Decode AGF textures through the asset store

This commit is contained in:
gamer147
2026-07-11 09:55:58 -04:00
parent b6c3b1660d
commit a1f6d0ab51
15 changed files with 468 additions and 158 deletions

View File

@@ -9,8 +9,13 @@ namespace Age.Engine.Sys4;
public sealed class ResourceMap
{
private readonly Sys4AssetCatalog _catalog;
private readonly IAssetStore _store;
public ResourceMap(Sys4AssetCatalog catalog) => _catalog = catalog;
public ResourceMap(Sys4AssetCatalog catalog, IAssetStore? store = null)
{
_catalog = catalog;
_store = store ?? new Sys4AssetStore(catalog, Paths.GameDir, Paths.GameDir);
}
public static ResourceMap Load() => new(Sys4AssetCatalog.Load(Paths.Sys4Ini));
@@ -20,14 +25,20 @@ public sealed class ResourceMap
return _catalog.ResolveScene(scene, resId);
}
/// <summary>Pre-converted BMP path for an AGF asset (see tools/convert_agf.py).</summary>
public static string? TexturePath(AssetEntry a)
/// <summary>Resolve graphics normally through the scene manifest, with the universal raw-id
/// fallback used by SYSTEM4-owned assets such as SO001.</summary>
public AssetEntry? ResolveTexture(string scene, long resId)
{
if (!a.Name.EndsWith(".AGF", StringComparison.OrdinalIgnoreCase)) return null;
var bmp = Path.Combine(Paths.Textures, Path.GetFileNameWithoutExtension(a.Name) + ".BMP");
return File.Exists(bmp) ? bmp : null;
var entry = _catalog.ResolveScene(scene, resId) ?? _catalog.ResolveRaw(resId);
return entry is { IsPlaceholder: false } &&
entry.Name.EndsWith(".AGF", StringComparison.OrdinalIgnoreCase) ? entry : null;
}
/// <summary>Decode an AGF directly from loose-first VFS bytes.</summary>
public RgbaImage DecodeTexture(AssetEntry entry) => AgfDecoder.Decode(_store, entry);
public AssetEntry? ResolveName(string name) => _catalog.ResolveName(name);
/// <summary>
/// Resolve a BGM id to its OGG path. BGM is addressed by DIRECT LITERAL NAME (BGM{id:D3}.OGG), NOT the
/// per-scene section manifest that voices/textures use. Confirmed by ear (play-bgm 5->BGM005, 8->BGM008)