summaryrefslogtreecommitdiff
path: root/NW4RTools/BrresReader.cs
blob: cd9452d23e0278654d755d965e1846169f9a4f93 (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
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 Logger Debug;
		private SortedDictionary<int, string> OffsetMap;

		private BrresReader() {
			Debug = new Logger();
			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);
			}


			// 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;
				default:
					Debug.Send("Not implemented");
					return;
				}
			}
		}

		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();
				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();
				UInt32 vtxCount = ins.ReadUInt32();
				UInt32 triCount = ins.ReadUInt32();
				UInt32 unk = ins.ReadUInt32();
				UInt32 nodeCount = 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);
				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
				// COMMENTED OUT TO MAKE DEUBG OUTPUT CLEARER FOR NOW
				/*
				using (var c2 = Debug.Push("Vertex Position Data"))
					mdl.VtxPosData = ReadAndConvertDict<VertexPosData>(ins.At(startPos + vtxPosOffset), ConvertVtxPosData);
				using (var c2 = Debug.Push("Vertex Normal Data"))
					mdl.VtxNrmData = ReadAndConvertDict<VertexNrmData>(ins.At(startPos + vtxNrmOffset), ConvertVtxNrmData);
				using (var c2 = Debug.Push("Vertex Colour Data"))
					mdl.VtxClrData = ReadAndConvertDict<VertexClrData>(ins.At(startPos + vtxClrOffset), ConvertVtxClrData);
				using (var c2 = Debug.Push("Vertex TexCoord Data"))
					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
				ShaderOffsetRefs = new Dictionary<int, Shader>();

				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);

				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;

			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) {
			UInt32 size = ins.ReadUInt32();

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

			n.Index = ins.ReadUInt32();
			n.ComponentCount = ins.ReadUInt32();
			n.ComponentType = ins.ReadUInt32();
			n.Fraction = ins.ReadByte();
			n.EntrySize = ins.ReadByte();
			n.EntryCount = ins.ReadUInt16();

			n.Data = ins.ReadBytes(n.EntrySize * n.EntryCount);
		}

		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();

			return n;
		}

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

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

			LoadVertexDataBase(ins, 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);

			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();

			return n;
		}



		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 boundTexCount = ins.ReadUInt32();
			Int32 boundTexOffset = 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);

			UInt32 tlutFlag = ins.ReadUInt32();
			if ((tlutFlag & 0xFC) == 0) {
				m.TlutObj = ins.ReadBytes(0x20);
			} else if ((tlutFlag & 0xE0) == 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();
			}

			// Bound Textures
			if (boundTexOffset != 0)
				OffsetMap.Add(startPos + boundTexOffset, "Material Bound Textures: " + name);

			ins.Seek(startPos + boundTexOffset);
			m.BoundTextures = new List<BoundTextureInfo>((int)boundTexCount);

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

				int bPos = ins.Position;
				var bTex = new BoundTextureInfo();
				m.BoundTextures.Add(bTex);

				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("<{0}> <{1}>", bTex.TextureName, bTex.PaletteName);

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

				bTex.TexMapID = ins.ReadUInt32();
				bTex.TlutID = ins.ReadUInt32();
				bTex.WrapS = ins.ReadUInt32();
				bTex.WrapT = 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);
			}

			// 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);

			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 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;
		}
	}
}