;
}
// copy run
for (unsigned int i = 0; i < numBytes; ++i)
{
dst[dstPlace] = dst[copySource];
copySource++;
dstPlace++;
}
}
// use next bit from "code" byte
currCodeByte <<= 1;
validBitCount -= 1;
}
}
// encoder implementation by shevious, with bug fixes by notwa
typedef uint32_t uint32_t;
typedef uint8_t uint8_t;
#define MAX_RUNLEN (0xFF + 0x12)
// simple and straight encoding scheme for Yaz0
static uint32_t simpleEnc(uint8_t *src, int size, int pos, uint32_t *pMatchPos)
{
int numBytes = 1;
int matchPos = 0;
int startPos = pos - 0x1000;
int end = size - pos;
if (startPos < 0)
startPos = 0;
// maximum runlength for 3 byte encoding
if (end > MAX_RUNLEN)
end = MAX_RUNLEN;
for (int i = startPos; i < pos; i++)
{
int j;
for (j = 0; j < end; j++)
{
if (src[i + j] != src[j + pos])
break;
}
if (j > numBytes)
{
numBytes = j;
matchPos = i;
}
}
*pMatchPos = matchPos;
if (numBytes == 2)
numBytes = 1;
return numBytes;
}
// a lookahead encoding scheme for ngc Yaz0
static uint32_t nintendoEnc(uint8_t *src, int size, int pos, uint32_t *pMatchPos)
{
uint32_t numBytes = 1;
static uint32_t numBytes1;
static uint32_t matchPos;
static int prevFlag = 0;
// if prevFlag is set, it means that the previous position
// was determined by look-ahead try.
// so just use it. this is not the best optimization,
// but nintendo's choice for speed.
if (prevFlag == 1)
{
*pMatchPos = matchPos;
prevFlag = 0;
return numBytes1;
}
prevFlag = 0;
numBytes = simpleEnc(src, size, pos, &matchPos);
*pMatchPos = matchPos;
// if this position is RLE encoded, then compare to copying 1 byte and next position(pos+1) encoding
if (numBytes >= 3)
{
numBytes1 = simpleEnc(src, size, pos + 1, &matchPos);
// if the next position encoding is +2 longer than current position, choose it.
// this does not guarantee the best optimization, but fairly good optimization with speed.
if (numBytes1 >= numBytes + 2)
{
numBytes = 1;
prevFlag = 1;
}
}
return numBytes;
}
int yaz0_encode(uint8_t *src, uint8_t *dst, int srcSize)
{
int srcPos = 0;
int dstPos = 0;
int bufPos = 0;
uint8_t buf[24]; // 8 codes * 3 bytes maximum
uint32_t validBitCount = 0; // number of valid bits left in "code" byte
uint8_t currCodeByte = 0; // a bitfield, set bits meaning copy, unset meaning RLE
while (srcPos < srcSize)
{
uint32_t numBytes;
uint32_t matchPos;
numBytes = nintendoEnc(src, srcSize, srcPos, &matchPos);
if (numBytes < 3)
{
// straight copy
buf[bufPos] = src[srcPos];
bufPos++;
srcPos++;
//set flag for straight copy
currCodeByte |= (0x80 >> validBitCount);
}
else
{
//RLE part
uint32_t dist = srcPos - matchPos - 1;
uint8_t byte1, byte2, byte3;
if (numBytes >= 0x12) // 3 byte encoding
{
byte1 = 0 | (dist >> 8);
byte2 = dist & 0xFF;
buf[bufPos++] = byte1;
buf[bufPos++] = byte2;
// maximum runlength for 3 byte encoding
if (numBytes > MAX_RUNLEN)
numBytes = MAX_RUNLEN;
byte3 = numBytes - 0x12;
buf[bufPos++] = byte3;
}
else // 2 byte encoding
{
byte1 = ((numBytes - 2) << 4) | (dist >> 8);
byte2 = dist & 0xFF;
buf[bufPos++] = byte1;
buf[bufPos++] = byte2;
}
srcPos += numBytes;
}
validBitCount++;
// write eight codes
if (validBitCount == 8)
{
dst[dstPos++] = currCodeByte;
for (int j = 0; j < bufPos; j++)
dst[dstPos++] = buf[j];
currCodeByte = 0;
validBitCount = 0;
bufPos = 0;
}
}
if (validBitCount > 0)
{
dst[dstPos++] = currCodeByte;
for (int j = 0; j < bufPos; j++)
dst[dstPos++] = buf[j];
currCodeByte = 0;
validBitCount = 0;
bufPos = 0;
}
return dstPos;
}