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7743e5a2c4
* 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>
239 lines
6.1 KiB
C
239 lines
6.1 KiB
C
#include <assert.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <string.h>
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#include "yaz0.h"
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// decoder implementation by thakis of http://www.amnoid.de
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// src points to the yaz0 source data (to the "real" source data, not at the header!)
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// dst points to a buffer uncompressedSize bytes large (you get uncompressedSize from
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// the second 4 bytes in the Yaz0 header).
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void yaz0_decode(uint8_t* src, uint8_t* dst, int uncompressedSize)
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{
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int srcPlace = 0, dstPlace = 0; // current read/write positions
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unsigned int validBitCount = 0; // number of valid bits left in "code" byte
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uint8_t currCodeByte;
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while (dstPlace < uncompressedSize)
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{
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// read new "code" byte if the current one is used up
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if (validBitCount == 0)
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{
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currCodeByte = src[srcPlace];
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++srcPlace;
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validBitCount = 8;
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}
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if ((currCodeByte & 0x80) != 0)
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{
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// straight copy
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dst[dstPlace] = src[srcPlace];
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dstPlace++;
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srcPlace++;
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}
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else
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{
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// RLE part
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uint8_t byte1 = src[srcPlace];
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uint8_t byte2 = src[srcPlace + 1];
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srcPlace += 2;
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unsigned int dist = ((byte1 & 0xF) << 8) | byte2;
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unsigned int copySource = dstPlace - (dist + 1);
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unsigned int numBytes = byte1 >> 4;
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if (numBytes == 0)
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{
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numBytes = src[srcPlace] + 0x12;
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srcPlace++;
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}
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else
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{
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numBytes += 2;
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}
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// copy run
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for (unsigned int i = 0; i < numBytes; ++i)
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{
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dst[dstPlace] = dst[copySource];
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copySource++;
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dstPlace++;
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}
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}
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// use next bit from "code" byte
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currCodeByte <<= 1;
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validBitCount -= 1;
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}
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}
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// encoder implementation by shevious, with bug fixes by notwa
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typedef uint32_t uint32_t;
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typedef uint8_t uint8_t;
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#define MAX_RUNLEN (0xFF + 0x12)
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// simple and straight encoding scheme for Yaz0
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static uint32_t simpleEnc(uint8_t *src, int size, int pos, uint32_t *pMatchPos)
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{
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int numBytes = 1;
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int matchPos = 0;
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int startPos = pos - 0x1000;
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int end = size - pos;
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if (startPos < 0)
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startPos = 0;
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// maximum runlength for 3 byte encoding
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if (end > MAX_RUNLEN)
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end = MAX_RUNLEN;
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for (int i = startPos; i < pos; i++)
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{
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int j;
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for (j = 0; j < end; j++)
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{
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if (src[i + j] != src[j + pos])
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break;
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}
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if (j > numBytes)
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{
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numBytes = j;
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matchPos = i;
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}
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}
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*pMatchPos = matchPos;
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if (numBytes == 2)
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numBytes = 1;
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return numBytes;
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}
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// a lookahead encoding scheme for ngc Yaz0
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static uint32_t nintendoEnc(uint8_t *src, int size, int pos, uint32_t *pMatchPos)
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{
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uint32_t numBytes = 1;
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static uint32_t numBytes1;
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static uint32_t matchPos;
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static int prevFlag = 0;
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// if prevFlag is set, it means that the previous position
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// was determined by look-ahead try.
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// so just use it. this is not the best optimization,
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// but nintendo's choice for speed.
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if (prevFlag == 1)
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{
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*pMatchPos = matchPos;
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prevFlag = 0;
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return numBytes1;
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}
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prevFlag = 0;
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numBytes = simpleEnc(src, size, pos, &matchPos);
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*pMatchPos = matchPos;
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// if this position is RLE encoded, then compare to copying 1 byte and next position(pos+1) encoding
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if (numBytes >= 3)
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{
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numBytes1 = simpleEnc(src, size, pos + 1, &matchPos);
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// if the next position encoding is +2 longer than current position, choose it.
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// this does not guarantee the best optimization, but fairly good optimization with speed.
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if (numBytes1 >= numBytes + 2)
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{
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numBytes = 1;
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prevFlag = 1;
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}
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}
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return numBytes;
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}
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int yaz0_encode(uint8_t *src, uint8_t *dst, int srcSize)
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{
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int srcPos = 0;
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int dstPos = 0;
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int bufPos = 0;
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uint8_t buf[24]; // 8 codes * 3 bytes maximum
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uint32_t validBitCount = 0; // number of valid bits left in "code" byte
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uint8_t currCodeByte = 0; // a bitfield, set bits meaning copy, unset meaning RLE
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while (srcPos < srcSize)
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{
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uint32_t numBytes;
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uint32_t matchPos;
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numBytes = nintendoEnc(src, srcSize, srcPos, &matchPos);
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if (numBytes < 3)
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{
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// straight copy
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buf[bufPos] = src[srcPos];
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bufPos++;
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srcPos++;
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//set flag for straight copy
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currCodeByte |= (0x80 >> validBitCount);
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}
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else
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{
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//RLE part
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uint32_t dist = srcPos - matchPos - 1;
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uint8_t byte1, byte2, byte3;
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if (numBytes >= 0x12) // 3 byte encoding
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{
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byte1 = 0 | (dist >> 8);
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byte2 = dist & 0xFF;
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buf[bufPos++] = byte1;
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buf[bufPos++] = byte2;
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// maximum runlength for 3 byte encoding
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if (numBytes > MAX_RUNLEN)
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numBytes = MAX_RUNLEN;
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byte3 = numBytes - 0x12;
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buf[bufPos++] = byte3;
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}
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else // 2 byte encoding
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{
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byte1 = ((numBytes - 2) << 4) | (dist >> 8);
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byte2 = dist & 0xFF;
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buf[bufPos++] = byte1;
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buf[bufPos++] = byte2;
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}
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srcPos += numBytes;
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}
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validBitCount++;
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// write eight codes
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if (validBitCount == 8)
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{
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dst[dstPos++] = currCodeByte;
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for (int j = 0; j < bufPos; j++)
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dst[dstPos++] = buf[j];
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currCodeByte = 0;
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validBitCount = 0;
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bufPos = 0;
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}
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}
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if (validBitCount > 0)
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{
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dst[dstPos++] = currCodeByte;
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for (int j = 0; j < bufPos; j++)
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dst[dstPos++] = buf[j];
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currCodeByte = 0;
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validBitCount = 0;
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bufPos = 0;
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}
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return dstPos;
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}
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