#include "TorchUtils.h" #include #include #include #include "spdlog/spdlog.h" namespace fs = std::filesystem; uint32_t Torch::translate(const uint32_t offset) { // Segment 0 is a raw offset. BK64 also translates segment 1 (it stores assets // in compressed segments); other games leave segment 1 raw. const uint32_t firstSegment = Companion::Instance->GetGBIMinorVersion() == GBIMinorVersion::BK64 ? 0x00 : 0x01; if (SEGMENT_NUMBER(offset) > firstSegment) { auto segment = SEGMENT_NUMBER(offset); const auto addr = Companion::Instance->GetFileOffsetFromSegmentedAddr(segment); if (!addr.has_value()) { // Fall back to the compressed-segment map const auto compressedSegmentPair = Companion::Instance->GetFileOffsetFromCompressedSegmentedAddr(segment); if (!compressedSegmentPair.has_value()) { SPDLOG_ERROR("Segment data missing from game config\nPlease add an entry for segment {}", segment); throw std::runtime_error("Failed to find offset"); } return compressedSegmentPair.value().first + compressedSegmentPair.value().second + SEGMENT_OFFSET(offset); } return addr.value() + SEGMENT_OFFSET(offset); } return offset; } int getFileDepth(const fs::path& base, const fs::path& p) { return std::distance(base.begin(), p.begin()); } std::vector Torch::getRecursiveEntries(const fs::path baseDir) { std::set result; for (const auto& entry : fs::recursive_directory_iterator(baseDir)) { result.insert(entry); } std::vector sortedEntries(result.begin(), result.end()); return sortedEntries; }