forked from Yonokid/YataiDONNijiiro
The collab backdrops (and the default donbg band) replay exported movies
whose per-frame channels were Lua tables of numbers: 38 MB that Lua
compiled on every song start (0.7 s for the TOHO pack; game screen init
1.5-1.6 s -> 0.9-1.0 s in-game), plus ~19 MB of Lua memory per pack.
Each per-frame array is now {base, step, width, "digits"}: value = base +
step * n, n being the frame's width chars in base 92 (printable ASCII
without '"' and '\'). One string constant compiles in a fraction of the
time; bg_objects/packed_channel.lua decodes the frame being drawn.
Quantization: 0.05 px, 0.005 deg, 5e-5 scale, 1/1024 alpha and tint;
every value of all 77 files checked against the original within half a
step.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
105 lines
3.6 KiB
Lua
105 lines
3.6 KiB
Lua
-- Replays an exported cabinet backdrop movie (lower half of the screen).
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-- Data: background/bg_data/bg_anim/<name>.lua; textures: bga_<name>/s<c>.png.
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local BGAnim = {}
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BGAnim.__index = BGAnim
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local FRAME_MS = 1000.0 / 60.0
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local STAGE_Y = 540
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local ONE = string.byte("1")
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function BGAnim.available(name)
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local ok, data = pcall(require, "background/bg_data/bg_anim/" .. name)
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return ok and type(data) == "table" and data.normal ~= nil
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end
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function BGAnim.new(name, path)
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local ok, data = pcall(require, "background/bg_data/bg_anim/" .. name)
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if not ok or type(data) ~= "table" or not data.normal then return nil end
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local self = setmetatable({}, BGAnim)
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self.name = name
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self.subset = "bga_" .. name
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self.path = path or "background"
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tex.load_folder(self.path, self.subset)
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self.data = data
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self.ids = {}
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self.elapsed = 0
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self.last_ms = nil
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return self
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end
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function BGAnim:id_of(shape)
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local id = self.ids[shape]
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if id == nil then
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id = tex.get_texture(self.path .. "/" .. self.subset .. "/s" .. shape) or false
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self.ids[shape] = id
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end
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return id or nil
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end
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-- beat_frames: replay on the song's beat instead of the wall clock, one beat per
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-- beat_frames movie frames (the collab dancer movies are authored at 40 frames a beat)
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function BGAnim:set_beat(beat_frames)
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self.beat_frames = beat_frames
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end
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function BGAnim:update(current_ms, bpm)
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if self.last_ms then
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local dt = current_ms - self.last_ms
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if dt > 0 and dt < 500 then
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if self.beat_frames and bpm and bpm > 0 then
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dt = dt * FRAME_MS / ((60000 / bpm) / self.beat_frames)
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end
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self.elapsed = self.elapsed + dt
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end
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end
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self.last_ms = current_ms
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end
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local ch = require("background/bg_objects/packed_channel") -- number, per-frame table or packed string
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function BGAnim:draw(fade)
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fade = fade or 1.0
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if fade <= 0.002 then return end
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local frame = math.floor(self.elapsed / FRAME_MS)
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local list = self.data.normal
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local shapes = self.data.shapes
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for k = 1, #list do
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local e = list[k]
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local i = (frame % e.period) + 1
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local a = ch(e.a, i)
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if a > 0.002 and e.on then
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if e.on:byte((frame % e.on_period) + 1) ~= ONE then a = 0 end
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end
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if a > 0.002 then
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local s = shapes[e.shape]
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local id = s and self:id_of(e.shape)
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if id then
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local sx, sy = ch(e.sx, i), ch(e.sy, i)
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-- mir: a mirroring placement; the texture flips inside its rect, so the
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-- origin moves to the other side of the png
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local mir = e.mir and ch(e.mir, i) == 1
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-- cr/cg/cb: the placement's colour multiply (tinted spotlights and the like)
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local col = e.cr and { ch(e.cr, i) * 255, ch(e.cg, i) * 255, ch(e.cb, i) * 255, 255 } or nil
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tex.draw_texture(id, {
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color = col,
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x = ch(e.tx, i),
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y = STAGE_Y + ch(e.ty, i),
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x2 = s[1] * (sx - 1),
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y2 = s[2] * (sy - 1),
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origin = { (mir and (s[1] - s[3]) or s[3]) * sx, s[4] * sy },
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rotation = ch(e.rot, i),
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fade = a * fade,
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mirror = mir and "horizontal" or nil,
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blend = (e.blend == 8) and "additive" or nil, -- cabinet add-blended glows
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})
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end
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end
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end
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end
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function BGAnim:destroy()
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tex.unload_folder(self.path, self.subset)
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end
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return BGAnim
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