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MAGES. engine sprite definition (.LAY) decoder. I didn't write this.
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#!/usr/bin/env python3 | |
# unlay: represent LAY file in a human readable form. | |
# Author: Nimms <[email protected]> | |
# edited by DrDaxxy to support little endian files (Windows builds) | |
import sys | |
import struct | |
import codecs | |
# endianness, depends on target platform (> = big, < = little) | |
BYTE_ORDER = '<' | |
if len(sys.argv) == 1: | |
print("Usage: unlay file", file=sys.stderr) | |
exit(1) | |
with open(sys.argv[1], 'rb') as f: | |
# uint32: count of states | |
states_count = struct.unpack(BYTE_ORDER + 'I', f.read(4))[0] | |
print(states_count) | |
# uint32: count of coordinates records | |
coord_records_count = struct.unpack(BYTE_ORDER + 'I', f.read(4))[0] | |
print(coord_records_count) | |
print() | |
i = 0 | |
# State record. | |
# The "state" is a series of blocks combined in one image, think about it as | |
# a frame of an animated image. | |
while i < states_count: | |
# uint32: state ID (printed as HEX for readability) | |
state_raw = bytearray(f.read(4)) | |
if BYTE_ORDER == '<': | |
state_raw.reverse() | |
state = codecs.encode(state_raw, 'hex').decode('ascii') | |
# uint32: starting record number | |
start = struct.unpack(BYTE_ORDER + 'I', f.read(4))[0] | |
# uint32: count of records to read | |
count = struct.unpack(BYTE_ORDER + 'I', f.read(4))[0] | |
print(state, start, count) | |
i += 1 | |
print() | |
i = 0 | |
# Coordinates record. | |
# Contains positions of a block in the source image and on the screen where | |
# it will be displayed (relative to its center). | |
while i < coord_records_count: | |
# float32: block position on the screen, X | |
x1 = struct.unpack(BYTE_ORDER + 'f', f.read(4))[0] + 1 | |
# float32: block position on the screen, Y | |
y1 = struct.unpack(BYTE_ORDER + 'f', f.read(4))[0] + 1 | |
# float32: block position in the image, X | |
x2 = struct.unpack(BYTE_ORDER + 'f', f.read(4))[0] - 1 | |
# float32: block position in the image, Y | |
y2 = struct.unpack(BYTE_ORDER + 'f', f.read(4))[0] - 1 | |
print(x1, y1, x2, y2) | |
i += 1 | |
i = 0 | |
# Every block also has a corresponding value which is somehow used by the | |
# game engine. | |
# Looks like it determines whether the block has translucent pixels. | |
# For the sake of simplicity, let's call this value "opacity". | |
while i < coord_records_count: | |
# bool: opacity | |
is_opaque = struct.unpack(BYTE_ORDER + 'b', f.read(1))[0] | |
print(is_opaque, end=' ') | |
i += 1 | |
print() |
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