summaryrefslogtreecommitdiff
path: root/NW4RTools/BrresReader.cs
blob: d5db72017c69a81becf00bba610cbe7fe8dc9ae4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
using System;
using System.Collections;
using System.Collections.Generic;

using NW4RTools.Models;

namespace NW4RTools {
	public class BrresReader {
		public static ResFile LoadFile(byte[] data) {
			return new BrresReader().Load(new InputStream(data, ByteEndian.BigEndian));
		}



		private class RawStreamResDict : ResDict<InputStream> {
		}



		private ResFile File;
		private ILogger Debug;
		private SortedDictionary<int, string> OffsetMap;

		private BrresReader() {
			Debug = new ConsoleLogger();
			OffsetMap = new SortedDictionary<int, string>();
		}

		public ResFile Load(InputStream ins) {
			File = new ResFile();

			// Read BRRES header
			byte[] magic = ins.ReadBytes(4);
			UInt16 endian = ins.ReadUInt16();
			UInt16 version = ins.ReadUInt16();
			UInt32 fileSize = ins.ReadUInt32();
			UInt16 headerSize = ins.ReadUInt16();
			UInt16 blockCount = ins.ReadUInt16();

			File.Version = version;

			// Read first block header
			byte[] blkMagic = ins.ReadBytes(4);
			UInt32 blkSize = ins.ReadUInt32();

			using (var c = Debug.Push("Root Dictionary")) {
				ReadAndParseDict(ins, ParseRootEntry, "Root Dictionary");
			}


			// DONE!
			using (var c = Debug.Push("Offset Map")) {
				foreach (var e in OffsetMap) {
					Debug.Send("0x{0:X} : {1}", e.Key, e.Value);
				}
			}

			return File;
		}

		private void ParseRootEntry(string name, InputStream ins) {
			using (var c = Debug.Push(name)) {
				switch (name) {
				case "3DModels(NW4R)":
					File.Add(name, ReadAndConvertDict<Model>(ins, ConvertModelResource));
					break;
				case "Textures(NW4R)":
					File.Add(name, ReadAndConvertDict<Texture>(ins, ConvertTextureResource));
					break;
				case "AnmChr(NW4R)":
					File.Add(name, ReadAndConvertDict<Models.Animation.CharacterAnim>(ins, ConvertAnmChrResource));
					break;
				case "AnmClr(NW4R)":
					File.Add(name, ReadAndConvertDict<Models.Animation.ColorAnim>(ins, ConvertAnmClrResource));
					break;
				case "AnmTexSrt(NW4R)":
					File.Add(name, ReadAndConvertDict<Models.Animation.TextureSRTAnim>(ins, ConvertAnmTexSRTResource));
					break;
				default:
					Debug.Send("Not implemented");
					return;
				}
			}
		}



		private Texture ConvertTextureResource(string name, InputStream ins) {
			using (var c = Debug.Push(name)) {
				Texture tex = new Texture();

				int startPos = ins.Position;

				OffsetMap.Add(startPos, "Texture: " + name);

				byte[] magic = ins.ReadBytes(4);
				UInt32 size = ins.ReadUInt32();
				UInt32 version = ins.ReadUInt32();

				Debug.Send("Offset: 0x{0:X}; Size: 0x{1:X}; Version: {2}", startPos, size, version);

				Int32 resFileOffset = ins.ReadInt32();
				Int32 dataOffset = ins.ReadInt32();
				Int32 nameOffset = ins.ReadInt32();

				// Flags stores nothing interesting, just "is CI" flag (0x1)
				UInt32 flags = ins.ReadUInt32();

				Int16 width = ins.ReadInt16();
				Int16 height = ins.ReadInt16();
				TextureFormat format = (TextureFormat)ins.ReadUInt32();

				int mipmapCount = ins.ReadInt32();
				tex.MinLOD = ins.ReadFloat();
				tex.MaxLOD = ins.ReadFloat();

				ins.Seek(startPos + dataOffset);
				OffsetMap.Add(ins.Position, String.Format("Texture Data for: {0} [{1}, {2}x{3}, {4} mipmaps]", name, format, width, height, mipmapCount));

				// handle mipmaps
				tex.Images = new System.Drawing.Bitmap[mipmapCount];
				for (int i = 0; i < mipmapCount; i++) {
					tex.ImportData(i, ins.ReadBytes(Texture.GetDataSize(width, height, format)), width, height, format);
					width /= 2;
					height /= 2;
				}

				return tex;
			}
		}



		private Models.Animation.CharacterAnim ConvertAnmChrResource(string name, InputStream ins) {
			using (var c = Debug.Push(name)) {
				var anim = new Models.Animation.CharacterAnim();

				int startPos = ins.Position;

				OffsetMap.Add(startPos, "Character Animation: " + name);

				// TODO
				
				return anim;
			}
		}



		private Models.Animation.ColorAnim ConvertAnmClrResource(string name, InputStream ins) {
			using (var c = Debug.Push(name)) {
				var anim = new Models.Animation.ColorAnim();

				int startPos = ins.Position;

				OffsetMap.Add(startPos, "Color Animation: " + name);
				
				// TODO
				
				return anim;
			}
		}



		private Models.Animation.TextureSRTAnim ConvertAnmTexSRTResource(string name, InputStream ins) {
			using (var c = Debug.Push(name)) {
				var anim = new Models.Animation.TextureSRTAnim();
				
				int startPos = ins.Position;
				
				OffsetMap.Add(startPos, "Texture SRT Animation: " + name);
				
				// TODO
				
				return anim;
			}
		}



		private Model ConvertModelResource(string name, InputStream ins) {
			using (var c = Debug.Push(name)) {
				Model mdl = new Model();

				int startPos = ins.Position;

				OffsetMap.Add(startPos, "Model: " + name);

				byte[] magic = ins.ReadBytes(4);
				UInt32 size = ins.ReadUInt32();
				UInt32 version = ins.ReadUInt32();

				Debug.Send("Offset: 0x{0:X}; Size: 0x{1:X}; Version: {2}", startPos, size, version);

				Int32 resFileOffset = ins.ReadInt32();
				Int32 bytecodeOffset = ins.ReadInt32();
				Int32 nodeOffset = ins.ReadInt32();
				Int32 vtxPosOffset = ins.ReadInt32();
				Int32 vtxNrmOffset = ins.ReadInt32();
				Int32 vtxClrOffset = ins.ReadInt32();
				Int32 texCoordOffset = ins.ReadInt32();
				Int32 vtxFurVecOffset = ins.ReadInt32();
				Int32 vtxFurPosOffset = ins.ReadInt32();
				Int32 materialOffset = ins.ReadInt32();
				Int32 shaderOffset = ins.ReadInt32();
				Int32 shapeOffset = ins.ReadInt32();
				Int32 textureOffset = ins.ReadInt32();
				Int32 paletteOffset = ins.ReadInt32();
				Int32 unkOffset = ins.ReadInt32();
				if (unkOffset != 0) {
					Debug.Send("WARNING: Model {0} has unhandled unknown data", name);
					OffsetMap.Add(startPos + unkOffset, "Model Unknown Data: " + name);
				}
				Int32 nameOffset = ins.ReadInt32();

				int infoStructPos = ins.Position;
				OffsetMap.Add(infoStructPos, "Model Info Struct for: " + name);
				UInt32 infoSize = ins.ReadUInt32();
				// should be 0x40

				Int32 mdlOffset = ins.ReadInt32();
				mdl.ScaleMode = (Model.ScaleModeType)ins.ReadUInt32();
				mdl.TexMatrixMode = (Model.TexMatrixModeType)ins.ReadUInt32();
				mdl.VertexCount = ins.ReadUInt32();
				mdl.TriangleCount = ins.ReadUInt32();
				UInt32 unk = ins.ReadUInt32();
				UInt32 matrixCount = ins.ReadUInt32();
				mdl.UsesNrmMtxArray = (bool)(ins.ReadByte() != 0);
				mdl.UsesTexMtxArray = (bool)(ins.ReadByte() != 0);
				ins.Skip(2);
				Int32 mtxDataOffset = ins.ReadInt32();
				mdl.Minimum = ins.ReadVec3();
				mdl.Maximum = ins.ReadVec3();


				ins.Seek(infoStructPos + mtxDataOffset);
				OffsetMap.Add(ins.Position, "Matrix ID to Node ID Data for: " + name);
				UInt32 mtxDataCount = ins.ReadUInt32();
				mdl.MatrixIDtoNodeID = new int[mtxDataCount];

				for (int i = 0; i < mtxDataCount; i++) {
					mdl.MatrixIDtoNodeID[i] = ins.ReadInt32();
				}



				// Load bytecode
				using (var c2 = Debug.Push("Bytecode"))
					mdl.Bytecode = ReadAndConvertDict<ByteCode>(ins.At(startPos + bytecodeOffset), ConvertModelBytecode);

				// Load nodes and fix up pointers
				StartNodeLoading();

				using (var c2 = Debug.Push("Nodes"))
					mdl.Nodes = ReadAndConvertDict<Node>(ins.At(startPos + nodeOffset), ConvertModelNode);

				FinishNodeLoading();

				// Load vertex data
				VtxPosIndexLookup = new Dictionary<int, VertexPosData>();
				VtxNrmIndexLookup = new Dictionary<int, VertexNrmData>();
				VtxClrIndexLookup = new Dictionary<int, VertexClrData>();
				VtxTexCoordIndexLookup = new Dictionary<int, VertexTexCoordData>();

				using (var c2 = Debug.Push("Vertex Position Data")) {
					if (vtxPosOffset == 0) {
						Debug.Send("None (what?)");
						mdl.VtxPosData = new ResDict<VertexPosData>();
					} else {
						mdl.VtxPosData = ReadAndConvertDict<VertexPosData>(ins.At(startPos + vtxPosOffset), ConvertVtxPosData);
					}
				}

				using (var c2 = Debug.Push("Vertex Normal Data")) {
					if (vtxNrmOffset == 0) {
						Debug.Send("None");
					} else {
						mdl.VtxNrmData = ReadAndConvertDict<VertexNrmData>(ins.At(startPos + vtxNrmOffset), ConvertVtxNrmData);
					}
				}

				using (var c2 = Debug.Push("Vertex Colour Data")) {
					if (vtxClrOffset == 0) {
						Debug.Send("None");
					} else {
						mdl.VtxClrData = ReadAndConvertDict<VertexClrData>(ins.At(startPos + vtxClrOffset), ConvertVtxClrData);
					}
				}

				using (var c2 = Debug.Push("Vertex TexCoord Data")) {
					if (texCoordOffset == 0) {
						Debug.Send("None");
					} else {
						mdl.VtxTexCoordData = ReadAndConvertDict<VertexTexCoordData>(ins.At(startPos + texCoordOffset), ConvertVtxTexCoordData);
					}
				}

				// Load materials and associated structs
				// Material classes refer to Shaders using an offset, so this is used to fix those up
				// Also, Pairings refer to Texture Info
				ShaderOffsetRefs = new Dictionary<int, Shader>();
				MaterialOffsetRefs = new Dictionary<int, Material>();
				TextureInfoRefs = new Dictionary<int, TextureInfo>();

				using (var c2 = Debug.Push("Shaders"))
					mdl.Shaders = ReadAndConvertDict<Shader>(ins.At(startPos + shaderOffset), ConvertModelShader);

				using (var c2 = Debug.Push("Materials"))
					mdl.Materials = ReadAndConvertDict<Material>(ins.At(startPos + materialOffset), ConvertModelMaterial);

				using (var c2 = Debug.Push("Shapes"))
					mdl.Shapes = ReadAndConvertDict<Shape>(ins.At(startPos + shapeOffset), ConvertModelShape);

				if (textureOffset != 0) {
					using (var c2 = Debug.Push("Texture Lookup for Texture Info/Material Pairing"))
						mdl.PairingLookupByTexture = ReadAndConvertDict<List<TexMatPairing>>(ins.At(startPos + textureOffset), ConvertPairingList);
				} else {
					mdl.PairingLookupByTexture = new ResDict<List<TexMatPairing>>();
					Debug.Send("Texture Lookup for Texture Info/Material Pairing: none");
				}

				if (paletteOffset != 0) {
					using (var c2 = Debug.Push("Palette Lookup for Texture Info/Material Pairing"))
						mdl.PairingLookupByPalette = ReadAndConvertDict<List<TexMatPairing>>(ins.At(startPos + paletteOffset), ConvertPairingList);
				} else {
					mdl.PairingLookupByPalette = new ResDict<List<TexMatPairing>>();
					Debug.Send("Palette Lookup for Texture Info/Material Pairing: none");
				}

				return mdl;
			}
		}

		private Models.ByteCode ConvertModelBytecode(string name, InputStream ins) {
			var bc = new Models.ByteCode();
			
			OffsetMap.Add(ins.Position, "ByteCode: " + name);

			while (true) {
				ByteCode.OpType op = (ByteCode.OpType)ins.ReadByte();

				switch (op) {
				case ByteCode.OpType.Done:
					bc.Instructions.Add(new ByteCode.DoneInstruction());
					return bc;

				case ByteCode.OpType.AssignNodeToParentMtx:
					var insn2 = new ByteCode.AssignNodeToParentMtxInstruction();
					insn2.NodeID = ins.ReadUInt16();
					insn2.ParentMatrixID = ins.ReadUInt16();
					bc.Instructions.Add(insn2);
					break;

				case ByteCode.OpType.BlendMatrices:
					var insn3 = new ByteCode.BlendMatricesInstruction();
					insn3.MatrixID = ins.ReadUInt16();
					insn3.BlendedMatrices = new ByteCode.BlendMatricesInstruction.BlendedMatrix[ins.ReadByte()];
					for (int i = 0; i < insn3.BlendedMatrices.Length; i++) {
						insn3.BlendedMatrices[i].MatrixID = ins.ReadUInt16();
						insn3.BlendedMatrices[i].Ratio = ins.ReadFloat();
					}
					bc.Instructions.Add(insn3);
					break;

				case ByteCode.OpType.DrawShape:
					var insn4 = new ByteCode.DrawShapeInstruction();
					insn4.MaterialID = ins.ReadUInt16();
					insn4.ShapeID = ins.ReadUInt16();
					insn4.NodeID = ins.ReadUInt16();
					ins.Skip(1);
					bc.Instructions.Add(insn4);
					break;

				case ByteCode.OpType.AssignMtxToNode:
					var insn5 = new ByteCode.AssignMtxToNodeInstruction();
					insn5.MatrixID = ins.ReadUInt16();
					insn5.NodeID = ins.ReadUInt16();
					bc.Instructions.Add(insn5);
					break;

				default:
					bc.Instructions.Add(new ByteCode.Instruction());
					break;
				}
			}
		}




		private class NodeLoadInfo {
			public Models.Node Node;
			public string Name;
			public int Position;
			public Int32 ParentOffset;
			public Int32 ChildOffset;
			public Int32 NextOffset;
			public Int32 PrevOffset;
		}

		private Dictionary<int, NodeLoadInfo> NodeLoadData;

		private void StartNodeLoading() {
			NodeLoadData = new Dictionary<int, NodeLoadInfo>();
		}

		private Models.Node ConvertModelNode(string name, InputStream ins) {
			var n = new Models.Node();

			OffsetMap.Add(ins.Position, "Node: " + name);

			int startPos = ins.Position;

			UInt32 size = ins.ReadUInt32();
			Int32 mdlOffset = ins.ReadInt32();
			Int32 nameOffset = ins.ReadInt32();

			n.Index = ins.ReadUInt32();
			n.MatrixID = ins.ReadUInt32();
			n.Flags = ins.ReadUInt32();
			n.BillboardMode = (Node.BillboardType)ins.ReadUInt32();
			UInt32 unk = ins.ReadUInt32();
			// might be swapped with bbmode, check asm to confirm

			n.Scale = ins.ReadVec3();
			n.Rotation = ins.ReadVec3();
			n.Translation = ins.ReadVec3();
			n.BoxMin = ins.ReadVec3();
			n.BoxMax = ins.ReadVec3();

			NodeLoadInfo loadInfo = new NodeLoadInfo();
			loadInfo.ParentOffset = ins.ReadInt32();
			loadInfo.ChildOffset = ins.ReadInt32();
			loadInfo.NextOffset = ins.ReadInt32();
			loadInfo.PrevOffset = ins.ReadInt32();
			loadInfo.Position = startPos;
			loadInfo.Node = n;
			loadInfo.Name = ins.At(startPos + nameOffset - 4).ReadName();
			NodeLoadData[startPos] = loadInfo;

			Int32 extraDataOffset = ins.ReadInt32();
			if (extraDataOffset != 0) {
				Debug.Send("WARNING: Node {0} has unhandled extra data!", name);
				OffsetMap.Add(startPos + extraDataOffset, "Node Extra Data: " + name);
			}

			n.NodeMatrix = ins.ReadMatrix();
			n.NodeInvMatrix = ins.ReadMatrix();

			return n;
		}

		private void FinishNodeLoading() {
			foreach (var dictEntry in NodeLoadData) {
				var entry = dictEntry.Value;
				var node = entry.Node;
				
				if (entry.ParentOffset == 0) {
					node.Parent = null;
				} else {
					NodeLoadInfo n = NodeLoadData[entry.Position + entry.ParentOffset];
					node.Parent = n.Node;
					Debug.Send("Set {0}'s parent to {1}", entry.Name, n.Name);
				}

				if (entry.ChildOffset == 0)
					node.FirstChild = null;
				else
					node.FirstChild = NodeLoadData[entry.Position + entry.ChildOffset].Node;

				if (entry.NextOffset == 0)
					node.Next = null;
				else
					node.Next = NodeLoadData[entry.Position + entry.NextOffset].Node;
				
				if (entry.PrevOffset == 0)
					node.Previous = null;
				else
					node.Previous = NodeLoadData[entry.Position + entry.PrevOffset].Node;
			}

			NodeLoadData = null;
		}




		private void LoadVertexDataBase(InputStream ins, Models.VertexDataBase n) {
			int startPos = ins.Position;

			UInt32 size = ins.ReadUInt32();

			Int32 mdlOffset = ins.ReadInt32();
			Int32 dataOffset = ins.ReadInt32();
			Int32 nameOffset = ins.ReadInt32();

			// Note: we're relying on this value to be correct, for Shape mappings
			n.Index = ins.ReadUInt32();

			n.ComponentCount = (VertexSettings.CompCount)ins.ReadUInt32();
			n.ComponentType = (VertexSettings.CompType)ins.ReadUInt32();

			// ridiculous and hacky. thanks for requiring this, Nintendo
			if (n is VertexClrData) {
				n.EntrySize = ins.ReadByte();
				ins.Skip(1);
			} else {
				n.Fraction = ins.ReadByte();
				n.EntrySize = ins.ReadByte();
			}

			n.EntryCount = ins.ReadUInt16();

			n.RawData = ins.At(startPos + dataOffset).ReadBytes(n.EntrySize * n.EntryCount);
			n.Parse();

			OffsetMap.Add(startPos + dataOffset, n.GetType().ToString() + " Data");
		}

		private Dictionary<int, Models.VertexPosData> VtxPosIndexLookup;
		private Dictionary<int, Models.VertexNrmData> VtxNrmIndexLookup;
		private Dictionary<int, Models.VertexClrData> VtxClrIndexLookup;
		private Dictionary<int, Models.VertexTexCoordData> VtxTexCoordIndexLookup;

		private Models.VertexPosData ConvertVtxPosData(string name, InputStream ins) {
			var n = new Models.VertexPosData();

			OffsetMap.Add(ins.Position, "VertexPosData: " + name);

			LoadVertexDataBase(ins, n);

			n.Minimum = ins.ReadVec3();
			n.Maximum = ins.ReadVec3();

			VtxPosIndexLookup[(int)n.Index] = n;

			return n;
		}

		private Models.VertexNrmData ConvertVtxNrmData(string name, InputStream ins) {
			var n = new Models.VertexNrmData();

			OffsetMap.Add(ins.Position, "VertexNrmData: " + name);

			LoadVertexDataBase(ins, n);
			
			VtxNrmIndexLookup[(int)n.Index] = n;

			return n;
		}

		private Models.VertexClrData ConvertVtxClrData(string name, InputStream ins) {
			var n = new Models.VertexClrData();

			OffsetMap.Add(ins.Position, "VertexClrData: " + name);

			LoadVertexDataBase(ins, n);
			
			VtxClrIndexLookup[(int)n.Index] = n;

			return n;
		}

		private Models.VertexTexCoordData ConvertVtxTexCoordData(string name, InputStream ins) {
			var n = new Models.VertexTexCoordData();

			OffsetMap.Add(ins.Position, "VertexTexCoordData: " + name);

			LoadVertexDataBase(ins, n);

			n.Minimum = ins.ReadVec2();
			n.Maximum = ins.ReadVec2();

			VtxTexCoordIndexLookup[(int)n.Index] = n;

			return n;
		}



		private Dictionary<int, Models.Material> MaterialOffsetRefs;
		private Dictionary<int, Models.TextureInfo> TextureInfoRefs;

		private Models.Material ConvertModelMaterial(string name, InputStream ins) {
			Debug.Send("Reading {0}...", name);

			var m = new Models.Material();

			int startPos = ins.Position;
			OffsetMap.Add(ins.Position, "Material: " + name);

			UInt32 size = ins.ReadUInt32();
			Int32 mdlOffset = ins.ReadInt32();
			Int32 nameOffset = ins.ReadInt32();
			m.Index = ins.ReadUInt32();
			m.Flags = ins.ReadUInt32();

			// ResGenMode
			m.TexCoordGenCount = ins.ReadByte();
			m.ChanCount = ins.ReadByte();
			m.TevStageCount = ins.ReadByte();
			m.IndStageCount = ins.ReadByte();
			m.CullMode = ins.ReadUInt32();

			// ResMatMisc
			m.ZCompLoc = ins.ReadByte();
			m.LightSetID = ins.ReadByte();
			m.FogID = ins.ReadByte();

			m.IndirectTexMtxCalcMethod1 = ins.ReadBytes(4);
			m.IndirectTexMtxCalcMethod2 = ins.ReadBytes(4);
			ins.Skip(1);

			// Other stuff
			Int32 shaderOffset = ins.ReadInt32();
			m.ShaderRef = ShaderOffsetRefs[startPos + shaderOffset];
			//Debug.Send("Shader offset for {0}: {1:X} [dest {2:X}]", name, shaderOffset, startPos + shaderOffset);

			UInt32 texInfoCount = ins.ReadUInt32();
			Int32 texInfoOffset = ins.ReadInt32();

			Int32 furOffset = ins.ReadInt32();
			Debug.Send("Fur offset for {0}: {1:X} [dest {2:X}]", name, furOffset, startPos + furOffset);

			Int32 unkOffset = ins.ReadInt32();
			Debug.Send("Unknown offset for {0}: {1:X} [dest {2:X}]", name, unkOffset, startPos + unkOffset);

			Int32 dlOffset = ins.ReadInt32();
			//Debug.Send("DL offset for {0}: {1:X} [dest {2:X}]", name, dlOffset, startPos + dlOffset);

			// ResTexObj
			int ResTexObjPos = ins.Position;
			//OffsetMap.Add(ins.Position, "Material ResTexObj: " + name);

			UInt32 textureFlag = ins.ReadUInt32();
			m.TexObj = new byte[8][];

			for (int i = 0; i < 8; i++) {
				if ((textureFlag & (1 << i)) != 0) {
					m.TexObj[i] = ins.ReadBytes(0x20);
				}
			}

			ins.Seek(ResTexObjPos + 0x104);

			// ResTlutObj
			int ResTlutObjPos = ins.Position;
			//OffsetMap.Add(ins.Position, "Material ResTlutObj: " + name);

			m.TlutFlag = ins.ReadUInt32();
			if ((m.TlutFlag & ~3) == 0) {
				m.TlutObj = ins.ReadBytes(0x20);
			} else if ((m.TlutFlag & ~0x1F) == 0) {
				m.TlutObj = ins.ReadBytes(0x40);
			} else {
				m.TlutObj = ins.ReadBytes(0x60);
			}

			ins.Seek(ResTlutObjPos + 0x64);

			// ResTexSrt
			int ResTexSrtPos = ins.Position;
			//OffsetMap.Add(ins.Position, "Material ResTexSrt: " + name);

			UInt32 srtFlag = ins.ReadUInt32();
			m.TexMatrixType = ins.ReadUInt32();

			m.SRTSettings = new SRTSettingInfo[8];
			InputStream texSrtStream = ins.At(ins.Position);
			InputStream texSetStream = ins.At(ins.Position + (0x14 * 8));

			for (int i = 0; i < 8; i++) {
				if ((srtFlag & (0xF << (i * 4))) != 0) {
					var srtInfo = m.SRTSettings[i] = new SRTSettingInfo();

					srtInfo.ScaleX = texSrtStream.ReadFloat();
					srtInfo.ScaleY = texSrtStream.ReadFloat();
					srtInfo.Rotate = texSrtStream.ReadFloat();
					srtInfo.TranslateX = texSrtStream.ReadFloat();
					srtInfo.TranslateY = texSrtStream.ReadFloat();

					srtInfo.CameraID = texSetStream.ReadByte();
					srtInfo.LightID = texSetStream.ReadByte();
					srtInfo.MapType = texSetStream.ReadByte();
					srtInfo.Flags = texSetStream.ReadByte();
					srtInfo.TexMatrix = texSetStream.ReadMatrix();
				}
			}

			ins.Seek(ResTexSrtPos + 8 + (0x14 * 8) + (0x34 * 8));

			// ResMatChan
			//OffsetMap.Add(ins.Position, "Material ResMatChan: " + name);

			m.ChanCtrls = new ChanCtrl[2];

			for (int i = 0; i < 2; i++) {
				var chanInfo = m.ChanCtrls[i] = new ChanCtrl();

				chanInfo.Flags = ins.ReadUInt32();
				chanInfo.MatColor = ins.ReadColor();
				chanInfo.AmbColor = ins.ReadColor();
				chanInfo.FlagC = ins.ReadUInt32();
				chanInfo.FlagA = ins.ReadUInt32();
			}

			// Texture Info
			if (texInfoOffset != 0)
				OffsetMap.Add(startPos + texInfoOffset, "Material Texture Info: " + name);

			ins.Seek(startPos + texInfoOffset);
			m.TextureInfos = new List<TextureInfo>((int)texInfoCount);

			for (int i = 0; i < texInfoCount; i++) {
				//Debug.Send("Reading {0} texture info at {1:X}", i, ins.Position);

				int texInfoPos = ins.Position;
				var texInfo = ReadTextureInfo(ins);

				m.TextureInfos.Add(texInfo);
				TextureInfoRefs[texInfoPos] = texInfo;
			}

			// Display Lists
			OffsetMap.Add(startPos + dlOffset, "Material Display Lists: " + name);

			ins.Seek(startPos + dlOffset);
			m.PixDL = ins.ReadBytes(0x20);
			m.TevColorDL = ins.ReadBytes(0x80);
			m.IndMtxAndScaleDL = ins.ReadBytes(0x40);
			m.TexCoordGenDL = ins.ReadBytes(0xA0);

			MaterialOffsetRefs[startPos] = m;

			return m;
		}



		private Dictionary<int, Models.Shader> ShaderOffsetRefs;

		private Models.Shader ConvertModelShader(string name, InputStream ins) {
			var s = new Models.Shader();

			//Debug.Send("{0} @ {1:X}", name, ins.Position);
			int startPos = ins.Position;

			// Note: duplicate shader entries seem to be common, so OffsetMap.Add can't be used
			// Looks like Nintendo's converter checks for them when writing and optimises them
			// into one entry. That'll sure be fun to implement here... probably requiring
			// messing around with IEqualityComparer or whatever it's called. I don't even know
			// if I'm making sense or not. Too tired to look it up, it's 4:51am...
			OffsetMap[ins.Position] = "Shader: " + name;

			UInt32 size = ins.ReadUInt32();
			Int32 mdlOffset = ins.ReadInt32();

			s.Index = ins.ReadUInt32();
			s.TevStageCount = ins.ReadByte();
			ins.Skip(3);

			s.Unk1 = ins.ReadUInt32();
			s.Unk2 = ins.ReadUInt32();
			ins.Skip(8);

			s.DisplayList = ins.ReadBytes(0x1E0);

			ShaderOffsetRefs[startPos] = s;

			return s;
		}



		private Models.Shape ConvertModelShape(string name, InputStream ins) {
			var s = new Models.Shape();

			int startPos = ins.Position;
			OffsetMap.Add(ins.Position, "Shape: " + name);

			// 0x00
			UInt32 size = ins.ReadUInt32();
			// 0x04
			Int32 mdlOffset = ins.ReadInt32();

			// 0x08
			s.MatrixID = ins.ReadInt32();
			// 0x0C
			s.Unk = ins.ReadBytes(12);

			int dlBase1 = ins.Position;
			// 0x18
			s.DLBufferSize1 = ins.ReadUInt32();
			// 0x1C
			UInt32 dataSize1 = ins.ReadUInt32();
			// 0x20
			Int32 offset1 = ins.ReadInt32();
			s.DisplayList1 = ins.At(dlBase1 + offset1).ReadBytes((int)dataSize1);
			OffsetMap.Add(dlBase1 + offset1, String.Format("Shape DL 1: {0} [Buffer Size: 0x{1:X}; Data Size: 0x{2:X}]", name, s.DLBufferSize1, dataSize1));

			int dlBase2 = ins.Position;
			// 0x24
			s.DLBufferSize2 = ins.ReadUInt32();
			// 0x28
			UInt32 dataSize2 = ins.ReadUInt32();
			// 0x2C
			Int32 offset2 = ins.ReadInt32();
			s.DisplayList2 = ins.At(dlBase2 + offset2).ReadBytes((int)dataSize2);
			OffsetMap.Add(dlBase2 + offset2, String.Format("Shape DL 2: {0} [Buffer Size: 0x{1:X}; Data Size: 0x{2:X}]", name, s.DLBufferSize2, dataSize2));

			// 0x30
			s.DataFlags = ins.ReadUInt32();
			// 0x34
			s.Flags = ins.ReadUInt32();

			// 0x38
			int nameOffset = ins.ReadInt32();
			// 0x3C
			s.Index = ins.ReadUInt32();

			// 0x40
			s.VertexCount = ins.ReadUInt32();
			// 0x44
			s.PolygonCount = ins.ReadUInt32();

			// 0x48
			s.PosData = VtxPosIndexLookup[ins.ReadInt16()];

			// 0x4A
			short nrmIndex = ins.ReadInt16();
			s.NrmData = nrmIndex == -1 ? null : VtxNrmIndexLookup[nrmIndex];

			// 0x4C
			s.ClrData = new VertexClrData[2];
			for (int i = 0; i < 2; i++) {
				short clrIndex = ins.ReadInt16();
				s.ClrData[i] = clrIndex == -1 ? null : VtxClrIndexLookup[clrIndex];
			}

			// 0x50
			s.TexCoordData = new VertexTexCoordData[8];
			for (int i = 0; i < 8; i++) {
				short tcIndex = ins.ReadInt16();
				s.TexCoordData[i] = tcIndex == -1 ? null : VtxTexCoordIndexLookup[tcIndex];
			}

			// 0x60
			s.FurVecDataIndex = ins.ReadInt16();
			// 0x62
			s.FurPosDataIndex = ins.ReadInt16();

			// 0x64
			Int32 extraDataOffset = ins.ReadInt32();

			var ed = ins.At(startPos + extraDataOffset);
			UInt32 edCount = ed.ReadUInt32();

			s.ExtraData = new ushort[edCount];
			for (int i = 0; i < edCount; i++) {
				s.ExtraData[i] = ed.ReadUInt16();
			}

			OffsetMap.Add(startPos + extraDataOffset, String.Format("Shape Extra Data: {0} [{1} entries]", name, edCount));

			return s;
		}



		public List<TexMatPairing> ConvertPairingList(string name, InputStream ins) {
			var list = new List<TexMatPairing>();

			int startPos = ins.Position;
			OffsetMap.Add(ins.Position, "Texture/Material Pairing List for: " + name);

			UInt32 count = ins.ReadUInt32();
			for (int i = 0; i < count; i++) {
				var p = new TexMatPairing();
				p.Material = MaterialOffsetRefs[startPos + ins.ReadInt32()];
				p.Texture = TextureInfoRefs[startPos + ins.ReadInt32()];
				list.Add(p);
			}

			return list;
		}



		public TextureInfo ReadTextureInfo(InputStream ins) {
			int bPos = ins.Position;
			var bTex = new Models.TextureInfo();

			Debug.Send("Reading a texture info from {0:X}", bPos);

			Int32 texOffs = ins.ReadInt32();
			bTex.TextureName = texOffs == 0 ? null : ins.At(bPos + texOffs - 4).ReadName();
			Int32 palOffs = ins.ReadInt32();
			bTex.PaletteName = palOffs == 0 ? null : ins.At(bPos + palOffs - 4).ReadName();

			Debug.Send("Was {0}", bTex.TextureName);

			// placeholder pointers, don't need these
			ins.Skip(8);

			bTex.TexMapID = ins.ReadUInt32();
			bTex.TlutID = ins.ReadUInt32();
			bTex.WrapS = (TextureWrapType)ins.ReadUInt32();
			bTex.WrapT = (TextureWrapType)ins.ReadUInt32();
			bTex.MinFilt = ins.ReadUInt32();
			bTex.MagFilt = ins.ReadUInt32();
			bTex.LODBias = ins.ReadFloat();
			bTex.MaxAniso = ins.ReadUInt32();
			bTex.BiasClamp = (ins.ReadByte() != 0);
			bTex.DoEdgeLOD = (ins.ReadByte() != 0);
			ins.Skip(2);

			return bTex;
		}





		private RawStreamResDict ReadDict(InputStream ins) {
			RawStreamResDict output = new RawStreamResDict();
			int dictPos = ins.Position;

			UInt32 dataSize = ins.ReadUInt32();
			UInt32 entryCount = ins.ReadUInt32();

			for (int i = 0; i <= entryCount; i++) {
				UInt16 eRef = ins.ReadUInt16();
				UInt16 flag = ins.ReadUInt16();
				UInt16 iLeft = ins.ReadUInt16();
				UInt16 iRight = ins.ReadUInt16();
				Int32 nameOffset = ins.ReadInt32();
				Int32 dataOffset = ins.ReadInt32();

				//Debug.Send("Position: {6:X}, eRef: {0:X}, flag: {1:X}, iLeft: {2:X}, iRight: {3:X}, nameOffset: {4:X}, dataOffset: {5:X}", eRef, flag, iLeft, iRight, nameOffset, dataOffset, ins.Position);

				if (nameOffset != 0 && dataOffset != 0) {
					string name = ins.At(dictPos + nameOffset - 4).ReadName();
					Debug.Send("Entry: {0} at offset 0x{1:X}", name, dictPos + dataOffset);

					InputStream entryStream = ins.At(dictPos + dataOffset);
					output.Add(name, entryStream);
				}
			}

			return output;
		}



		private delegate void ParseResourceDelegate(string name, InputStream ins);
		private delegate TValue ConvertResourceDelegate<TValue>(string name, InputStream ins);

		private void ReadAndParseDict(InputStream ins, ParseResourceDelegate func) {
			ReadAndParseDict(ins, func, "Unnamed");
		}

		private void ReadAndParseDict(InputStream ins, ParseResourceDelegate func, string dictName) {
			int dictPos = ins.Position;
			RawStreamResDict theDict = ReadDict(ins);
			OffsetMap.Add(dictPos, string.Format("ResDict: {0} [Data ends at 0x{1:X}]", dictName, ins.Position));

			foreach (var entry in theDict) {
				func(entry.Key, entry.Value);
			}
		}

		private ResDict<TValue> ReadAndConvertDict<TValue>(InputStream ins, ConvertResourceDelegate<TValue> func) {
			int dictPos = ins.Position;
			RawStreamResDict theDict = ReadDict(ins);
			var outDict = new ResDict<TValue>();

			// Hack to get the type name
			string valueTypeName = outDict.GetType().GetGenericArguments()[0].ToString();

			OffsetMap.Add(dictPos, string.Format("ResDict: {0} [Data ends at 0x{1:X}]", valueTypeName, ins.Position));

			foreach (var entry in theDict) {
				TValue returnedObject = func(entry.Key, entry.Value);
				outDict.Add(entry.Key, returnedObject);
			}

			return outDict;
		}
	}
}