const LE = true // little-endian const readBinary = async (url) => { const response = await fetch(url) if (!response.ok) { console.log(response) throw Error(`Failed to download ${url}`) } return new DataView(await response.arrayBuffer()) } const makeCanvas = (w, h) => { const canvas = document.createElement("canvas") canvas.width = w canvas.height = h return canvas } const canvasFromBitmap = (bitmap) => { const h = bitmap.length const w = bitmap[0].length * 2 const canvas = makeCanvas(w, h) const ctx = canvas.getContext("2d") const img = ctx.createImageData(w, h) const putpixel = (x, y, r, g, b, a) => { const i = (x * 8) + (y * w * 4) img.data[i] = r img.data[i + 1] = g img.data[i + 2] = b img.data[i + 3] = a img.data[i + 4] = r img.data[i + 5] = g img.data[i + 6] = b img.data[i + 7] = a } for (let y = 0; y < bitmap.length; y ++) { const line = bitmap[y] for (let x = 0; x < line.length; x ++) { const pixel = line[x] if (pixel == 0) { // transparent putpixel(x, y, 0, 0, 0, 0) } else if (pixel == 1) { // wild // TODO: patterns + colors // for now, always blue putpixel(x, y, 0, 0, 170, 255) } else if (pixel == 2) { // black putpixel(x, y, 0, 0, 0, 255) } else { // skin // TODO: custom skin colors putpixel(x, y, 255, 119, 119, 255) } } } ctx.putImageData(img, 0, 0) return canvas } // JS bitmap format: array of scanlines, each scanline being an array of numbers from 0-3 const emptyBitmap = (w, h, color = 0) => { const bitmap = [] for (let y = 0; y < h; y ++) { const scanline = [] for (let x = 0; x < w; x ++) { scanline.push(color) scanline.push(color) scanline.push(color) scanline.push(color) } bitmap.push(scanline) } return bitmap } const drawByte = (bitmap, x, y, byte) => { bitmap[y][x] = (byte & 0xc0) >> 6 bitmap[y][x + 1] = (byte & 0x3c) >> 4 bitmap[y][x + 2] = (byte & 0x0c) >> 2 bitmap[y][x + 3] = (byte & 0x03) } // Prop decoding functions const decodeHowHeld = (byte) => { const heldVal = byte & 0xc0 if (heldVal == 0) { return "swing" } else if (heldVal == 0x40) { return "out" } else if (heldVal == 0x80) { return "both" } else { return "at_side" } } const decodeCelType = (byte) => { const typeVal = byte & 0xc0 if (typeVal == 0x00) { if ((byte & 0x20) == 0) { return "bitmap" } else { return "text" } } else if (typeVal == 0x40) { return "trap" } else if (typeVal == 0x80) { return "box" } else { return "circle" } } const celDecoder = {} celDecoder.bitmap = (data, cel) => { // bitmap cells are RLE-encoded vertical strips of bytes. Decoding starts from the bottom-left // and proceeds upwards until the top of the bitmap is hit; then then next vertical strip is decoded. // Each byte describes four 2-bit pixels. const bitmap = emptyBitmap(cel.width, cel.height) let ibmp = 0 const end = cel.width * cel.height const putByte = (byte) => { const x = Math.floor(ibmp / cel.height) * 4 const y = (cel.height - (ibmp % cel.height)) - 1 drawByte(bitmap, x, y, byte) ibmp ++ } let i = 6 while (ibmp < end) { const byte = data.getUint8(i) i ++ if (byte == 0) { // A zero byte denotes the start of a run of identical bytes. The second // byte denotes the number of repetitions. const count = data.getUint8(i) i ++ if ((count & 0x80) == 0) { // if the high bit of the count is not set, we read a third byte to // determine the byte to repeat. const val = data.getUint8(i) i ++ for (let repeat = 0; repeat < count; repeat ++) { putByte(val) } } else { // if the high bit of the count is set, the lower 7 bits are used as // the count, and a fully transparent byte is repeated. for (let repeat = 0; repeat < (count & 0x7f); repeat ++) { putByte(0) } } } else { // non-zero bytes are raw bitmap data putByte(byte) } } cel.bitmap = bitmap } celDecoder.box = (data, cel) => { const bitmap = emptyBitmap(cel.width, cel.height) cel.borderLR = (data.getUint8(0) & 0x20) != 0 cel.borderTB = (data.getUint8(0) & 0x10) != 0 cel.pattern = data.getUint8(6) for (let y = 0; y < cel.height; y ++) { for (let x = 0; x < cel.width; x ++) { if (cel.borderTB && (y == 0 || y == (cel.height - 1))) { drawByte(bitmap, x * 4, y, 0xaa) } else { drawByte(bitmap, x * 4, y, cel.pattern) } } if (cel.borderLR) { const line = bitmap[y] line[0] = 2 line[line.length - 1] = 2 } } cel.bitmap = bitmap } const decodeCel = (data, changesColorRam) => { const cel = { data: data, changesColorRam: changesColorRam, type: decodeCelType(data.getUint8(0)), wild: (data.getUint8(0) & 0x10) == 0 ? "color" : "pattern", width: data.getUint8(0) & 0x0f, height: data.getUint8(1), xOffset: data.getInt8(2), yOffset: data.getInt8(3), xRel: data.getInt8(4), yRel: data.getInt8(5) } if (celDecoder[cel.type]) { celDecoder[cel.type](data, cel) } if (cel.bitmap) { cel.canvas = canvasFromBitmap(cel.bitmap) } return cel } const decodeFrame = (byte, stateCount) => { const frameIndex = byte & 0x7f if (frameIndex > stateCount) { return null } return { state: frameIndex, cycle: (byte & 0x80) != 0 } } const decodeSide = (byte) => { const side = byte & 0x03 if (side == 0x00) { return "left" } else if (side == 0x01) { return "right" } else if (side == 0x02) { return "up" } else { return "down" } } const signedByte = (byte) => { if ((byte & 0x80) != 0) { const complement = (byte ^ 0xff) + 1 return -complement } else { return byte } } const decodeWalkto = (byte) => { return { fromSide: decodeSide(byte), offset: signedByte(byte & 0xfc) } } const decodeProp = (data) => { let prop = { data: data, howHeld: decodeHowHeld(data.getUint8(0)), colorBitmask: data.getUint8(1), containerXYOff: data.getUint8(3), // TODO: parse this when nonzero walkto: { left: decodeWalkto(data.getUint8(4)), right: decodeWalkto(data.getUint8(5)), yoff: data.getInt8(6) }, frames: [], celmasks: [], cels: [] } const stateCount = (data.getUint8(0) & 0x3f) + 1 const graphicStateOff = data.getUint8(2) const celMasksOff = 7 const celOffsetsOff = celMasksOff + stateCount // The prop structure does not directly encode a count for how many cels there are, but each // "graphic state" is defined by a bitmask marking which cels are present, and we do know how // many states there are. We can assume that all cels are referenced by at least one state, // and use that to determine the cel count. let allCelsMask = 0 for (let icelmask = 0; icelmask < stateCount; icelmask ++) { const celmask = data.getUint8(celMasksOff + icelmask) prop.celmasks.push(celmask) allCelsMask |= celmask } if (allCelsMask != 0x80 && allCelsMask != 0xc0 && allCelsMask != 0xe0 && allCelsMask != 0xf0 && allCelsMask != 0xf8 && allCelsMask != 0xfc && allCelsMask != 0xfe && allCelsMask != 0xff) { throw new Error("Inconsistent graphic state cel masks - implies unused cel data") } // The prop structure also does not encode a count for how many frames there are, so we simply // stop parsing once we find one that doesn't make sense. // We could also potentially assume that this structure always follows the header (or the // "container" XY array, if one exists), as that seems to be consistently be the case with all // the props in the Habitat source tree. // It's possible for there to be no frames, which is represented by an offset of 0 (no_animation) if (graphicStateOff != 0) { for (let frameOff = graphicStateOff; ; frameOff ++) { const frame = decodeFrame(data.getUint8(frameOff), stateCount) if (!frame) { break } prop.frames.push(frame) } } for (let celOffsetOff = celOffsetsOff; allCelsMask != 0; celOffsetOff += 2) { const icel = prop.cels.length const celbit = 0x80 >> icel prop.cels.push(decodeCel(new DataView(data.buffer, data.getUint16(celOffsetOff, LE)), (prop.colorBitmask & celbit) != 0)) allCelsMask = (allCelsMask << 1) & 0xff } return prop } const showCels = (prop) => { const container = document.getElementById("cels") for (const cel of prop.cels) { if (cel.canvas) { const img = document.createElement("img") img.src = cel.canvas.toDataURL() img.width = cel.width * 4 * 2 * 3 img.height = cel.height * 3 img.style.imageRendering = "pixelated" container.appendChild(img) } } } const doTheThing = async () => { const prop = decodeProp(await readBinary("picture1.bin")) console.log(prop) showCels(prop) showCels(decodeProp(await readBinary("picture2.bin"))) showCels(decodeProp(await readBinary("picture3.bin"))) } doTheThing()