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metroid-map.php
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556 lines (514 loc) · 18.4 KB
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<?php
function ReadAt($bank, $address, $length, $globoffset=0)
{
static $s = null;
if(!isset($s)) $s = file_get_contents('metroid.nes');
$offset = 0x10 + ($bank * 0x4000) + ($address & 0x3FFF);
$data = substr($s, $offset, $length);
$result = Array();
for($n=0; $n<$length; ++$n) $result[$globoffset+$n] = ord($data[$n]);
return $result;
}
function ReadWords($bank, $address, $length)
{
$bytes = ReadAt($bank, $address, $length);
$result = Array();
for($n=0; $n<$length; $n+=2) $result[$n>>1] = $bytes[$n] | ($bytes[$n+1] << 8);
return $result;
}
function LoadWorldMap()
{
return ReadAt(0, 0xA53E, 1024);
}
function LoadGraphicsFor($area_bank)
{
switch($area_bank)
{
case 1: $gfx_indices = Array(0x00,0x1B,0x14,0x17,0x18,0x19,0x16, 0x03,0x04,0x05,0x06,0x19,0x16); break;
case 2: $gfx_indices = Array(0x00,0x1B,0x14,0x17,0x18,0x19,0x16, 0x04,0x05,0x07,0x08,0x09,0x19,0x16); break;
case 4: $gfx_indices = Array(0x00,0x1B,0x14,0x17,0x18,0x19,0x16, 0x04,0x05,0x0A,0x0F,0x10,0x11,0x19,0x16); break;
case 3: $gfx_indices = Array(0x00,0x1B,0x14,0x17,0x18,0x19,0x16, 0x05,0x0A,0x0B,0x0C,0x0D,0x0E,0x1A,0x1C,0x19,0x16); break;
case 5: $gfx_indices = Array(0x00,0x1B,0x14,0x17,0x18,0x19,0x16, 0x04,0x05,0x0A,0x12,0x13,0x19,0x16); break;
}
$chr_tables = Array();
for($n=0; $n<0x2000; ++$n) $chr_tables[] = 0;
foreach($gfx_indices as $index)
{
$specs = ReadAt(7, 0xC6E0 + $index*7, 1);
$words = ReadWords(7, 0xC6E0 + $index*7+1, 6);
#print "--\n";
$gfx_bank = $specs[0];
$gfx_offs = $words[0];
$ppu_offs = $words[1];
$gfx_len = $words[2];
$gfx_data = ReadAt($gfx_bank, $gfx_offs, $gfx_len);
foreach($gfx_data as $byte)
$chr_tables[$ppu_offs++] = $byte;
}
ksort($chr_tables);
return $chr_tables;
}
function LoadRoomsFrom($area_bank)
{
$paletteptrtable = ReadWords($area_bank, 0x9560, 56); // Also in title screen; on title there's also $9F81 for ending
$areapointers = ReadWords($area_bank, 0x9598, 16);
$startpos = ReadAt($area_bank, 0x95D7, 4);
$start_xcoord = $startpos[0]; //OUTCOME; coords on global map
$start_ycoord = $startpos[1]; //OUTCOME
$ypos_screen = $startpos[2]; //OUTCOME; start y-coord on screen
$default_pal = $startpos[3];
$chr_tables = LoadGraphicsFor($area_bank);
$palettes = Array(); //OUTCOME
foreach($paletteptrtable as $pointer)
{
$bytes = ReadAt($area_bank, $pointer, 3);
$ppu_offset = $bytes[1] | ($bytes[0] << 8);
$length = $bytes[2];
$data = ReadAt($area_bank, $pointer+3, $length);
$pal = Array();
for($n=0; $n<32; ++$n) $pal[$n] = -1;
foreach($data as $k=>$v) $pal[($ppu_offset&0x1F)+$k] = $v;
$palettes[] = $pal;//Array('offset'=>$ppu_offset&0x1F, 'data'=>$data);
}
$special_pointer = $areapointers[0];
$rooms_pointers = ReadWords($area_bank, $areapointers[1], $areapointers[2] - $areapointers[1]);
$struct_pointers = ReadWords($area_bank, $areapointers[2], 256);
$macro_pointer = $areapointers[3];
$bytes = ReadAt($area_bank, $special_pointer, 0x800, $special_pointer);
$arr_start = $special_pointer;
$special_items = Array(); //OUTCOME
while($special_pointer != 0xFFFF)
{
$ptr = $special_pointer;
$ycoord = $bytes[$ptr++];
$special_pointer = $bytes[$ptr++];
$special_pointer |= $bytes[$ptr++] << 8;
do {
$xcoord = $bytes[$ptr++];
$boffs = $bytes[$ptr++];
$sizes = Array(0,2,2,0,1, 1,0,0,0,1,0, 0,0,0,0,0);
// Types:
// 0 = ExitSub
// 1 = SqueeptHandler: (type>>4 = slot number, params: enemy type, initial position (yyyyxxxx))
// 2 = PowerUpHandler: { Unique items. Params: itemtype, position (yyyyxxxx) }
// 3 = SpecEnemyHandler { no params }
// 4 = ElevatorHandler { param: Target map ID? }
// 5 = CannonHandler { one param byte }
// 6 = MotherBrainHandler { no params }
// 7 = ZeebetiteHandler { no params }
// 8 = RinkaHandler { no params }
// 9 = DoorHandler { param: door info byte }
// 10 = PaletteHandler { no params }
$endptr = $ptr+$boffs-2;
while($ptr < $endptr)
{
$type = $bytes[$ptr];
if(($type & 0xF) == 0) { $ptr = $endptr; break; }
$special_items[] = Array('x'=>$xcoord, 'y'=>$ycoord, 'type'=>$type&0xF, 'data'=>array_slice($bytes, $ptr-$arr_start, 1+$sizes[$type&0xF]));
$ptr += $sizes[$type&0xF]+1;
}
} while($boffs != 0xFF);
}
$room_data = Array(); // OUTCOME
foreach($rooms_pointers as $pointer)
{
$bytes = ReadAt($area_bank, $pointer, 256);
$default_attribute = $bytes[0];
$room = Array('default_attribute_ignored'=>$default_attribute, 'screen'=>[], 'actors'=>[]);
$index = 1;
$screen = Array();
while($bytes[$index] != 0xFD && $bytes[$index] != 0xFF)
{
$ypos = $bytes[$index] >> 4;
$xpos = $bytes[$index] & 0xF;
$structno = $bytes[$index+1];
$attribute = $bytes[$index+2];
$index += 3;
//$room['objects'][] = Array($xpos,$ypos,$structno,$attribute);
$screen = &$room['screen'];
$ydelta = 0;
$struct = ReadAt($area_bank, $struct_pointers[$structno], 256);
#print "struct $structno: ".join('/',$struct)."\n";
for($pos=0; ($len = $struct[$pos++]) != 0xFF; $pos += $len, ++$ydelta)
{
$slice = array_slice($struct, $pos, $len);
foreach($slice as $xdelta => $macrobyte)
{
// Put macro $macros[$macrobyte] at $xpos+×delta, $ypos+$ydelta
$macro = ReadAt($area_bank, $macro_pointer + $macrobyte*4, 4);
for($m=0; $m<4; ++$m)
$screen[ ($ypos+$ydelta)*2 + ($m>>1) ]
[ ($xpos+$xdelta)*2 + ($m&1) ] = Array($attribute, $macro[$m]);
}
}
ksort($screen);
foreach($screen as $y=>$rows) ksort($screen[$y]);
unset($screen);
}
if($bytes[$index] == 0xFD) ++$index;
while($bytes[$index] != 0xFF)
{
$type = $bytes[$index] & 0xF;
switch($type)
{
case 7:
case 1: $room['actors'][] = Array('type'=>$type, 'data'=>array_slice($bytes,$index,3));
$index += 3;
break;
case 4:
case 2: $room['actors'][] = Array('type'=>$type, 'data'=>array_slice($bytes,$index,2));
$index += 2;
break;
case 6: $room['actors'][] = Array('type'=>$type, 'data'=>array_slice($bytes,$index,1));
$index += 1;
break;
default: $room['actors'][] = 'ERROR'; break;
}
// First byte & 0x0F:
// 0,3,5 = exit sub
// 1 = load enemy (first byte>>4 = slot number, params: enemy type, initial position (yyyyxxxx))
// 2 = load door (param: door info byte)
// 4 = load elevator (param: 032F)
// 6 = load statues (no params)
// 7 = zeb hole (first byte & 0xF0 = $729, two params: $728,$72A+$72B)
}
$room_data[] = $room;
}
return Array('rooms' => $room_data,
'items' => $special_items,
'palettes' => $palettes,
'dfl_palette' => $default_pal,
'xcoord' => $start_xcoord,
'ycoord' => $start_ycoord,
'ypos_screen' => $ypos_screen,
'chr_tables' => $chr_tables);
}
$areas = explode('/', 'Brinstar/Norfair/Kraid/Tourian/Ridley');
$worldmap = LoadWorldMap();
function wave($p,$color) { return ($color+$p+8) % 12 < 6; }
function MakeRGBcolor($pixel,
$saturation = 1.0, $hue = 0.0,
$contrast = 1.0, $brightness = 1.0,
$gamma = 1.8)
{
static $sin=false, $cos=false;
if($sin===false)
{
$cos = Array();
$sin = Array();
for($p=0; $p<12; ++$p)
{
$cos[$p] = cos( (3.141592653/6.) * ($p+$hue) );
$sin[$p] = sin( (3.141592653/6.) * ($p+$hue) );
}
}
// The input value is a NES color index (with de-emphasis bits).
// We need RGB values. Convert the index into RGB.
// For most part, this process is described at:
// http://wiki.nesdev.com/w/index.php/NTSC_video
// Decode the color index
$color = ($pixel & 0x0F);
$level = $color<0xE ? ($pixel>>4) & 3 : 1;
// Voltage levels, relative to synch voltage
$black = 0.518;
$white = 1.962;
$attenuation = 0.746;
$levels = Array(0.350,0.518,0.962,1.550, // Signal low
1.094,1.506,1.962,1.962); // Signal high
$lo_and_hi = Array( $levels[$level + 4 * ($color == 0x0)],
$levels[$level + 4 * ($color < 0xD)] );
// Calculate the luma and chroma by emulating the relevant circuits:
$y=0;
$i=0;
$q=0;
for($p=0; $p<12; ++$p) // 12 clock cycles per pixel.
{
// NES NTSC modulator (square wave between two voltage levels):
$spot = $lo_and_hi[wave($p,$color)];
// De-emphasis bits attenuate a part of the signal:
if((($pixel & 0x40) && wave($p,12))
|| (($pixel & 0x80) && wave($p, 4))
|| (($pixel &0x100) && wave($p, 8))) $spot *= $attenuation;
// Normalize:
$v = ($spot - $black) / ($white-$black);
// Ideal TV NTSC demodulator:
// Apply contrast/brightness
$v = ($v - .5) * $contrast + .5;
$v *= $brightness / 12.;
$y += $v;
$i += $v * $cos[$p];
$q += $v * $sin[$p];
}
$i *= $saturation;
$q *= $saturation;
// Convert YIQ into RGB according to FCC-sanctioned conversion matrix.
$r = $y + 0.946882*$i + 0.623557*$q; if($r<0) $r=0; else { $r=pow($r, 2.2/$gamma)*255; if($r>255) $r=255; }
$g = $y + -0.274788*$i + -0.635691*$q; if($g<0) $g=0; else { $g=pow($g, 2.2/$gamma)*255; if($g>255) $g=255; }
$b = $y + -1.108545*$i + 1.709007*$q; if($b<0) $b=0; else { $b=pow($b, 2.2/$gamma)*255; if($b>255) $b=255; }
return (((int)($r)) << 16) | (((int)($g)) << 8) | (((int)($b)));
}
$rgbpalette = Array();
for($n=0; $n<64; ++$n)
$rgbpalette[] = MakeRGBcolor($n, 1.0/*sat*/, -0.081/*hue*/, 1.0/*con*/, 1.0/*bri*/, 1.8/*gam*/);
function RenderTile($im, $x,$y, $tileno,$attr, $chr_tables,$palette)
{
global $rgbpalette;
for($yp=0; $yp<8; ++$yp)
{
$byte1 = $chr_tables[ 0x1000 + ($tileno<<4) + ($yp) + 0 ];
$byte2 = $chr_tables[ 0x1000 + ($tileno<<4) + ($yp) + 8 ];
for($xp=0; $xp<8; ++$xp)
{
$pix = ((($byte1 >> (7-$xp)) & 1) )
| ((($byte2 >> (7-$xp)) & 1) << 1);
#$color = $pix+$attr*4;
$color = $palette[$pix + $attr*4];
ImageSetPixel($im, $x+$xp, $y+$yp, @$rgbpalette[$color]);
}
}
}
function RenderRoom(&$im, $beginx,$beginy, $rooms, $room_no, $palette, $mapx,$mapy)
{
$result = 0;
$room = $rooms['rooms'][$room_no];
$tiles = Array();
for($y=0; $y<960; ++$y) $tiles[$y] = 0xFF;
foreach($room['screen'] as $y => $columns)
foreach($columns as $x => $data)
{
if($y >= 30 || $x >= 32) continue;
$attr = $data[0];
$tileno = $data[1];
$tiles[($y << 5) | $x] = $tileno + ($attr << 8);
}
#print "pal=$palette\n";
#print_r($rooms['palettes']);
for($y=0; $y<30; ++$y)
for($x=0; $x<32; ++$x)
{
$tileno = $tiles[($y << 5) | $x];
$attr = $tileno >> 8;
$tileno &= 0xFF;
if($tileno >= 0xA0) // door
{
if($y==0) $result |= 1;
if($y >= 29) $result |= 2;
if($x==0) $result |= 4;
if($x==31) $result |= 8;
}
if($tileno != 0xFF)
RenderTile($im, $beginx + ($x<<3), $beginy + ($y << 3),
$tileno, $attr,
$rooms['chr_tables'],
$rooms['palettes'][$palette]);
}
// TODO: result flag 16
global $items;
foreach($items as $item)
if($item['x'] == $mapx && $item['y'] == $mapy && $item['type'] == 10)
$result |= 16; // palette swap
for($n=0; $n<32; ++$n)
if(($tiles[$n] & 0xFF) == 0xA4
|| ($tiles[$n] & 0xFF) == 0xA5)
{
// Disable all directions if in elevator shaft
$result = 0;
break;
}
for($n=0; $n<32; ++$n)
if(($tiles[$n+29*32] & 0xFF) == 0xA4
|| ($tiles[$n+29*32] & 0xFF) == 0xA5)
{
// Disable sideways if at top of elevator shaft
$result &= 3;
break;
}
foreach($room['actors'] as $actor)
{
$font = 4;
$position = 0x88;
if($actor['type'] == 1)
{
$position = $actor['data'][2];
}
if($actor['type'] == 2) // door
{
$position -= 0x10;
if($actor['data'][1] & 0x10) $position -= 5; else $position += 4;
}
if($actor['type'] == 4) // elevator
{
$position -= 0x20;
}
switch($actor['type'])
{
case 1: $font = 2; $str = sprintf("Obj%02X.%d", $actor['data'][1], $actor['data'][0] >> 4); break;
case 2: $font = 3; $str = sprintf("Door%02X", $actor['data'][1]); break; // load door
case 4: $font = 3; $str = sprintf("Elev%02X", $actor['data'][1]); break; // load elevator
case 6: $str = 'Statues'; break; // load statues
case 7: $font = 1; $str = sprintf("Zeb%02X.%02X.%d", $actor['data'][1], $actor['data'][2], $actor['data'][0] >> 4); break; // zeb hole
default: $str = sprintf("#{$actor['type']}");
}
// DoorXY:
// Ax = approach from left side (right side of screen)
// Bx = approach from right side (left side of screen)
// x1 = Blue door
// x0 = Red missile door
// x2 = Purple door
// x3 = Yellow door?
// Door80 = missile door on left side (??WHERE?)
//
// ElevXY:
// 8x = bottom side (go up)
// 0x = top side (go down)
// xF = end
// (INCORRECT):
// x3 = Brinstar-Tourian
// x1 = Brinstar-Norfair
// x2 = Brinstar-Kraid
// x4 = Norfair-Ridley
//
$x = $beginx + ($position & 0xF)*16 + 8;
$y = $beginy + ($position >> 4 )*16 + 8;
$w = ImageFontWidth($font);
$h = ImageFontHeight($font);
ImageString($im, $font, $x-$w*(strlen($str)/2),$y-$h*(1/2), $str, 0xFF0000);
}
return $result;
}
$items = Array();
# 1=Brinstar, 2=Norfair, 3=Tourian, 4=Kraid, 5=Ridley
foreach(Array(1, 2, 4, 3, 5) as $area_bank)
{
$bank = LoadRoomsFrom($area_bank);
#print_r($bank);
foreach($bank['items'] as $item) $items[] = $item;
unset($bank['items']);
$banks[$area_bank] = $bank;
}
$rw = 256; $rh = 240;
$im = ImageCreateTrueColor(32*$rw, 32*$rh);
/* PASS 1 */
$done = Array();
$ok = Array();
$blank = Array();
foreach(Array(1, 2, 4, 3, 5) as $area_bank)
{
$rooms = $banks[$area_bank];
$start = ($rooms['ycoord'] << 5) | $rooms['xcoord'];
$palette = 0;//$rooms['dfl_palette']-1;
print "dfl pal: $palette\n";
$todo = Array();
array_push($todo, $start | ($palette << 10));
while(!empty($todo))
{
$current = array_pop($todo);
$curpal = $current >> 10;
$current &= 0x3FF;
if(isset($done[$current])) continue;
$done[$current] = $area_bank;
$x = $current & 0x1F;
$y = $current >> 5;
$cell = $worldmap[$current];
if($cell < count($rooms['rooms']))
{
$flags = RenderRoom($im, $x*$rw, $y*$rh, $rooms, $cell, $curpal, $x,$y);
switch($current)
{
case (0x0B << 5) | 0x02:
$flags |= 4; // Force enable exit for mother brain
break;
}
$nextpal = $curpal;
if($flags & 16) $nextpal = (($nextpal+1) ^ 7) - 1;
if(($flags & 1) && $y>0) array_push($todo, ($current-32) | ($nextpal << 10));
if(($flags & 2) && $y<31) array_push($todo, ($current+32) | ($nextpal << 10));
if(($flags & 4) && $x>0) array_push($todo, ($current-1) | ($nextpal << 10));
if(($flags & 8) && $x<31) array_push($todo, ($current+1) | ($nextpal << 10));
$ok[$current] = $nextpal;
}
else
{
$blank[$current] = true;
}
}
}
/* PASS 2 */
for($y=0; $y<32; ++$y)
for($x=0; $x<32; ++$x)
{
$current = ($y << 5) | $x;
#$cell = $worldmap[$current];
if(isset($blank[$current]) && !isset($ok[$current]))
{
ImageFilledRectangle($im, $x*$rw, $y*$rh, $x*$rw+$rw-1, $y*$rh+$rh-1, 0xFF00FF);
}
elseif(!isset($done[$current]) && $worldmap[$current] < 0xFF)
{
$find_bank = 3;
$find_pal = 0;
for($mul=1; $mul<24; ++$mul)
foreach(Array(32,-32,1,-1) as $offset)
{
$next = $current + $offset * $mul;
if(isset($done[$next]))
{
$cand_bank = $done[$next];
if($worldmap[$current] < count($banks[$cand_bank]['rooms']))
{
$find_bank = $cand_bank;
if(isset($ok[$next]))
{
$find_pal = $ok[$next];
}
else
{
$find_pal = $banks[$cand_bank]['dfl_palette']-1;
}
break 2;
}
}
}
$flags = RenderRoom($im, $x*$rw, $y*$rh, $banks[$find_bank], $worldmap[$current], $find_pal, $x,$y);
ImageAlphaBlending($im, 1);
ImageFilledRectangle($im, $x*$rw, $y*$rh, $x*$rw+$rw-1, $y*$rh+$rh-1, 0x400000FF);
}
elseif(!isset($done[$current]))
{
ImageFilledRectangle($im, $x*$rw, $y*$rh, $x*$rw+$rw-1, $y*$rh+$rh-1, 0x303030);
}
}
/* PASS 3: ITEMS */
foreach($items as $item)
{
$x = $item['x'];
$y = $item['y'];
$position = 0x88;
if($item['type'] == 1 || $item['type'] == 2) // objs and powerups
{
$position = $item['data'][2];
}
$font = 4;
$color = 0x00FF00;
$x = ($x*$rw) + ($position & 0xF)*16 + 8;
$y = ($y*$rh) + ($position >> 4 )*16 + 8;
switch($item['type'])
{
case 1: $font = 2; $str = sprintf("Obj%02X.%d", $item['data'][1], $item['data'][0] >> 4); break;
case 2: $str = sprintf("Pwr%02X", $item['data'][1]); break;
case 3: $font = 2; $y -= 0x20; $str = sprintf("Spec"); break;
case 4: $font = 3; $y -= 0x10; $str = sprintf("Elev%02X", $item['data'][1]); break;
case 5: $font = 1; $y -= 0x20; $str = sprintf("Cann%02X", $item['data'][1]); break;
case 6: $font = 2; $y -= 0x14; $str = sprintf("Brain"); break;
case 7: $font = 1; $y -= 0x06; $str = sprintf("Zebe"); break;
case 8: $font = 1; $y -= 0x30; $str = sprintf("Rinka"); break;
case 9: $font = 3; $y -= 0x10; $str = sprintf("Door%02X", $item['data'][1]); break;
case 10: $color = 0xFFFF55; $y -= 0x20; $str = "PALETTE"; break;
default: $str = sprintf("#{$item['type']}");
}
$w = ImageFontWidth($font);
$h = ImageFontHeight($font);
ImageString($im, $font, $x-$w*(int)(strlen($str)/2),$y-(int)($h*(1/2)), $str, $color);
}
ImagePng($im, "test.png");
print "done $area_bank\n";