applications/PoP: порт Prince of Persia — PoC (roomtest) + пайплайн

Порт PoP на Sprinter.  Текущий PoC — applications/PoP/roomtest/:
комната 1 (фон-композиция тайлов) + Kid с управлением на raw-клавиатуре
и коллизией с картой.

- roomtest — pop_bg (фон), pop_kid (спрайты Kid, column-major флип,
  seqtbl-анимация), pop_ctrl (порт control() PoP на held-state
  kbd_raw), pop_map (коллизия seg004/005: бег/стоп у стены,
  падение/приземление, отскок seq_47, вертикальный прыжок K4.1).
  MEMORY=small (DATA сразу за CODE, ~23КБ кода не лезет в huge).
- toolchain (PoP) — pop_pack_kid/pop_pack_bg/render_room/extract —
  распаковка res-графики MSDOS в атласы + композиция комнат.
- toolchain/ (корень) — make_hdd.sh (быстрый HDD-тест вместо FDD),
  png_strip.py / room_compose.py (ассет-пайплайн).
- docs — PORT_PLAN, KID_PLAN, форматы ресурсов (Apple II / MSDOS / DAT).
- bgtest/coltest/poc — ранние PoC (фон, коллизия, первый прототип).

.gitignore: build-артефакты applications/*/*/*; исключены внешние
референс-репозитории (SDLPoP/mininim/PR/Apple-II — свои git-клоны) и
оригинальные game-данные MSDOS/ (копирайт, только для реверса форматов).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-17 17:51:08 +03:00
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#!/usr/bin/env python3
"""
Parse SDLPoP level file (res2001.bin) and render the first room by
faithfully replaying the tile-drawing logic of seg008.c (draw_room/draw_tile).
Pixel model (from seg008.c):
- screen is 320px wide, 10 columns.
- col_xh[col] = {0,4,8,12,16,20,24,28,32,36}; x_px = xh*8 -> 0,32,64,...,288
(tile column is 32px; the 4px offset handles overlap of floor/wall edges)
- rows drawn 2,1,0 (bottom..top). For each row:
draw_bottom_y = 63*drawn_row + 65
draw_main_y = draw_bottom_y - 3
row2 -> bottom_y=191, row1 -> 128, row0 -> 65
- a tile sprite of height h drawn at ybottom is placed with its BOTTOM at ybottom:
y = ybottom - h + 1
We replay draw_tile() which composites (in order):
floorright, anim_topright, right, anim_right, bottom, loose, base, anim, fore
Dependencies on NEIGHBOURS:
- tile_left = tile in the column to the left (same room, same row)
- row_below_left_[col] = tile in (room_below, col-1, row_below) -> for topright/floorright
- For a single room with no links we treat out-of-range neighbours as walls
(level edges), matching SDLPoP's custom->drawn_tile_*_level_edge defaults
(left = wall, top = floor).
We ignore animated variants (spike frames, chomper, torch flames, gate
animation) for this first static render; they use curr_modifier/backtable.
"""
import os
from PIL import Image
LEVEL_DIR = "/Users/alex/Projects/DIY/Z80/Sprinter/C-Compiler/applications/PoP/SDLPoP/data/LEVELS"
VPALACE_DIR = "/Users/alex/Projects/DIY/Z80/Sprinter/C-Compiler/applications/PoP/SDLPoP/data/VPALACE"
VDUNGEON_DIR = "/Users/alex/Projects/DIY/Z80/Sprinter/C-Compiler/applications/PoP/SDLPoP/data/VDUNGEON"
# For dungeon levels (tbl_level_type == 0) the environment sprites come from
# VDUNGEON where present, otherwise fall back to the shared VPALACE set
# (PRINCE.DAT common images). For palace levels use VPALACE only.
IS_DUNGEON = True # room 1 (res2001) is the dungeon
# tile_table[code] = (base_id, floor_left, base_y, right_id, floor_right,
# right_y, stripe_id, topright_id, bottom_id, fore_id,
# fore_x, fore_y)
TILE_TABLE = [
( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), # 0x00 empty
( 41, 1, 0, 42, 1, 2, 145, 0, 43, 0, 0, 0), # 0x01 floor
(127, 1, 0, 133, 1, 2, 145, 0, 43, 0, 0, 0), # 0x02 spike
( 92, 1, 0, 93, 1, 2, 0, 94, 43, 95, 1, 0), # 0x03 pillar
( 46, 1, 0, 47, 1, 2, 0, 48, 43, 49, 3, 0), # 0x04 gate
( 41, 1, 1, 35, 1, 3, 145, 0, 36, 0, 0, 0), # 0x05 stuck floor
( 41, 1, 0, 42, 1, 2, 145, 0, 96, 0, 0, 0), # 0x06 close button
( 46, 1, 0, 0, 0, 2, 0, 0, 43, 49, 3, 0), # 0x07 door top with floor
( 86, 1, 0, 87, 1, 2, 0, 0, 43, 88, 1, 0), # 0x08 big pillar bottom
( 0, 0, 0, 89, 0, 3, 0, 90, 0, 91, 1, 3), # 0x09 big pillar top
( 41, 1, 0, 42, 1, 2, 145, 0, 43, 12, 2, -3), # 0x0A potion
( 0, 1, 0, 0, 0, 0, 145, 0, 0, 0, 0, 0), # 0x0B loose floor
( 0, 0, 0, 0, 0, 2, 0, 0, 85, 49, 3, 0), # 0x0C door top
( 75, 1, 0, 42, 1, 2, 0, 0, 43, 77, 0, 0), # 0x0D mirror
( 97, 1, 0, 98, 1, 2, 145, 0, 43, 100, 0, 0), # 0x0E debris
(147, 1, 0, 42, 1, 1, 145, 0, 149, 0, 0, 0), # 0x0F open button
( 41, 1, 0, 37, 0, 0, 0, 38, 43, 0, 0, 0), # 0x10 leveldoor left
( 0, 0, 0, 39, 1, 2, 0, 40, 43, 0, 0, 0), # 0x11 leveldoor right
( 0, 0, 0, 42, 1, 2, 145, 0, 43, 0, 0, 0), # 0x12 chomper
( 41, 1, 0, 42, 1, 2, 0, 0, 43, 0, 0, 0), # 0x13 torch
( 0, 0, 0, 1, 1, 2, 0, 2, 0, 0, 0, 0), # 0x14 wall
( 30, 1, 0, 31, 1, 2, 0, 0, 43, 0, 0, 0), # 0x15 skeleton
( 41, 1, 0, 42, 1, 2, 145, 0, 43, 0, 0, 0), # 0x16 sword
( 41, 1, 0, 10, 0, 0, 0, 11, 43, 0, 0, 0), # 0x17 balcony left
( 0, 0, 0, 12, 1, 2, 0, 13, 43, 0, 0, 0), # 0x18 balcony right
( 92, 1, 0, 42, 1, 2, 145, 0, 43, 95, 1, 0), # 0x19 lattice pillar
( 1, 0, 0, 0, 0, 0, 0, 0, 2, 9, 0, -53), # 0x1A lattice down
( 3, 0, -10, 0, 0, 0, 0, 0, 0, 9, 0, -53), # 0x1B lattice small
( 4, 0, -10, 0, 0, 0, 0, 0, 0, 9, 0, -53), # 0x1C lattice left
( 5, 0, -10, 0, 0, 0, 0, 0, 0, 9, 0, -53), # 0x1D lattice right
( 97, 1, 0, 98, 1, 2, 0, 0, 43, 100, 0, 0), # 0x1E debris with torch
]
TILE_NAMES = {
0x00: "empty", 0x01: "floor", 0x02: "spike", 0x03: "pillar",
0x04: "gate", 0x05: "stuck_floor", 0x06: "close_button", 0x07: "door_top_floor",
0x08: "big_pillar_bottom", 0x09: "big_pillar_top", 0x0A: "potion",
0x0B: "loose_floor", 0x0C: "door_top", 0x0D: "mirror", 0x0E: "debris",
0x0F: "open_button", 0x10: "leveldoor_left", 0x11: "leveldoor_right",
0x12: "chomper", 0x13: "torch", 0x14: "wall", 0x15: "skeleton",
0x16: "sword", 0x17: "balcony_left", 0x18: "balcony_right",
0x19: "lattice_pillar", 0x1A: "lattice_down", 0x1B: "lattice_small",
0x1C: "lattice_left", 0x1D: "lattice_right", 0x1E: "debris_torch",
}
COL_XH = [0, 4, 8, 12, 16, 20, 24, 28, 32, 36]
# chtab -> directory/subfolder + id offset
# id_chtab_6_environment -> VPALACE, res(200+id).png
# id_chtab_7_environmentwall -> VPALACE (wall images also here, res(200+id))
# id_chtab_1_flameswordpotion -> flames etc (skipped in static render)
CHTAB_ENV = 6
CHTAB_WALL = 7
CHTAB_FSP = 1 # flames/sword/potion (animated, skipped)
# ---- POP1 level file structure (see POP-DAT-FormatSpecifications.txt, sec 3.4) ----
# Block layout (for the standard 2305-byte level):
# 0 .. 720 pop1 foretable (24 rooms x 30 bytes)
# 720 .. 1440 pop1 backtable (24 rooms x 30 bytes)
# 1440 .. 1696 door I (256 bytes, one per event line)
# 1696 .. 1952 door II (256 bytes)
# 1952 .. 2048 links (24 rooms x 4 bytes: L,R,Up,Dn)
# 2048 .. 2112 unknown I
# 2112 .. 2115 start position (room, location, direction)
# 2115 .. 2116 unknown II
# 2116 .. 2119 unknown III
# 2119 .. 2143 guard location (24)
# 2143 .. 2167 guard direction (24)
# 2167 .. 2191 unknown IV (a)
# 2191 .. 2215 unknown IV (b)
# 2215 .. 2239 guard skill (24)
# 2239 .. 2263 unknown IV (c)
# 2263 .. 2287 guard colour (24)
# 2287 .. 2303 unknown IV (d)
# 2303 .. 2305 0F 09
# foretable byte format: rrmccccc (2 random bits, 1 modifier bit, 5 code bits)
FG_RAND_MASK = 0xC0
FG_MODBIT_MASK = 0x20
FG_CODE_MASK = 0x1F
# backtable: a tile modifier that depends on the group of the foretable code.
# group ids map foretable code -> "group" used to interpret backtable value.
# (see Table 7/8). We only need the group for door/event interpretation.
GROUP_OF_CODE = {
0x00: "free", 0x01: "free", 0x02: "spike", 0x03: "none",
0x04: "gate", 0x05: "none", 0x06: "event", 0x07: "tapest",
0x08: "none", 0x09: "none", 0x0A: "potion", 0x0B: "none",
0x0C: "ttop", 0x0D: "none", 0x0E: "none", 0x0F: "event",
0x10: "none", 0x11: "none", 0x12: "chomp", 0x13: "none",
0x14: "wall", 0x15: "none", 0x16: "none", 0x17: "none",
0x18: "none", 0x19: "none", 0x1A: "none", 0x1B: "none",
0x1C: "none", 0x1D: "none", 0x1E: "none", 0x1F: "none",
}
# backtable modifier meanings per group (subset, from Table 8):
GATE_MOD = {0: "closed", 1: "open", 2: "with_lattice", 3: "alt_design"}
TTOP_MOD = {0: "normal", 1: "black", 2: "empty", 3: "?3", 4: "?4", 5: "?5", 6: "?6", 7: "?7"}
SPIKE_MOD = {0: "normal", 1: "barely_out", 2: "half_out", 3: "fully_out"}
CHOMP_MOD = {0: "normal", 1: "barely_out", 2: "half_out", 3: "fully_out", 4: "out?"}
POTION_MOD = {0: "blue", 1: "no_blue", 2: "window", 3: "spot?"}
TAPEST_MOD = {0: "normal", 1: "alt_design", 2: "black", 3: "empty"}
EVENT_MOD_DESC = { # group "event": the backtable byte IS the event id
0: "closer", 1: "opener",
}
class Level:
"""Full parsed POP1 level file."""
def __init__(self, data):
self.data = data
self.rooms_fg = {} # room -> list[30] of (fg_byte, code, modbit)
self.rooms_bg = {} # room -> list[30] of backtable byte
for room in range(1, 25):
fg = []; bg = []
for off in range(30):
i = (room - 1) * 30 + off
fb = data[i]; bb = data[720 + i]
fg.append((fb, fb & FG_CODE_MASK, (fb & FG_MODBIT_MASK) >> 5))
bg.append(bb)
self.rooms_fg[room] = fg
self.rooms_bg[room] = bg
# door I / II (event lines 0..255)
self.door_i = data[1440:1696]
self.door_ii = data[1696:1952]
# links: 24 rooms x (L,R,Up,Dn)
self.links = {}
for room in range(1, 25):
b = data[1952 + (room - 1) * 4: 1952 + (room - 1) * 4 + 4]
self.links[room] = tuple(b) # (left, right, up, down)
# start position
self.start = tuple(data[2112:2115])
# guards
self.guard_loc = list(data[2119:2143])
self.guard_dir = list(data[2143:2167])
self.guard_skill = list(data[2215:2239])
self.guard_colour = list(data[2263:2287])
def door_for_event(self, event_id):
"""Decode door I/II for an event line -> (room, location, trigger_next)."""
bi = self.door_i[event_id]
bii = self.door_ii[event_id]
# Byte I: t1 s4 s5 l1 l2 l3 l4 l5
t1 = (bi >> 7) & 1
s4 = (bi >> 6) & 1
s5 = (bi >> 5) & 1
l1 = (bi >> 4) & 1
l2 = (bi >> 3) & 1
l3 = (bi >> 2) & 1
l4 = (bi >> 1) & 1
l5 = bi & 1
# Byte II: s1 s2 s3 00000
s1 = (bii >> 7) & 1
s2 = (bii >> 6) & 1
s3 = (bii >> 5) & 1
screen = (s1 << 4) | (s2 << 3) | (s3 << 2) | (s4 << 1) | s5
loc = (l1 << 4) | (l2 << 3) | (l3 << 2) | (l4 << 1) | l5
return screen, loc, t1
def backtable_desc(self, code, bb):
grp = GROUP_OF_CODE.get(code, "none")
tbl = {"gate": GATE_MOD, "ttop": TTOP_MOD, "spike": SPIKE_MOD,
"chomp": CHOMP_MOD, "potion": POTION_MOD, "tapest": TAPEST_MOD}
if code == 0x06 or code == 0x0F: # event group
act = EVENT_MOD_DESC.get(bb & 1, "?")
return f"event(id={bb}, {act})"
if grp in tbl:
return tbl[grp].get(bb, f"?0x{bb:02X}")
return f"0x{bb:02X}"
class Room:
def __init__(self, level, room_num):
self.level = level
self.room_num = room_num
self.fg = level.rooms_fg[room_num]
self.bg = level.rooms_bg[room_num]
self.left_room = None # соседняя комната слева (link L); load_leftroom
def tile(self, row, col):
"""Return (code, fg_byte, modbit, backtable_byte) for an in-room tile.
Out-of-range neighbours follow seg008 defaults:
col<0 -> берётся из ЛЕВОЙ комнаты (col 9), как load_leftroom();
если левой комнаты нет — уровневая кромка = стена (20).
row<0 -> top level edge = floor (code 1, mod 0)
"""
if col < 0:
if self.left_room is not None and 0 <= row < 3:
return self.left_room.tile(row, 9)
return 20, 0, 0, 0
if row < 0:
return 1, 0, 0, 0
if not (0 <= row < 3 and 0 <= col < 10):
return 20, 0, 0, 0
i = row * 10 + col
fb, code, mbit = self.fg[i]
return code, fb, mbit, self.bg[i]
# Log of every sprite loaded during a render, for the per-tile report.
SPRITE_LOG = []
def load_sprite(id, chtab=CHTAB_ENV, reason=""):
"""Load resource PNG для картинки id из набора chtab.
База ресурса зависит от chtab (seg000.c:1109/1122):
chtab_6 environment -> res(200+id)
chtab_7 environmentwall -> res(360+id)
chtab_1 flame/sword/pot -> res(150+id) (анимация, статикой не грузим)
Dungeon (IS_DUNGEON) cascade: try VDUNGEON first (dungeon-specific
overrides), then fall back to VPALACE (shared base set).
"""
if id <= 0:
return None
base = {CHTAB_ENV: 200, CHTAB_WALL: 360, CHTAB_FSP: 150}.get(chtab, 200)
fname = f"res{base + id}.png"
if IS_DUNGEON:
vd = os.path.join(VDUNGEON_DIR, fname)
if os.path.exists(vd):
try:
img = Image.open(vd).convert("RGBA")
CURRENT_TILE_LOG.append((id, "VDUNGEON", reason))
return img
except Exception:
pass
vp = os.path.join(VPALACE_DIR, fname)
try:
img = Image.open(vp).convert("RGBA")
CURRENT_TILE_LOG.append((id, "VPALACE", reason))
return img
except FileNotFoundError:
CURRENT_TILE_LOG.append((id, "MISSING", reason))
return None
def blit(canvas, img, x, y):
"""Composite img onto canvas at (x,y) using its alpha as mask (draw_main style)."""
if img is None:
return
w, h = img.size
if x + w <= 0 or y + h <= 0 or x >= canvas.width or y >= canvas.height:
return
canvas.alpha_composite(img, (x, y))
def blit_black(canvas, img, x, y):
"""blitters_9_black (seg008.c:1054): рисует МАСКУ спрайта ЧЁРНЫМ —
непрозрачная область формы заливается чёрным (тень-силуэт), а не
пикселями картинки. Используется для floor-right в draw_tile_floorright
(тень уступа тайла снизу-слева)."""
if img is None:
return
w, h = img.size
if x + w <= 0 or y + h <= 0 or x >= canvas.width or y >= canvas.height:
return
alpha = img.split()[3]
solid = Image.new("RGBA", img.size, (0, 0, 0, 255))
canvas.alpha_composite(Image.composite(solid, Image.new("RGBA", img.size, (0, 0, 0, 0)), alpha), (x, y))
# ---- Dungeon wall_pattern() (seg008.c:1928) ----
# PRNG: seg009.c:321 random_seed = random_seed*214013 + 2531011; return (random_seed>>16) % (max+1)
_random_seed = 0
def prandom(maxval):
global _random_seed
_random_seed = (_random_seed * 214013 + 2531011) & 0xFFFFFFFF
return (_random_seed >> 16) % (maxval + 1)
# wall sprite ids (chtab_7 / RSET_WALL = 7) res(200+id).png
RES_WALL_FACE_MAIN, RES_WALL_FACE_TOP, RES_WALL_CENTRE_BASE, RES_WALL_CENTRE_MAIN = 1, 2, 3, 4
RES_WALL_RIGHT_BASE, RES_WALL_RIGHT_MAIN, RES_WALL_SINGLE_BASE, RES_WALL_SINGLE_MAIN = 5, 6, 7, 8
RES_WALL_LEFT_BASE, RES_WALL_LEFT_MAIN, RES_WALL_DIVIDER1, RES_WALL_DIVIDER2 = 9, 10, 11, 12
RES_WALL_RNDBLOCK = 13
RES_WALL_MARK_TL, RES_WALL_MARK_BL, RES_WALL_MARK_TR, RES_WALL_MARK_BR = 14, 15, 16, 17
WALL_MODIFIER_SWS, WALL_MODIFIER_SWW, WALL_MODIFIER_WWS, WALL_MODIFIER_WWW = 0, 1, 2, 3
# Сплошная грань стены (chtab_7), индекс = wall_modifier (seg008.c:567/687):
WALL_FRAM_BOTTOM = [7, 9, 5, 3] # нижняя часть (draw_tile_bottom)
WALL_FRAM_MAIN = [8, 10, 6, 4] # основная часть (draw_tile_fore)
LPOS = [58, 41, 37, 20, 16] # draw_left_mark vertical offsets
RPOS = [52, 42, 31, 21] # draw_right_mark vertical offsets
TBL_LINE = [0, 10, 20] # смещение строки в 30-тайловом массиве комнаты
def wall_modifier(room, drawn_row, col):
"""Модификатор стены (SWS/SWW/WWS/WWW = 0..3) по соседям слева/справа.
seg008.c:1255-1305 (без USE_FAKE_TILES): сосед считается стеной, если
его тип == wall(20). На кромке комнаты без линка сосед по умолчанию
считается стеной (wall_to_left/right = 1)."""
left_code = room.tile(drawn_row, col - 1)[0] if col > 0 else 20
right_code = room.tile(drawn_row, col + 1)[0] if col < 9 else 20
wall_left = (left_code == 20)
wall_right = (right_code == 20)
if wall_left and wall_right:
return WALL_MODIFIER_WWW # 3
if wall_left:
return WALL_MODIFIER_WWS # 2
if wall_right:
return WALL_MODIFIER_SWW # 1
return WALL_MODIFIER_SWS # 0
def _wall_add(canvas, which_table, id, xh, xl, ybottom, reason):
"""Emulate ptr_add_table(RSET_WALL, id, xh, xl, ybottom, blit, 0).
which_table 0 -> backtable (blit transparent), 1 -> foretable.
RSET_WALL id -> res(200+id).png, cascade VDUNGEON->VPALACE."""
img = load_sprite(id, CHTAB_WALL, reason=reason)
if img is None:
return
y = ybottom - img.height + 1
x = xh * 8 + xl
blit(canvas, img, x, y)
def draw_left_mark(canvas, decal_variant, arg2, arg1, drawn_row, col):
image_id = RES_WALL_MARK_TL
if decal_variant % 2:
image_id = RES_WALL_MARK_BL
lv2 = 0
if decal_variant > 3:
lv2 = arg1 + 6
elif decal_variant > 1:
lv2 = arg2 + 6
xh = COL_XH[col]
draw_bottom_y = 63 * drawn_row + 65
_wall_add(canvas, 1, image_id, xh + (1 if decal_variant in (2, 3) else 0),
lv2, draw_bottom_y - LPOS[decal_variant],
reason=f"wall left-mark var{decal_variant}")
def draw_right_mark(canvas, decal_variant, arg1, drawn_row, col):
image_id = RES_WALL_MARK_TR
if decal_variant % 2:
image_id = RES_WALL_MARK_BR
a = 24 if decal_variant < 2 else arg1 - 3
xh = COL_XH[col]
draw_bottom_y = 63 * drawn_row + 65
_wall_add(canvas, 1, image_id, xh + (1 if decal_variant > 1 else 0),
a, draw_bottom_y - RPOS[decal_variant],
reason=f"wall right-mark var{decal_variant}")
def wall_pattern(canvas, room, drawn_row, col, which_part, which_table):
"""Replay seg008.c wall_pattern() for a dungeon wall tile.
which_part: 0 = bottom part (draw_tile_bottom), 1 = fore part (draw_tile_fore).
which_table: 0 = backtable, 1 = foretable."""
global _random_seed
xh = COL_XH[col]
draw_bottom_y = 63 * drawn_row + 65
draw_main_y = draw_bottom_y - 3
saved_seed = _random_seed
# seg008.c:1941 — зерно зависит от НОМЕРА КОМНАТЫ (не строки!):
# random_seed = drawn_room + tbl_line[drawn_row] + drawn_col
room_num = getattr(room, "room_num", 1)
_random_seed = room_num + TBL_LINE[drawn_row] + col
prandom(1) # discard
is_dungeon = IS_DUNGEON
middle_divider = prandom(1)
middle_divider_offset = prandom(4)
bottom_divider = prandom(1)
bottom_divider_offset = prandom(4)
# Модификатор стены (какие соседи — стены) — тот же, что для сплошной грани.
bg = wall_modifier(room, drawn_row, col)
if bg == WALL_MODIFIER_WWW:
if which_part != 0:
if prandom(4) == 0:
_wall_add(canvas, which_table, RES_WALL_RNDBLOCK, xh, 0,
draw_bottom_y - 42, reason="wall rndblock")
_wall_add(canvas, which_table, RES_WALL_DIVIDER1 + middle_divider, xh + 1,
middle_divider_offset, draw_bottom_y - 21, reason="wall middle-divider")
_wall_add(canvas, which_table, RES_WALL_DIVIDER1 + bottom_divider, xh,
bottom_divider_offset, draw_bottom_y, reason="wall bottom-divider")
if which_part != 0 and is_dungeon:
if prandom(4) == 0:
draw_right_mark(canvas, prandom(3), middle_divider_offset, drawn_row, col)
if prandom(4) == 0:
draw_left_mark(canvas, prandom(4),
middle_divider_offset - middle_divider,
bottom_divider_offset - bottom_divider, drawn_row, col)
elif bg == WALL_MODIFIER_SWS:
if is_dungeon and which_part != 0:
if prandom(6) == 0:
draw_left_mark(canvas, prandom(1),
middle_divider_offset - middle_divider,
bottom_divider_offset - bottom_divider, drawn_row, col)
elif bg == WALL_MODIFIER_SWW:
if which_part != 0:
if prandom(4) == 0:
_wall_add(canvas, which_table, RES_WALL_RNDBLOCK, xh, 0,
draw_bottom_y - 42, reason="wall rndblock")
_wall_add(canvas, which_table, RES_WALL_DIVIDER1 + middle_divider, xh + 1,
middle_divider_offset, draw_bottom_y - 21, reason="wall middle-divider")
if is_dungeon:
if prandom(4) == 0:
draw_right_mark(canvas, prandom(3), middle_divider_offset, drawn_row, col)
if prandom(4) == 0:
draw_left_mark(canvas, prandom(3),
middle_divider_offset - middle_divider,
bottom_divider_offset - bottom_divider, drawn_row, col)
elif bg == WALL_MODIFIER_WWS:
if which_part != 0:
_wall_add(canvas, which_table, RES_WALL_DIVIDER1 + middle_divider, xh + 1,
middle_divider_offset, draw_bottom_y - 21, reason="wall middle-divider")
_wall_add(canvas, which_table, RES_WALL_DIVIDER1 + bottom_divider, xh,
bottom_divider_offset, draw_bottom_y, reason="wall bottom-divider")
if which_part != 0 and is_dungeon:
if prandom(4) == 0:
draw_right_mark(canvas, prandom(1) + 2, middle_divider_offset, drawn_row, col)
if prandom(4) == 0:
draw_left_mark(canvas, prandom(4),
middle_divider_offset - middle_divider,
bottom_divider_offset - bottom_divider, drawn_row, col)
_random_seed = saved_seed
# Per-tile sprite log: draw_tile resets CURRENT_TILE_LOG, load_sprite appends to it.
CURRENT_TILE_LOG = []
TILE_LOGS = {} # (row, col) -> list of (id, source, reason)
# seg008.c:1108 — вертикальные слайсы решётки ворот (portcullis).
DOOR_FRAM_SLICE = [67, 59, 58, 57, 56, 55, 54, 53, 52]
# seg008.c:517 — правый край шипов по кадру get_spike_frame.
SPIKES_FRAM_RIGHT = [0, 134, 135, 136, 137, 138, 137, 135, 134, 0]
# seg008.c:450 — «blueline»-декали на ЗАДНЕЙ стене (силуэты кладки/окна),
# рисуются правым соседом по МОДИФИКАТОРУ соседа слева:
# tile_left == empty -> blueline_fram1[mod] (окно/решётка-фрагменты 124..126)
# на высоте blueline_fram_y[mod] + main_y;
# tile_left == floor -> blueline_fram3[mod] (кирпичные силуэты 44/45)
# на main_y - 20 (если mod != !!level_type).
BLUELINE_FRAM1 = [0, 124, 125, 126]
BLUELINE_FRAM_Y = [0, -20, -20, 0]
BLUELINE_FRAM3 = [44, 44, 45, 45]
def draw_gate_back(canvas, modifier_left, draw_xh, draw_bottom_y, draw_main_y):
"""seg008.c:1110 draw_gate_back — портикулис (решётка) ворот. Рисуется
на тайле СПРАВА от ворот (draw_tile_anim_right, tile_left==gate). У нас
это col 0 room1, где сосед слева — ворота из room 5. modifier_left —
модификатор тайла-ворот (степень поднятия решётки)."""
x = draw_xh * 8
gate_top_y = draw_bottom_y - 62
gate_openness = (min(modifier_left, 188) >> 2) + 1
gate_bottom_y = draw_main_y - gate_openness
if gate_bottom_y + 12 < draw_main_y:
img = load_sprite(50, reason="gate bottom+B") # gate поднята высоко
if img:
blit(canvas, img, x, gate_bottom_y - img.height + 1)
else:
# id 47 (правая грань ворот) уже рисует draw_tile_right — не дублируем.
img = load_sprite(51, reason="gate bottom")
if img:
blit(canvas, img, x, (gate_bottom_y - 2) - img.height + 1)
# Стек 8px-слайсов решётки снизу вверх.
ybottom = gate_bottom_y - 12
if ybottom < 192:
while ybottom >= 0 and ybottom > 7 and (ybottom - 7) > gate_top_y:
img = load_sprite(52, reason="gate slice 8px")
if img:
blit(canvas, img, x, ybottom - img.height + 1)
ybottom -= 8
gate_frame = ybottom - gate_top_y + 1
if 0 < gate_frame < 9:
img = load_sprite(DOOR_FRAM_SLICE[gate_frame], reason="gate top slice")
if img:
blit(canvas, img, x, ybottom - img.height + 1)
def draw_tile(canvas, room, drawn_row, col, left_edge_code=20):
global CURRENT_TILE_LOG
CURRENT_TILE_LOG = []
code, fg_byte, modbit, bg_mod = room.tile(drawn_row, col)
# tile_left: колонка слева. col-1 == -1 -> Room.tile берёт из левой
# комнаты (или уровневая кромка = стена), см. Room.tile / load_leftroom.
left_code, _, _, left_mod = room.tile(drawn_row, col - 1)
draw_xh = COL_XH[col]
x = draw_xh * 8
draw_bottom_y = 63 * drawn_row + 65
draw_main_y = draw_bottom_y - 3
# For topright/floorright we need the tile below-left.
# Room below = same room (no room links) -> row_below = drawn_row+1 if <3 else treat as empty/floor top edge.
row_below = drawn_row + 1
if row_below > 2:
# below the bottom row of the level: floor top edge
rbl_code, rbl_mod = 1, 0
else:
rbl_code, _, _, rbl_mod = room.tile(row_below, col - 1)
row_below_left_code = rbl_code
t = TILE_TABLE[code]
lt = TILE_TABLE[left_code]
# ---- draw_tile_floorright (seg008.c:392) ----
# Рисуется ТОЛЬКО когда can_see_bottomleft(): текущий тайл —
# empty/bigpillar_top/doortop/lattice_down. Иначе topright соседа
# снизу-слева перекрыт и рисовать его нельзя (иначе «арки» повсюду —
# это была главная причина замусоренного рендера).
if code in (0, 9, 12, 26): # can_see_bottomleft
_draw_topright(canvas, row_below_left_code, rbl_mod, x, draw_bottom_y,
reason=f"topright(below-left tile {row_below_left_code:02X})")
if lt[4]: # tile_table[tile_left].floor_right
# blitters_9_black: ЧЁРНЫЙ силуэт (тень уступа), не светлый спрайт.
img = load_sprite(42, reason=f"floor-right shadow(left tile {left_code:02X})")
blit_black(canvas, img, x, draw_main_y + TILE_TABLE[1][5] - (img.height if img else 0) + 1)
# ---- draw_tile_anim_topright ---- (gate top mask) - skipped: no anim
# ---- draw_tile_right (seg008.c:456) ----
if code != 20: # у самой стены правый край не рисуется
level_type = 0 if IS_DUNGEON else 1
if left_code == 20:
# сосед слева — стена: её правая грань в текущую колонку (chtab_7 id 1)
img = load_sprite(1, CHTAB_WALL, reason="wall right-face(left tile 14)")
ry = TILE_TABLE[20][5] # right_y стены = 2
blit(canvas, img, x, ry + draw_main_y - (img.height if img else 0) + 1)
elif left_code == 0:
# сосед слева — empty: фрагмент окна/решётки по его модификатору
if left_mod <= 3:
bid = BLUELINE_FRAM1[left_mod]
if bid:
img = load_sprite(bid, reason=f"blueline-window(left empty mod{left_mod})")
blit(canvas, img, x,
BLUELINE_FRAM_Y[left_mod] + draw_main_y - (img.height if img else 0) + 1)
elif left_code == 1:
# сосед слева — floor: правый треугольник (42) + СИЛУЭТ КЛАДКИ (44/45)
# на задней стене, если модификатор пола != !!level_type.
img = load_sprite(42, reason="floor-right(part of left tile 01)")
ry = TILE_TABLE[1][5] # right_y пола = 2
blit(canvas, img, x, ry + draw_main_y - (img.height if img else 0) + 1)
num = left_mod if left_mod <= 3 else 0
if num != level_type:
bid = BLUELINE_FRAM3[num]
img = load_sprite(bid, reason=f"brick-silhouette(left floor mod{num})")
blit(canvas, img, x, draw_main_y - 20 - (img.height if img else 0) + 1)
else:
rid = lt[3] # tile_left.right_id
if rid:
ry = lt[5]
img = load_sprite(rid, reason=f"right(part of left tile {left_code:02X})")
blit(canvas, img, x, ry + draw_main_y - (img.height if img else 0) + 1)
# stripe: only drawn when tbl_level_type != 0 (palace). Dungeon: skip.
sid = lt[6]
if sid and not IS_DUNGEON:
img = load_sprite(sid, reason=f"stripe(left tile {left_code:02X})")
blit(canvas, img, x, draw_main_y - 27 - (img.height if img else 0) + 1)
# ---- draw_tile_anim_right (seg008.c:530) ----
# «Анимированные» части соседа слева, проецируемые в текущий тайл.
# Статикой (кадр покоя) рисуем те, что формируют ГЕОМЕТРИЮ фона:
# gate -> решётка (portcullis) на границе с левой комнатой;
# loose -> правый треугольный край шаткой плиты (иначе провал в полу);
# spike -> статичный кадр шипов по модификатору.
# torch-flame/chomper — чистая анимация, пропускаем (отдельные sprite_t).
if left_code == 4: # tiles_4_gate
draw_gate_back(canvas, left_mod, draw_xh, draw_bottom_y, draw_main_y)
elif left_code == 11: # tiles_11_loose — правый край плиты (loose_fram_right[0]=42)
img = load_sprite(42, reason="loose right (part of left tile 0B)")
if img:
blit(canvas, img, x, (draw_bottom_y - 1) - img.height + 1)
elif left_code == 2: # tiles_2_spike — статичный кадр (spikes_fram_right)
sf = 5 if (left_mod & 0x80) else left_mod
sid = SPIKES_FRAM_RIGHT[sf] if 0 <= sf < len(SPIKES_FRAM_RIGHT) else 0
if sid:
img = load_sprite(sid, reason="spike right (part of left tile 02)")
if img:
blit(canvas, img, x, (draw_main_y - 7) - img.height + 1)
# ---- draw_tile_bottom (seg008.c:570) ----
if code == 20:
# Сплошная НИЖНЯЯ грань стены (chtab_7 wall_fram_bottom) + декали.
wmod = wall_modifier(room, drawn_row, col)
img = load_sprite(WALL_FRAM_BOTTOM[wmod], CHTAB_WALL, reason="wall bottom-face")
if img:
blit(canvas, img, x, draw_bottom_y - img.height + 1)
wall_pattern(canvas, room, drawn_row, col, 0, 0)
else:
bid = t[8]
img = load_sprite(bid, reason=f"bottom({TILE_NAMES.get(code,'?')})")
if img:
blit(canvas, img, x, draw_bottom_y - img.height + 1)
# ---- draw_loose (seg008.c:600) — статический кадр loose floor ----
# Нижняя часть шаткой плиты (loose_fram_bottom[0]=43) на draw_bottom_y.
if code == 11: # 0x0B loose floor
img = load_sprite(43, reason="loose bottom (draw_loose)")
if img:
blit(canvas, img, x, draw_bottom_y - img.height + 1)
# ---- draw_tile_base (seg008.c:611) ----
base_id = t[0]
base_y = t[2]
if code == 11: # loose floor: базовая (верхняя) часть = loose_fram_left[0] = 41
base_id = 41
img = load_sprite(base_id, reason=f"base({TILE_NAMES.get(code,'?')})")
if img:
blit(canvas, img, x, base_y + draw_main_y - img.height + 1)
# ---- draw_tile_anim ---- (spike/potion/chomper animated) skipped
# ---- draw_tile_fore (seg008.c:690) ----
if code == 20:
# Основная (средняя) грань стены (chtab_7 wall_fram_main) + декали/марки.
wmod = wall_modifier(room, drawn_row, col)
img = load_sprite(WALL_FRAM_MAIN[wmod], CHTAB_WALL, reason="wall main-face")
if img:
blit(canvas, img, x, draw_main_y - img.height + 1)
wall_pattern(canvas, room, drawn_row, col, 1, 1)
fid = t[9]
if fid:
# fore_x — в единицах xh (×8 пикс!), не в пикселях: seg008.c:743
# xh = fore_x + draw_xh, затем x = xh*8. fore_y — в пикселях.
fx = t[10] * 8 + x
fy = t[11] + draw_main_y
img = load_sprite(fid, reason=f"fore({TILE_NAMES.get(code,'?')})")
if img:
blit(canvas, img, fx, fy - img.height + 1)
# Save per-tile log (keyed by logical room position: row=drawn_row, col)
TILE_LOGS[(drawn_row, col)] = list(CURRENT_TILE_LOG)
def _draw_topright(canvas, tiletype, modifier, x, draw_bottom_y, reason=""):
if tiletype in (7, 12): # doortop_with_floor / doortop -> palace uses frame
return
elif tiletype == 20: # wall
img = load_sprite(2, CHTAB_WALL, reason=reason)
else:
tid = TILE_TABLE[tiletype][7]
if tid == 0:
return
img = load_sprite(tid, reason=reason)
if img:
blit(canvas, img, x, draw_bottom_y - img.height + 1)
def render_room(room_num):
with open(os.path.join(LEVEL_DIR, f"res{2000 + room_num}.bin"), "rb") as f:
data = f.read()
level = Level(data)
room = Room(level, room_num)
# load_leftroom(): левая комната по линку L — её col 9 виден на границе
# (col 0) текущей комнаты (напр. решётка ворот из соседней комнаты).
left_link = level.links[room_num][0]
if left_link:
room.left_room = Room(level, left_link)
canvas = Image.new("RGBA", (320, 192), (0, 0, 0, 0))
# rows drawn 2,1,0 (bottom first)
for drawn_row in (2, 1, 0):
for col in range(10):
draw_tile(canvas, room, drawn_row, col)
return canvas, room, level
def render_single_tile(code, modifier=0, left_code=20, below_left_code=1):
"""Render one tile in isolation on a 40x64 canvas (matching SDLPoP tile box)."""
TILE_W, TILE_H = 40, 64
canvas = Image.new("RGBA", (TILE_W, TILE_H), (0, 0, 0, 0))
# Place tile as if it were at drawn_row=2 (bottom), col=0
drawn_row = 2
col = 0
# Build a fake Room backed by single values
class FakeRoom:
def tile(self, r, c):
if c < 0:
return left_code, 0, 0, 0
if r < 0:
return 1, 0, 0, 0
if r == drawn_row and c == 0:
return code, 0, 0, modifier
return below_left_code, 0, 0, 0
room = FakeRoom()
draw_tile(canvas, room, drawn_row, col, left_edge_code=left_code)
return canvas
def main():
import sys
room_num = 1
if len(sys.argv) > 1:
room_num = int(sys.argv[1])
canvas, room, level = render_room(room_num)
out = f"./room{room_num}_render.png"
# Прозрачный фон (задняя чёрная стена, которую мы не рисуем) -> ЧЁРНЫМ,
# а не белым как показывает вьюер прозрачность. Композитим по альфе.
flat = Image.new("RGB", canvas.size, (0, 0, 0))
flat.paste(canvas, (0, 0), canvas)
flat.save(out)
print(f"Saved {out} ({canvas.width}x{canvas.height})")
# debug grid with code labels (на чёрном фоне)
from PIL import ImageDraw
dbg = flat.copy()
d = ImageDraw.Draw(dbg)
for r in range(3):
by = 63 * r + 65
for c in range(10):
x = COL_XH[c] * 8
d.rectangle([x, by - 63, x + 31, by], outline=(255, 0, 0), width=1)
code, _, _, _ = room.tile(r, c)
d.text((x + 2, by - 60), f"{code:02X}", fill=(255, 255, 0))
dbg.save(f"./room{room_num}_debug.png")
print(f"Saved room{room_num}_debug.png")
# Per-tile individual renders (the 30 tiles of the room)
# For proper neighbour context, render each tile inside its real room,
# then crop its 32x64 (40x64) column box.
tiles_dir = f"./tiles_room{room_num}"
os.makedirs(tiles_dir, exist_ok=True)
for r in range(3):
by = 63 * r + 65
for c in range(10):
x = COL_XH[c] * 8
code, _, _, _ = room.tile(r, c)
# crop the column box (40 wide to include left overlap, 64 tall above bottom)
box = (x, by - 64, x + 40, by)
tile_img = canvas.crop(box)
tile_img.save(os.path.join(tiles_dir, f"r{r}c{c}_{code:02X}.png"))
print(f"Saved 30 tile crops to {tiles_dir}/")
# Per-tile report: which images each tile pulls and why.
print()
print("=" * 78)
print(f"PER-TILE SPRITE REPORT (room {room_num}, {'DUNGEON' if IS_DUNGEON else 'PALACE'})")
print("=" * 78)
for r in range(3):
for c in range(10):
code, fg_byte, mbit, bb = room.tile(r, c)
name = TILE_NAMES.get(code, f"?0x{code:02X}")
btd = level.backtable_desc(code, bb)
line = (f"\n[{r},{c}] code=0x{code:02X} ({name}) "
f"fg=0x{fg_byte:02X} mbit={mbit} backtable=0x{bb:02X} ({btd})")
# If this tile is an event activator (group 'event'), show the door it drives.
if code in (0x06, 0x0F):
scr, loc, trig = level.door_for_event(bb)
line += f"\n -> DOOR EVENT id={bb}: screen={scr} loc={loc} trigger_next={trig}"
print(line)
logs = TILE_LOGS.get((r, c), [])
if not logs:
print(" (no sprites drawn)")
for sid, source, reason in logs:
print(f" res{200+sid:03d}.png <- {source:8s} {reason}")
print()
print("=" * 78)
# Level-level summary: start position, links, door events, guards.
print()
print("LEVEL STRUCTURE SUMMARY")
print("-" * 78)
print(f"start position: room={level.start[0]} loc={level.start[1]} dir={level.start[2]}")
links = level.links.get(room_num, (0, 0, 0, 0))
print(f"room {room_num} links: L={links[0]} R={links[1]} Up={links[2]} Dn={links[3]}")
# guard in this room
gi = room_num - 1
gloc = level.guard_loc[gi]
if gloc < 30:
gr, gc = gloc // 10, gloc % 10
print(f"guard: loc=tile(r{gr},c{gc}) dir={level.guard_dir[gi]} "
f"skill={level.guard_skill[gi]} colour={level.guard_colour[gi]}")
else:
print("guard: none")
# door events driven by any tile in this room
print("door events referenced by this room's tiles:")
seen = set()
for off in range(30):
fb, code, mbit = room.fg[off]
bb = room.bg[off]
if code in (0x06, 0x0F):
if bb not in seen:
seen.add(bb)
scr, loc, trig = level.door_for_event(bb)
print(f" event id={bb} (tile off {off}): screen={scr} loc={loc} trigger_next={trig}")
if not seen:
print(" (none)")
print()
print("Room", room_num, "foreground codes (3 rows x 10 cols):")
for r in range(3):
print(" ", " ".join(f"{room.tile(r,c)[0]:02X}" for c in range(10)))
if __name__ == "__main__":
main()