implemented Kaguya 'UF01' archives.

This commit is contained in:
morkt 2017-04-02 14:47:10 +04:00
parent ec00da4469
commit 18529d0b83
2 changed files with 137 additions and 0 deletions

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@ -106,6 +106,7 @@
<Compile Include="GameSystem\AudioADP4.cs" /> <Compile Include="GameSystem\AudioADP4.cs" />
<Compile Include="Kaas\ArcPB.cs" /> <Compile Include="Kaas\ArcPB.cs" />
<Compile Include="Kaas\AudioKAAS.cs" /> <Compile Include="Kaas\AudioKAAS.cs" />
<Compile Include="Kaguya\ArcUF.cs" />
<Compile Include="Kurumi\ImageGRA.cs" /> <Compile Include="Kurumi\ImageGRA.cs" />
<Compile Include="Leaf\ArcPX.cs" /> <Compile Include="Leaf\ArcPX.cs" />
<Compile Include="Malie\ArcLIBU.cs" /> <Compile Include="Malie\ArcLIBU.cs" />

136
ArcFormats/Kaguya/ArcUF.cs Normal file
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//! \file ArcUF.cs
//! \date Sun Apr 02 09:01:51 2017
//! \brief Atelier Kaguya resource archive.
//
// Copyright (C) 2017 by morkt
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
using System;
using System.Collections.Generic;
using System.ComponentModel.Composition;
using System.IO;
namespace GameRes.Formats.Kaguya
{
[Export(typeof(ArchiveFormat))]
public class UfOpener : ArchiveFormat
{
public override string Tag { get { return "ARC/UF01"; } }
public override string Description { get { return "Atelier Kaguya resource archive"; } }
public override uint Signature { get { return 0x31304655; } } // 'UF01'
public override bool IsHierarchic { get { return true; } }
public override bool CanWrite { get { return false; } }
const int MaxFileNameLength = 0x100;
public override ArcFile TryOpen (ArcView file)
{
uint index_offset = file.View.ReadUInt32 (4);
if (index_offset >= file.MaxOffset - 4)
return null;
using (var index = file.CreateStream (index_offset+4))
{
long data_offset = 8;
var name_buffer = new byte[MaxFileNameLength];
var dir = new List<Entry>();
while (index.PeekByte() != -1)
{
int name_length = index.ReadInt32();
if (name_length <= 0 || name_length > name_buffer.Length)
return null;
if (name_length != index.Read (name_buffer, 0, name_length))
return null;
var name = DecryptString (name_buffer, name_length);
name = name.TrimStart ('\\', '/');
var entry = FormatCatalog.Instance.Create<PackedEntry> (name);
int flags = index.ReadInt16();
data_offset += 4 + name_length + 6;
entry.Offset = data_offset;
entry.Size = index.ReadUInt32();
if (!entry.CheckPlacement (file.MaxOffset))
return null;
entry.IsPacked = 1 == flags;
dir.Add (entry);
data_offset += entry.Size;
if (entry.IsPacked)
data_offset += 4;
}
return new ArcFile (file, this, dir);
}
}
public override Stream OpenEntry (ArcFile arc, Entry entry)
{
var pent = entry as PackedEntry;
if (null == pent || !pent.IsPacked)
return arc.File.CreateStream (entry.Offset, entry.Size);
if (0 == pent.UnpackedSize)
{
pent.UnpackedSize = arc.File.View.ReadUInt32 (entry.Offset);
if (0 == pent.UnpackedSize)
return Stream.Null;
}
using (var input = arc.File.CreateStream (entry.Offset+4, entry.Size))
{
var output = new byte[pent.UnpackedSize];
LzUnpack (input, output);
return new BinMemoryStream (output);
}
}
string DecryptString (byte[] name, int length)
{
for (int i = 0; i < length; ++i)
name[i] ^= 0xFF;
return Encodings.cp932.GetString (name, 0, length);
}
void LzUnpack (Stream input, byte[] output)
{
var frame = new byte[0x1000];
int frame_pos = 1;
int dst = 0;
using (var bits = new MsbBitStream (input))
{
while (dst < output.Length)
{
if (0 != bits.GetNextBit())
{
byte b = (byte)bits.GetBits (8);
output[dst++] = b;
frame[frame_pos++ & 0xFFF] = b;
}
else
{
int offset = bits.GetBits (12);
int count = bits.GetBits (4) + 2;
for (int i = 0; i < count; ++i)
{
byte b = frame[(offset + i) & 0xFFF];
output[dst++] = b;
frame[frame_pos++ & 0xFFF] = b;
}
}
}
}
}
}
}