322 lines
12 KiB
JavaScript
322 lines
12 KiB
JavaScript
//todo: Make this a module/mjs file. C6 compatibility can stay, if needed.
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ICONJS_DEBUG = false;
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ICONJS_STRICT = true;
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ICONJS_VERSION = "0.3.3";
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function setDebug(value) {
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ICONJS_DEBUG = !!value;
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}
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function setStrictness(value) {
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ICONJS_STRICT = !!value;
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}
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// where U = uncompressed, N = none, C = compressed
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function getTextureFormat(i) {
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if (i<8) {
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if(i==3) {
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return 'N';
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}
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return 'U';
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} else if (i>=8) {
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return 'C';
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} else {
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return void(0);
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}
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}
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function BGR5A1(i) {
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return {b: (i & 0b11111), g: ((i >> 5) & 0b11111), r: ((i >> 10) & 0b11111), a: (i >> 15)}
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// map this as *8 for each color and i+1*127 for alpha, GL-wise, float(i+1)
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}
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function stringScrubber(dirty) {
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return dirty.replaceAll("\x00","").substring(0, (dirty.indexOf("\x00") === -1) ? dirty.length : dirty.indexOf("\x00"));
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}
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function readPS2D(input) {
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const view = new DataView(input);
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const u32le = function(i){return view.getUint32(i, 1)}
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const f32le = function(i){return view.getFloat32(i, 1)}
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//!pattern ps2d.hexpat
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const header = u32le(0);
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if (header !== 0x44325350) {
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throw `Not a PS2D file (was ${header}, expected ${0x44325350})`;
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}
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//:skip 2
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const titleOffset = u32le(6);
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//:skip 2
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const bgAlpha = u32le(12); // should read as a u8, (k/127?.5) for float value (255 = a(2.0~))
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const bgColors = [
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{r: u32le(16), g: u32le(20), b: u32le(24), a: u32le(28)},
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{r: u32le(32), g: u32le(36), b: u32le(40), a: u32le(44)},
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{r: u32le(48), g: u32le(52), b: u32le(56), a: u32le(60)},
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{r: u32le(64), g: u32le(68), b: u32le(72), a: u32le(76)}
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]; // top-left, top-right, bottom-left, bottom-right;
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const lightIndices = [
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{x: f32le(80), y: f32le(84), z: f32le(88)}, //:skip 4
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{x: f32le(96), y: f32le(100), z: f32le(104)}, //:skip 4
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{x: f32le(112), y: f32le(116), z: f32le(120)} //:skip 4
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]
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const lightColors = [
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{r: f32le(128), g: f32le(132), b: f32le(136), a: f32le(140)},
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{r: f32le(144), g: f32le(148), b: f32le(152), a: f32le(156)},
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{r: f32le(160), g: f32le(164), b: f32le(168), a: f32le(172)},
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{r: f32le(176), g: f32le(180), b: f32le(184), a: f32le(188)}
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]
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// save builder says color 1 is ambient, 2-4 are for 3-point cameras
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const int_title = input.slice(0xc0, 0x100);
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const tmp_title16 = new Uint16Array(int_title);
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for (let index = 0; index < 32; index++) {
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//find "bad" shift-jis two-bytes, and convert to spaces (or NULL if strict)
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if(tmp_title16[index] === 129 || tmp_title16[index] === 33343) {
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console.warn(`PS2D syntax error: known bad two-byte sequence 0x${tmp_title16[index].toString(16).padEnd(4,"0")} (at ${index}). Replacing with ${(ICONJS_STRICT) ? "NULL" : "0x8140"}.\n${(ICONJS_STRICT) ? "This is console-accurate, so" : "An actual console does not do this."} I recommend patching your icon.sys files!`);
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tmp_title16[index] = (ICONJS_STRICT) ? 0 : 0x4081; // is a reference, so this'll edit int_title too
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}
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}
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//:skip 4 -- Unless proven, keep 64 bytes for display name.
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const int_filename_n = input.slice(0x104, 0x143);
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const int_filename_c = input.slice(0x144, 0x183);
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const int_filename_d = input.slice(0x184, 0x1C3);
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//;skip 512 -- rest of this is just padding
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const rawTitle = (new TextDecoder("shift-jis")).decode(int_title);
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const title = [
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stringScrubber(rawTitle.substring(0,(titleOffset/2))),
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(rawTitle.indexOf("\x00") < (titleOffset/2)) ? "" : stringScrubber(rawTitle.substring((titleOffset/2)))
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];
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const filenames = {
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n: stringScrubber((new TextDecoder("utf-8")).decode(int_filename_n)),
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c: stringScrubber((new TextDecoder("utf-8")).decode(int_filename_c)),
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d: stringScrubber((new TextDecoder("utf-8")).decode(int_filename_d))
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}
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if(ICONJS_DEBUG){
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console.log({header, titleOffset, bgAlpha, bgColors, lightIndices, lightColors, title, filenames});
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}
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return {filenames, title, background: {colors: bgColors, alpha: bgAlpha}, lighting: {points: lightIndices, colors: lightColors}};
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}
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function readIconFile(input) {
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//!pattern ps2icon-hacked.hexpat
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const view = new DataView(input);
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const u32le = function(i){return view.getUint32(i, 1)}
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const f32le = function(i){return view.getFloat32(i, 1)}
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const f16le = function(i){return (view.getInt16(i, 1) / 4096)}
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const u32_rgba8 = function(i) {return {
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r: (i & 0xff),
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g: ((i & 0xff00) >> 8),
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b: ((i & 0xff0000) >> 16),
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a: (i > 0x7fffffff ? 255 : (((i & 0xff000000) >>> 24) * 2)+1)
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}};
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const magic = u32le(0);
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if (magic !== 0x010000) {
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// USER WARNING: APPARENTLY NOT ALL ICONS ARE 0x010000. THIS THROW WILL BE DROPPED LATER.
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throw `Not a PS2 icon file (was ${magic}, expected ${0x010000})`;
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}
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const numberOfShapes = u32le(4);
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const textureType = u32le(8);
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const textureFormat = getTextureFormat(textureType);
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//:skip 4
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const numberOfVertexes = u32le(16);
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// now we're entering a bunch of chunks... oh baby, now it's painful.
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// format: [xxyyzzaa * numberOfShapes][xxyyzzaa][uuvvrgba], ((8 * numberOfShapes) + 16) [per chunk]
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let offset = 20;
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let vertices = new Array();
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const chunkLength = ((numberOfShapes * 8) + 16);
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// for numberOfVertexes, copy chunkLength x times, then append with normal, uv and rgba8 color. Floats are 16-bit.
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for (let index = 0; index < numberOfVertexes; index++) {
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let shapes = new Array();
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for (let indey = 0; indey < numberOfShapes; indey++) {
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shapes.push({
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x: f16le(offset+((chunkLength*index)+(indey*8))),
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y: f16le(offset+((chunkLength*index)+(indey*8))+2),
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z: f16le(offset+((chunkLength*index)+(indey*8))+4)
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});
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//:skip 2
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}
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let normal = {
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x: f16le(offset+(chunkLength*index)+((numberOfShapes * 8))),
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y: f16le(offset+(chunkLength*index)+((numberOfShapes * 8))+2),
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z: f16le(offset+(chunkLength*index)+((numberOfShapes * 8))+4)
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};
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//:skip 2
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let uv = {
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u: f16le(offset+(chunkLength*index)+((numberOfShapes * 8))+8),
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v: f16le(offset+(chunkLength*index)+((numberOfShapes * 8))+10)
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};
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let color = u32_rgba8(u32le(offset+(chunkLength*index)+((numberOfShapes * 8))+12));
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// keep original u32le color?
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vertices.push({shapes, normal, uv, color});
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}
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offset = (20+(numberOfVertexes * chunkLength));
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animationHeader = {id: u32le(offset), length: u32le(offset+4), speed: f32le(offset+8), "offset": u32le(offset+12), keyframes: u32le(offset+16)};
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let animData = new Array();
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// now we have to do stuff dynamically
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// format for a keyframe: sssskkkk[ffffvvvv] where [ffffvvvv] repeat based on the value that kkkk(eys) has.
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// sssskkkk[ffffvvvv] is repeated based on animationHeader.keyframes value.
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offset += 20;
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for (let index = 0; index < animationHeader.keyframes; index++) {
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let frameData = new Array();
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let shapeId = u32le(offset);
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let keys = u32le(offset+4);
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offset += 8;
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for (let indey = 0; indey < keys; indey++) {
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frameData.push({frame: f32le(offset), value: f32le(offset+4)});
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offset += 8;
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}
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animData.push({shapeId, keys, frameData});
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}
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let texture = null;
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switch(textureFormat) {
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case 'N': {
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break;
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}
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case 'U': {
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//where every 16-bit entry is a BGR5A1 color 0b[bbbbbgggggrrrrra]
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texture = new Uint16Array(input.slice(offset, (offset+0x8000)));
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//texture.forEach(function(indice){console.log(BGR5A1(indice))});
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break;
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}
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case 'C': {
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// compression format unknown, but all in type use same header format
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size = u32le(offset);
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texture = {size, data: input.slice(offset+4, offset+(4+size))};
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}
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}
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if(ICONJS_DEBUG){
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console.log({magic, numberOfShapes, textureType, textureFormat, numberOfVertexes, chunkLength, vertices, animationHeader, animData, texture});
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}
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return {numberOfShapes, vertices, textureFormat, texture, animData};
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}
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function readEntryBlock(input) {
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const view = new DataView(input);
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const u32le = function(i){return view.getUint32(i, 1)};
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const u16le = function(i){return view.getUint16(i, 1)};
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const t64le = function(i){return {
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seconds: view.getUint8(i+1),
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minutes: view.getUint8(i+2),
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hours: view.getUint8(i+3),
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day: view.getUint8(i+4),
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month: view.getUint8(i+5),
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year: view.getUint16(i+6, 1)
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}}; //NOTE: times are in JST timezone (GMT+09:00), so clients should implement correctly!
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//!pattern psu_file.hexpat
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const permissions = u32le(0);
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let type;
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if (permissions>0xffff) {
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throw `Not a EMS Memory Adapter (PSU) export file (was ${permissions}, expected less than ${0xffff})`;
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}
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if((permissions & 0b00100000)>=1){
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type = "directory";
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}
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if((permissions & 0b00010000)>=1){
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type = "file";
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}
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if((permissions & 0b0001100000000000)>=1){
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throw `I don't parse portable applications or legacy save data. (${permissions} has bits 10 or 11 set)`;
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}
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const size = u32le(4);
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const createdTime = t64le(8);
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const sectorOffset = u32le(16);
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const dirEntry = u32le(20);
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const modifiedTime = t64le(24);
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const specialSection = input.slice(0x20, 0x40);
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const int_filename = input.slice(0x40, 512);
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const filename = stringScrubber((new TextDecoder("utf-8")).decode(int_filename));
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if(ICONJS_DEBUG){
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console.log({permissions, type, size, createdTime, sectorOffset, dirEntry, modifiedTime, specialSection, filename});
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}
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return {type, size, filename, createdTime, modifiedTime};
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}
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function readEmsPsuFile(input){
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const header = readEntryBlock(input.slice(0,0x1ff));
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let fsOut = {length: header.size, rootDirectory: header.filename, timestamps: {created: header.createdTime, modified: header.modifiedTime}};
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let output = new Object();
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let offset = 512;
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for (let index = 0; index < header.size; index++) {
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fdesc = readEntryBlock(input.slice(offset, offset + 512));
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switch(fdesc.type) {
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case "directory": {
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offset += 512;
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output[fdesc.filename] = null;
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break;
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}
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case "file": {
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if(ICONJS_DEBUG){
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console.log(`PARSING | F: "${fdesc.filename}" O: ${offset} S: ${fdesc.size}`);
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}
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offset += 512;
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const originalOffset = offset;
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if((fdesc.size % 1024) > 0) {
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offset += ((fdesc.size & 0b11111111110000000000) + 1024);
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} else {
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offset += fdesc.size;
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// if we're already filling sectors fully, no to change anything about it
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}
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output[fdesc.filename] = {
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size: fdesc.size,
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data: input.slice(originalOffset, originalOffset+fdesc.size)
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};
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break;
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}
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}
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}
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fsOut[header.filename] = output;
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return fsOut;
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}
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function readPsvFile(input){
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const view = new DataView(input);
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const u32le = function(i){return view.getUint32(i, 1)};
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//!pattern psv_file.hexpat
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const magic = u32le(0);
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if (magic !== 0x50535600) {
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throw `Not a PS3 export (PSV) file (was ${magic}, expected ${0x50535600})`;
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}
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//:skip 4
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//:skip 20 // key seed, console ignores this
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//:skip 20 // sha1 hmac digest, useful for... something
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//:skip 8
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const type1 = u32le(52);
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const type2 = u32le(56);
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if(type1 !== 0x2c && type2 !== 2) {
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throw `Not parsing, this is not a PS2 save export (was ${type1}:${type2}, expected 44:2)`;
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}
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const displayedSize = u32le(60);
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const ps2dOffset = u32le(64);
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const ps2dSize = u32le(68); // don't know why this is included if its always 964
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const nModelOffset = u32le(72);
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const nModelSize = u32le(76);
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const cModelOffset = u32le(80);
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const cModelSize = u32le(84);
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const dModelOffset = u32le(88);
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const dModelSize = u32le(92);
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const numberOfFiles = u32le(96); // in-case this library changes stance on other files
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const rootDirectoryData = input.slice(100, 158);
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let offset = 158;
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let fileData = new Array();
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for (let index = 0; index < numberOfFiles; index++) {
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fileData.push(input.slice(offset,offset+0x3c));
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offset += 0x3c;
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};
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//then file data after this but we already have pointers to the files we care about
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const icons = {
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n: input.slice(nModelOffset, nModelOffset+nModelSize),
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c: input.slice(cModelOffset, cModelOffset+cModelSize),
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d: input.slice(dModelOffset, dModelOffset+dModelSize),
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}
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if (ICONJS_DEBUG) {
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console.log({magic, type1, type2, displayedSize, ps2dOffset, ps2dSize, nModelOffset, nModelSize, cModelOffset, cModelSize, dModelOffset, dModelSize, numberOfFiles, rootDirectoryData, fileData})
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}
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return {icons, "icon.sys": input.slice(ps2dOffset, ps2dOffset+ps2dSize)};
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}
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if(typeof module !== "undefined") {
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// for C6JS
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module.exports = {readIconFile, readPS2D, readEmsPsuFile, setDebug, setStrictness};
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} |