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https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
Try to verify rom from exe dir (#277)
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@@ -1,53 +1,85 @@
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class_name ROMVerifier
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class_name ROMVerifier
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extends Node
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extends Node
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var args = OS.get_cmdline_args()
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# Array of valid ROM hashes
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const VALID_HASH := "c9b34443c0414f3b91ef496d8cfee9fdd72405d673985afa11fb56732c96152b"
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const VALID_HASH := [
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"c9b34443c0414f3b91ef496d8cfee9fdd72405d673985afa11fb56732c96152b"
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]
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var args: PackedStringArray
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func _ready() -> void:
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func _ready() -> void:
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args = OS.get_cmdline_args()
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Global.get_node("GameHUD").hide()
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Global.get_node("GameHUD").hide()
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var validRomFound = false
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for i in args:
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# Try command line ROMs first
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if i.is_valid_filename():
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for path in args:
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if(is_valid_rom((i))):
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if path.is_valid_filename():
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on_file_dropped(args)
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if handle_rom(path):
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validRomFound = true
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return
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if(!validRomFound):
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# Fallback: local ROM
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var local_rom := find_local_rom()
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if local_rom != "" and handle_rom(local_rom):
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return
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# Otherwise wait for dropped files
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get_window().files_dropped.connect(on_file_dropped)
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get_window().files_dropped.connect(on_file_dropped)
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await get_tree().physics_frame
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await get_tree().physics_frame
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# Window setup
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, false)
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DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, false)
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func find_local_rom() -> String:
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var exe_dir := OS.get_executable_path().get_base_dir()
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var dir := DirAccess.open(exe_dir)
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if not dir:
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return ""
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for file_name in dir.get_files():
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if file_name.to_lower().ends_with(".nes"):
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return exe_dir.path_join(file_name)
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return ""
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func on_file_dropped(files: PackedStringArray) -> void:
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func on_file_dropped(files: PackedStringArray) -> void:
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for i in files:
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for file in files:
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if i.contains(".zip"):
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if file.ends_with(".zip"):
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zip_error()
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zip_error()
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return
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return
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elif is_valid_rom(i):
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if handle_rom(file):
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Global.rom_path = i
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verified()
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copy_rom(i)
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return
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return
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error()
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error()
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func copy_rom(file_path := "") -> void:
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func handle_rom(path: String) -> bool:
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if not is_valid_rom(path):
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return false
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Global.rom_path = path
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copy_rom(path)
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verified()
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return true
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func copy_rom(file_path: String) -> void:
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DirAccess.copy_absolute(file_path, Global.ROM_PATH)
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DirAccess.copy_absolute(file_path, Global.ROM_PATH)
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static func get_hash(file_path := "") -> String:
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static func get_hash(file_path: String) -> String:
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var file_bytes = FileAccess.open(file_path, FileAccess.READ).get_buffer(40976)
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var file := FileAccess.open(file_path, FileAccess.READ)
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var data = file_bytes.slice(16)
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if not file:
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return ""
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var file_bytes := file.get_buffer(40976)
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var data := file_bytes.slice(16)
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return Marshalls.raw_to_base64(data).sha256_text()
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return Marshalls.raw_to_base64(data).sha256_text()
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static func is_valid_rom(rom_path := "") -> bool:
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static func is_valid_rom(rom_path: String) -> bool:
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return get_hash(rom_path) == VALID_HASH
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var hash := get_hash(rom_path)
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return hash in VALID_HASH
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func error() -> void:
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func error() -> void:
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%Error.show()
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%Error.show()
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$ErrorSFX.play()
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$ErrorSFX.play()
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func zip_error() -> void:
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func zip_error() -> void:
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$ErrorSFX.play()
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%ZipError.show()
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%ZipError.show()
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$ErrorSFX.play()
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func verified() -> void:
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func verified() -> void:
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$BGM.queue_free()
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$BGM.queue_free()
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@@ -55,15 +87,17 @@ func verified() -> void:
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%SuccessMSG.show()
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%SuccessMSG.show()
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$SuccessSFX.play()
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$SuccessSFX.play()
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await get_tree().create_timer(3, false).timeout
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await get_tree().create_timer(3, false).timeout
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var target_scene := "res://Scenes/Levels/TitleScreen.tscn"
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if not Global.rom_assets_exist:
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if not Global.rom_assets_exist:
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Global.transition_to_scene("res://Scenes/Levels/RomResourceGenerator.tscn")
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target_scene = "res://Scenes/Levels/RomResourceGenerator.tscn"
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else:
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Global.transition_to_scene(target_scene)
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Global.transition_to_scene("res://Scenes/Levels/TitleScreen.tscn")
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func _exit_tree() -> void:
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func _exit_tree() -> void:
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Global.get_node("GameHUD").show()
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Global.get_node("GameHUD").show()
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func create_file_pointer(file_path := "") -> void:
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func create_file_pointer(file_path: String) -> void:
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var pointer = FileAccess.open(Global.ROM_POINTER_PATH, FileAccess.WRITE)
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var pointer := FileAccess.open(Global.ROM_POINTER_PATH, FileAccess.WRITE)
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if pointer:
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pointer.store_string(file_path)
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pointer.store_string(file_path)
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pointer.close()
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pointer.close()
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