- Implemented `formats.py` to define data structures and functions for handling map data, including reading and decoding shape and map items. - Created `png.py` for generating PNG images from shape frames and pixel data. - Developed `sorting.py` to manage the sorting and rendering order of map items based on their properties and spatial relationships. - Introduced `render_all_maps.py` to facilitate the rendering of all maps for specified games, including command-line argument parsing and subprocess management for rendering tasks.
11 KiB
Crusader Map Rendering Workbench
Purpose
This note starts a dedicated lane for offline Crusader map extraction and PNG rendering from the shipped data files in this workspace.
Current implementation entry point:
tools/render_crusader_map.pyrender_maps.batfor whole-game batch runs intoout/remorseandout/regret
Current renderer diagnostics:
- large maps now emit progress checkpoints during item collection, dependency sorting, paint-order resolution, and blitting
collect_render_items()only expandsFIXED.DATglob eggs once, instead of recursively re-expanding glob-emitted glob eggs- metadata now records sampled invalid shape/frame references plus a conservative map-usage hint block
- roofs/exploration obscurers are now optional and disabled by default
- editor/debug/marker-style map content is now enabled by default instead of being silently discarded
Internal package layout:
tools/crusader_map/formats.pyfor Crusader archive and record parsingtools/crusader_map/sorting.pyfor the dependency-graph overlap sortertools/crusader_map/png.pyfor PNG buffer/blit helperstools/crusader_map/cli.pyfor command-line orchestration
Current supported data roots:
STATICfor No RemorseSTATIC_REGRETfor No Regret
Current asset note:
STATIC_REGRETin this workspace now includesFIXED.DAT- the renderer still accepts
--fixed-datso alternate map copies can be tested without changing the rest of the static asset path
The immediate goal is practical and narrow: load a fixed map, expand glob placements, decode the required shapes from SHAPES.FLX, apply GAMEPAL.PAL, and render a deterministic PNG.
Source Cross-Checks Used
The first renderer is grounded in the overlapping parts of three sources rather than in ad hoc guesses.
-
Pentagram Crusader shape/map loaders
convert/crusader/ConvertShapeCrusader.cppgraphics/Shape.cppgraphics/ShapeFrame.cppworld/Map.cppworld/MapGlob.cppgraphics/Palette.cppgraphics/TypeFlags.cpp
-
ScummVM Ultima8 Crusader paths
gfx/shape_archive.cppgfx/type_flags.cppworld/map.cppworld/glob_egg.cppworld/coord_utils.hworld/item_sorter.cppworld/sort_item.cpp
-
Local workspace evidence
docs/scummvm-crusader-reference.mddocs/pentagram-crusader-reference.mddocs/raw-0007-rendering.mdcrusader-disasm/shapedata.txtcrusader-disasm/mapdump/mapdump.py
File Formats Used By The First Tool
FIXED.DAT
The map container is treated as a header plus a map table:
- map count at file offset
0x54 - map table at file offset
0x80 - each table row is
<u32 offset, u32 size>
Each map payload is read as packed 16-byte item records:
x: u16y: u16z: u8shape: u16frame: u8flags: u16quality: u16npc_num: u8map_num: u8next: u16
Crusader-specific coordinate adjustment matches the Pentagram and ScummVM runtime loaders:
- world
x = disk_x * 2 - world
y = disk_y * 2
GLOB.FLX
GLOB.FLX is handled as a normal FLEX archive, not as a one-off format.
Each non-empty glob object contains:
- object count:
u16 - repeated entries of
x:u8 y:u8 z:u8 shape:u16 frame:u8
Glob expansion matches the Crusader GlobEgg::enterFastArea() rule in ScummVM/Pentagram:
coordmask = ~0x3ffcoordshift = 2offset = 2itemx = (parent_x & coordmask) + (glob_x << 2) + 2itemy = (parent_y & coordmask) + (glob_y << 2) + 2itemz = parent_z + glob_z
The first renderer expands glob contents and skips drawing the source glob egg itself.
SHAPES.FLX
World shapes use the Crusader shape layout documented by Pentagram/ScummVM:
- shape header: 6 bytes
- 4 bytes unknown
- 2-byte frame count
- frame header table: 8 bytes per frame
- 3-byte frame offset
- 1 unknown byte
- 4-byte frame length
- frame body header: 28 bytes
- 8 unknown bytes
- 4-byte compression flag
- 4-byte width
- 4-byte height
- 4-byte x offset
- 4-byte y offset
- then
height4-byte line offsets - then per-line RLE data
The current decoder follows the runtime line walker used in ShapeFrame::getPixelAtPoint():
- each line is a series of skip/run pairs
- compressed runs use the low bit to choose literal versus repeated-color mode
- pixels absent from the RLE stream are treated as transparent
GAMEPAL.PAL
GAMEPAL.PAL is read as 768 bytes of VGA-style palette data.
Each component is promoted from 0..63 to 0..255 using the same scaling used by Pentagram:
rgb8 = (rgb6 * 255) / 63
TYPEFLAG.DAT
The renderer currently uses Crusader's 9-byte records to extract:
- family id
- shape footpad dimensions (
x,y,z) - editor flag
This is enough for:
- skipping known egg families in the first pass
- expanding
SF_GLOBEGG - documenting future work toward a better sorter
Current offline rendering policy differs from the live game intentionally:
SI_ROOFshapes are hidden by default because they commonly act as exploration obscurers or roof covers that gameplay later removes or pops- editor/debug/marker-style content is shown by default so offline renders expose more of what the shipped data actually contains
The current tool does not yet use the footpad values for full ItemSorter-equivalent overlap resolution.
Current Projection And Painting Rules
The renderer anchors each shape at the same world-to-screen bottom point used by the runtime shape painter:
screen_x = \frac{x - y}{4}
screen_y = \frac{x + y}{8} - z
Frame placement then follows the shape-frame offsets used by the runtime sorter:
- unflipped:
left = screen_x - xoff - flipped:
left = screen_x + xoff - width top = screen_y - yoff
The renderer now uses a ScummVM/Pentagram-style dependency graph sorter rather than a plain scalar key.
The current implementation ports the crucial parts of SortItem and ItemSorter:
- footpad-derived world boxes from
TYPEFLAG.DAT - screen-diamond overlap and containment checks
below()ordering rules for flat pieces, tall pieces, roofs, translucent items, and Crusader inventory-item families- dependency expansion so overlapping items are painted only after everything behind them
This is materially better than the initial z / x+y heuristic and is the main path for reducing wall and prop overdraw artifacts, though it still omits some of the engine's more specialized runtime-only cases.
Command Examples
Render No Remorse map 0:
c:/Users/Maddo/.PYENV/PYENV-WIN/versions/3.14.3/python.exe tools/render_crusader_map.py --game remorse --map 0 --output out/map0-remorse.png
Render No Regret map 0 and emit metadata:
c:/Users/Maddo/.PYENV/PYENV-WIN/versions/3.14.3/python.exe tools/render_crusader_map.py --game regret --fixed-dat K:/path/to/REGRET/FIXED.DAT --map 0 --output out/map0-regret.png --metadata out/map0-regret.json
Render a bounded world-space region only:
c:/Users/Maddo/.PYENV/PYENV-WIN/versions/3.14.3/python.exe tools/render_crusader_map.py --game remorse --map 0 --world-rect 0 0 4096 4096 --output out/map0-quarter.png
Render with roofs restored:
c:/Users/Maddo/.PYENV/PYENV-WIN/versions/3.14.3/python.exe tools/render_crusader_map.py --game remorse --map 1 --include-roofs --output out/map1-with-roofs.png
Render without the extra hidden/editor marker content:
c:/Users/Maddo/.PYENV/PYENV-WIN/versions/3.14.3/python.exe tools/render_crusader_map.py --game remorse --map 1 --no-include-hidden-markers --no-include-editor --output out/map1-minimal.png
Render every No Remorse map to out/remorse:
render_maps.bat remorse
Render every No Regret map to out/regret:
render_maps.bat regret
The batch runner also accepts an optional start_map end_map range for partial runs while validating changes:
render_maps.bat remorse 1 3
You can also forward extra renderer arguments through the RENDER_ARGS environment variable, for example a bounded validation run:
set RENDER_ARGS=--world-rect 0 0 16384 16384
render_maps.bat regret 5 5
Batch behavior notes:
- empty maps are skipped in batch mode and do not produce PNG or JSON outputs
- there is no default max-pixel cap anymore; full-map renders are attempted unless you pass
--max-pixels - batch item-count skipping is now opt-in only; set
BATCH_MAX_ITEMSto a positive value if you want the batch runner to skip very large full maps - the renderer emits progress by default every 2000 items; pass
--progress-every 0throughRENDER_ARGSto silence it - batch runs now default to
include_editor=true,include_hidden_markers=true, andinclude_roofs=false
Metadata notes:
invalid_itemscontains a capped sample of bad(shape, frame, x, y, z, source, reason)records so brokenFIXED.DATreferences can be inspected without rerunning a scanusageis conservative: it reports known reference-backed map hints when available and otherwise staysunknown; it does not yet prove orphan statusbase_item_summaryreports how many roof, editor, egg-family, invisible, and NPC-linked records were present in the raw map payloadfiltersrecords whether the render included roofs, editor shapes, and hidden marker content
Current Deliberate Limits
This tool is a start, not a complete engine clone.
Current gaps:
- It renders
FIXED.DATonly. It does not yet merge save-state orNONFIXED.DATstyle movable items. - It expands globs, but it does not yet emulate broader fast-area/runtime-driven materialization behavior.
- It skips several egg-family placements instead of trying to visualize their hidden runtime helpers.
- It now implements the core dependency graph sorter, but it still omits experimental occlusion grouping and some runtime-only sprite/highlight cases.
- It does not yet consume
ANIM.DAT,DAMAGE.FLX,DTABLE.FLX,WPNOVLAY.DAT, or palette transforms such asXFORMPAL.DAT. - It uses
GAMEPAL.PALdirectly and does not yet model alternate or transformed palettes. - It writes a plain RGBA PNG using only the standard library; there is no zoomed viewer, tile atlas exporter, or sprite manifest yet.
- Some maps still contain invalid shape/frame references in
FIXED.DAT; the renderer now skips those items instead of aborting the whole map, but that means some broken placements remain missing until the source of those references is understood.
Immediate Follow-Ups
- Validate and tune the dependency sorter against representative Remorse and Regret rooms, especially tall wall seams and dense prop clusters.
- Add optional atlas export for all shapes touched by a chosen map.
- Add a second path for movable/dynamic content once the relevant Crusader save/runtime files are pinned down for both games.
- Compare a few rendered regions against known in-game screenshots to tighten projection and ordering errors.
- Add optional per-item manifest output with
(shape, frame, x, y, z, source)rows for debugging bad composites. - Revisit raw
0007rendering notes and the live executable only if the current Pentagram/ScummVM overlap model proves insufficient for specific remaining errors.