// Copyright (C) 2018 Jakob L. Kreuze, All Rights Reserved. // // This file is part of rebuild. // // rebuild is free software: you can redistribute it and/or modify it under the // terms of the GNU General Public License as published by the Free Software // Foundation, either version 3 of the License, or (at your option) any later // version. // // rebuild is distributed in the hope that it will be useful, but WITHOUT ANY // WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR // A PARTICULAR PURPOSE. See the GNU General Public License for more details. // // You should have received a copy of the GNU General Public License along with // rebuild. If not, see . extern crate simple_error; use std::error::Error; // What's the PALETTE.DAT format? // // char palette[768], palookup[numpalookups][256], transluc[256][256]; // short numpalookups; // // fil = open("PALETTE.DAT",...); // read(fil,palette,768); // read(fil,&numpalookups,2); // read(fil,palookup,numpalookups*256); // read(fil,transluc,65536); // close(fil); // // PALETTE: This 768 byte array is exactly the palette you want. The format is: // Red0, Green0, Blue0, Red1, Green1, Blue1, ..., Blue255 // The colors are based on the VGA 262,144 color palette. The values range from // 0-63, so if you want to convert it to a windows palette you will have to // multiply each byte by 4. // // NUMPALOOKUPS: The number of shading tables used. Usually this number is 32, // but 16 or 64 have also been used. Each of the 256 colors of the VGA palette // can take on any of "numpalookups" number of shades. // // PALOOKUP: The shading table. If numpalookups = 32, then this table is: // (32 shades) * (256 colors) = 8192 bytes (8K). The shade tables are often made // to go from normal brightness (shade #0) down to pitch black (shade #31) So // the first 256 bytes of the table would be for shade #0, etc... // // TRANSLUC: 64K translucent lookup table. Given any 2 colors of the palette, // this lookup table gives the best match of the 2 colors when mixed together. // // Here's a funny story: I noticed that Duke3D's PALETTE.DAT file is 8K longer // than it should be. Any PALETTE.DAT file with 32 shades and translucent table // should be 74,498 bytes. Duke3D's palette is 82,690 bytes, but it only has 32 // shades! The reason is that at one time, Duke3D had 64 shades in their // "palookup" table. Then when we noticed that this extra memory overhead slowed // down the frame rate of the game noticably, it was converted back to 32 // shades. The problem is that my palette conversion program never truncated off // the end of the file. So the last 8K of Duke3D's PALETTE.DAT is the last 8K of // a translucent table that was based on an older version of their palette. // // // For canonical parsers, see: // - 'paletteLoadFromDisk' in EDuke's 'build/src/palette.cpp' // - 'loadpalette' in Build's 'ENGINE.C' /// Parser for PALETTE.DAT, the file specifying the color format. pub struct Palette { colors: Vec, } impl Palette { /// Parse the contents of a PALETTE.DAT pub fn new(data: &[u8]) -> Result> { let len = data.len(); // FIXME: This only takes into account the actual palette. PALETTE.DAT // should also contain some lookup tables. if len < 770 { bail!("Too small to contain palette."); } let colors = data[0..768].to_vec(); // FIXME: Not loading the lookup table yet because.. well, I don't know // if we really need it yet? I suppose we'll need to get the values for // TRANSLUC, but we're not on DOS anymore and I think a lookup table // would be overkill. My plan is to convert ART files into bitmaps ahead // of time, anyway. // let _lookup_count = LittleEndian::read_u16(size) as usize; Ok(Palette { colors }) } } #[cfg(test)] mod palette_tests { use super::*; #[test] fn test_load_slice() { // Considering the size of PALETTE.DAT, it would be absurd embed as a // blob in this file. We'll just generate dummy data. I'm leaving the // number of 'pa' lookups as 0 intentionally. let data = [0; 0x10301]; if let Err(e) = Palette::new(&data) { panic!("Valid PALETTE errored out with '{}'", e); } } #[test] fn test_not_enough_data() { let data = [0; 1]; if let Ok(_) = Palette::new(&data) { panic!("Accepted incomplete header."); } } }