Added support for Prime 3 package cooking

This commit is contained in:
Aruki
2017-05-09 21:08:52 -06:00
parent 560706d285
commit 7f18a33fae
10 changed files with 402 additions and 52 deletions

View File

@@ -77,48 +77,94 @@ void CPackage::Cook()
return;
}
// todo: MP3/DKCR pak format support
Pak.WriteLong(0x00030005); // Major/Minor Version
Pak.WriteLong(0); // Unknown
EGame Game = mpProject->Game();
u32 Alignment = (Game <= eCorruptionProto ? 0x20 : 0x40);
u32 AlignmentMinusOne = Alignment - 1;
// Named Resources
Pak.WriteLong(mResources.size());
u32 TocOffset = 0;
u32 NamesSize = 0;
u32 ResTableOffset = 0;
u32 ResTableSize = 0;
u32 ResDataSize = 0;
for (auto Iter = mResources.begin(); Iter != mResources.end(); Iter++)
// Write MP1 pak header
if (Game <= eCorruptionProto)
{
const SNamedResource& rkRes = *Iter;
rkRes.Type.Write(Pak);
rkRes.ID.Write(Pak);
Pak.WriteSizedString(rkRes.Name);
Pak.WriteLong(0x00030005); // Major/Minor Version
Pak.WriteLong(0); // Unknown
// Named Resources
Pak.WriteLong(mResources.size());
for (auto Iter = mResources.begin(); Iter != mResources.end(); Iter++)
{
const SNamedResource& rkRes = *Iter;
rkRes.Type.Write(Pak);
rkRes.ID.Write(Pak);
Pak.WriteSizedString(rkRes.Name);
}
}
// Fill in table of contents with junk, write later
// Write MP3 pak header
else
{
// Header
Pak.WriteLong(2); // Version
Pak.WriteLong(0x40); // Header size
Pak.WriteToBoundary(0x40, 0); // We don't care about the MD5 hash; the game doesn't use it
// PAK table of contents; write later
TocOffset = Pak.Tell();
Pak.WriteLong(0);
Pak.WriteToBoundary(0x40, 0);
// Named Resources
u32 NamesStart = Pak.Tell();
Pak.WriteLong(mResources.size());
for (auto Iter = mResources.begin(); Iter != mResources.end(); Iter++)
{
const SNamedResource& rkRes = *Iter;
Pak.WriteString(rkRes.Name);
rkRes.Type.Write(Pak);
rkRes.ID.Write(Pak);
}
Pak.WriteToBoundary(0x40, 0);
NamesSize = Pak.Tell() - NamesStart;
}
// Fill in resource table with junk, write later
ResTableOffset = Pak.Tell();
Pak.WriteLong(AssetList.size());
u32 TocOffset = Pak.Tell();
CAssetID Dummy = CAssetID::InvalidID(Game);
for (u32 iRes = 0; iRes < AssetList.size(); iRes++)
{
Pak.WriteLongLong(0);
Dummy.Write(Pak);
Pak.WriteLongLong(0);
Pak.WriteLong(0);
}
Pak.WriteToBoundary(32, 0);
Pak.WriteToBoundary(Alignment, 0);
ResTableSize = Pak.Tell() - ResTableOffset;
// Start writing resources
struct SResourceTocInfo
struct SResourceTableInfo
{
CResourceEntry *pEntry;
u32 Offset;
u32 Size;
bool Compressed;
};
std::vector<SResourceTocInfo> ResourceTocData(AssetList.size());
std::vector<SResourceTableInfo> ResourceTableData(AssetList.size());
u32 ResIdx = 0;
u32 ResDataOffset = Pak.Tell();
for (auto Iter = AssetList.begin(); Iter != AssetList.end(); Iter++, ResIdx++)
{
// Initialize entry, recook assets if needed
u32 AssetOffset = Pak.Tell();
CAssetID ID = *Iter;
CResourceEntry *pEntry = gpResourceStore->FindEntry(ID);
ASSERT(pEntry != nullptr);
@@ -126,9 +172,9 @@ void CPackage::Cook()
if (pEntry->NeedsRecook())
pEntry->Cook();
SResourceTocInfo& rTocInfo = ResourceTocData[ResIdx];
rTocInfo.pEntry = pEntry;
rTocInfo.Offset = Pak.Tell();
SResourceTableInfo& rTableInfo = ResourceTableData[ResIdx];
rTableInfo.pEntry = pEntry;
rTableInfo.Offset = (Game <= eEchoes ? AssetOffset : AssetOffset - ResDataOffset);
// Load resource data
CFileInStream CookedAsset(pEntry->CookedAssetPath(), IOUtil::eBigEndian);
@@ -141,21 +187,31 @@ void CPackage::Cook()
// Check if this asset should be compressed; there are a few resource types that are
// always compressed, and some types that are compressed if they're over a certain size
EResType Type = pEntry->ResourceType();
u32 CompressThreshold = (Game <= eCorruptionProto ? 0x400 : 0x80);
bool ShouldAlwaysCompress = (Type == eTexture || Type == eModel || Type == eSkin ||
Type == eAnimSet || Type == eAnimation || Type == eFont);
if (Game >= eCorruption)
{
ShouldAlwaysCompress = ShouldAlwaysCompress ||
(Type == eCharacter || Type == eSourceAnimData || Type == eScan ||
Type == eAudioSample || Type == eStringTable || Type == eAudioAmplitudeData ||
Type == eDynamicCollision);
}
bool ShouldCompressConditional = !ShouldAlwaysCompress &&
(Type == eParticle || Type == eParticleElectric || Type == eParticleSwoosh ||
Type == eParticleWeapon || Type == eParticleDecal || Type == eParticleCollisionResponse);
Type == eParticleWeapon || Type == eParticleDecal || Type == eParticleCollisionResponse ||
Type == eParticleSpawn || Type == eParticleSorted || Type == eBurstFireData);
bool ShouldCompress = ShouldAlwaysCompress || (ShouldCompressConditional && ResourceSize >= 0x400);
bool ShouldCompress = ShouldAlwaysCompress || (ShouldCompressConditional && ResourceSize >= CompressThreshold);
// Write resource data to pak
if (!ShouldCompress)
{
Pak.WriteBytes(ResourceData.data(), ResourceSize);
rTocInfo.Compressed = false;
rTableInfo.Compressed = false;
}
else
@@ -164,7 +220,7 @@ void CPackage::Cook()
std::vector<u8> CompressedData(ResourceData.size() * 2);
bool Success = false;
if (mpProject->Game() <= eEchoesDemo)
if (Game <= eEchoesDemo || Game == eReturns)
Success = CompressionUtil::CompressZlib(ResourceData.data(), ResourceData.size(), CompressedData.data(), CompressedData.size(), CompressedSize);
else
Success = CompressionUtil::CompressLZOSegmented(ResourceData.data(), ResourceData.size(), CompressedData.data(), CompressedSize, false);
@@ -172,44 +228,77 @@ void CPackage::Cook()
// Make sure that the compressed data is actually smaller, accounting for padding + uncompressed size value
if (Success)
{
u32 PaddedUncompressedSize = (ResourceSize + 0x1F) & ~0x1F;
u32 PaddedCompressedSize = (CompressedSize + 4 + 0x1F) & ~0x1F;
u32 CompressionHeaderSize = (Game <= eCorruptionProto ? 4 : 0x10);
u32 PaddedUncompressedSize = (ResourceSize + AlignmentMinusOne) & ~AlignmentMinusOne;
u32 PaddedCompressedSize = (CompressedSize + CompressionHeaderSize + AlignmentMinusOne) & ~AlignmentMinusOne;
Success = (PaddedCompressedSize < PaddedUncompressedSize);
}
// Write file to pak
if (Success)
{
Pak.WriteLong(ResourceSize);
// Write MP1/2 compressed asset
if (Game <= eCorruptionProto)
{
Pak.WriteLong(ResourceSize);
}
// Write MP3/DKCR compressed asset
else
{
// Note: Compressed asset data can be stored in multiple blocks. Normally, the only assets that make use of this are textures,
// which can store each separate component of the file (header, palette, image data) in separate blocks. However, some textures
// are stored in one block, and I've had no luck figuring out why. The game doesn't generally seem to care whether textures use
// multiple blocks or not, so for the sake of complicity we compress everything to one block.
Pak.WriteFourCC( FOURCC('CMPD') );
Pak.WriteLong(1);
Pak.WriteLong(0xA0000000 | CompressedSize);
Pak.WriteLong(ResourceSize);
}
Pak.WriteBytes(CompressedData.data(), CompressedSize);
}
else
Pak.WriteBytes(ResourceData.data(), ResourceSize);
rTocInfo.Compressed = Success;
rTableInfo.Compressed = Success;
}
Pak.WriteToBoundary(32, 0xFF);
rTocInfo.Size = Pak.Tell() - rTocInfo.Offset;
Pak.WriteToBoundary(Alignment, 0xFF);
rTableInfo.Size = Pak.Tell() - AssetOffset;
}
ResDataSize = Pak.Tell() - ResDataOffset;
// Write table of contents for real
Pak.Seek(TocOffset, SEEK_SET);
if (Game >= eCorruption)
{
Pak.Seek(TocOffset, SEEK_SET);
Pak.WriteLong(3); // Always 3 pak sections
Pak.WriteFourCC( FOURCC('STRG') );
Pak.WriteLong(NamesSize);
Pak.WriteFourCC( FOURCC('RSHD') );
Pak.WriteLong(ResTableSize);
Pak.WriteFourCC( FOURCC('DATA') );
Pak.WriteLong(ResDataSize);
}
// Write resource table for real
Pak.Seek(ResTableOffset+4, SEEK_SET);
for (u32 iRes = 0; iRes < AssetList.size(); iRes++)
{
const SResourceTocInfo& rkTocInfo = ResourceTocData[iRes];
CResourceEntry *pEntry = rkTocInfo.pEntry;
const SResourceTableInfo& rkInfo = ResourceTableData[iRes];
CResourceEntry *pEntry = rkInfo.pEntry;
Pak.WriteLong( rkTocInfo.Compressed ? 1 : 0 );
Pak.WriteLong( rkInfo.Compressed ? 1 : 0 );
pEntry->CookedExtension().Write(Pak);
pEntry->ID().Write(Pak);
Pak.WriteLong(rkTocInfo.Size);
Pak.WriteLong(rkTocInfo.Offset);
Pak.WriteLong(rkInfo.Size);
Pak.WriteLong(rkInfo.Offset);
}
// Clear recook flag
mNeedsRecook = false;
Save();
Log::Write("Finished writing " + PakPath);
// Update resource store in case we recooked any assets

View File

@@ -461,6 +461,10 @@ void CAreaDependencyListBuilder::AddDependency(const CAssetID& rkID, std::list<C
return;
}
// If this is an audio stream, skip
if (ResType == eStreamedAudio)
return;
// Check to ensure this is a valid/new dependency
if (ResType == eWorld || ResType == eArea)
return;