lightningbolt/lib/bolt/Reader.cpp

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#include <base/ByteSwap.hpp>
#include <base/MmapFile.hpp>
#include <bolt/Reader.hpp>
#include <structs/BoltStructs.hpp>
namespace lightningbolt {
fs::path MakeGamePath(BoltReader::Game game) {
switch(game) {
case BoltReader::Game::LooseBolt:
return "./"; // for now
break;
case BoltReader::Game::SimpsonsSkateboarding: return "ASSETS.BLT"; break;
case BoltReader::Game::NamcoMuseumGCN: return "Data0.blt"; break;
}
}
struct BoltReader::Impl {
Impl(Game game) : game(game) { std::printf("game %04x\n", game); }
ErrorOr<void> OpenBolt(const fs::path& path) {
// Load the BOLT file
if(auto error = boltFile.Open(path / MakeGamePath(game)); error.HasError())
return error;
std::printf("mewow\n");
lib = std::bit_cast<BoltLibraryHeader*>(boltFile.GetMapping());
if(!lib->Validate())
return std::make_error_code(BoltErrc::InvalidMagic);
if(game == Game::SimpsonsSkateboarding) {
if(auto error = elfFile.Open(path / "SLUS_201.14"); error.HasError())
return error;
// Load table entries.
GetTableEntries();
}
std::printf("ret\n");
return {};
}
const std::vector<BoltReader::File>& GetTableEntries() {
if(game == Game::SimpsonsSkateboarding) {
if(entryTable.empty()) {
auto* base = elfFile.GetMapping();
auto* table = std::bit_cast<elf::BoltTableEntry*>(base + elf::BoltTableOffsets.usTable);
while(table->filenamePtr != 0x0) {
auto string_offset = elf::AddressToElfFileOffset(table->filenamePtr);
BoltReader::File te;
te.filename = { std::bit_cast<char*>(base + string_offset) };
te.index = table->entryId;
te.gid = table->groupId;
if(te.filename == "")
break;
entryTable.emplace_back(te);
table++;
}
}
}
return entryTable;
}
template <class T>
auto SwapIfGcn(T v) {
return (game == Game::NamcoMuseumGCN) ? ByteSwap(v) : v;
}
template <class F>
void ForEachFile(F f) {
if(game == Game::SimpsonsSkateboarding) {
for(auto& file : entryTable) {
if(file.uncompressedData == nullptr) {
auto gid = (file.gid >> 8);
auto entries = lib->GroupDescriptors()[gid].Entries(boltFile.GetMapping());
auto size = entries[file.index & 0x00ff].fileSize;
auto offset = entries[file.index & 0x00ff].fileOffset;
file.compressed = !(entries[file.index & 0x00ff].unk & 0x8);
file.uncompressedData = std::bit_cast<u8*>(boltFile.GetMapping() + offset);
file.uncompressedSize = size;
}
if(!f(file))
break;
}
} else {
// generic "We don't have a table" implementation. You don't get nice filenames like this,
// simply because we cannot create them (.. maybe, if the unk3 is a hash, we could crack it,
// but that would bloat extraction times to potentionally hours if not days, and also might
// end up with wrong filenames at the end anyways due to the hash algorithm possibly being weak)
//
// We still end up synthesizing a File object for the user to interact with anyways.
for(u32 i = 0; i < lib->groupCount; ++i) {
auto groupDescriptor = lib->GroupDescriptors()[i];
// We can't use the helper since it doesn't know about GCN byteswapping.
// FIXME/TODO?
std::span<BoltGroupEntry> groupEntries = {
std::bit_cast<BoltGroupEntry*>(boltFile.GetMapping() + SwapIfGcn(groupDescriptor.groupOffset)), groupDescriptor.EntryCount()
};
for(u32 j = 0; j < groupEntries.size(); ++j) {
auto& ent = groupEntries[j];
auto filename = std::format("blt_{:02x}_{:02x}.bin", i, j);
BoltReader::File file;
file.gid = i;
file.index = j;
// Maybe BANG! but this is only accessed here.
file.filename = filename;
file.compressed = !(ent.unk & 0x8);
file.uncompressedSize = SwapIfGcn(ent.fileSize);
file.uncompressedData = std::bit_cast<u8*>(boltFile.GetMapping() + SwapIfGcn(ent.fileOffset));
if(!f(file))
return;
}
}
}
}
private:
Game game;
MmapFile boltFile;
// Only applicable if game == Game::SimpsonsSkateboarding
std::vector<BoltReader::File> entryTable;
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MmapFile elfFile;
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BoltLibraryHeader* lib;
};
BoltReader::Game BoltReader::GuessGame(const fs::path& path) {
if(fs::exists(path / "SLUS_201.14") && fs::exists(path / "ASSETS.BLT"))
return Game::SimpsonsSkateboarding;
else if(fs::exists(path / "Data0.blt"))
return Game::NamcoMuseumGCN;
else
return Game::LooseBolt;
}
BoltReader::BoltReader(Game game) : impl(std::make_unique<Impl>(game)) {
}
BoltReader::~BoltReader() = default;
ErrorOr<void> BoltReader::OpenBolt(const fs::path& path) {
return impl->OpenBolt(path);
}
void BoltReader::ForEachFile(std::function<bool(File&)> f) {
impl->ForEachFile([&f](auto& file) { return f(file); });
}
} // namespace lightningbolt