343 lines
12 KiB
C#
343 lines
12 KiB
C#
using System;
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namespace CdgLib.SubCode
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{
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public class Packet
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{
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public Command Command { get; }
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public Instruction Instruction { get; }
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public byte[] ParityQ { get; } = new byte[2];
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public byte[] Data { get; } = new byte[16];
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public byte[] ParityP { get; } = new byte[4];
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public Packet(byte[] data)
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{
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Command = (Command)(data[0] & 0x3F);
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Instruction = (Instruction)(data[1] & 0x3F);
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Array.Copy(data, 2, ParityQ, 0, 2);
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Array.Copy(data, 4, Data, 0, 16);
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Array.Copy(data, 20, ParityP, 0, 4);
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}
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public void ApplyTransform(int[,] data)
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{
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if (Command != Command.Graphic) return;
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switch (Instruction)
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{
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case Instruction.MemoryPreset:
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MemoryPreset(data);
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break;
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case Instruction.BorderPreset:
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BorderPreset(data);
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break;
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case Instruction.TileBlockNormal:
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TileBlock(data,false);
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break;
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case Instruction.ScrollPreset:
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Scroll(data,false);
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break;
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case Instruction.ScrollCopy:
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Scroll(data,true);
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break;
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case Instruction.DefineTransparentColor:
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DefineTransparentColour(data);
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break;
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case Instruction.LoadColorTableLower:
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LoadColorTable(data,0);
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break;
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case Instruction.LoadColorTableUpper:
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LoadColorTable(data,1);
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break;
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case Instruction.TileBlockXor:
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TileBlock(data,true);
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break;
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}
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}
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private void MemoryPreset(int[,] data)
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{
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var colour = Data[0] & 0xf;
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var repeat = Data[1] & 0xf;
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//we have a reliable data stream, so the repeat command
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//is executed only the first time
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if (repeat == 0)
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{
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//Note that this may be done before any load colour table
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//commands by some CDGs. So the load colour table itself
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//actual recalculates the RGB values for all pixels when
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//the colour table changes.
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//Set the preset colour for every pixel. Must be stored in
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//the pixel colour table indeces array
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for (int rowIndex = 0; rowIndex < data.GetLength(0); rowIndex++)
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{
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for (int columnIndex = 0; columnIndex < data.GetLength(1); columnIndex++)
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{
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data[rowIndex, columnIndex] = (byte) colour;
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}
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}
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}
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}
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private void BorderPreset(int[,] data)
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{
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int rowIndex;
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int columnIndex;
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var colour = Data[0] & 0xf;
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//The border area is the area contained with a rectangle
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//defined by (0,0,300,216) minus the interior pixels which are contained
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//within a rectangle defined by (6,12,294,204).
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for (rowIndex = 0; rowIndex < data.GetLength(0); rowIndex++)
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{
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for (columnIndex = 0; columnIndex < 6; columnIndex++)
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{
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data[rowIndex, columnIndex] = (byte) colour;
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}
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for (columnIndex = data.GetLength(1) - 6; columnIndex < data.GetLength(1); columnIndex++)
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{
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data[rowIndex, columnIndex] = (byte) colour;
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}
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}
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for (columnIndex = 6; columnIndex < data.GetLength(1) - 6; columnIndex++)
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{
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for (rowIndex = 0; rowIndex < 12; rowIndex++)
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{
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data[rowIndex, columnIndex] = (byte) colour;
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}
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for (rowIndex = data.GetLength(1) - 12; rowIndex < data.GetLength(1); rowIndex++)
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{
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data[rowIndex, columnIndex] = (byte) colour;
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}
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}
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}
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private void LoadColorTable(int[,] data,int table)
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{
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for (var i = 0; i < 8; i++)
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{
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//[---high byte---] [---low byte----]
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//7 6 5 4 3 2 1 0 7 6 5 4 3 2 1 0
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//X X r r r r g g X X g g b b b b
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var byte0 = Data[2*i];
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var byte1 = Data[2*i + 1];
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var red = (byte0 & 0x3f) >> 2;
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var green = ((byte0 & 0x3) << 2) | ((byte1 & 0x3f) >> 4);
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var blue = byte1 & 0xf;
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red *= 17;
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green *= 17;
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blue *= 17;
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if (_mPSurface != null)
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{
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_mColourTable[i + table*8] = _mPSurface.MapRgbColour(red, green, blue);
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}
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}
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}
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private void TileBlock(int[,] data,bool bXor)
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{
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var colour0 = 0;
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var colour1 = 0;
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var columnIndex = 0;
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var rowIndex = 0;
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var myByte = 0;
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var pixel = 0;
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var xorCol = 0;
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var currentColourIndex = 0;
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var newCol = 0;
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colour0 = pack.Data[0] & 0xf;
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colour1 = pack.Data[1] & 0xf;
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rowIndex = (pack.Data[2] & 0x1f)*12;
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columnIndex = (pack.Data[3] & 0x3f)*6;
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if (rowIndex > FullHeight - TileHeight)
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return;
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if (columnIndex > FullWidth - TileWidth)
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return;
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//Set the pixel array for each of the pixels in the 12x6 tile.
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//Normal = Set the colour to either colour0 or colour1 depending
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//on whether the pixel value is 0 or 1.
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//XOR = XOR the colour with the colour index currently there.
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for (var i = 0; i <= 11; i++)
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{
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myByte = pack.Data[4 + i] & 0x3f;
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for (var j = 0; j <= 5; j++)
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{
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pixel = (myByte >> (5 - j)) & 0x1;
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if (bXor)
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{
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//Tile Block XOR
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xorCol = pixel == 0 ? colour0 : colour1;
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//Get the colour index currently at this location, and xor with it
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currentColourIndex = _mPixelColours[rowIndex + i, columnIndex + j];
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newCol = currentColourIndex ^ xorCol;
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}
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else
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{
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newCol = pixel == 0 ? colour0 : colour1;
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}
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//Set the pixel with the new colour. We set both the surfarray
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//containing actual RGB values, as well as our array containing
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//the colour indexes into our colour table.
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_mPixelColours[rowIndex + i, columnIndex + j] = (byte) newCol;
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}
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}
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}
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private void DefineTransparentColour(int[,] data)
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{
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_mTransparentColour = Data[0] & 0xf;
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}
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private void Scroll(int[,] data,bool copy)
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{
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//Decode the scroll command parameters
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var colour = Data[0] & 0xf;
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var horizontalScroll = Data[1] & 0x3f;
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var verticalScroll = Data[2] & 0x3f;
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var horizontalScrollCommand = (horizontalScroll & 0x30) >> 4;
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var horizontalOffset = horizontalScroll & 0x7;
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var verticalScrollCommand = (verticalScroll & 0x30) >> 4;
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var verticalOffset = verticalScroll & 0xf;
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_mHOffset = horizontalOffset < 5 ? horizontalOffset : 5;
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_mVOffset = verticalOffset < 11 ? verticalOffset : 11;
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//Scroll Vertical - Calculate number of pixels
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var verticalScrollPixels = 0;
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switch (verticalScrollCommand)
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{
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case 2:
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verticalScrollPixels = -12;
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break;
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case 1:
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verticalScrollPixels = 12;
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break;
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}
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//Scroll Horizontal- Calculate number of pixels
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var horizontalScrollPixels = 0;
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switch (horizontalScrollCommand)
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{
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case 2:
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horizontalScrollPixels = -6;
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break;
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case 1:
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horizontalScrollPixels = 6;
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break;
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}
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if (horizontalScrollPixels == 0 && verticalScrollPixels == 0)
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{
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return;
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}
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//Perform the actual scroll.
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var temp = new byte[FullHeight + 1, FullWidth + 1];
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var vInc = verticalScrollPixels + FullHeight;
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var hInc = horizontalScrollPixels + FullWidth;
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var rowIndex = 0;
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//row index
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var columnIndex = 0;
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//column index
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for (rowIndex = 0; rowIndex <= FullHeight - 1; rowIndex++)
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{
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for (columnIndex = 0; columnIndex <= FullWidth - 1; columnIndex++)
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{
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temp[(rowIndex + vInc)%FullHeight, (columnIndex + hInc)%FullWidth] = _mPixelColours[rowIndex, columnIndex];
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}
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}
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//if copy is false, we were supposed to fill in the new pixels
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//with a new colour. Go back and do that now.
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if (copy == false)
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{
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if (verticalScrollPixels > 0)
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{
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for (columnIndex = 0; columnIndex <= FullWidth - 1; columnIndex++)
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{
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for (rowIndex = 0; rowIndex <= verticalScrollPixels - 1; rowIndex++)
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{
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temp[rowIndex, columnIndex] = (byte) colour;
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}
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}
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}
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else if (verticalScrollPixels < 0)
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{
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for (columnIndex = 0; columnIndex <= FullWidth - 1; columnIndex++)
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{
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for (rowIndex = FullHeight + verticalScrollPixels; rowIndex <= FullHeight - 1; rowIndex++)
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{
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temp[rowIndex, columnIndex] = (byte) colour;
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}
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}
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}
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if (horizontalScrollPixels > 0)
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{
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for (columnIndex = 0; columnIndex <= horizontalScrollPixels - 1; columnIndex++)
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{
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for (rowIndex = 0; rowIndex <= FullHeight - 1; rowIndex++)
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{
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temp[rowIndex, columnIndex] = (byte) colour;
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}
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}
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}
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else if (horizontalScrollPixels < 0)
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{
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for (columnIndex = FullWidth + horizontalScrollPixels; columnIndex <= FullWidth - 1; columnIndex++)
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{
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for (rowIndex = 0; rowIndex <= FullHeight - 1; rowIndex++)
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{
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temp[rowIndex, columnIndex] = (byte) colour;
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}
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}
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}
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}
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//Now copy the temporary buffer back to our array
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for (rowIndex = 0; rowIndex <= FullHeight - 1; rowIndex++)
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{
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for (columnIndex = 0; columnIndex <= FullWidth - 1; columnIndex++)
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{
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_mPixelColours[rowIndex, columnIndex] = temp[rowIndex, columnIndex];
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}
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}
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}
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}
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} |