Poke_Transporter_GB/source/text_engine.cpp
Philippe Symons 47cd143de6 Replace ZX0 by the builtin LZ10 compression.
LZ10 decompression is builtin to the GBA's bios, so we don't need ZX0. It's also significantly faster
(618 usec instead of 2311 usec in my personal benchmark code for decompression of the same data)

And it seems like by doing so, we saved 1 KB as well!

So, seems like replacing ZX0 is the right move.

The reason I didn't initially is because I misunderstood the documentation. I assumed LZ77UnCompWram could only uncompress into EWRAM, not IWRAM.
But it turns out it can do both.

And using standardized tools is usually better than using a custom implementation.

The only downside of this right now, is that we can no longer stream text tables through a smaller buffer than the entire decompressed size.

Anyway, things seem to work fine, so bye bye ZX0. It's been fun.
2025-07-18 16:19:34 +02:00

307 lines
9.1 KiB
C++

#include <tonc.h>
#include <cstring>
#include "text_engine.h"
#include "global_frame_controller.h"
#include "pkmn_font.h"
#include "script_array.h"
#include "debug_mode.h"
#include "button_menu.h"
#include "sprite_data.h"
#include "latin_short.h"
#include "japanese_small.h"
#include "text_data_table.h"
#define TEXT_CBB 0
#define TEXT_SBB 10
script_obj curr_line;
uint char_index;
uint line_char_index;
const byte *curr_text;
bool text_exit;
// This function was separated from text_loop to reduce the scope of the text_decompression_buffer.
// if we didn't do this, the decompression_buffer would be kept on the stack (=IWRAM) for the entire duration of the
// text_loop() call. This is particularly bad because the whole mystery_gift_builder sequence is being triggered from within
// text_loop(). And there we need all the IWRAM we can muster.
// Doing it this way does mean that we need to completely restart decompression whenever we switch from dialog entry.
// but given that it requires user input to do so, I believe it's worth it and not time-critical.
// attribute noinline was used to make sure the compiler doesn't inline this code back into text_loop()
static __attribute__((noinline)) const u8* read_dialogue_text_entry(uint8_t index, u8 *output_buffer)
{
u8 text_decompression_buffer[6144];
const u8 *text_entry;
text_data_table dialogue_table(text_decompression_buffer);
dialogue_table.decompress(get_compressed_PTGB_table());
text_entry = dialogue_table.get_text_entry(index);
memcpy(output_buffer, text_entry, dialogue_table.get_text_entry_size(index));
return output_buffer;
}
void init_text_engine()
{
// Load the TTE
// tte_init_se(3, BG_CBB(TEXT_CBB) | BG_SBB(TEXT_SBB) | BG_PRIO(0), 0, CLR_WHITE, 14, &japanese_smallFont, NULL);
tte_init_chr4c(3, // BG 0
BG_CBB(TEXT_CBB) | BG_SBB(TEXT_SBB), // Charblock 0; screenblock 31
0xF000, // Screen-entry offset
bytes2word( // Color attributes:
15, // Text color
0, // Shadow color
0, // Paper
0), // Special
CLR_WHITE, // White text
BUILD_FONT, // Custom font
NULL // Use default chr4 renderer
);
tte_init_con();
// tte_set_margins(LEFT, TOP, RIGHT, BOTTOM);
// tte_set_pos(LEFT, TOP);
pal_bg_bank[15][INK_WHITE] = CLR_WHITE; // White
pal_bg_bank[15][INK_DARK_GREY] = 0b0000110001100010; // Dark Grey
// 14 will be changed to game color
// Set default variables
char_index = 0;
line_char_index = 0;
text_exit = false;
}
int text_loop(int script)
{
// we have restricted the dialog entries to 1024 bytes in the text_helper main.py
// so we shouldn't run into problems when we only use 1 KB to contain a text entry.
u8 diag_entry_text_buffer[1024];
switch (script)
{
case BTN_TRANSFER:
curr_line = transfer_script_params[T_SCRIPT_START];
break;
case BTN_EVENTS:
curr_line = event_script_params[E_SCRIPT_START];
break;
}
curr_text = (curr_line.has_text()) ? read_dialogue_text_entry(curr_line.get_text_entry_index(), diag_entry_text_buffer) : NULL;
REG_BG1CNT = (REG_BG1CNT && !BG_PRIO_MASK) | BG_PRIO(2); // Show Fennel
show_text_box();
// tte_set_margins(LEFT, TOP, RIGHT, BOTTOM);
while (true) // This loops through all the connected script objects
{
if (curr_text != NULL && curr_text[char_index] != 0xFF && curr_text[char_index] != 0xFB)
{
tte_set_pos(LEFT, TOP);
tte_erase_rect(LEFT, TOP, RIGHT, BOTTOM);
ptgb_write(curr_text, char_index);
}
wait_for_user_to_continue(false);
line_char_index = 0;
switch (script)
{
case BTN_TRANSFER:
curr_line = transfer_script_params[text_next_obj_id(curr_line)];
break;
case BTN_EVENTS:
curr_line = event_script_params[text_next_obj_id(curr_line)];
break;
}
curr_text = (curr_line.has_text()) ? read_dialogue_text_entry(curr_line.get_text_entry_index(), diag_entry_text_buffer) : NULL;
char_index = 0;
if (text_exit)
{
hide_text_box();
tte_erase_rect(LEFT, TOP, RIGHT, BOTTOM);
text_exit = false;
return 0;
}
}
}
int text_next_obj_id(script_obj current_line)
{
if (current_line.get_cond_id() == 0)
{
return current_line.get_true_index();
}
else
{
const bool ret = run_conditional(current_line.get_cond_id());
VBlankIntrWait(); // this is needed to handle interrupts
if (ret)
{
return current_line.get_true_index();
}
return current_line.get_false_index();
}
}
void show_text_box()
{
REG_BG2CNT = (REG_BG2CNT & ~BG_PRIO_MASK) | BG_PRIO(1);
}
void hide_text_box()
{
REG_BG2CNT = (REG_BG2CNT & ~BG_PRIO_MASK) | BG_PRIO(3);
}
void set_text_exit()
{
text_exit = true;
key_poll(); // This removes the "A Hit" when exiting the text
}
// Implement a version that just writes the whole string
int ptgb_write(const byte *text, bool instant)
{
return ptgb_write(text, instant, 9999); // This is kinda silly but it'll work.
}
// Re-implementing TTE's "tte_write" to use the gen 3 character encoding chart
int ptgb_write(const byte *text, bool instant, int length)
{
if (text == NULL)
return 0;
uint ch, gid;
char *str = (char *)text;
TTC *tc = tte_get_context();
TFont *font;
int num = 0;
/*
if (curr_text[char_index] == 0xFB) // This will need to be moved
{
line_char_index += char_index;
line_char_index++;
// Low key kinda scuffed, but it works to split the string
curr_text = &curr_line.get_text()[line_char_index];
}
*/
while ((ch = *str) != 0xFF && num < length)
{
if (get_frame_count() % 2 == 0 || key_held(KEY_B) || key_held(KEY_A) || instant)
{
str++;
switch (ch)
{
case 0xFB:
if (DISPLAY_CONTROL_CHAR)
{
tc->drawgProc(0xB9);
}
wait_for_user_to_continue(true);
break;
case 0xFE:
if (DISPLAY_CONTROL_CHAR)
{
tc->drawgProc(0xEF);
}
tc->cursorY += tc->font->charH;
tc->cursorX = tc->marginLeft;
break;
default:
// Get glyph index and call renderer
font = tc->font;
gid = ch - font->charOffset;
if (tc->charLut)
gid = tc->charLut[gid];
// Character wrap
int charW = font->widths ? font->widths[gid] : font->charW;
// We don't want this tbh- all of the newlines should deal with moving to the next line
/* if (tc->cursorX + charW > tc->marginRight)
{
tc->cursorY += 10; // font->charH;
tc->cursorX = tc->marginLeft;
} */
// Draw and update position
tc->drawgProc(gid);
tc->cursorX += charW;
}
num += 1;
}
if (get_curr_flex_background() == BG_FENNEL && !instant)
{
fennel_speak(((num / 4) % 4) + 1);
}
if (!instant)
{
global_next_frame();
}
}
// Return characters used (PONDER: is this really the right thing?)
return 0; // str - text;
}
// This is mostly used for debug stuff, I shouldn't rely it on it much.
int ptgb_write_debug(const u16* charset, const char *text, bool instant)
{
byte temp_holding[256];
int i;
for (i = 0; i < 256; i++)
{
if (text[i] == '\0')
{
temp_holding[i] = 0xFF;
i = 256;
}
else if (text[i] == '\n')
{
temp_holding[i] = 0xFE;
}
else
{
temp_holding[i] = get_char_from_charset(charset, text[i]);
}
}
return ptgb_write(temp_holding, instant);
}
// Adding this to avoid compiler issues temporarilly
int ptgb_write(const char *text)
{
return 0;
}
void wait_for_user_to_continue(bool clear_text)
{
if (get_curr_flex_background() == BG_FENNEL)
{
if (get_missingno_enabled())
{
fennel_speak(0);
fennel_blink(4);
}
else
{
fennel_speak(0);
}
}
while (!(key_hit(KEY_A) || key_hit(KEY_B) || curr_text == NULL))
{
global_next_frame();
}
if (clear_text)
{
tte_erase_rect(LEFT, TOP, RIGHT, BOTTOM);
tte_set_pos(LEFT, TOP);
}
}