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mirror of synced 2024-12-11 05:55:58 +01:00
bemaniutils/bemani/utils/afputils.py

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#! /usr/bin/env python3
import argparse
import io
import json
import math
import os
import os.path
import sys
import textwrap
from PIL import Image, ImageDraw # type: ignore
from typing import Any, Dict, List, Optional, Tuple, TypeVar
from bemani.format.afp import TXP2File, Shape, SWF, Frame, Tag, AP2DoActionTag, AP2PlaceObjectTag, AP2DefineSpriteTag, AFPRenderer, Color, Matrix
from bemani.format import IFS
def write_bytecode(swf: SWF, directory: str, *, verbose: bool) -> None:
# Actually place the files down.
os.makedirs(directory, exist_ok=True)
# Buffer for where the decompiled data goes.
buff: List[str] = []
lut: Dict[str, int] = {}
def bytecode_from_frames(frames: List[Frame]) -> None:
for frame in frames:
for tag in frame.imported_tags:
if tag.init_bytecode:
buff.append(tag.init_bytecode.decompile(verbose=verbose))
def bytecode_from_tags(tags: List[Tag]) -> None:
for tag in tags:
if isinstance(tag, AP2DoActionTag):
buff.append(tag.bytecode.decompile(verbose=verbose))
elif isinstance(tag, AP2PlaceObjectTag):
for _, triggers in tag.triggers.items():
for trigger in triggers:
buff.append(trigger.decompile(verbose=verbose))
elif isinstance(tag, AP2DefineSpriteTag):
lut.update(tag.labels)
bytecode_from_frames(tag.frames)
bytecode_from_tags(tag.tags)
lut.update(swf.labels)
bytecode_from_frames(swf.frames)
bytecode_from_tags(swf.tags)
# If we have frame labels, put them at the top as global defines.
if lut:
buff = [
os.linesep.join([
'// Defined frame labels from animation container, as used for frame lookups.',
'FRAME_LUT = {',
*[f" {name!r}: {frame}," for name, frame in lut.items()],
'};',
]),
*buff,
]
# Now, write it out.
filename = os.path.join(directory, swf.exported_name) + ".code"
print(f"Writing code to {filename}...")
with open(filename, "wb") as bfp:
bfp.write(f"{os.linesep}{os.linesep}".join(buff).encode('utf-8'))
def parse_intlist(data: str) -> List[int]:
ints: List[int] = []
for chunk in data.split(","):
chunk = chunk.strip()
if '-' in chunk:
start, end = chunk.split('-', 1)
start_int = int(start.strip())
end_int = int(end.strip())
ints.extend(range(start_int, end_int + 1))
else:
ints.append(int(chunk))
return sorted(set(ints))
def extract_txp2(
fname: str,
output_dir: str,
*,
split_textures: bool=False,
generate_mapping_overlays: bool=False,
write_mappings: bool=False,
write_raw: bool=False,
write_binaries: bool=False,
pretend: bool=False,
verbose: bool=False,
) -> int:
if split_textures:
if write_raw:
raise Exception("Cannot write raw textures when splitting sprites!")
if generate_mapping_overlays:
raise Exception("Cannot generate mapping overlays when splitting sprites!")
with open(fname, "rb") as bfp:
afpfile = TXP2File(bfp.read(), verbose=verbose)
# Actually place the files down.
os.makedirs(output_dir, exist_ok=True)
if not split_textures:
for texture in afpfile.textures:
filename = os.path.join(output_dir, texture.name)
if texture.img:
if pretend:
print(f"Would write {filename}.png texture...")
else:
print(f"Writing {filename}.png texture...")
with open(f"{filename}.png", "wb") as bfp:
texture.img.save(bfp, format='PNG')
if not texture.img or write_raw:
if pretend:
print(f"Would write {filename}.raw texture...")
else:
print(f"Writing {filename}.raw texture...")
with open(f"{filename}.raw", "wb") as bfp:
bfp.write(texture.raw)
if pretend:
print(f"Would write {filename}.xml texture info...")
else:
print(f"Writing {filename}.xml texture info...")
with open(f"{filename}.xml", "w") as sfp:
sfp.write(textwrap.dedent(f"""
<info>
<width>{texture.width}</width>
<height>{texture.height}</height>
<type>{hex(texture.fmt)}</type>
<raw>{filename}.raw</raw>
</info>
""").strip())
if write_mappings:
if not split_textures:
for i, name in enumerate(afpfile.regionmap.entries):
if i < 0 or i >= len(afpfile.texture_to_region):
raise Exception(f"Out of bounds region {i}")
region = afpfile.texture_to_region[i]
texturename = afpfile.texturemap.entries[region.textureno]
filename = os.path.join(output_dir, name)
if pretend:
print(f"Would write {filename}.xml region information...")
else:
print(f"Writing {filename}.xml region information...")
with open(f"{filename}.xml", "w") as sfp:
sfp.write(textwrap.dedent(f"""
<info>
<left>{region.left}</left>
<top>{region.top}</top>
<right>{region.right}</right>
<bottom>{region.bottom}</bottom>
<texture>{texturename}</texture>
</info>
""").strip())
if afpfile.fontdata is not None:
filename = os.path.join(output_dir, "fontinfo.xml")
if pretend:
print(f"Would write {filename} font information...")
else:
print(f"Writing {filename} font information...")
with open(filename, "w") as sfp:
sfp.write(str(afpfile.fontdata))
if write_binaries:
for i, name in enumerate(afpfile.swfmap.entries):
swf = afpfile.swfdata[i]
filename = os.path.join(output_dir, name)
if pretend:
print(f"Would write {filename}.afp animation data...")
print(f"Would write {filename}.bsi animation descramble data...")
else:
print(f"Writing {filename}.afp animation data...")
with open(f"{filename}.afp", "wb") as bfp:
bfp.write(swf.data)
print(f"Writing {filename}.bsi animation descramble data...")
with open(f"{filename}.bsi", "wb") as bfp:
bfp.write(swf.descramble_info)
for i, name in enumerate(afpfile.shapemap.entries):
shape = afpfile.shapes[i]
filename = os.path.join(output_dir, f"{name}.geo")
if pretend:
print(f"Would write {filename} shape data...")
else:
print(f"Writing {filename} shape data...")
with open(filename, "wb") as bfp:
bfp.write(shape.data)
if generate_mapping_overlays:
overlays: Dict[str, Any] = {}
for i, name in enumerate(afpfile.regionmap.entries):
if i < 0 or i >= len(afpfile.texture_to_region):
raise Exception(f"Out of bounds region {i}")
region = afpfile.texture_to_region[i]
texturename = afpfile.texturemap.entries[region.textureno]
if texturename not in overlays:
for texture in afpfile.textures:
if texture.name == texturename:
overlays[texturename] = Image.new(
'RGBA',
(texture.width, texture.height),
(0, 0, 0, 0),
)
break
else:
raise Exception(f"Couldn't find texture {texturename}")
draw = ImageDraw.Draw(overlays[texturename])
draw.rectangle(
((region.left // 2, region.top // 2), (region.right // 2, region.bottom // 2)),
fill=(0, 0, 0, 0),
outline=(255, 0, 0, 255),
width=1,
)
draw.text(
(region.left // 2, region.top // 2),
name,
fill=(255, 0, 255, 255),
)
for name, img in overlays.items():
filename = os.path.join(output_dir, name) + "_overlay.png"
if pretend:
print(f"Would write {filename} overlay...")
else:
print(f"Writing {filename} overlay...")
with open(filename, "wb") as bfp:
img.save(bfp, format='PNG')
if split_textures:
textures: Dict[str, Any] = {}
announced: Dict[str, bool] = {}
for i, name in enumerate(afpfile.regionmap.entries):
if i < 0 or i >= len(afpfile.texture_to_region):
raise Exception(f"Out of bounds region {i}")
region = afpfile.texture_to_region[i]
texturename = afpfile.texturemap.entries[region.textureno]
if texturename not in textures:
for tex in afpfile.textures:
if tex.name == texturename:
textures[texturename] = tex
break
else:
raise Exception("Could not find texture {texturename} to split!")
if textures[texturename].img:
# Grab the location in the image, save it out to a new file.
filename = f"{texturename}_{name}.png"
filename = os.path.join(output_dir, filename)
if pretend:
print(f"Would write {filename} sprite...")
else:
print(f"Writing {filename} sprite...")
sprite = textures[texturename].img.crop(
(region.left // 2, region.top // 2, region.right // 2, region.bottom // 2),
)
with open(filename, "wb") as bfp:
sprite.save(bfp, format='PNG')
else:
if not announced.get(texturename, False):
print(f"Cannot extract sprites from {texturename} because it is not a supported format!")
announced[texturename] = True
if write_bytecode:
for swf in afpfile.swfdata:
write_bytecode(swf, output_dir, verbose=verbose)
return 0
def update_txp2(fname: str, update_dir: str, *, pretend: bool=False, verbose: bool=False) -> int:
# First, parse the file out
with open(fname, "rb") as bfp:
afpfile = TXP2File(bfp.read(), verbose=verbose)
# Now, find any PNG files that match texture names.
for texture in afpfile.textures:
filename = os.path.join(update_dir, texture.name) + ".png"
if os.path.isfile(filename):
print(f"Updating {texture.name} from {filename}...")
with open(filename, "rb") as bfp:
afpfile.update_texture(texture.name, bfp.read())
# Now, find any PNG files that match a specific sprite.
for i, spritename in enumerate(afpfile.regionmap.entries):
if i < 0 or i >= len(afpfile.texture_to_region):
raise Exception(f"Out of bounds region {i}")
region = afpfile.texture_to_region[i]
texturename = afpfile.texturemap.entries[region.textureno]
# Grab the location in the image to see if it exists.
filename = f"{texturename}_{spritename}.png"
filename = os.path.join(update_dir, filename)
if os.path.isfile(filename):
print(f"Updating {texturename} sprite piece {spritename} from {filename}...")
with open(filename, "rb") as bfp:
afpfile.update_sprite(texturename, spritename, bfp.read())
# Now, write out the updated file
if pretend:
print(f"Would write {fname}...")
afpfile.unparse()
else:
print(f"Writing {fname}...")
data = afpfile.unparse()
with open(fname, "wb") as bfp:
bfp.write(data)
return 0
def print_txp2(fname: str, *, decompile_bytecode: bool=False, verbose: bool=False) -> int:
# First, parse the file out
with open(fname, "rb") as bfp:
afpfile = TXP2File(bfp.read(), verbose=verbose)
# Now, print it
print(json.dumps(afpfile.as_dict(decompile_bytecode=decompile_bytecode, verbose=verbose), sort_keys=True, indent=4))
return 0
def parse_afp(afp: str, bsi: str, *, decompile_bytecode: bool=False, verbose: bool=False) -> int:
# First, load the AFP and BSI files
with open(afp, "rb") as bafp:
with open(bsi, "rb") as bbsi:
swf = SWF("<unnamed>", bafp.read(), bbsi.read())
# Now, print it
swf.parse(verbose=verbose)
print(json.dumps(swf.as_dict(decompile_bytecode=decompile_bytecode, verbose=verbose), sort_keys=True, indent=4))
return 0
def decompile_afp(afp: str, bsi: str, output_dir: str, *, decompile_bytecode: bool=False, verbose: bool=False) -> int:
# First, load the AFP and BSI files
with open(afp, "rb") as bafp:
with open(bsi, "rb") as bbsi:
swf = SWF("<unnamed>", bafp.read(), bbsi.read())
# Now, decompile it
swf.parse(verbose=verbose)
write_bytecode(swf, output_dir, verbose=verbose)
return 0
def parse_geo(geo: str, *, verbose: bool=False) -> int:
# First, load the AFP and BSI files
with open(geo, "rb") as bfp:
shape = Shape("<unnamed>", bfp.read())
# Now, print it
shape.parse()
if verbose:
print(shape, file=sys.stderr)
print(json.dumps(shape.as_dict(), sort_keys=True, indent=4))
return 0
def load_containers(renderer: AFPRenderer, containers: List[str], *, need_extras: bool, verbose: bool) -> None:
# This is a complicated one, as we need to be able to specify multiple
# directories of files as well as support IFS files and TXP2 files.
for container in containers:
with open(container, "rb") as bfp:
data = bfp.read()
afpfile = None
try:
afpfile = TXP2File(data, verbose=verbose)
except Exception:
pass
if afpfile is not None:
if verbose:
print(f"Loading files out of TXP2 container {container}...", file=sys.stderr)
if need_extras:
# First, load GE2D structures into the renderer.
for i, name in enumerate(afpfile.shapemap.entries):
shape = afpfile.shapes[i]
renderer.add_shape(name, shape)
if verbose:
print(f"Added {name} to animation shape library.", file=sys.stderr)
# Now, split and load textures into the renderer.
sheets: Dict[str, Any] = {}
for i, name in enumerate(afpfile.regionmap.entries):
if i < 0 or i >= len(afpfile.texture_to_region):
raise Exception(f"Out of bounds region {i}")
region = afpfile.texture_to_region[i]
texturename = afpfile.texturemap.entries[region.textureno]
if texturename not in sheets:
for tex in afpfile.textures:
if tex.name == texturename:
sheets[texturename] = tex
break
else:
raise Exception("Could not find texture {texturename} to split!")
if sheets[texturename].img:
sprite = sheets[texturename].img.crop(
(region.left // 2, region.top // 2, region.right // 2, region.bottom // 2),
)
renderer.add_texture(name, sprite)
if verbose:
print(f"Added {name} to animation texture library.", file=sys.stderr)
else:
print(f"Cannot load {name} from {texturename} because it is not a supported format!")
# Finally, load the animation data itself into the renderer.
for i, name in enumerate(afpfile.swfmap.entries):
swf = afpfile.swfdata[i]
renderer.add_swf(name, swf)
if verbose:
print(f"Added {name} to animation library.", file=sys.stderr)
continue
ifsfile = None
try:
ifsfile = IFS(data, decode_textures=True)
except Exception:
pass
if ifsfile is not None:
if verbose:
print(f"Loading files out of IFS container {container}...", file=sys.stderr)
for fname in ifsfile.filenames:
if fname.startswith(f"geo{os.sep}"):
if not need_extras:
continue
# Trim off directory.
shapename = fname[(3 + len(os.sep)):]
# Load file, register it.
fdata = ifsfile.read_file(fname)
shape = Shape(shapename, fdata)
renderer.add_shape(shapename, shape)
if verbose:
print(f"Added {shapename} to animation shape library.", file=sys.stderr)
elif fname.startswith(f"tex{os.sep}") and fname.endswith(".png"):
if not need_extras:
continue
# Trim off directory, png extension.
texname = fname[(3 + len(os.sep)):][:-4]
# Load file, register it.
fdata = ifsfile.read_file(fname)
tex = Image.open(io.BytesIO(fdata))
renderer.add_texture(texname, tex)
if verbose:
print(f"Added {texname} to animation texture library.", file=sys.stderr)
elif fname.startswith(f"afp{os.sep}"):
# Trim off directory, see if it has a corresponding bsi.
afpname = fname[(3 + len(os.sep)):]
bsipath = f"afp{os.sep}bsi{os.sep}{afpname}"
if bsipath in ifsfile.filenames:
afpdata = ifsfile.read_file(fname)
bsidata = ifsfile.read_file(bsipath)
flash = SWF(afpname, afpdata, bsidata)
renderer.add_swf(afpname, flash)
if verbose:
print(f"Added {afpname} to animation library.", file=sys.stderr)
continue
def list_paths(containers: List[str], *, include_frames: bool=False, include_size: bool=False, verbose: bool=False) -> int:
renderer = AFPRenderer()
load_containers(renderer, containers, need_extras=False, verbose=verbose)
for path in renderer.list_paths(verbose=verbose):
display = path
if include_size:
location = renderer.compute_path_size(path)
display = f"{display} - {int(location.width)}x{int(location.height)}"
if include_frames:
frames = renderer.compute_path_frames(path)
display = f"{display} - {frames} frames"
print(display)
return 0
BackgroundT = TypeVar("BackgroundT")
def adjust_background_loop(
background: List[BackgroundT],
background_loop_start: Optional[int] = None,
background_loop_end: Optional[int] = None,
background_loop_offset: Optional[int] = None,
) -> List[BackgroundT]:
# Make sure background frames are 1-indexed here as well.
if background_loop_start is None:
background_loop_start = 0
else:
background_loop_start -= 1
if background_loop_offset is None:
background_loop_offset = 0
else:
background_loop_offset -= (background_loop_start + 1)
# Don't one-index the end because we want it to be inclusive.
if background_loop_end is None:
background_loop_end = len(background)
if background_loop_start >= background_loop_end:
raise Exception("Cannot start background loop after the end of the background loop!")
if background_loop_start < 0 or background_loop_end < 0:
raise Exception("Cannot start or end background loop on a negative frame!")
if background_loop_start >= len(background) or background_loop_end > len(background):
raise Exception("Cannot start or end background loop larger than the number of background animation frames!")
background = background[background_loop_start:background_loop_end]
if background_loop_offset < 0 or background_loop_offset >= len(background):
raise Exception("Cannot start first iteration of background loop outside the loop bounds!")
return background[background_loop_offset:] + background[:background_loop_offset]
def render_path(
containers: List[str],
path: str,
output: str,
*,
disable_threads: bool = False,
enable_anti_aliasing: bool = False,
background_color: Optional[str] = None,
background_image: Optional[str] = None,
background_loop_start: Optional[int] = None,
background_loop_end: Optional[int] = None,
background_loop_offset: Optional[int] = None,
force_width: Optional[int] = None,
force_height: Optional[int] = None,
force_aspect_ratio: Optional[str] = None,
scale_width: float = 1.0,
scale_height: float = 1.0,
only_depths: Optional[str] = None,
only_frames: Optional[str] = None,
verbose: bool = False,
show_progress: bool = False,
) -> int:
if show_progress:
print("Loading textures, shapes and animation instructions...")
renderer = AFPRenderer(single_threaded=disable_threads, enable_aa=enable_anti_aliasing)
load_containers(renderer, containers, need_extras=True, verbose=verbose)
if show_progress:
print("Calculating render parameters...")
# Verify the correct params.
if output.lower().endswith(".gif"):
fmt = "GIF"
elif output.lower().endswith(".webp"):
fmt = "WEBP"
elif output.lower().endswith(".png"):
fmt = "PNG"
else:
raise Exception("Unrecognized file extension for output!")
# Allow overriding background color.
if background_color:
colorvals = background_color.split(",")
if len(colorvals) not in [3, 4]:
raise Exception("Invalid color, specify a color as a comma-separated RGB or RGBA value!")
if len(colorvals) == 3:
colorvals.append("255")
colorints = [int(c.strip()) for c in colorvals]
for c in colorints:
if c < 0 or c > 255:
raise Exception("Color values should be between 0 and 255!")
color = Color(*[c / 255.0 for c in colorints])
else:
color = None
# Allow inserting a background image, series of images or animation.
if background_image:
background_image = os.path.abspath(background_image)
background: List[Image.Image] = []
if os.path.isfile(background_image):
# This is a direct reference, open it.
with open(background_image, "rb") as bfp:
# Work around the fact that PIL does not read the image until first use,
# meaning a long background image sequence can blow past max open files.
bgimg = Image.open(io.BytesIO(bfp.read()))
frames = getattr(bgimg, "n_frames", 1)
if frames == 1:
background.append(bgimg)
elif frames > 1:
for frame in range(frames):
bgimg.seek(frame)
background.append(bgimg.copy())
else:
raise Exception("Invalid image specified as background!")
else:
# This is probably a reference to a list of images.
dirof, fileof = os.path.split(background_image)
startof, endof = os.path.splitext(fileof)
if len(startof) == 0 or len(endof) == 0:
raise Exception("Invalid image specified as background!")
startof = startof + '-'
# Gather up the sequence of files so we can make frames out of them.
seqdict: Dict[int, str] = {}
for filename in os.listdir(dirof):
if filename.startswith(startof) and filename.endswith(endof):
seqno = filename[len(startof):(-len(endof))]
if seqno.isdigit():
seqint = int(seqno)
if seqint in seqdict:
raise Exception(f"{filename} specifies the same background frame number as {seqdict[seqint]}!")
seqdict[seqint] = filename
# Now, order the sequence by the integer of the sequence number so we can load the images.
seqtuple: List[Tuple[int, str]] = sorted(
[(s, p) for (s, p) in seqdict.items()],
key=lambda e: e[0],
)
# Finally, get the filenames from this sequence.
filenames: List[str] = [os.path.join(dirof, filename) for (_, filename) in seqtuple]
# Now that we have the list, lets load the images!
for filename in filenames:
with open(filename, "rb") as bfp:
# Work around the fact that PIL does not read the image until first use,
# meaning a long background image sequence can blow past max open files.
bgimg = Image.open(io.BytesIO(bfp.read()))
frames = getattr(bgimg, "n_frames", 1)
if frames == 1:
background.append(bgimg)
elif frames > 1:
for frame in range(frames):
bgimg.seek(frame)
background.append(bgimg.copy())
else:
raise Exception("Invalid image specified as background!")
background = adjust_background_loop(background, background_loop_start, background_loop_end, background_loop_offset)
else:
background = None
# Calculate the size of the animation so we can apply scaling options.
swf_location = renderer.compute_path_location(path)
requested_width = force_width if force_width is not None else swf_location.width
requested_height = force_height if force_height is not None else swf_location.height
# Allow overriding the aspect ratio.
if force_aspect_ratio:
ratio = force_aspect_ratio.split(":")
if len(ratio) != 2:
raise Exception("Invalid aspect ratio, specify a ratio such as 16:9 or 4:3!")
rx, ry = [float(r.strip()) for r in ratio]
if rx <= 0 or ry <= 0:
raise Exception("Ratio must only include positive numbers!")
actual_ratio = rx / ry
swf_ratio = swf_location.width / swf_location.height
if abs(swf_ratio - actual_ratio) > 0.0001:
new_width = actual_ratio * swf_location.height
new_height = swf_location.width / actual_ratio
if new_width < swf_location.width and new_height < swf_location.height:
raise Exception("Impossible aspect ratio!")
if new_width > swf_location.width and new_height > swf_location.height:
raise Exception("Impossible aspect ratio!")
# We know that one is larger and one is smaller, pick the larger.
# This way we always stretch instead of shrinking.
if new_width > swf_location.width:
requested_width = new_width
else:
requested_height = new_height
# Finally, apply requested final scaling.
requested_width *= scale_width
requested_height *= scale_height
# Calculate the overall view matrix based on the requested width/height.
transform = Matrix.affine(
a=requested_width / swf_location.width,
b=0.0,
c=0.0,
d=requested_height / swf_location.height,
tx=0.0,
ty=0.0,
)
# Support rendering only certain depth planes.
if only_depths is not None:
requested_depths = parse_intlist(only_depths)
else:
requested_depths = None
# Support rendering only certain frames.
if only_frames is not None:
requested_frames = parse_intlist(only_frames)
else:
requested_frames = None
if fmt in ["GIF", "WEBP"]:
# Write all the frames out in one file.
duration = renderer.compute_path_frame_duration(path)
frames = renderer.compute_path_frames(path)
images: List[Image] = []
for i, img in enumerate(
renderer.render_path(
path,
verbose=verbose,
background_color=color,
background_image=background,
only_depths=requested_depths,
only_frames=requested_frames,
movie_transform=transform,
)
):
if show_progress:
frameno = requested_frames[i] if requested_frames is not None else (i + 1)
print(f"Rendered animation frame {frameno}/{frames}.")
images.append(img)
if len(images) > 0:
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try:
dirof = os.path.dirname(os.path.abspath(output))
os.makedirs(dirof, exist_ok=True)
except FileNotFoundError:
# Apparently on OSX this is possible?
pass
with open(output, "wb") as bfp:
images[0].save(bfp, format=fmt, save_all=True, append_images=images[1:], duration=duration, optimize=True)
print(f"Wrote animation to {output}")
else:
# Write all the frames out in individual_files.
filename = output[:-4]
ext = output[-4:]
# Figure out padding for the images.
frames = renderer.compute_path_frames(path)
if frames > 0:
digits = f"0{int(math.log10(frames)) + 1}"
for i, img in enumerate(
renderer.render_path(
path,
verbose=verbose,
background_color=color,
background_image=background,
only_depths=requested_depths,
only_frames=requested_frames,
movie_transform=transform,
)
):
frameno = requested_frames[i] if requested_frames is not None else (i + 1)
fullname = f"{filename}-{frameno:{digits}}{ext}"
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try:
dirof = os.path.dirname(os.path.abspath(fullname))
os.makedirs(dirof, exist_ok=True)
except FileNotFoundError:
# Apparently on OSX this is possible?
pass
with open(fullname, "wb") as bfp:
img.save(bfp, format=fmt)
print(f"Wrote animation frame to {fullname}")
return 0
def main() -> int:
parser = argparse.ArgumentParser(description="Konami AFP graphic file unpacker/repacker.")
subparsers = parser.add_subparsers(help='Action to take', dest='action')
extract_parser = subparsers.add_parser(
'extract',
help='Extract relevant file data and textures from a TXP2 container',
description="Extract textures, sprites, decompiled bytecode, AFP, BSI and GEO files from a TXP2 container.",
)
extract_parser.add_argument(
"file",
metavar="FILE",
help="The TXP2 container to extract",
)
extract_parser.add_argument(
"dir",
metavar="DIR",
help="The directory to extract all contents to",
)
extract_parser.add_argument(
"-p",
"--pretend",
action="store_true",
help="Pretend to extract instead of extracting, printing what would have been extracted",
)
extract_parser.add_argument(
"-v",
"--verbose",
action="store_true",
help="Display verbose debugging output",
)
extract_parser.add_argument(
"-r",
"--write-raw",
action="store_true",
help="Always write raw texture data instead of only writing raw texture data for unrecognized texture formats",
)
extract_parser.add_argument(
"-m",
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"--write-mappings",
action="store_true",
help="Write mapping files to disk as XML files",
)
extract_parser.add_argument(
"-g",
"--generate-mapping-overlays",
action="store_true",
help="Generate overlay images showing mappings between textures and individual sprites",
)
extract_parser.add_argument(
"-s",
"--split-textures",
action="store_true",
help="Split textures into individual sprite image files",
)
extract_parser.add_argument(
"-b",
"--write-binaries",
action="store_true",
help="Write raw AFP/BSI/GEO files to disk",
)
extract_parser.add_argument(
"-y",
"--write-bytecode",
action="store_true",
help="Write decompiled bytecode files found in AFP files to disk",
)
update_parser = subparsers.add_parser(
'update',
help='Update relevant textures in a TXP2 container from a directory',
description="Update textures and sprites in a TXP2 container based on images in a directory.",
)
update_parser.add_argument(
"file",
metavar="FILE",
help="The TXP2 container to update",
)
update_parser.add_argument(
"dir",
metavar="DIR",
help="Directory to update all contents from",
)
update_parser.add_argument(
"-p",
"--pretend",
action="store_true",
help="Pretend to update instead of updating, printing what would have been updated",
)
update_parser.add_argument(
"-v",
"--verbose",
action="store_true",
help="Display verbose debugging output",
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)
print_parser = subparsers.add_parser(
'print',
help='Print a TXP2 container\'s contents as a JSON dictionary',
description='Print a TXP2 container\'s contents as a JSON dictionary.',
)
print_parser.add_argument(
"file",
metavar="FILE",
help="The TXP2 container to print",
)
print_parser.add_argument(
"-v",
"--verbose",
action="store_true",
help="Display verbose debugging output",
)
print_parser.add_argument(
"-d",
"--decompile-bytecode",
action="store_true",
help="Attempt to decompile and print pseudocode instead of printing the raw bytecode.",
)
parseafp_parser = subparsers.add_parser(
'parseafp',
help='Parse a raw AFP/BSI file pair previously extracted from an IFS or TXP2 container',
description='Parse a raw AFP/BSI file pair previously extracted from an IFS or TXP2 container.',
)
parseafp_parser.add_argument(
"afp",
metavar="AFPFILE",
help="The AFP file to parse",
)
parseafp_parser.add_argument(
"bsi",
metavar="BSIFILE",
help="The BSI file to parse",
)
parseafp_parser.add_argument(
"-v",
"--verbose",
action="store_true",
help="Display verbose debugging output",
)
parseafp_parser.add_argument(
"-d",
"--decompile-bytecode",
action="store_true",
help="Attempt to decompile and print pseudocode instead of printing the raw bytecode.",
)
decompile_parser = subparsers.add_parser(
'decompile',
help='Decompile bytecode in a raw AFP/BSI file pair previously extracted from an IFS or TXP2 container',
description='Decompile bytecode in a raw AFP/BSI file pair previously extracted from an IFS or TXP2 container.',
)
decompile_parser.add_argument(
"afp",
metavar="AFPFILE",
help="The AFP file to parse",
)
decompile_parser.add_argument(
"bsi",
metavar="BSIFILE",
help="The BSI file to parse",
)
decompile_parser.add_argument(
"-v",
"--verbose",
action="store_true",
help="Display verbose debugging output",
)
decompile_parser.add_argument(
"-d",
"--directory",
metavar="DIR",
default='.',
type=str,
help="Directory to write decompiled pseudocode files. Defaults to current directory.",
)
parsegeo_parser = subparsers.add_parser(
'parsegeo',
help='Parse a raw GEO file previously extracted from an IFS or TXP2 container',
description='Parse a raw GEO file previously extracted from an IFS or TXP2 container.',
)
parsegeo_parser.add_argument(
"geo",
metavar="GEOFILE",
help="The GEO file to parse",
)
parsegeo_parser.add_argument(
"-v",
"--verbose",
action="store_true",
help="Display verbose debugging output",
)
render_parser = subparsers.add_parser(
'render',
help='Render a particular animation out of a collection of TXP2 or IFS containers',
description='Render a particular animation out of a collection of TXP2 or IFS containers.',
)
render_parser.add_argument(
"container",
metavar="CONTAINER",
type=str,
nargs='+',
help="A container to use for loading animation data. Can be either a TXP2 or IFS container.",
)
render_parser.add_argument(
"-v",
"--verbose",
action="store_true",
help="Display verbose debugging output",
)
render_parser.add_argument(
"-s",
"--show-progress",
action="store_true",
help="Display per-frame rendering progress",
)
render_parser.add_argument(
"--disable-threads",
action="store_true",
help="Disable multi-threaded rendering. The animation will be rendered on a single core and threads will not be spawned.",
)
render_parser.add_argument(
"--path",
metavar="PATH",
type=str,
required=True,
help='The path of the animation to render. Use the "list" command to discover paths in a container.',
)
render_parser.add_argument(
"--output",
metavar="IMAGE",
type=str,
default="out.gif",
help=(
'The output file (ending either in .gif, .webp or .png) where the render should be saved. If .png is chosen then the '
'output will be a series of png files for each rendered frame. If .gif or .webp is chosen the output will be an '
'animated image. Note that the .gif file format has several severe limitations which result in sub-optimal animations '
'so it is recommended to use .webp or .png instead.'
),
)
render_parser.add_argument(
"--background-color",
type=str,
default=None,
help=(
"Set the background color of the animation as a comma-separated RGB or RGBA color (such as 255,0,0 for red or "
"0,255,0,128 for translucent green), overriding any default in the animation."
),
)
render_parser.add_argument(
"--background-image",
type=str,
default=None,
help=(
"Set a background image or animation to be placed behind the animation but in front of the background color. "
"Note that the background will be stretched to fit the animation. If a .png is specified and multiple rendered "
"frames are present it will use that series as an animation. If a static image is specified and mulitple frames "
"are not present it will use that as a static background. If an animated image is specified it will use that "
"as an animated background."
),
)
render_parser.add_argument(
"--background-loop-start",
type=int,
default=None,
help=(
"The starting frame of the background animation loop. Specify this to loop to a background animation frame other "
"than the first. For example, if your background animation has 10 frames and you specify a loop start of 6, the "
"resulting background animation loop will contain frames 6, 7, 8, 9 and 10 played in that order."
),
)
render_parser.add_argument(
"--background-loop-end",
type=int,
default=None,
help=(
"The ending frame of the background animation loop. Specify this to loop from a background animation frame other "
"than the last. For example, if your background animation has 10 frames and you specify a loop end of 8, the "
"resulting background animation loop will contain frames 1, 2, 3, 4, 5, 6, 7 and 8 played in that order."
),
)
render_parser.add_argument(
"--background-loop-offset",
type=int,
default=None,
help=(
"The very first frame of the background animation. Specify this to start the first loop anywhere other than the "
"loop start frame. For example, if your background animation has 10 frames and you specify a loop offset of 7, the "
"resulting background animation loop will contain frames 7, 8, 9 10, 1, 2, 3, 4, 5 and 6 played in that order. Note "
"that this can work in conjunction with the --background-loop-start and --background-loop-end parameters. For "
"example, if your background animation has 10 frames and you specify a loop start of 3, a loop end of 7 and a loop "
"offset of 5, the resulting background animation loop will contain frames 5, 6, 7, 3 and 4 played in that order."
),
)
render_parser.add_argument(
"--only-depths",
type=str,
default=None,
help="Only render objects on these depth planes. Specify a number, a comma-separated list of numbers or a range such as 3-5.",
)
render_parser.add_argument(
"--only-frames",
type=str,
default=None,
help=(
"Only render these frames. Specify a number, a comma-separated list of numbers or a range such as 10-20. Note that the "
"first frame is frame 1, not frame 0."
),
)
render_parser.add_argument(
"--force-width",
type=int,
default=None,
help=(
"Force the width of the rendered animation to a specific pixel value, such as 640 or 800. If the forced width does not match "
"the animation's original width it will be stretched horizontally."
),
)
render_parser.add_argument(
"--force-height",
type=int,
default=None,
help=(
"Force the height of the rendered animation to a specific pixel value, such as 480 or 600. If the forced height does not match "
"the animation's original height it will be stretched vertically."
),
)
render_parser.add_argument(
"--force-aspect-ratio",
type=str,
default=None,
help=(
"Force the aspect ratio of the rendered animation, as a colon-separated aspect ratio such as 16:9 or 4:3, after applying "
"any forced width and height. The resulting animation will be stretched to meet the requested aspect ratio."
),
)
render_parser.add_argument(
"--scale-width",
type=float,
default=1.0,
help=(
"Scale the final width of the animation by some factor, such as 2.0 or 0.5, after applying any forced width, height and "
"aspect ratio. The resulting animation will be stretched horizontally by the scaling factor."
),
)
render_parser.add_argument(
"--scale-height",
type=float,
default=1.0,
help=(
"Scale the final height of the animation by some factor, such as 2.0 or 0.5, after applying any forced width, height and "
"aspect ratio. The resulting animation will be stretched vertically by the scaling factor."
),
)
render_parser.add_argument(
"--enable-anti-aliasing",
action="store_true",
help="Enable anti-aliased rendering, using bilinear interpolation and super-sampling where appropriate to produce the best resulting animation.",
)
list_parser = subparsers.add_parser(
'list',
help='List out the possible paths to render from a collection of TXP2 or IFS containers',
description='List out the possible paths to render from a collection of TXP2 or IFS containers.',
)
list_parser.add_argument(
"container",
metavar="CONTAINER",
type=str,
nargs='+',
help="A container to use for loading animation data. Can be either a TXP2 or IFS container.",
)
list_parser.add_argument(
"-v",
"--verbose",
action="store_true",
help="Display verbose debugging output",
)
list_parser.add_argument(
"--include-frames",
action="store_true",
help="Include number of frames per animation in the output list.",
)
list_parser.add_argument(
"--include-size",
action="store_true",
help="Include width/height per animation in the output list.",
)
args = parser.parse_args()
if args.action == "extract":
return extract_txp2(
args.file,
args.dir,
split_textures=args.split_textures,
generate_mapping_overlays=args.generate_mapping_overlays,
write_mappings=args.write_mappings,
write_raw=args.write_raw,
write_binaries=args.write_binaries,
pretend=args.pretend,
verbose=args.verbose,
)
elif args.action == "update":
return update_txp2(args.file, args.dir, pretend=args.pretend, verbose=args.verbose)
elif args.action == "print":
return print_txp2(args.file, decompile_bytecode=args.decompile_bytecode, verbose=args.verbose)
elif args.action == "parseafp":
return parse_afp(args.afp, args.bsi, decompile_bytecode=args.decompile_bytecode, verbose=args.verbose)
elif args.action == "decompile":
return decompile_afp(args.afp, args.bsi, args.directory, decompile_bytecode=args.decompile_bytecode, verbose=args.verbose)
elif args.action == "parsegeo":
return parse_geo(args.geo, verbose=args.verbose)
elif args.action == "list":
return list_paths(args.container, include_size=args.include_size, include_frames=args.include_frames, verbose=args.verbose)
elif args.action == "render":
return render_path(
args.container,
args.path,
args.output,
disable_threads=args.disable_threads,
enable_anti_aliasing=args.enable_anti_aliasing,
background_color=args.background_color,
background_image=args.background_image,
background_loop_start=args.background_loop_start,
background_loop_end=args.background_loop_end,
background_loop_offset=args.background_loop_offset,
force_width=args.force_width,
force_height=args.force_height,
force_aspect_ratio=args.force_aspect_ratio,
scale_width=args.scale_width,
scale_height=args.scale_height,
only_depths=args.only_depths,
only_frames=args.only_frames,
show_progress=args.show_progress,
verbose=args.verbose,
)
else:
raise Exception(f"Invalid action {args.action}!")
if __name__ == "__main__":
sys.exit(main())