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- /*
- * Copyright (C) 2022 The V-Gears Team
- *
- * This file is part of V-Gears
- *
- * V-Gears is free software: you can redistribute it and/or modify it under
- * terms of the GNU General Public License as published by the Free Software
- * Foundation, version 3.0 (GPLv3) of the License.
- *
- * V-Gears is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- */
- #include <tinyxml.h>
- #include <fstream>
- #include <iostream>
- #include "KernelDataInstaller.h"
- #include "common/FinalFantasy7/FF7NameLookup.h"
- #include <boost/algorithm/string/replace.hpp>
- KernelDataInstaller::KernelDataInstaller(std::string path): kernel_(path){
- for (int i = 0; i < 416; i ++) prices_[i] = 50;
- }
- KernelDataInstaller::~KernelDataInstaller(){}
- void KernelDataInstaller::ReadPrices(std::string exe_path){
- File exe_file(exe_path);
- exe_file.SetOffset(0x00514518); // Items, weapons, armors, accessories start here
- for (int i = 0; i < 320; i ++) prices_[i] = exe_file.readU32LE();
- exe_file.SetOffset(0x00514B18); // Materias start here
- for (int i = 320; i < 416; i ++) prices_[i] = exe_file.readU32LE();
- }
- int KernelDataInstaller::ReadCommands(){
- // Empty the item list
- commands_.clear();
- File command_file = kernel_.ExtractGZip(KERNEL_COMMAND_DATA);
- File command_name_file = kernel_.ExtractGZip(KERNEL_COMMAND_NAMES);
- File command_desc_file = kernel_.ExtractGZip(KERNEL_COMMAND_DESCRIPTIONS);
- int name_offset = 0;
- int desc_offset = 0;
- int command_count = 0;
- // There are exactly 32 commands. Some of them are blank, so there is not really a
- // reliable exit condition.
- for (int i = 0; i < 32; i ++){
- CommandData data;
- // From the current name file offset, read 16 bytes.
- // This is the pointer to the offset for the item name.
- // Start reading there until 0xFF is found.
- data.name = "";
- u8 ch = 1;
- name_offset = command_name_file.readU16LE();
- while (ch != 0xFF){
- ch = command_name_file.GetU8(name_offset);
- if (ch != 0xFF) data.name += ENGLISH_CHARS[ch];
- name_offset ++;
- }
- boost::replace_all(data.name, "\"", "'");
- // For descriptions, do the same as for names.
- data.description = "";
- ch = 1;
- desc_offset = command_desc_file.readU16LE();
- while (ch != 0xFF){
- ch = command_desc_file.GetU8(desc_offset);
- if (ch != 0xFF){
- // Warning: If the char is 0xF9, special function!
- // the next byte (in bits, aaoooooo) means to read aa data at offset oooooo.
- // This is to compress information in the kernel.
- if (ch == 0xF9){
- // Get how much to read, two upper bits of the next byte.
- // Multiply by 2 and add 4. That's just how it is.
- u8 comp_size = (command_desc_file.GetU8(desc_offset + 1) >> 6) * 2 + 4;
- // Get new offset, lower six bits of the next byte.
- // The offset goes backwards from the position of the 0xF9 byte.
- u8 comp_offset = command_desc_file.GetU8(desc_offset + 1) & 63;
- for (int i = 0; i < comp_size; i ++){
- data.description += ENGLISH_CHARS[
- command_desc_file.GetU8(desc_offset - 1 - comp_offset + i)
- ];
- }
- desc_offset ++;
- }
- else data.description += ENGLISH_CHARS[ch];
- }
- desc_offset ++;
- }
- boost::replace_all(data.description, "\"", "'");
- // Read data from the item data section.
- data.cursor_action = command_file.readU8();
- data.target_raw = command_file.readU8();
- data.camera_single = command_file.readU16LE();
- data.camera_multiple = command_file.readU16LE();
- // Derive data from the read data.
- data.id = i;
- if (data.target_raw == (data.target_raw | 0x01)) data.target.selection_enabled = true;
- else data.target.selection_enabled = false;
- if (data.target_raw == (data.target_raw | 0x02)) data.target.default_enemy = true;
- else data.target.default_enemy = false;
- if (data.target_raw == (data.target_raw | 0x04)) data.target.default_multiple = true;
- else data.target.default_multiple = false;
- if (data.target_raw == (data.target_raw | 0x08)) data.target.toggle_multiple = true;
- else data.target.toggle_multiple = false;
- if (data.target_raw == (data.target_raw | 0x10)) data.target.fixed_row = true;
- else data.target.fixed_row = false;
- if (data.target_raw == (data.target_raw | 0x20)) data.target.short_range = true;
- else data.target.short_range = false;
- if (data.target_raw == (data.target_raw | 0x40)) data.target.default_enemy = true;
- else data.target.all_rows = false;
- if (data.target_raw == (data.target_raw | 0x80)) data.target.random = true;
- else data.target.random = false;
- // Add to the list of items.
- if (data.name != ""){
- commands_.push_back(data);
- command_count ++;
- }
- }
- return command_count;
- }
- void KernelDataInstaller::WriteCommands(std::string file_name){
- std::fstream file;
- file.open(file_name, std::ios::out);
- if (!file) return;
- for (CommandData command : commands_){
- file << "Game.Commands[" << command.id << "] = {\n"
- << " name = \"" << command.name << "\",\n"
- << " description = \"" << command.description << "\",\n"
- << " camera = {single = " << command.camera_single << ", "
- << "multiple = " << command.camera_multiple << "}\n}\n";
- }
- file.close();
- }
- int KernelDataInstaller::ReadAttacks(){
- // Empty the item list
- attacks_.clear();
- File attacks_file = kernel_.ExtractGZip(KERNEL_ATTACK_DATA);
- int attack_count = 0;
- for (int i = 0; i < 128; i ++){
- AttackData data;
- // Read data from the item data section.
- data.accuracy = attacks_file.readU8();
- data.impact_effect = attacks_file.readU8();
- data.hurt_anim = attacks_file.readU8();
- data.unknown = attacks_file.readU8();
- data.mp = attacks_file.readU16LE();
- data.sound = attacks_file.readU16LE();
- data.camera_single = attacks_file.readU16LE();
- data.camera_multiple = attacks_file.readU16LE();
- data.target_raw = attacks_file.readU8();
- data.effect = attacks_file.readU8();
- data.damage_raw = attacks_file.readU8();
- data.power = attacks_file.readU8();
- data.condition_raw = attacks_file.readU8();
- data.status_change_raw = attacks_file.readU8();
- data.additional_effects_raw = attacks_file.readU8();
- data.additional_effects_mod_raw = attacks_file.readU8();
- data.status_raw = attacks_file.readU32LE();
- data.element_raw = attacks_file.readU16LE();
- data.special_raw = attacks_file.readU16LE();
- // Derive data from the read data.
- data.id = i;
- if (data.target_raw == (data.target_raw | 0x01)) data.target.selection_enabled = true;
- else data.target.selection_enabled = false;
- if (data.target_raw == (data.target_raw | 0x02)) data.target.default_enemy = true;
- else data.target.default_enemy = false;
- if (data.target_raw == (data.target_raw | 0x04)) data.target.default_multiple = true;
- else data.target.default_multiple = false;
- if (data.target_raw == (data.target_raw | 0x08)) data.target.toggle_multiple = true;
- else data.target.toggle_multiple = false;
- if (data.target_raw == (data.target_raw | 0x10)) data.target.fixed_row = true;
- else data.target.fixed_row = false;
- if (data.target_raw == (data.target_raw | 0x20)) data.target.short_range = true;
- else data.target.short_range = false;
- if (data.target_raw == (data.target_raw | 0x40)) data.target.default_enemy = true;
- else data.target.all_rows = false;
- if (data.target_raw == (data.target_raw | 0x80)) data.target.random = true;
- else data.target.random = false;
- data.damage_formula = data.damage_raw >> 4; // Upper nybble.
- data.damage_modifier = data.damage_raw & 15; // Lower nybble.
- data.status.chance = 63 - (data.status_change_raw ^ 63); // Out of 63;
- if (data.status_change_raw == (data.status_change_raw | 0x00000080))
- data.status.mode = TOGGLE;
- else if (data.status_change_raw == (data.status_change_raw | 0x00000040))
- data.status.mode = CURE;
- else data.status.mode = INFLICT;
- switch (data.condition_raw){
- case 0: data.restore_type = RESTORE_HP; break;
- case 1: data.restore_type = RESTORE_MP; break;
- case 2: data.restore_type = RESTORE_STATUS; break;
- default: data.restore_type = RESTORE_NONE;
- }
- // In KERNEL.BIN, items that don't induce statuses actually have all statuses marked, and
- // a chance of 255. If it's the case, skip statuses altogether.
- if (data.status.chance <= 64){
- // TODO: Im fairly sure that this can be done with a single-line loop...
- // ... but I don't know how
- if (data.status_raw == (data.status_raw | 0x00000001))
- data.status.status.push_back(DEATH);
- if (data.status_raw == (data.status_raw | 0x00000002))
- data.status.status.push_back(NEAR_DEATH);
- if (data.status_raw == (data.status_raw | 0x00000004))
- data.status.status.push_back(SLEEP);
- if (data.status_raw == (data.status_raw | 0x00000008))
- data.status.status.push_back(POISONED);
- if (data.status_raw == (data.status_raw | 0x00000010))
- data.status.status.push_back(SADNESS);
- if (data.status_raw == (data.status_raw | 0x00000020))
- data.status.status.push_back(FURY);
- if (data.status_raw == (data.status_raw | 0x00000040))
- data.status.status.push_back(CONFU);
- if (data.status_raw == (data.status_raw | 0x00000080))
- data.status.status.push_back(SILENCE);
- if (data.status_raw == (data.status_raw | 0x00000100))
- data.status.status.push_back(HASTE);
- if (data.status_raw == (data.status_raw | 0x00000200))
- data.status.status.push_back(SLOW);
- if (data.status_raw == (data.status_raw | 0x00000400))
- data.status.status.push_back(STOP);
- if (data.status_raw == (data.status_raw | 0x00000800))
- data.status.status.push_back(FROG);
- if (data.status_raw == (data.status_raw | 0x00001000))
- data.status.status.push_back(SMALL);
- if (data.status_raw == (data.status_raw | 0x00002000))
- data.status.status.push_back(SLOW_NUMB);
- if (data.status_raw == (data.status_raw | 0x00004000))
- data.status.status.push_back(PETRIFY);
- if (data.status_raw == (data.status_raw | 0x00008000))
- data.status.status.push_back(REGEN);
- if (data.status_raw == (data.status_raw | 0x00010000))
- data.status.status.push_back(BARRIER);
- if (data.status_raw == (data.status_raw | 0x00020000))
- data.status.status.push_back(M_BARRIER);
- if (data.status_raw == (data.status_raw | 0x00040000))
- data.status.status.push_back(REFLECT);
- if (data.status_raw == (data.status_raw | 0x00080000))
- data.status.status.push_back(DUAL);
- if (data.status_raw == (data.status_raw | 0x00100000))
- data.status.status.push_back(SHIELD);
- if (data.status_raw == (data.status_raw | 0x00200000))
- data.status.status.push_back(D_SENTENCE);
- if (data.status_raw == (data.status_raw | 0x00400000))
- data.status.status.push_back(MANIPULATE);
- if (data.status_raw == (data.status_raw | 0x00800000))
- data.status.status.push_back(BERSERK);
- if (data.status_raw == (data.status_raw | 0x01000000))
- data.status.status.push_back(PEERLESS);
- if (data.status_raw == (data.status_raw | 0x02000000))
- data.status.status.push_back(PARALYSIS);
- if (data.status_raw == (data.status_raw | 0x04000000))
- data.status.status.push_back(DARKNESS);
- if (data.status_raw == (data.status_raw | 0x08000000))
- data.status.status.push_back(DUAL_DRAIN);
- if (data.status_raw == (data.status_raw | 0x10000000))
- data.status.status.push_back(DEATH_FORCE);
- if (data.status_raw == (data.status_raw | 0x20000000))
- data.status.status.push_back(RESIST);
- if (data.status_raw == (data.status_raw | 0x40000000))
- data.status.status.push_back(LUCKY_GIRL);
- if (data.status_raw == (data.status_raw | 0x80000000))
- data.status.status.push_back(IMPRISONED);
- }
- // Get elements
- if (data.element_raw == (data.element_raw | 0x0001)) data.elements.push_back(FIRE);
- if (data.element_raw == (data.element_raw | 0x0002)) data.elements.push_back(ICE);
- if (data.element_raw == (data.element_raw | 0x0004)) data.elements.push_back(BOLT);
- if (data.element_raw == (data.element_raw | 0x0008)) data.elements.push_back(EARTH);
- if (data.element_raw == (data.element_raw | 0x0010)) data.elements.push_back(POISON);
- if (data.element_raw == (data.element_raw | 0x0020)) data.elements.push_back(GRAVITY);
- if (data.element_raw == (data.element_raw | 0x0040)) data.elements.push_back(WATER);
- if (data.element_raw == (data.element_raw | 0x0080)) data.elements.push_back(WIND);
- if (data.element_raw == (data.element_raw | 0x0100)) data.elements.push_back(HOLY);
- if (data.element_raw == (data.element_raw | 0x0200)) data.elements.push_back(RESTORATIVE);
- if (data.element_raw == (data.element_raw | 0x0400)) data.elements.push_back(CUT);
- if (data.element_raw == (data.element_raw | 0x0800)) data.elements.push_back(HIT);
- if (data.element_raw == (data.element_raw | 0x1000)) data.elements.push_back(PUNCH);
- if (data.element_raw == (data.element_raw | 0x2000)) data.elements.push_back(SHOOT);
- if (data.element_raw == (data.element_raw | 0x4000)) data.elements.push_back(SHOUT);
- if (data.element_raw == (data.element_raw | 0x8000)) data.elements.push_back(HIDDEN);
- // In KERNEL.BIN, Non elemental item actually have all elements marked.
- // If that happens, clear them all.
- if (data.elements.size() == 16) data.elements.clear();
- // Add to the list of items.
- attacks_.push_back(data);
- attack_count ++;
- }
- return attack_count;
- }
- void KernelDataInstaller::WriteAttacks(std::string file_name){
- std::fstream file;
- file.open(file_name, std::ios::out);
- if (!file) return;
- for (AttackData attack : attacks_){
- file << "Game.Attacks[" << attack.id << "] = {\n"
- << " accuracy = " << static_cast<int>(attack.accuracy) << ",\n"
- << " impact_effect = " << static_cast<int>(attack.impact_effect) << ",\n"
- << " hurt_anim = " << static_cast<int>(attack.hurt_anim) << ",\n"
- << " mp = " << attack.mp << ",\n"
- << " sound = " << attack.sound << ",\n"
- << " camera = {single = " << attack.camera_single << ", "
- << "multiple = " << attack.camera_multiple << "},\n"
- << " effect = " << static_cast<int>(attack.effect) << ",\n"
- << " dmg_formula = " << static_cast<int>(attack.damage_formula) << ",\n"
- << " dmg_modifier = " << static_cast<int>(attack.damage_modifier) << ",\n"
- << " power = " << static_cast<int>(attack.power) << ",\n"
- << " restore = " << attack.restore_type << ",\n"
- << " target = {selectable = " << attack.target.selection_enabled
- << ", default_enemy = " << attack.target.default_enemy
- << ", default_multiple = " << attack.target.default_multiple
- << ", toggle_multiple = " << attack.target.toggle_multiple
- << ", fixed_row = " << attack.target.fixed_row
- << ", short_range = " << attack.target.short_range
- << ", all_rows = " << attack.target.all_rows
- << ", random = " << attack.target.random << "}\n}\n";
- }
- file.close();
- }
- int KernelDataInstaller::ReadCharacters(){
- // TODO: Do something about young Cloud and Sephiroth.
- // Empty the item list
- characters_.clear();
- File characters_file = kernel_.ExtractGZip(KERNEL_BATTLE_AND_GROWTH_DATA);
- int character_count = 0;
- for (int i = 0; i < 10; i ++){ // 9 characters
- CharacterData data;
- // Read data from the item data section.
- data.curve_str = characters_file.readU8();
- data.curve_vit = characters_file.readU8();
- data.curve_mag = characters_file.readU8();
- data.curve_spr = characters_file.readU8();
- data.curve_dex = characters_file.readU8();
- data.curve_lck = characters_file.readU8();
- data.curve_hp = characters_file.readU8();
- data.curve_mp = characters_file.readU8();
- data.curve_exp = characters_file.readU8();
- data.unused_0 = characters_file.readU8();
- data.initial_level = characters_file.readU8();
- data.unused_1 = characters_file.readU8();
- data.limit_1_1 = characters_file.readU8();
- data.limit_1_2 = characters_file.readU8();
- data.limit_1_3 = characters_file.readU8();
- data.limit_2_1 = characters_file.readU8();
- data.limit_2_2 = characters_file.readU8();
- data.limit_2_3 = characters_file.readU8();
- data.limit_3_1 = characters_file.readU8();
- data.limit_3_2 = characters_file.readU8();
- data.limit_3_3 = characters_file.readU8();
- data.limit_4_1 = characters_file.readU8();
- data.limit_4_2 = characters_file.readU8();
- data.limit_4_3 = characters_file.readU8();
- data.limit_2_kills = characters_file.readU16LE();
- data.limit_3_kills = characters_file.readU16LE();
- data.limit_1_2_uses = characters_file.readU16LE();
- data.limit_1_3_uses = characters_file.readU16LE();
- data.limit_2_2_uses = characters_file.readU16LE();
- data.limit_2_3_uses = characters_file.readU16LE();
- data.limit_3_2_uses = characters_file.readU16LE();
- data.limit_3_3_uses = characters_file.readU16LE();
- data.limit_1_div = characters_file.readU32LE();
- data.limit_2_div = characters_file.readU32LE();
- data.limit_3_div = characters_file.readU32LE();
- data.limit_4_div = characters_file.readU32LE();
- // Derive data from the read data.
- data.id = i;
- data.name = VGears::NameLookup::CharName(i);
- // Add to the list of characters.
- characters_.push_back(data);
- character_count ++;
- }
- return character_count;
- }
- void KernelDataInstaller::WriteCharacters(std::string file_name){
- std::fstream file;
- file.open(file_name, std::ios::out);
- if (!file) return;
- for (CharacterData character : characters_){
- file
- << "Game.Characters[" << character.id << "] = {\n"
- << " id = " << character.id << ",\n"
- << " name = \"" << character.name << "\",\n"
- << " initial_level = \"" << static_cast<int>(character.initial_level) << "\",\n"
- << " curves = {\n"
- << " str = " << static_cast<int>(character.curve_str) << ",\n"
- << " vit = " << static_cast<int>(character.curve_vit) << ",\n"
- << " mag = " << static_cast<int>(character.curve_mag) << ",\n"
- << " spr = " << static_cast<int>(character.curve_spr) << ",\n"
- << " dex = " << static_cast<int>(character.curve_dex) << ",\n"
- << " lck = " << static_cast<int>(character.curve_lck) << ",\n"
- << " hp = " << static_cast<int>(character.curve_hp) << ",\n"
- << " mp = " << static_cast<int>(character.curve_mp) << ",\n"
- << " exp = " << static_cast<int>(character.curve_exp) << ",\n"
- << " },\n"
- << " limits = {\n"
- << " [1] = {\n"
- << " kills = 0,\n"
- << " techniques = {\n"
- << " [1] = {\n"
- << " command = " << static_cast<int>(character.limit_1_1) << ",\n"
- << " uses = 0\n"
- << " },\n";
- if (character.limit_1_2 < 255){ // Some characters only have 1 limit per level.
- file
- << " [2] = {\n"
- << " command = " << static_cast<int>(character.limit_1_2) << ",\n"
- << " uses = " << character.limit_1_2_uses << "\n"
- << " },\n";
- }
- file
- << " }\n"
- << " },\n";
- // Limit level 2.
- if (character.limit_2_kills < 65535){
- file
- << " [2] = {\n"
- << " kills = " << character.limit_2_kills << ",\n"
- << " techniques = {\n"
- << " [1] = {\n"
- << " command = " << static_cast<int>(character.limit_2_1) << ",\n"
- << " uses = 0\n"
- << " },\n";
- if (character.limit_2_2 < 255){ // Some characters only have 1 limit per level.
- file
- << " [2] = {\n"
- << " command = "
- << static_cast<int>(character.limit_2_2) << ",\n"
- << " uses = " << character.limit_2_2_uses << "\n"
- << " },\n";
- }
- file
- << " }\n"
- << " },\n";
- }
- // Limit level 3.
- if (character.limit_3_kills < 65535){
- file
- << " [3] = {\n"
- << " kills = " << character.limit_3_kills << ",\n"
- << " techniques = {\n"
- << " [1] = {\n"
- << " command = " << static_cast<int>(character.limit_3_1) << ",\n"
- << " uses = 0\n"
- << " },\n";
- if (character.limit_3_2 < 255){ // Some characters only have 1 limit per level.
- file
- << " [2] = {\n"
- << " command = "
- << static_cast<int>(character.limit_3_2) << ",\n"
- << " uses = " << character.limit_3_2_uses << "\n"
- << " },\n";
- }
- file
- << " }\n"
- << " },\n";
- }
- // Limit level 4.
- if (character.limit_4_1 < 255){
- file
- << " [4] = {\n"
- << " kills = 0,\n"
- << " techniques = {\n"
- << " [1] = {\n"
- << " command = " << static_cast<int>(character.limit_4_1) << ",\n"
- << " uses = 0\n"
- << " },\n"
- << " }\n"
- << " },\n";
- }
- file
- << " }\n}\n";
- }
- file.close();
- }
- void KernelDataInstaller::ReadGrowth(){
- File growth_file = kernel_.ExtractGZip(KERNEL_BATTLE_AND_GROWTH_DATA);
- growth_file.SetOffset(0x01F8); //Skip character data.
- for (int i = 0; i < 12; i ++) growth_.bonus_stat[i] = growth_file.readU8();
- for (int i = 0; i < 12; i ++) growth_.bonus_hp[i] = growth_file.readU8();
- for (int i = 0; i < 12; i ++) growth_.bonus_mp[i] = growth_file.readU8();
- for (int i = 0; i < 64; i ++){
- growth_.curves[i].id = i;
- if (i >=0 && i < 37) growth_.curves[i].type = CURVE_PRIMARY;
- else if (i >=37 && i < 46) growth_.curves[i].type = CURVE_HP;
- else if (i >=46 && i < 55) growth_.curves[i].type = CURVE_MP;
- else growth_.curves[i].type = CURVE_EXP;
- for (int j = 0; j < 8; j ++){
- growth_.curves[i].gradient[j] = growth_file.readU8();
- growth_.curves[i].base[j] = growth_file.readU8();
- }
- }
- }
- void KernelDataInstaller::WriteGrowth(std::string file_name){
- std::fstream file;
- file.open(file_name, std::ios::out);
- if (!file) return;
- file << "Game.Growth.bonus.primary = {";
- for (int i = 0; i < 12; i ++)
- file << "[" << i << "] = " << static_cast<int>(growth_.bonus_stat[i]) << ", ";
- file << "}\nGame.Growth.bonus.hp = {";
- for (int i = 0; i < 12; i ++)
- file << "[" << i << "] = " << static_cast<int>(growth_.bonus_hp[i]) << ", ";
- file << "}\nGame.Growth.bonus.mp = {";
- for (int i = 0; i < 12; i ++)
- file << "[" << i << "] = " << static_cast<int>(growth_.bonus_mp[i]) << ", ";
- file << "}\n";
- for (int i = 0; i < 64; i ++){
- file << "Game.Growth.curves[" << i << "] = {\n";
- for (int j = 0; j < 8; j ++){
- file << " [" << j << "] = {gradient = "
- << static_cast<int>(growth_.curves[i].gradient[j])
- << ", base = " << static_cast<int>(growth_.curves[i].gradient[j]) << "},\n";
- }
- file << "}\n";
- }
- file.close();
- }
- int KernelDataInstaller::ReadItems(){
- // Empty the item list
- items_.clear();
- File items_file = kernel_.ExtractGZip(KERNEL_ITEM_DATA);
- File items_name_file = kernel_.ExtractGZip(KERNEL_ITEM_NAMES);
- File items_desc_file = kernel_.ExtractGZip(KERNEL_ITEM_DESCRIPTIONS);
- int name_offset = 0;
- int desc_offset = 0;
- int item_count = 0;
- for (int i = 0; i < 128; i ++){
- ItemData data;
- // From the current name file offset, read 16 bytes.
- // This is the pointer to the offset for the item name.
- // Start reading there until 0xFF is found.
- data.name = "";
- u8 ch = 1;
- name_offset = items_name_file.readU16LE();
- while (ch != 0xFF){
- ch = items_name_file.GetU8(name_offset);
- if (ch != 0xFF) data.name += ENGLISH_CHARS[ch];
- name_offset ++;
- }
- boost::replace_all(data.name, "\"", "'");
- // For descriptions, do the same as for names.
- data.description = "";
- ch = 1;
- desc_offset = items_desc_file.readU16LE();
- while (ch != 0xFF){
- ch = items_desc_file.GetU8(desc_offset);
- if (ch != 0xFF){
- // Warning: If the char is 0xF9, special function!
- // the next byte (in bits, aaoooooo) means to read aa data at offset oooooo.
- // This is to compress information in the kernel.
- if (ch == 0xF9){
- // Get how much to read, two upper bits of the next byte.
- // Multiply by 2 and add 4. That's just how it is.
- u8 comp_size = (items_desc_file.GetU8(desc_offset + 1) >> 6) * 2 + 4;
- // Get new offset, lower six bits of the next byte.
- // The offset goes backwards from the position of the 0xF9 byte.
- u8 comp_offset = items_desc_file.GetU8(desc_offset + 1) & 63;
- for (int i = 0; i < comp_size; i ++){
- data.description += ENGLISH_CHARS[
- items_desc_file.GetU8(desc_offset - 1 - comp_offset + i)
- ];
- }
- desc_offset ++;
- }
- else data.description += ENGLISH_CHARS[ch];
- }
- desc_offset ++;
- }
- boost::replace_all(data.description, "\"", "'");
- // If the item doesn't have a name, it means all items have been read.
- // break the loop.
- if ("" == data.name) break;
- // Read data from the item data section.
- data.unknown_0 = items_file.readU32LE();
- data.unknown_1 = items_file.readU32LE();
- data.camera = items_file.readU16LE();
- data.restrict_raw = items_file.readU16LE();
- data.target_raw = items_file.readU8();
- data.effect = items_file.readU8();
- data.damage_raw = items_file.readU8();
- data.power = items_file.readU8();
- data.condition_raw = items_file.readU8();
- data.status_change_raw = items_file.readU8();
- data.additional_effects_raw = items_file.readU8();
- data.additional_effects_mod_raw = items_file.readU8();
- data.status_raw = items_file.readU32LE();
- data.element_raw = items_file.readU16LE();
- data.special_raw = items_file.readU16LE();
- // Derive data from the read data.
- data.id = i;
- data.sellable = !(data.restrict_raw & (1 << 0));
- data.useable_battle = !(data.restrict_raw & (2 << 0));
- data.useable_menu = !(data.restrict_raw & (4 << 0));
- if (data.target_raw == (data.target_raw | 0x01)) data.target.selection_enabled = true;
- else data.target.selection_enabled = false;
- if (data.target_raw == (data.target_raw | 0x02)) data.target.default_enemy = true;
- else data.target.default_enemy = false;
- if (data.target_raw == (data.target_raw | 0x04)) data.target.default_multiple = true;
- else data.target.default_multiple = false;
- if (data.target_raw == (data.target_raw | 0x08)) data.target.toggle_multiple = true;
- else data.target.toggle_multiple = false;
- if (data.target_raw == (data.target_raw | 0x10)) data.target.fixed_row = true;
- else data.target.fixed_row = false;
- if (data.target_raw == (data.target_raw | 0x20)) data.target.short_range = true;
- else data.target.short_range = false;
- if (data.target_raw == (data.target_raw | 0x40)) data.target.default_enemy = true;
- else data.target.all_rows = false;
- if (data.target_raw == (data.target_raw | 0x80)) data.target.random = true;
- else data.target.random = false;
- data.damage_formula = data.damage_raw >> 4; // Upper nybble.
- data.damage_modifier = data.damage_raw & 15; // Lower nybble.
- data.status.chance = 63 - (data.status_change_raw ^ 63); // Out of 63;
- if (data.status_change_raw == (data.status_change_raw | 0x00000080))
- data.status.mode = TOGGLE;
- else if (data.status_change_raw == (data.status_change_raw | 0x00000040))
- data.status.mode = CURE;
- else data.status.mode = INFLICT;
- switch (data.condition_raw){
- case 0: data.restore_type = RESTORE_HP; break;
- case 1: data.restore_type = RESTORE_MP; break;
- case 2: data.restore_type = RESTORE_STATUS; break;
- default: data.restore_type = RESTORE_NONE;
- }
- // In KERNEL.BIN, items that don't induce statuses actually have all statuses marked, and
- // a chance of 255. If it's the case, skip statuses altogether.
- if (data.status.chance <= 64){
- // TODO: Im fairly sure that this can be done with a single-line loop...
- // ... but I don't know how
- if (data.status_raw == (data.status_raw | 0x00000001))
- data.status.status.push_back(DEATH);
- if (data.status_raw == (data.status_raw | 0x00000002))
- data.status.status.push_back(NEAR_DEATH);
- if (data.status_raw == (data.status_raw | 0x00000004))
- data.status.status.push_back(SLEEP);
- if (data.status_raw == (data.status_raw | 0x00000008))
- data.status.status.push_back(POISONED);
- if (data.status_raw == (data.status_raw | 0x00000010))
- data.status.status.push_back(SADNESS);
- if (data.status_raw == (data.status_raw | 0x00000020))
- data.status.status.push_back(FURY);
- if (data.status_raw == (data.status_raw | 0x00000040))
- data.status.status.push_back(CONFU);
- if (data.status_raw == (data.status_raw | 0x00000080))
- data.status.status.push_back(SILENCE);
- if (data.status_raw == (data.status_raw | 0x00000100))
- data.status.status.push_back(HASTE);
- if (data.status_raw == (data.status_raw | 0x00000200))
- data.status.status.push_back(SLOW);
- if (data.status_raw == (data.status_raw | 0x00000400))
- data.status.status.push_back(STOP);
- if (data.status_raw == (data.status_raw | 0x00000800))
- data.status.status.push_back(FROG);
- if (data.status_raw == (data.status_raw | 0x00001000))
- data.status.status.push_back(SMALL);
- if (data.status_raw == (data.status_raw | 0x00002000))
- data.status.status.push_back(SLOW_NUMB);
- if (data.status_raw == (data.status_raw | 0x00004000))
- data.status.status.push_back(PETRIFY);
- if (data.status_raw == (data.status_raw | 0x00008000))
- data.status.status.push_back(REGEN);
- if (data.status_raw == (data.status_raw | 0x00010000))
- data.status.status.push_back(BARRIER);
- if (data.status_raw == (data.status_raw | 0x00020000))
- data.status.status.push_back(M_BARRIER);
- if (data.status_raw == (data.status_raw | 0x00040000))
- data.status.status.push_back(REFLECT);
- if (data.status_raw == (data.status_raw | 0x00080000))
- data.status.status.push_back(DUAL);
- if (data.status_raw == (data.status_raw | 0x00100000))
- data.status.status.push_back(SHIELD);
- if (data.status_raw == (data.status_raw | 0x00200000))
- data.status.status.push_back(D_SENTENCE);
- if (data.status_raw == (data.status_raw | 0x00400000))
- data.status.status.push_back(MANIPULATE);
- if (data.status_raw == (data.status_raw | 0x00800000))
- data.status.status.push_back(BERSERK);
- if (data.status_raw == (data.status_raw | 0x01000000))
- data.status.status.push_back(PEERLESS);
- if (data.status_raw == (data.status_raw | 0x02000000))
- data.status.status.push_back(PARALYSIS);
- if (data.status_raw == (data.status_raw | 0x04000000))
- data.status.status.push_back(DARKNESS);
- if (data.status_raw == (data.status_raw | 0x08000000))
- data.status.status.push_back(DUAL_DRAIN);
- if (data.status_raw == (data.status_raw | 0x10000000))
- data.status.status.push_back(DEATH_FORCE);
- if (data.status_raw == (data.status_raw | 0x20000000))
- data.status.status.push_back(RESIST);
- if (data.status_raw == (data.status_raw | 0x40000000))
- data.status.status.push_back(LUCKY_GIRL);
- if (data.status_raw == (data.status_raw | 0x80000000))
- data.status.status.push_back(IMPRISONED);
- }
- // Get elements
- if (data.element_raw == (data.element_raw | 0x0001)) data.elements.push_back(FIRE);
- if (data.element_raw == (data.element_raw | 0x0002)) data.elements.push_back(ICE);
- if (data.element_raw == (data.element_raw | 0x0004)) data.elements.push_back(BOLT);
- if (data.element_raw == (data.element_raw | 0x0008)) data.elements.push_back(EARTH);
- if (data.element_raw == (data.element_raw | 0x0010)) data.elements.push_back(POISON);
- if (data.element_raw == (data.element_raw | 0x0020)) data.elements.push_back(GRAVITY);
- if (data.element_raw == (data.element_raw | 0x0040)) data.elements.push_back(WATER);
- if (data.element_raw == (data.element_raw | 0x0080)) data.elements.push_back(WIND);
- if (data.element_raw == (data.element_raw | 0x0100)) data.elements.push_back(HOLY);
- if (data.element_raw == (data.element_raw | 0x0200)) data.elements.push_back(RESTORATIVE);
- if (data.element_raw == (data.element_raw | 0x0400)) data.elements.push_back(CUT);
- if (data.element_raw == (data.element_raw | 0x0800)) data.elements.push_back(HIT);
- if (data.element_raw == (data.element_raw | 0x1000)) data.elements.push_back(PUNCH);
- if (data.element_raw == (data.element_raw | 0x2000)) data.elements.push_back(SHOOT);
- if (data.element_raw == (data.element_raw | 0x4000)) data.elements.push_back(SHOUT);
- if (data.element_raw == (data.element_raw | 0x8000)) data.elements.push_back(HIDDEN);
- // In KERNEL.BIN, Non elemental item actually have all elements marked.
- // If that happens, clear them all.
- if (data.elements.size() == 16) data.elements.clear();
- // Add to the list of items.
- items_.push_back(data);
- item_count ++;
- }
- return item_count;
- }
- void KernelDataInstaller::WriteItems(std::string file_name){
- std::fstream file;
- file.open(file_name, std::ios::out);
- if (!file) return;
- for (ItemData item : items_){
- file << "Game.Items[" << item.id << "] = {\n"
- << " type = Inventory.ITEM_TYPE.ITEM,\n"
- << " id = " << item.id << ",\n"
- << " price = " << prices_[item.id] << ",\n"
- << " name = \"" << item.name << "\",\n"
- << " description = \"" << item.description << "\",\n"
- << " camera = " << item.camera << ",\n"
- << " sell = " << item.sellable << ",\n"
- << " battle = " << item.useable_battle << ",\n"
- << " menu = " << item.useable_menu << ",\n"
- << " throw = 0,\n"
- << " effect = " << static_cast<int>(item.effect) << ",\n"
- << " dmg_formula = " << static_cast<int>(item.damage_formula) << ",\n"
- << " dmg_modifier = " << static_cast<int>(item.damage_modifier) << ",\n"
- << " power = " << static_cast<int>(item.power) << ",\n"
- << " restore = " << item.restore_type << ",\n"
- << " target = {selectable = " << item.target.selection_enabled
- << ", default_enemy = " << item.target.default_enemy
- << ", default_multiple = " << item.target.default_multiple
- << ", toggle_multiple = " << item.target.toggle_multiple
- << ", fixed_row = " << item.target.fixed_row
- << ", short_range = " << item.target.short_range
- << ", all_rows = " << item.target.all_rows
- << ", random = " << item.target.random << "},\n"
- << " status = {";
- for (int s : item.status.status){
- file << "\n {status = " << s << ", mode = " << item.status.mode
- << ", chance = " << item.status.chance << "},";
- }
- if (item.status.status.size() > 0) file << "\n },\n";
- else file << "},\n";
- file << " elements = {";
- for (int e : item.elements) file << e << ", ";
- file << "},\n}\n";
- }
- file.close();
- }
- int KernelDataInstaller::ReadWeapons(){
- // Empty the item list
- weapons_.clear();
- File weapons_file = kernel_.ExtractGZip(KERNEL_WEAPON_DATA);
- File weapons_name_file = kernel_.ExtractGZip(KERNEL_WEAPON_NAMES);
- File weapons_desc_file = kernel_.ExtractGZip(KERNEL_WEAPON_DESCRIPTIONS);
- int name_offset = 0;
- int desc_offset = 0;
- int weapon_count = 0;
- for (int i = 0; i < 128; i ++){
- WeaponData data;
- // From the current name file offset, read 16 bytes.
- // This is the pointer to the offset for the item name.
- // Start reading there until 0xFF is found.
- data.name = "";
- u8 ch = 1;
- name_offset = weapons_name_file.readU16LE();
- while (ch != 0xFF){
- ch = weapons_name_file.GetU8(name_offset);
- if (ch != 0xFF) data.name += ENGLISH_CHARS[ch];
- name_offset ++;
- }
- boost::replace_all(data.name, "\"", "'");
- // For descriptions, do the same as for names.
- data.description = "";
- ch = 1;
- desc_offset = weapons_desc_file.readU16LE();
- while (ch != 0xFF){
- ch = weapons_desc_file.GetU8(desc_offset);
- if (ch != 0xFF){
- // Warning: If the char is 0xF9, special function!
- // the next byte (in bits, aaoooooo) means to read aa data at offset oooooo.
- // This is to compress information in the kernel.
- if (ch == 0xF9){
- // Get how much to read, two upper bits of the next byte.
- // Multiply by 2 and add 4. That's just how it is.
- u8 comp_size = (weapons_desc_file.GetU8(desc_offset + 1) >> 6) * 2 + 4;
- // Get new offset, lower six bits of the next byte.
- // The offset goes backwards from the position of the 0xF9 byte.
- u8 comp_offset = weapons_desc_file.GetU8(desc_offset + 1) & 63;
- for (int i = 0; i < comp_size; i ++){
- data.description += ENGLISH_CHARS[
- weapons_desc_file.GetU8(desc_offset - 1 - comp_offset + i)
- ];
- }
- desc_offset ++;
- }
- else data.description += ENGLISH_CHARS[ch];
- }
- desc_offset ++;
- }
- boost::replace_all(data.description, "\"", "'");
- // If the item doesn't have a name, it means all items have been read.
- // break the loop.
- if ("" == data.name) break;
- // Read data from the weapon data section.
- data.target_raw = weapons_file.readU8();
- data.unused_0 = weapons_file.readU8();
- data.damage_raw = weapons_file.readU8();
- data.unused_1 = weapons_file.readU8();
- data.power = weapons_file.readU8();
- data.status = weapons_file.readU8();
- data.growth = weapons_file.readU8();
- data.critical = weapons_file.readU8();
- data.accuracy = weapons_file.readU8();
- data.model_raw = weapons_file.readU8();
- data.unused_2 = weapons_file.readU8();
- data.high_sound = weapons_file.readU8();
- data.camera = weapons_file.readU16LE();
- data.equip_raw = weapons_file.readU16LE();
- data.element_raw = weapons_file.readU16LE();
- data.unused_3 = weapons_file.readU16LE();
- for (int i = 0; i < 4; i ++) data.stat_raw[i] = weapons_file.readU8();
- for (int i = 0; i < 4; i ++) data.stat_bonus_raw[i] = weapons_file.readU8();
- for (int i = 0; i < 8; i ++) data.slots_raw[i] = weapons_file.readU8();
- data.sound = weapons_file.readU8();
- data.sound_critical = weapons_file.readU8();
- data.sound_miss = weapons_file.readU8();
- data.effect = weapons_file.readU8();
- data.special_raw = weapons_file.readU16LE();
- data.restrict_raw = weapons_file.readU16LE();
- // Derive data from the read data.
- data.id = i;
- if (data.growth != 0 && data.growth != 2 && data.growth != 3) data.growth = 1;
- data.sellable = !(data.restrict_raw & (1 << 0));
- data.useable_battle = !(data.restrict_raw & (2 << 0));
- data.useable_menu = !(data.restrict_raw & (4 << 0));
- data.throwable = !(data.restrict_raw & (8 << 0));
- if (data.target_raw == (data.target_raw | 0x01)) data.target.selection_enabled = true;
- else data.target.selection_enabled = false;
- if (data.target_raw == (data.target_raw | 0x02)) data.target.default_enemy = true;
- else data.target.default_enemy = false;
- if (data.target_raw == (data.target_raw | 0x04)) data.target.default_multiple = true;
- else data.target.default_multiple = false;
- if (data.target_raw == (data.target_raw | 0x08)) data.target.toggle_multiple = true;
- else data.target.toggle_multiple = false;
- if (data.target_raw == (data.target_raw | 0x10)) data.target.fixed_row = true;
- else data.target.fixed_row = false;
- if (data.target_raw == (data.target_raw | 0x20)) data.target.short_range = true;
- else data.target.short_range = false;
- if (data.target_raw == (data.target_raw | 0x40)) data.target.default_enemy = true;
- else data.target.all_rows = false;
- if (data.target_raw == (data.target_raw | 0x80)) data.target.random = true;
- else data.target.random = false;
- data.damage_formula = data.damage_raw >> 4; // Upper nybble.
- data.damage_modifier = data.damage_raw & 15; // Lower nybble.
- data.animation_index = data.model_raw >> 4; // Upper nybble.
- data.model = data.model_raw & 15; // Lower nybble.
- if (data.equip_raw == (data.equip_raw | 0x0001)) data.equip.push_back(1);
- if (data.equip_raw == (data.equip_raw | 0x0002)) data.equip.push_back(2);
- if (data.equip_raw == (data.equip_raw | 0x0004)) data.equip.push_back(3);
- if (data.equip_raw == (data.equip_raw | 0x0008)) data.equip.push_back(4);
- if (data.equip_raw == (data.equip_raw | 0x0010)) data.equip.push_back(5);
- if (data.equip_raw == (data.equip_raw | 0x0020)) data.equip.push_back(6);
- if (data.equip_raw == (data.equip_raw | 0x0040)) data.equip.push_back(7);
- if (data.equip_raw == (data.equip_raw | 0x0080)) data.equip.push_back(8);
- if (data.equip_raw == (data.equip_raw | 0x0100)) data.equip.push_back(9);
- if (data.equip_raw == (data.equip_raw | 0x0200)) data.equip.push_back(10);
- if (data.equip_raw == (data.equip_raw | 0x0400)) data.equip.push_back(11);
- for (int i = 0; i < 4; i ++){
- if (data.stat_raw[i] < 0XFF && data.stat_bonus_raw[i] > 0){
- StatBonus stat_bonus;
- stat_bonus.stat = data.stat_raw[i];
- stat_bonus.bonus = data.stat_bonus_raw[i];
- data.stat_bonus.push_back(stat_bonus);
- }
- }
- for (int i = 0; i < 8; i ++){
- if (data.slots_raw[i] == 1 || data.slots_raw[i] == 5){
- data.materia_slots.push_back(SLOT_UNLINKED);
- }
- else if (
- data.slots_raw[i] == 2 || data.slots_raw[i] == 3
- || data.slots_raw[i] == 6 || data.slots_raw[i] == 7
- ){
- data.materia_slots.push_back(SLOT_LINKED);
- }
- }
- if (data.element_raw == (data.element_raw | 0x0001)) data.elements.push_back(FIRE);
- if (data.element_raw == (data.element_raw | 0x0002)) data.elements.push_back(ICE);
- if (data.element_raw == (data.element_raw | 0x0004)) data.elements.push_back(BOLT);
- if (data.element_raw == (data.element_raw | 0x0008)) data.elements.push_back(EARTH);
- if (data.element_raw == (data.element_raw | 0x0010)) data.elements.push_back(POISON);
- if (data.element_raw == (data.element_raw | 0x0020)) data.elements.push_back(GRAVITY);
- if (data.element_raw == (data.element_raw | 0x0040)) data.elements.push_back(WATER);
- if (data.element_raw == (data.element_raw | 0x0080)) data.elements.push_back(WIND);
- if (data.element_raw == (data.element_raw | 0x0100)) data.elements.push_back(HOLY);
- if (data.element_raw == (data.element_raw | 0x0200)) data.elements.push_back(RESTORATIVE);
- if (data.element_raw == (data.element_raw | 0x0400)) data.elements.push_back(CUT);
- if (data.element_raw == (data.element_raw | 0x0800)) data.elements.push_back(HIT);
- if (data.element_raw == (data.element_raw | 0x1000)) data.elements.push_back(PUNCH);
- if (data.element_raw == (data.element_raw | 0x2000)) data.elements.push_back(SHOOT);
- if (data.element_raw == (data.element_raw | 0x4000)) data.elements.push_back(SHOUT);
- if (data.element_raw == (data.element_raw | 0x8000)) data.elements.push_back(HIDDEN);
- // In KERNEL.BIN, Non elemental item actually have all elements marked.
- // If that happens, clear them all.
- if (data.elements.size() == 16) data.elements.clear();
- // Add to the list of weapons.
- weapons_.push_back(data);
- weapon_count ++;
- }
- return weapon_count;
- }
- void KernelDataInstaller::WriteWeapons(std::string file_name){
- std::fstream file;
- file.open(file_name, std::ios::out);
- if (!file) return;
- for (WeaponData weapon : weapons_){
- file << "Game.Items[" << weapon.id + 128 << "] = {\n"
- << " type = Inventory.ITEM_TYPE.WEAPON,\n"
- << " id = " << weapon.id + 128 << ",\n"
- << " price = " << prices_[weapon.id + 128] << ",\n"
- << " name = \"" << weapon.name << "\",\n"
- << " description = \"" << weapon.description << "\",\n"
- << " camera = " << weapon.camera << ",\n"
- << " sell = " << weapon.sellable << ",\n"
- << " battle = " << weapon.useable_battle << ",\n"
- << " menu = " << weapon.useable_menu << ",\n"
- << " throw = " << weapon.throwable << ",\n"
- << " effect = " << static_cast<int>(weapon.effect) << ",\n"
- << " dmg_formula = " << static_cast<int>(weapon.damage_formula) << ",\n"
- << " dmg_modifier = " << static_cast<int>(weapon.damage_modifier) << ",\n"
- << " power = " << static_cast<int>(weapon.power) << ",\n"
- << " growth = " << static_cast<int>(weapon.growth) << ",\n"
- << " accuracy = " << static_cast<int>(weapon.accuracy) << ",\n"
- << " critical = " << static_cast<int>(weapon.critical) << ",\n"
- << " model = " << static_cast<int>(weapon.model) << ",\n"
- << " animation = " << static_cast<int>(weapon.animation_index) << ",\n"
- << " target = {selectable = " << weapon.target.selection_enabled
- << ", default_enemy = " << weapon.target.default_enemy
- << ", default_multiple = " << weapon.target.default_multiple
- << ", toggle_multiple = " << weapon.target.toggle_multiple
- << ", fixed_row = " << weapon.target.fixed_row
- << ", short_range = " << weapon.target.short_range
- << ", all_rows = " << weapon.target.all_rows
- << ", random = " << weapon.target.random << "},\n"
- << " elements = {";
- for (int s : weapon.elements) file << s << ", ";
- file << "},\n";
- file << " slots = {";
- for (u8 slot : weapon.materia_slots) file << static_cast<int>(slot) << ", ";
- file << "},\n stats = {";
- for (StatBonus s : weapon.stat_bonus){
- file << "\n {stat = " << static_cast<int>(s.stat) << ", bonus = "
- << static_cast<int>(s.bonus) << "},";
- }
- if (weapon.stat_bonus.size() > 0) file << "\n },\n";
- else file << "},\n";
- file << " users = {";
- for (int s : weapon.equip) file << s << ", ";
- file << "}\n}\n";
- }
- file.close();
- }
- int KernelDataInstaller::ReadArmors(){
- // Empty the item list
- armors_.clear();
- File armor_file = kernel_.ExtractGZip(KERNEL_ARMOR_DATA);
- File armor_name_file = kernel_.ExtractGZip(KERNEL_ARMOR_NAMES);
- File armor_desc_file = kernel_.ExtractGZip(KERNEL_ARMOR_DESCRIPTIONS);
- int name_offset = 0;
- int desc_offset = 0;
- int armor_count = 0;
- for (int i = 0; i < 32; i ++){ // There are exactly 32.
- ArmorData data;
- // From the current name file offset, read 16 bytes.
- // This is the pointer to the offset for the item name.
- // Start reading there until 0xFF is found.
- data.name = "";
- u8 ch = 1;
- name_offset = armor_name_file.readU16LE();
- while (ch != 0xFF){
- ch = armor_name_file.GetU8(name_offset);
- if (ch != 0xFF) data.name += ENGLISH_CHARS[ch];
- name_offset ++;
- }
- boost::replace_all(data.name, "\"", "'");
- // For descriptions, do the same as for names.
- data.description = "";
- ch = 1;
- desc_offset = armor_desc_file.readU16LE();
- while (ch != 0xFF){
- ch = armor_desc_file.GetU8(desc_offset);
- if (ch != 0xFF){
- // Warning: If the char is 0xF9, special function!
- // the next byte (in bits, aaoooooo) means to read aa data at offset oooooo.
- // This is to compress information in the kernel.
- if (ch == 0xF9){
- // Get how much to read, two upper bits of the next byte.
- // Multiply by 2 and add 4. That's just how it is.
- u8 comp_size = (armor_desc_file.GetU8(desc_offset + 1) >> 6) * 2 + 4;
- // Get new offset, lower six bits of the next byte.
- // The offset goes backwards from the position of the 0xF9 byte.
- u8 comp_offset = armor_desc_file.GetU8(desc_offset + 1) & 63;
- for (int i = 0; i < comp_size; i ++){
- data.description += ENGLISH_CHARS[
- armor_desc_file.GetU8(desc_offset - 1 - comp_offset + i)
- ];
- }
- desc_offset ++;
- }
- else data.description += ENGLISH_CHARS[ch];
- }
- desc_offset ++;
- }
- boost::replace_all(data.description, "\"", "'");
- // If the item doesn't have a name, it means all items have been read.
- // break the loop.
- if ("" == data.name) break;
- // Read data from the weapon data section.
- data.unknown_0 = armor_file.readU8();
- data.element_defense_mode = armor_file.readU8();
- data.defense = armor_file.readU8();
- data.m_defense = armor_file.readU8();
- data.evasion = armor_file.readU8();
- data.m_evasion = armor_file.readU8();
- data.status = armor_file.readU8();
- data.unknown_1 = armor_file.readU16LE();
- for (int i = 0; i < 8; i ++) data.slots_raw[i] = armor_file.readU8();
- data.growth = armor_file.readU8();
- data.equip_raw = armor_file.readU16LE();
- data.element_raw = armor_file.readU16LE();
- data.unknown_2 = armor_file.readU16LE();
- for (int i = 0; i < 4; i ++) data.stat_raw[i] = armor_file.readU8();
- for (int i = 0; i < 4; i ++) data.stat_bonus_raw[i] = armor_file.readU8();
- data.restrict_raw = armor_file.readU16LE();
- data.unknown_3 = armor_file.readU16LE();
- // Derive data from the read data.
- data.id = i;
- if (data.growth != 0 && data.growth != 2 && data.growth != 3) data.growth = 1;
- data.sellable = !(data.restrict_raw & (1 << 0));
- data.useable_battle = !(data.restrict_raw & (2 << 0));
- data.useable_menu = !(data.restrict_raw & (4 << 0));
- if (data.equip_raw == (data.equip_raw | 0x0001)) data.equip.push_back(1);
- if (data.equip_raw == (data.equip_raw | 0x0002)) data.equip.push_back(2);
- if (data.equip_raw == (data.equip_raw | 0x0004)) data.equip.push_back(3);
- if (data.equip_raw == (data.equip_raw | 0x0008)) data.equip.push_back(4);
- if (data.equip_raw == (data.equip_raw | 0x0010)) data.equip.push_back(5);
- if (data.equip_raw == (data.equip_raw | 0x0020)) data.equip.push_back(6);
- if (data.equip_raw == (data.equip_raw | 0x0040)) data.equip.push_back(7);
- if (data.equip_raw == (data.equip_raw | 0x0080)) data.equip.push_back(8);
- if (data.equip_raw == (data.equip_raw | 0x0100)) data.equip.push_back(9);
- if (data.equip_raw == (data.equip_raw | 0x0200)) data.equip.push_back(10);
- if (data.equip_raw == (data.equip_raw | 0x0400)) data.equip.push_back(11);
- for (int i = 0; i < 4; i ++){
- if (data.stat_raw[i] < 0XFF && data.stat_bonus_raw[i] > 0){
- StatBonus stat_bonus;
- stat_bonus.stat = data.stat_raw[i];
- stat_bonus.bonus = data.stat_bonus_raw[i];
- data.stat_bonus.push_back(stat_bonus);
- }
- }
- for (int i = 0; i < 8; i ++){
- if (data.slots_raw[i] == 1 || data.slots_raw[i] == 5){
- data.materia_slots.push_back(SLOT_UNLINKED);
- }
- else if (
- data.slots_raw[i] == 2 || data.slots_raw[i] == 3
- || data.slots_raw[i] == 6 || data.slots_raw[i] == 7
- ){
- data.materia_slots.push_back(SLOT_LINKED);
- }
- }
- // In KERNEL.BIN, items with no elemental defense actually do have all elements marked,
- // with mode 255. If, that's the case, consider that there are no elements.
- if (data.element_defense_mode != 0xFF){
- if (data.element_raw == (data.element_raw | 0x0001)) data.elements.push_back(FIRE);
- if (data.element_raw == (data.element_raw | 0x0002)) data.elements.push_back(ICE);
- if (data.element_raw == (data.element_raw | 0x0004)) data.elements.push_back(BOLT);
- if (data.element_raw == (data.element_raw | 0x0008)) data.elements.push_back(EARTH);
- if (data.element_raw == (data.element_raw | 0x0010)) data.elements.push_back(POISON);
- if (data.element_raw == (data.element_raw | 0x0020)) data.elements.push_back(GRAVITY);
- if (data.element_raw == (data.element_raw | 0x0040)) data.elements.push_back(WATER);
- if (data.element_raw == (data.element_raw | 0x0080)) data.elements.push_back(WIND);
- if (data.element_raw == (data.element_raw | 0x0100)) data.elements.push_back(HOLY);
- if (data.element_raw == (data.element_raw | 0x0200))
- data.elements.push_back(RESTORATIVE);
- if (data.element_raw == (data.element_raw | 0x0400)) data.elements.push_back(CUT);
- if (data.element_raw == (data.element_raw | 0x0800)) data.elements.push_back(HIT);
- if (data.element_raw == (data.element_raw | 0x1000)) data.elements.push_back(PUNCH);
- if (data.element_raw == (data.element_raw | 0x2000)) data.elements.push_back(SHOOT);
- if (data.element_raw == (data.element_raw | 0x4000)) data.elements.push_back(SHOUT);
- if (data.element_raw == (data.element_raw | 0x8000)) data.elements.push_back(HIDDEN);
- }
- // In KERNEL.BIN, Non elemental item actually have all elements marked.
- // If that happens, clear them all.
- if (data.elements.size() == 16) data.elements.clear();
- // Add to the list of weapons.
- armors_.push_back(data);
- armor_count ++;
- }
- return armor_count;
- }
- void KernelDataInstaller::WriteArmors(std::string file_name){
- std::fstream file;
- file.open(file_name, std::ios::out);
- if (!file) return;
- for (ArmorData armor : armors_){
- file << "Game.Items[" << armor.id + 256 << "] = {\n"
- << " type = Inventory.ITEM_TYPE.ARMOR,\n"
- << " id = " << armor.id + 256 << ",\n"
- << " price = " << prices_[armor.id + 256] << ",\n"
- << " name = \"" << armor.name << "\",\n"
- << " description = \"" << armor.description << "\",\n"
- << " sell = " << armor.sellable << ",\n"
- << " battle = " << armor.useable_battle << ",\n"
- << " menu = " << armor.useable_menu << ",\n"
- << " throw = 0,\n"
- << " defense = {physical = " << static_cast<int>(armor.defense) << ", magical = "
- << static_cast<int>(armor.m_defense) << "},\n"
- << " evasion = {physical = " << static_cast<int>(armor.evasion) << ", magical = "
- << static_cast<int>(armor.m_evasion) << "},\n"
- << " growth = " << static_cast<int>(armor.growth) << ",\n"
- << " status = {";
- if (armor.status != 0XFF) file << armor.status;
- file
- << "},\n"
- << " elements = {";
- for (int s : armor.elements){
- file << "\n {id = " << s << ", mode = "
- << static_cast<int>(armor.element_defense_mode) << "},";
- }
- if (armor.elements.size() > 0) file << "\n },\n";
- else file << "},\n";
- file << " slots = {";
- for (u8 slot : armor.materia_slots) file << static_cast<int>(slot) << ", ";
- file << "},\n stats = {";
- for (StatBonus s : armor.stat_bonus){
- file << "\n {stat = " << static_cast<int>(s.stat) << ", bonus = "
- << static_cast<int>(s.bonus) << "},";
- }
- if (armor.stat_bonus.size() > 0) file << "\n },\n";
- else file << "},\n";
- file << " users = {";
- for (int s : armor.equip) file << s << ", ";
- file << "}\n}\n";
- }
- file.close();
- }
- int KernelDataInstaller::ReadAccessories(){
- // Empty the item list
- accessories_.clear();
- File accessory_file = kernel_.ExtractGZip(KERNEL_ACCESSORY_DATA);
- File accessory_name_file = kernel_.ExtractGZip(KERNEL_ACCESSORY_NAMES);
- File accessory_desc_file = kernel_.ExtractGZip(KERNEL_ACCESSORY_DESCRIPTIONS);
- int name_offset = 0;
- int desc_offset = 0;
- int accessory_count = 0;
- for (int i = 0; i < 32; i ++){ // There are exactly 32.
- AccessoryData data;
- // From the current name file offset, read 16 bytes.
- // This is the pointer to the offset for the item name.
- // Start reading there until 0xFF is found.
- data.name = "";
- u8 ch = 1;
- name_offset = accessory_name_file.readU16LE();
- while (ch != 0xFF){
- ch = accessory_name_file.GetU8(name_offset);
- if (ch != 0xFF) data.name += ENGLISH_CHARS[ch];
- name_offset ++;
- }
- boost::replace_all(data.name, "\"", "'");
- // For descriptions, do the same as for names.
- data.description = "";
- ch = 1;
- desc_offset = accessory_desc_file.readU16LE();
- while (ch != 0xFF){
- ch = accessory_desc_file.GetU8(desc_offset);
- if (ch != 0xFF){
- // Warning: If the char is 0xF9, special function!
- // the next byte (in bits, aaoooooo) means to read aa data at offset oooooo.
- // This is to compress information in the kernel.
- if (ch == 0xF9){
- // Get how much to read, two upper bits of the next byte.
- // Multiply by 2 and add 4. That's just how it is.
- u8 comp_size = (accessory_desc_file.GetU8(desc_offset + 1) >> 6) * 2 + 4;
- // Get new offset, lower six bits of the next byte.
- // The offset goes backwards from the position of the 0xF9 byte.
- u8 comp_offset = accessory_desc_file.GetU8(desc_offset + 1) & 63;
- for (int i = 0; i < comp_size; i ++){
- data.description += ENGLISH_CHARS[
- accessory_desc_file.GetU8(desc_offset - 1 - comp_offset + i)
- ];
- }
- desc_offset ++;
- }
- else data.description += ENGLISH_CHARS[ch];
- }
- desc_offset ++;
- }
- boost::replace_all(data.description, "\"", "'");
- // If the item doesn't have a name, it means all items have been read.
- // break the loop.
- if ("" == data.name) break;
- // Read data from the accessory data section.
- for (int i = 0; i < 2; i ++) data.stat_raw[i] = accessory_file.readU8();
- for (int i = 0; i < 2; i ++) data.stat_bonus_raw[i] = accessory_file.readU8();
- data.element_defense_mode = accessory_file.readU8();
- data.effect = accessory_file.readU8();
- data.element_raw = accessory_file.readU16LE();
- data.status_raw = accessory_file.readU32LE();
- data.equip_raw = accessory_file.readU16LE();
- data.restrict_raw = accessory_file.readU16LE();
- // Derive data from the read data.
- data.id = i;
- data.sellable = !(data.restrict_raw & (1 << 0));
- data.useable_battle = !(data.restrict_raw & (2 << 0));
- data.useable_menu = !(data.restrict_raw & (4 << 0));
- if (data.status_raw == (data.status_raw | 0x00000001)) data.status.push_back(DEATH);
- if (data.status_raw == (data.status_raw | 0x00000002)) data.status.push_back(NEAR_DEATH);
- if (data.status_raw == (data.status_raw | 0x00000004)) data.status.push_back(SLEEP);
- if (data.status_raw == (data.status_raw | 0x00000008)) data.status.push_back(POISONED);
- if (data.status_raw == (data.status_raw | 0x00000010)) data.status.push_back(SADNESS);
- if (data.status_raw == (data.status_raw | 0x00000020)) data.status.push_back(FURY);
- if (data.status_raw == (data.status_raw | 0x00000040)) data.status.push_back(CONFU);
- if (data.status_raw == (data.status_raw | 0x00000080)) data.status.push_back(SILENCE);
- if (data.status_raw == (data.status_raw | 0x00000100)) data.status.push_back(HASTE);
- if (data.status_raw == (data.status_raw | 0x00000200)) data.status.push_back(SLOW);
- if (data.status_raw == (data.status_raw | 0x00000400)) data.status.push_back(STOP);
- if (data.status_raw == (data.status_raw | 0x00000800)) data.status.push_back(FROG);
- if (data.status_raw == (data.status_raw | 0x00001000)) data.status.push_back(SMALL);
- if (data.status_raw == (data.status_raw | 0x00002000)) data.status.push_back(SLOW_NUMB);
- if (data.status_raw == (data.status_raw | 0x00004000)) data.status.push_back(PETRIFY);
- if (data.status_raw == (data.status_raw | 0x00008000)) data.status.push_back(REGEN);
- if (data.status_raw == (data.status_raw | 0x00010000)) data.status.push_back(BARRIER);
- if (data.status_raw == (data.status_raw | 0x00020000)) data.status.push_back(M_BARRIER);
- if (data.status_raw == (data.status_raw | 0x00040000)) data.status.push_back(REFLECT);
- if (data.status_raw == (data.status_raw | 0x00080000)) data.status.push_back(DUAL);
- if (data.status_raw == (data.status_raw | 0x00100000)) data.status.push_back(SHIELD);
- if (data.status_raw == (data.status_raw | 0x00200000)) data.status.push_back(D_SENTENCE);
- if (data.status_raw == (data.status_raw | 0x00400000)) data.status.push_back(MANIPULATE);
- if (data.status_raw == (data.status_raw | 0x00800000)) data.status.push_back(BERSERK);
- if (data.status_raw == (data.status_raw | 0x01000000)) data.status.push_back(PEERLESS);
- if (data.status_raw == (data.status_raw | 0x02000000)) data.status.push_back(PARALYSIS);
- if (data.status_raw == (data.status_raw | 0x04000000)) data.status.push_back(DARKNESS);
- if (data.status_raw == (data.status_raw | 0x08000000)) data.status.push_back(DUAL_DRAIN);
- if (data.status_raw == (data.status_raw | 0x10000000)) data.status.push_back(DEATH_FORCE);
- if (data.status_raw == (data.status_raw | 0x20000000)) data.status.push_back(RESIST);
- if (data.status_raw == (data.status_raw | 0x40000000)) data.status.push_back(LUCKY_GIRL);
- if (data.status_raw == (data.status_raw | 0x80000000)) data.status.push_back(IMPRISONED);
- if (data.equip_raw == (data.equip_raw | 0x0001)) data.equip.push_back(1);
- if (data.equip_raw == (data.equip_raw | 0x0002)) data.equip.push_back(2);
- if (data.equip_raw == (data.equip_raw | 0x0004)) data.equip.push_back(3);
- if (data.equip_raw == (data.equip_raw | 0x0008)) data.equip.push_back(4);
- if (data.equip_raw == (data.equip_raw | 0x0010)) data.equip.push_back(5);
- if (data.equip_raw == (data.equip_raw | 0x0020)) data.equip.push_back(6);
- if (data.equip_raw == (data.equip_raw | 0x0040)) data.equip.push_back(7);
- if (data.equip_raw == (data.equip_raw | 0x0080)) data.equip.push_back(8);
- if (data.equip_raw == (data.equip_raw | 0x0100)) data.equip.push_back(9);
- if (data.equip_raw == (data.equip_raw | 0x0200)) data.equip.push_back(10);
- if (data.equip_raw == (data.equip_raw | 0x0400)) data.equip.push_back(11);
- for (int i = 0; i < 2; i ++){
- if (data.stat_raw[i] < 0XFF && data.stat_bonus_raw[i] > 0){
- StatBonus stat_bonus;
- stat_bonus.stat = data.stat_raw[i];
- stat_bonus.bonus = data.stat_bonus_raw[i];
- data.stat_bonus.push_back(stat_bonus);
- }
- }
- // In KERNEL.BIN, items with no elemental defense actually do have all elements marked,
- // with mode 255. If that's the case, consider that there are no elements.
- if (data.element_defense_mode != 0xFF){
- if (data.element_raw == (data.element_raw | 0x0001)) data.elements.push_back(FIRE);
- if (data.element_raw == (data.element_raw | 0x0002)) data.elements.push_back(ICE);
- if (data.element_raw == (data.element_raw | 0x0004)) data.elements.push_back(BOLT);
- if (data.element_raw == (data.element_raw | 0x0008)) data.elements.push_back(EARTH);
- if (data.element_raw == (data.element_raw | 0x0010)) data.elements.push_back(POISON);
- if (data.element_raw == (data.element_raw | 0x0020)) data.elements.push_back(GRAVITY);
- if (data.element_raw == (data.element_raw | 0x0040)) data.elements.push_back(WATER);
- if (data.element_raw == (data.element_raw | 0x0080)) data.elements.push_back(WIND);
- if (data.element_raw == (data.element_raw | 0x0100)) data.elements.push_back(HOLY);
- if (data.element_raw == (data.element_raw | 0x0200))
- data.elements.push_back(RESTORATIVE);
- if (data.element_raw == (data.element_raw | 0x0400)) data.elements.push_back(CUT);
- if (data.element_raw == (data.element_raw | 0x0800)) data.elements.push_back(HIT);
- if (data.element_raw == (data.element_raw | 0x1000)) data.elements.push_back(PUNCH);
- if (data.element_raw == (data.element_raw | 0x2000)) data.elements.push_back(SHOOT);
- if (data.element_raw == (data.element_raw | 0x4000)) data.elements.push_back(SHOUT);
- if (data.element_raw == (data.element_raw | 0x8000)) data.elements.push_back(HIDDEN);
- }
- // In KERNEL.BIN, Non elemental item actually have all elements marked.
- // If that happens, clear them all.
- if (data.elements.size() == 16) data.elements.clear();
- // Add to the list of weapons.
- accessories_.push_back(data);
- accessory_count ++;
- }
- return accessory_count;
- }
- void KernelDataInstaller::WriteAccessories(std::string file_name){
- std::fstream file;
- file.open(file_name, std::ios::out);
- if (!file) return;
- for (AccessoryData accessory : accessories_){
- file << "Game.Items[" << accessory.id + 287 << "] = {\n"
- << " type = Inventory.ITEM_TYPE.ACCESSORY,\n"
- << " id = " << accessory.id + 287 << ",\n"
- << " price = " << prices_[accessory.id + 287] << ",\n"
- << " name = \"" << accessory.name << "\",\n"
- << " description = \"" << accessory.description << "\",\n"
- << " sell = " << accessory.sellable << ",\n"
- << " battle = " << accessory.useable_battle << ",\n"
- << " menu = " << accessory.useable_menu << ",\n"
- << " throw = 0,\n"
- << " special_effect = {";
- if (accessory.effect != 0XFF) file << static_cast<int>(accessory.effect);
- file
- << "},\n"
- << " status = {";
- for (int s : accessory.status) file << s << ", ";
- file
- << "},\n"
- << " elements = {";
- for (int s : accessory.elements) file << s << ", ";
- file << "},\n stats = {";
- for (StatBonus s : accessory.stat_bonus){
- file << "\n {stat = " << static_cast<int>(s.stat) << ", bonus = "
- << static_cast<int>(s.bonus) << "},";
- }
- if (accessory.stat_bonus.size() > 0) file << "\n },\n";
- else file << "},\n";
- file << " users = {";
- for (int s : accessory.equip) file << s << ", ";
- file << "}\n}\n";
- }
- file.close();
- }
- int KernelDataInstaller::ReadMateria(){
- // Empty the item list
- materia_.clear();
- File materia_file = kernel_.ExtractGZip(KERNEL_MATERIA_DATA);
- File materia_name_file = kernel_.ExtractGZip(KERNEL_MATERIA_NAMES);
- File materia_desc_file = kernel_.ExtractGZip(KERNEL_MATERIA_DESCRIPTIONS);
- int name_offset = 0;
- int desc_offset = 0;
- int materia_count = 0;
- for (int i = 0; i < 96; i ++){ // There are exactly 96.
- MateriaData data;
- // From the current name file offset, read 16 bytes.
- // This is the pointer to the offset for the item name.
- // Start reading there until 0xFF is found.
- data.name = "";
- u8 ch = 1;
- name_offset = materia_name_file.readU16LE();
- while (ch != 0xFF){
- ch = materia_name_file.GetU8(name_offset);
- if (ch != 0xFF) data.name += ENGLISH_CHARS[ch];
- name_offset ++;
- }
- boost::replace_all(data.name, "\"", "'");
- // For descriptions, do the same as for names.
- data.description = "";
- ch = 1;
- desc_offset = materia_desc_file.readU16LE();
- while (ch != 0xFF){
- ch = materia_desc_file.GetU8(desc_offset);
- if (ch != 0xFF){
- // Warning: If the char is 0xF9, special function!
- // the next byte (in bits, aaoooooo) means to read aa data at offset oooooo.
- // This is to compress information in the kernel.
- if (ch == 0xF9){
- // Get how much to read, two upper bits of the next byte.
- // Multiply by 2 and add 4. That's just how it is.
- u8 comp_size = (materia_desc_file.GetU8(desc_offset + 1) >> 6) * 2 + 4;
- // Get new offset, lower six bits of the next byte.
- // The offset goes backwards from the position of the 0xF9 byte.
- u8 comp_offset = materia_desc_file.GetU8(desc_offset + 1) & 63;
- for (int i = 0; i < comp_size; i ++){
- data.description += ENGLISH_CHARS[
- materia_desc_file.GetU8(desc_offset - 1 - comp_offset + i)
- ];
- }
- desc_offset ++;
- }
- else data.description += ENGLISH_CHARS[ch];
- }
- desc_offset ++;
- }
- boost::replace_all(data.description, "\"", "'");
- // Read data from the materia data section.
- for (int i = 0; i < 4; i ++) data.level_up_ap[i] = materia_file.readU16LE();
- data.stat_raw = materia_file.readU8();
- data.status_raw // WARNING: Status has only three bytes.
- = materia_file.readU8() + (materia_file.readU8() << 8) + (materia_file.readU8() << 16);
- data.element = materia_file.readU8();
- data.type_raw = materia_file.readU8();
- for (int i = 0; i < 6; i ++) data.attribute[i] = materia_file.readU8();
- // If the materia doesn't have a name, don't bother processing the rest of the data,
- // it's not going to be added to the list.
- if ("" == data.name) continue;
- // Derive data from the read data.
- data.id = i;
- // Status. 3 bytes, so only the first 24 can be present.
- if (data.status_raw == (data.status_raw | 0x000001)) data.status.push_back(DEATH);
- if (data.status_raw == (data.status_raw | 0x000002)) data.status.push_back(NEAR_DEATH);
- if (data.status_raw == (data.status_raw | 0x000004)) data.status.push_back(SLEEP);
- if (data.status_raw == (data.status_raw | 0x000008)) data.status.push_back(POISONED);
- if (data.status_raw == (data.status_raw | 0x000010)) data.status.push_back(SADNESS);
- if (data.status_raw == (data.status_raw | 0x000020)) data.status.push_back(FURY);
- if (data.status_raw == (data.status_raw | 0x000040)) data.status.push_back(CONFU);
- if (data.status_raw == (data.status_raw | 0x000080)) data.status.push_back(SILENCE);
- if (data.status_raw == (data.status_raw | 0x000100)) data.status.push_back(HASTE);
- if (data.status_raw == (data.status_raw | 0x000200)) data.status.push_back(SLOW);
- if (data.status_raw == (data.status_raw | 0x000400)) data.status.push_back(STOP);
- if (data.status_raw == (data.status_raw | 0x000800)) data.status.push_back(FROG);
- if (data.status_raw == (data.status_raw | 0x001000)) data.status.push_back(SMALL);
- if (data.status_raw == (data.status_raw | 0x002000)) data.status.push_back(SLOW_NUMB);
- if (data.status_raw == (data.status_raw | 0x004000)) data.status.push_back(PETRIFY);
- if (data.status_raw == (data.status_raw | 0x008000)) data.status.push_back(REGEN);
- if (data.status_raw == (data.status_raw | 0x010000)) data.status.push_back(BARRIER);
- if (data.status_raw == (data.status_raw | 0x020000)) data.status.push_back(M_BARRIER);
- if (data.status_raw == (data.status_raw | 0x040000)) data.status.push_back(REFLECT);
- if (data.status_raw == (data.status_raw | 0x080000)) data.status.push_back(DUAL);
- if (data.status_raw == (data.status_raw | 0x100000)) data.status.push_back(SHIELD);
- if (data.status_raw == (data.status_raw | 0x200000)) data.status.push_back(D_SENTENCE);
- if (data.status_raw == (data.status_raw | 0x400000)) data.status.push_back(MANIPULATE);
- if (data.status_raw == (data.status_raw | 0x800000)) data.status.push_back(BERSERK);
- // Limit type to materia color.
- data.type = data.type_raw & 15; // Lower nybble.
- switch (data.type){
- case 0x09:
- case 0x0A:
- data.type = static_cast<int>(MATERIA_TYPE::MAGIC);
- break;
- case 0x05:
- data.type = static_cast<int>(MATERIA_TYPE::SUPPORT);
- break;
- case 0x02:
- case 0x03:
- case 0x06:
- case 0x07:
- case 0x08:
- data.type = static_cast<int>(MATERIA_TYPE::COMMAND);
- break;
- case 0x0B:
- case 0x0C:
- data.type = static_cast<int>(MATERIA_TYPE::SUMMON);
- break;
- default:
- data.type = static_cast<int>(MATERIA_TYPE::INDEPENDENT);
- }
- // Stat bonuses. Manually done.
- data.stats.str = 0;
- data.stats.vit = 0;
- data.stats.mag = 0;
- data.stats.spr = 0;
- data.stats.dex = 0;
- data.stats.lck = 0;
- data.stats.hp = 0;
- data.stats.mp = 0;
- data.stats.change = false;
- switch (data.stat_raw){
- case 0x01:
- data.stats.change = true;
- data.stats.str = -2;
- data.stats.vit = -1;
- data.stats.mag = 2;
- data.stats.spr = 1;
- data.stats.dex = 0;
- data.stats.lck = 0;
- data.stats.hp = -5;
- data.stats.mp = 5;
- break;
- case 0x02:
- data.stats.change = true;
- data.stats.str = -4;
- data.stats.vit = -2;
- data.stats.mag = 4;
- data.stats.spr = 2;
- data.stats.hp = -10;
- data.stats.mp = 10;
- break;
- case 0x03:
- data.stats.change = true;
- data.stats.dex = 2;
- data.stats.lck = -2;
- break;
- case 0x04:
- data.stats.change = true;
- data.stats.str = -1;
- data.stats.vit = -1;
- data.stats.mag = 1;
- data.stats.spr = 1;
- break;
- case 0x05:
- data.stats.change = true;
- data.stats.str = 1;
- data.stats.vit = 1;
- data.stats.mag = -1;
- data.stats.spr = -1;
- break;
- case 0x06:
- data.stats.change = true;
- data.stats.vit = 1;
- break;
- case 0x07:
- data.stats.change = true;
- data.stats.lck = 1;
- break;
- case 0x08:
- data.stats.change = true;
- data.stats.lck = -1;
- break;
- case 0x09:
- data.stats.change = true;
- data.stats.dex = -2;
- break;
- case 0x0A:
- data.stats.change = true;
- data.stats.dex = 2;
- break;
- case 0x0B:
- data.stats.change = true;
- data.stats.str = -1;
- data.stats.mag = 1;
- data.stats.hp = -2;
- data.stats.mp = 2;
- break;
- case 0x0C:
- data.stats.change = true;
- data.stats.mag = 1;
- data.stats.hp = -2;
- data.stats.mp = 2;
- break;
- case 0x0D:
- data.stats.change = true;
- data.stats.mag = 1;
- data.stats.spr = 1;
- data.stats.hp = -5;
- data.stats.mp = 5;
- break;
- case 0x0E:
- data.stats.change = true;
- data.stats.mag = 2;
- data.stats.spr = 2;
- data.stats.hp = -10;
- data.stats.mp = 10;
- break;
- case 0x0F:
- data.stats.change = true;
- data.stats.mag = 4;
- data.stats.spr = 4;
- data.stats.hp = -10;
- data.stats.mp = 15;
- break;
- case 0x10:
- data.stats.change = true;
- data.stats.mag = 8;
- data.stats.spr = 8;
- data.stats.hp = -10;
- data.stats.mp = 20;
- break;
- }
- // Add to the list of materia.
- materia_.push_back(data);
- materia_count ++;
- }
- return materia_count;
- }
- void KernelDataInstaller::WriteMateria(std::string file_name){
- std::fstream file;
- file.open(file_name, std::ios::out);
- if (!file) return;
- for (MateriaData materia : materia_){
- file << "Game.Materia[" << materia.id << "] = {\n"
- << " price = " << prices_[materia.id + 320] << ",\n"
- << " name = \"" << materia.name << "\",\n"
- << " description = \"" << materia.description << "\",\n"
- << " type = " << materia.type << ",\n"
- << " levels_ap = {[1] = 0, ";
- for (int i = 0; i < 4; i ++){
- if (materia.level_up_ap[i] < 65535)
- file << "[" << (i + 2) << "] = " << (materia.level_up_ap[i] * 100) << ", ";
- }
- file
- << "},\n"
- << " status = {";
- for (int s : materia.status) file << s << ", ";
- file
- << "}\n"
- << " elements = {";
- if (materia.element != 0xFF) file << static_cast<int>(materia.element);
- file << "}\n stats = {";
- if (materia.stats.str != 0)
- file
- << "\n {stat = \"str\", bonus = " << materia.stats.str << ", mode = \"abs\"},";
- if (materia.stats.vit != 0)
- file
- << "\n {stat = \"vit\", bonus = " << materia.stats.vit << ", mode = \"abs\"},";
- if (materia.stats.mag != 0)
- file
- << "\n {stat = \"mag\", bonus = " << materia.stats.mag << ", mode = \"abs\"},";
- if (materia.stats.spr != 0)
- file
- << "\n {stat = \"spr\", bonus = " << materia.stats.spr << ", mode = \"abs\"},";
- if (materia.stats.dex != 0)
- file
- << "\n {stat = \"dex\", bonus = " << materia.stats.dex << ", mode = \"abs\"},";
- if (materia.stats.lck != 0)
- file
- << "\n {stat = \"lck\", bonus = " << materia.stats.lck << ", mode = \"abs\"},";
- if (materia.stats.hp != 0)
- file
- << "\n {stat = \"hp\", bonus = " << materia.stats.hp << ", mode = \"rel\"},";
- if (materia.stats.mp != 0)
- file
- << "\n {stat = \"mp\", bonus = " << materia.stats.mp << ", mode = \"rel\"},";
- if (materia.stats.change) file << "\n }\n";
- else file << "}\n";
- file << "}\n";
- }
- file.close();
- }
- int KernelDataInstaller::ReadKeyItems(){
- // Empty the item list
- key_items_.clear();
- File key_items_name_file = kernel_.ExtractGZip(KERNEL_KEY_ITEM_NAMES);
- File key_items_desc_file = kernel_.ExtractGZip(KERNEL_KEY_ITEM_DESCRIPTIONS);
- int name_offset = 0;
- int desc_offset = 0;
- int key_item_count = 0;
- for (int i = 0; i < 128; i ++){
- KeyItemData data;
- // From the current name file offset, read 16 bytes.
- // This is the pointer to the offset for the item name.
- // Start reading there until 0xFF is found.
- data.name = "";
- u8 ch = 1;
- name_offset = key_items_name_file.readU16LE();
- while (ch != 0xFF){
- ch = key_items_name_file.GetU8(name_offset);
- if (ch != 0xFF) data.name += ENGLISH_CHARS[ch];
- name_offset ++;
- }
- boost::replace_all(data.name, "\"", "'");
- // For descriptions, do the same as for names.
- data.description = "";
- ch = 1;
- desc_offset = key_items_desc_file.readU16LE();
- while (ch != 0xFF){
- ch = key_items_desc_file.GetU8(desc_offset);
- if (ch != 0xFF){
- // Warning: If the char is 0xF9, special function!
- // the next byte (in bits, aaoooooo) means to read aa data at offset oooooo.
- // This is to compress information in the kernel.
- if (ch == 0xF9){
- // Get how much to read, two upper bits of the next byte.
- // Multiply by 2 and add 4. That's just how it is.
- u8 comp_size = (key_items_desc_file.GetU8(desc_offset + 1) >> 6) * 2 + 4;
- // Get new offset, lower six bits of the next byte.
- // The offset goes backwards from the position of the 0xF9 byte.
- u8 comp_offset = key_items_desc_file.GetU8(desc_offset + 1) & 63;
- for (int i = 0; i < comp_size; i ++){
- data.description += ENGLISH_CHARS[
- key_items_desc_file.GetU8(desc_offset - 1 - comp_offset + i)
- ];
- }
- desc_offset ++;
- }
- else data.description += ENGLISH_CHARS[ch];
- }
- desc_offset ++;
- }
- boost::replace_all(data.description, "\"", "'");
- // If the key item doesn't have a name, it means all key items have been read.
- // break the loop.
- if ("" == data.name) break;
- // Add to the list of items.
- data.id = i;
- key_items_.push_back(data);
- key_item_count ++;
- }
- return key_item_count;
- }
- void KernelDataInstaller::WriteKeyItems(std::string file_name){
- std::fstream file;
- file.open(file_name, std::ios::out);
- if (!file) return;
- for (KeyItemData key_item : key_items_){
- file << "Game.Key_Items[" << key_item.id << "] = {\n"
- << " name = \"" << key_item.name << "\",\n"
- << " description = \"" << key_item.description << "\"\n}\n";
- }
- file.close();
- }
- int KernelDataInstaller::ReadSummonNames(){
- // Empty the summon list
- key_items_.clear();
- File summon_name_file = kernel_.ExtractGZip(KERNEL_SUMMON_ATTACK_NAMES);
- int name_offset = 0;
- int summon_count = 0;
- for (int i = 0; i < 16; i ++){ // There are exactly 16.
- SummonNameData data;
- // From the current name file offset, read 16 bytes.
- // This is the pointer to the offset for the item name.
- // Start reading there until 0xFF is found.
- data.name = "";
- u8 ch = 1;
- name_offset = summon_name_file.readU16LE();
- while (ch != 0xFF){
- ch = summon_name_file.GetU8(name_offset);
- if (ch != 0xFF) data.name += ENGLISH_CHARS[ch];
- name_offset ++;
- }
- boost::replace_all(data.name, "\"", "'");
- // If the key item doesn't have a name, it means all key items have been read.
- // break the loop.
- if ("" == data.name) break;
- // Add to the list of items.
- data.id = i;
- summon_names_.push_back(data);
- summon_count ++;
- }
- return summon_count;
- }
- void KernelDataInstaller::WriteSummonNames(std::string file_name){
- std::fstream file;
- file.open(file_name, std::ios::out);
- if (!file) return;
- for (SummonNameData summon : summon_names_)
- file << "Game.Summon_Names[" << summon.id << "] = {\"" << summon.name << "\"}\n";
- file.close();
- }
- void KernelDataInstaller::ReadInitialSaveMap(){
- // Empty the item list
- attacks_.clear();
- File savemap_file = kernel_.ExtractGZip(KERNEL_INITIALIZATION_DATA);
- savemap_file.WriteFile("/home/ivalentin/initialsavemap");
- // The initial savemap in KERNEL.BIN startas at 0x0054, directly into Cloud's level.
- // It skips the header (PC and PSX, checksum, preview data and window colour).
- for (int i = 0; i < 9; i ++){
- savemap_.characters[i].identifier = savemap_file.readU8();
- savemap_.characters[i].level = savemap_file.readU8();
- savemap_.characters[i].str = savemap_file.readU8();
- savemap_.characters[i].vit = savemap_file.readU8();
- savemap_.characters[i].mag = savemap_file.readU8();
- savemap_.characters[i].spr = savemap_file.readU8();
- savemap_.characters[i].dex = savemap_file.readU8();
- savemap_.characters[i].lck = savemap_file.readU8();
- savemap_.characters[i].str_bonus = savemap_file.readU8();
- savemap_.characters[i].vit_bonus = savemap_file.readU8();
- savemap_.characters[i].mag_bonus = savemap_file.readU8();
- savemap_.characters[i].spr_bonus = savemap_file.readU8();
- savemap_.characters[i].dex_bonus = savemap_file.readU8();
- savemap_.characters[i].lck_bonus = savemap_file.readU8();
- savemap_.characters[i].limit_level = savemap_file.readU8();
- savemap_.characters[i].limit_bar = savemap_file.readU8();
- bool name_end = false;
- savemap_.characters[i].name = "";
- for (int j = 0; j < 12; j ++){
- savemap_.characters[i].name_raw[i] = savemap_file.readU8();
- if (name_end == false){
- if (savemap_.characters[i].name_raw[i] != 0XFF){
- savemap_.characters[i].name
- += ENGLISH_CHARS[savemap_.characters[i].name_raw[i]];
- }
- else name_end = true;
- }
- }
- savemap_.characters[i].weapon = savemap_file.readU8();
- savemap_.characters[i].armor = savemap_file.readU8();
- savemap_.characters[i].accessory = savemap_file.readU8();
- savemap_.characters[i].status_raw = savemap_file.readU8();
- if (savemap_.characters[i].status_raw == (savemap_.characters[i].status_raw | 0x10)){
- savemap_.characters[i].sadness = true;
- savemap_.characters[i].fury = false;
- }
- else if (savemap_.characters[i].status_raw == (savemap_.characters[i].status_raw | 0x20)){
- savemap_.characters[i].sadness = false;
- savemap_.characters[i].fury = true;
- }
- else{
- savemap_.characters[i].sadness = false;
- savemap_.characters[i].fury = false;
- }
- savemap_.characters[i].row_raw = savemap_file.readU8();
- if (savemap_.characters[i].row_raw == 0xFE) savemap_.characters[i].back_row = true;
- else savemap_.characters[i].back_row = false;
- savemap_.characters[i].level_progress = savemap_file.readU8();
- savemap_.characters[i].learned_limits_raw = savemap_file.readU16LE();
- for (int j = 0; j < 4; j ++){
- savemap_.characters[i].limits_learned[j][0] = false;
- savemap_.characters[i].limits_learned[j][1] = false;
- }
- if (savemap_.characters[i].learned_limits_raw == (savemap_.characters[i].learned_limits_raw | 0x0001))
- savemap_.characters[i].limits_learned[0][0] = true;
- if (savemap_.characters[i].learned_limits_raw == (savemap_.characters[i].learned_limits_raw | 0x0002))
- savemap_.characters[i].limits_learned[0][1] = true;
- if (savemap_.characters[i].learned_limits_raw == (savemap_.characters[i].learned_limits_raw | 0x0008))
- savemap_.characters[i].limits_learned[1][0] = true;
- if (savemap_.characters[i].learned_limits_raw == (savemap_.characters[i].learned_limits_raw | 0x0010))
- savemap_.characters[i].limits_learned[1][1] = true;
- if (savemap_.characters[i].learned_limits_raw == (savemap_.characters[i].learned_limits_raw | 0x0040))
- savemap_.characters[i].limits_learned[2][0] = true;
- if (savemap_.characters[i].learned_limits_raw == (savemap_.characters[i].learned_limits_raw | 0x0080))
- savemap_.characters[i].limits_learned[2][1] = true;
- if (savemap_.characters[i].learned_limits_raw == (savemap_.characters[i].learned_limits_raw | 0x0200))
- savemap_.characters[i].limits_learned[3][0] = true;
- savemap_.characters[i].kills = savemap_file.readU16LE();
- savemap_.characters[i].limit_uses[0] = savemap_file.readU16LE();
- savemap_.characters[i].limit_uses[1] = savemap_file.readU16LE();
- savemap_.characters[i].limit_uses[2] = savemap_file.readU16LE();
- savemap_.characters[i].hp = savemap_file.readU16LE();
- savemap_.characters[i].base_hp = savemap_file.readU16LE();
- savemap_.characters[i].mp = savemap_file.readU16LE();
- savemap_.characters[i].base_mp = savemap_file.readU16LE();
- savemap_.characters[i].unknown = savemap_file.readU32LE();
- savemap_.characters[i].max_hp = savemap_file.readU16LE();
- savemap_.characters[i].max_mp = savemap_file.readU16LE();
- savemap_.characters[i].exp = savemap_file.readU32LE();
- for (int m = 0; m < 8; m ++){
- savemap_.characters[i].weapon_materia[m].id = savemap_file.readU8();
- // TODO: Identify Enemy Skill, do special treatment
- savemap_.characters[i].weapon_materia[m].ap // WARNING: AP has only three bytes.
- = savemap_file.readU8()
- + (savemap_file.readU8() << 8)
- + (savemap_file.readU8() << 16);
- }
- for (int m = 0; m < 8; m ++){
- savemap_.characters[i].armor_materia[m].id = savemap_file.readU8();
- // TODO: Identify Enemy Skill, do special treatment
- savemap_.characters[i].armor_materia[m].ap // WARNING: AP has only three bytes.
- = savemap_file.readU8()
- + (savemap_file.readU8() << 8)
- + (savemap_file.readU8() << 16);
- }
- savemap_.characters[i].exp_to_next = savemap_file.readU32LE();
- }
- // The initial savemap ends up after character data, end now.
- }
- void KernelDataInstaller::WriteInitialSaveMap(std::string file_name){
- // The initial save map only contains character data.
- std::fstream file;
- file.open(file_name, std::ios::out);
- if (!file) return;
- int total_count = 0; // Utility to count in loops.
- for (int c = 0; c < 9; c ++){
- SaveMap::Character character = savemap_.characters[c];
- file
- << "Characters[" << c << "] = {\n"
- << " char_id = " << static_cast<int>(character.identifier) << ",\n"
- << " name = \"" << character.name << "\",\n"
- << " level = " << static_cast<int>(character.level) << ",\n"
- << " kills = " << character.kills << ",\n"
- << " back_row = " << character.back_row << ",\n"
- << " exp = " << character.exp << ",\n"
- << " exp_to_next = " << character.exp_to_next << ",\n"
- << " stats = {\n"
- << " str = {base = " << static_cast<int>(character.str)
- << ", bonus = " << static_cast<int>(character.str_bonus)
- << ", total = " << static_cast<int>(character.str + character.str_bonus) << "},\n"
- << " vit = {base = " << static_cast<int>(character.vit)
- << ", bonus = " << static_cast<int>(character.vit_bonus)
- << ", total = " << static_cast<int>(character.vit + character.vit_bonus) << "},\n"
- << " mag = {base = " << static_cast<int>(character.mag)
- << ", bonus = " << static_cast<int>(character.mag_bonus)
- << ", total = " << static_cast<int>(character.mag + character.mag_bonus) << "},\n"
- << " spr = {base = " << static_cast<int>(character.spr)
- << ", bonus = " << static_cast<int>(character.spr_bonus)
- << ", total = " << static_cast<int>(character.spr + character.spr_bonus) << "},\n"
- << " dex = {base = " << static_cast<int>(character.dex)
- << ", bonus = " << static_cast<int>(character.dex_bonus)
- << ", total = " << static_cast<int>(character.dex + character.dex_bonus) << "},\n"
- << " lck = {base = " << static_cast<int>(character.lck)
- << ", bonus = " << static_cast<int>(character.lck_bonus)
- << ", total = " << static_cast<int>(character.lck + character.lck_bonus) << "},\n"
- << " hp = {current = " << character.hp << ", base = " << character.base_hp
- << ", max = " << character.max_hp << "},\n"
- << " mp = {current = " << character.mp << ", base = " << character.base_mp
- << ", max = " << character.max_mp << "}\n"
- << " },\n"
- << " limit = {\n"
- << " current = " << static_cast<int>(character.limit_level) << ",\n"
- << " bar = " << static_cast<int>(character.limit_bar) << ",\n"
- << " learned = {\n"
- << " [1] = {[1] = " << character.limits_learned[0][0] << ", [2] = "
- << character.limits_learned[0][1] << "},\n"
- << " [2] = {[1] = " << character.limits_learned[1][0] << ", [2] = "
- << character.limits_learned[1][1] << "},\n"
- << " [3] = {[1] = " << character.limits_learned[2][0] << ", [2] = "
- << character.limits_learned[2][1] << "},\n"
- << " [4] = {[1] = " << character.limits_learned[3][0] << ", [2] = "
- << character.limits_learned[3][1] << "}\n"
- << " },\n"
- << " uses = {[1] = " << character.limit_uses[0] << ", [2] = "
- << character.limit_uses[1] << ", [3] = " << character.limit_uses[2] << ", [4] = 0}\n"
- << " },\n"
- << " weapon = {\n"
- << " id = " << static_cast<int>(character.weapon) << ",\n"
- << " materia = {";
- total_count = 0;
- for (int m = 0; m < 8; m ++){
- if (character.weapon_materia[m].id < 255){
- total_count ++;
- file << "\n [" << m << "] = {id = "
- << static_cast<int>(character.weapon_materia[m].id) << ", ap = "
- << character.weapon_materia[m].ap << "},";
- }
- }
- if (total_count > 0) file << "\n }\n },\n";
- else file << "}\n },\n";
- file
- << " armor = {\n"
- << " id = " << static_cast<int>(character.armor) << ",\n"
- << " materia = {";
- total_count = 0;
- for (int m = 0; m < 8; m ++){
- if (character.armor_materia[m].id < 255){
- total_count ++;
- file << "\n [" << m << "] = {id = "
- << static_cast<int>(character.armor_materia[m].id) << ", ap = "
- << character.armor_materia[m].ap << "},";
- }
- }
- if (total_count > 0) file << "\n }\n },\n";
- else file << "}\n },\n";
- file << " accessory = ";
- if (character.accessory < 0xFF) file << static_cast<int>(character.accessory);
- else file << "nil";
- file << ",\n status = {";
- if (character.fury) file << FURY;
- if (character.sadness) file << SADNESS;
- file << "}\n}\n";
- }
- file.close();
- }
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