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https://github.com/notwa/mm
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5 changed files with 0 additions and 583 deletions
196
MM addrs.lua
196
MM addrs.lua
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@ -1,196 +0,0 @@
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local A = require "boilerplate"
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local link = 0x1EF670 -- "ZELDA3" - 0x24
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local function AL(a, s) return A(link+a, s) end
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local US_10 = {
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link = A(link, 0x4000), -- what gets copied to save files (mostly)
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area_mod = AL(0x02, 2),
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cutscene_status = AL(0x0A, 2), -- TODO: RE
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time = AL(0x0C, 2),
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time_speed = AL(0x16, 2),
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day = AL(0x1B, 1),
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transformation = AL(0x20, 1), -- fierce deity, goron, zora, deku, normal
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zeroth_day = AL(0x23, 1), -- mayor's warp effect
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sot_count = AL(0x2A, 2),
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name = AL(0x2C, 8),
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max_hearts = AL(0x34, 2),
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hearts = AL(0x36, 2),
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magic_1 = AL(0x39, 1), -- set to 0x60?
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rupees = AL(0x3A, 2),
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magic_2 = AL(0x40, 2), -- set to 0x101?
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owls_hit = AL(0x46, 2), -- bitfield
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sword_shield = AL(0x6D, 1), -- mixed
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inventory_items = AL(0x70, 24),
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inventory_masks = AL(0x88, 24),
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inventory_counts = AL(0xA0, 24), -- number of arrows, bombs, etc.
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wallet_flags = AL(0xBA, 1), -- needs testing, 0xEF = max?
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quiver_bag = AL(0xBB, 1), -- mixed
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status_items = AL(0xBD, 3), -- bitfield
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scene_flags_save = AL(0x470, 0x960),
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area_map = AL(0xEB2, 1), -- bitfield 0x80
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banked_rupees = AL(0xEDE, 2), -- max 9999 before messed up text
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archery = AL(0xF00, 1), -- bitfield 0x01
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chateau_romani = AL(0xF06, 1), -- bitfield 0x08
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disable_c_buttons = AL(0xF4A, 1), -- bitfield 0x08
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sword_disable_c = AL(0xF52, 1), -- bitfield 0x20, TODO: RE
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map_visited = AL(0xF5E, 2), -- bitfield, for pause menu map
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map_visible = AL(0xF62, 2), -- bitfield, for pause menu map
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checksum = AL(0x100A, 2), -- only relevant for save files
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disable_pause = AL(0x100D, 1), -- bitfield 0x80
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hookshot_ba = AL(0x100E, 1), -- set to 0x80 for endless day
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disable_c_buttons_2 = AL(0x100F, 1), -- bitfield 0x10, also hides hearts/magic
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disable_items = AL(0x1010, 1), -- bitfield 0x02, dims B/C buttons
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rock_sirloin = AL(0x1014, 1), -- maybe other flags? TODO: RE
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sword_disabler = AL(0x1015, 1), -- TODO: RE
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bubble_timer = AL(0x1016, 2),
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rupee_accumulator = AL(0x1018, 2),
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spring_water_timers = AL(0x1020, 0xC0),
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spring_water_time_1 = AL(0x1020, 0x20),
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spring_water_time_2 = AL(0x1040, 0x20),
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spring_water_time_3 = AL(0x1060, 0x20),
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spring_water_time_4 = AL(0x1080, 0x20),
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spring_water_time_5 = AL(0x10A0, 0x20),
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spring_water_time_6 = AL(0x10C0, 0x20),
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pictograph_picture = AL(0x10E0, 0x2BC0),
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-- first non-pictograph byte: 0x1F3310 (link+0x3CA0)
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title_screen_mod = AL(0x3CA8, 4), --[[
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nonzero: the HUD is hidden and you can't pause.
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1: no other effects occur. this is used for the title screen.
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2: it takes you to the file select menu.
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3: certain areas load a different scene setup.
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4: it loads the title screen from the start.
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4+: same effect as three?
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--]]
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entrance_mod = AL(0x3CAC, 4), -- gets added to area mod, can play cutscenes
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timer_crap = AL(0x3DD0, 4), -- TODO: RE
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timer_x = AL(0x3EFA, 2),
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timer_y = AL(0x3F08, 2),
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buttons_enabled = AL(0x3F18, 4), -- C and A button booleans
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magic_modifier = AL(0x3F28, 4), -- TODO: RE
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magic_max = AL(0x3F2E, 2),
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weird_a_graphic = AL(0x3F42, 1),
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target_style = AL(0x3F45, 1), -- 0 for switch, 1 for hold
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music_mod = AL(0x3F46, 2),
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entrance_mod_setter = AL(0x3F4A, 2), -- sets entrance mod. -10 = 0
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insta_crash = AL(0x3F4C, 1), -- TODO: RE
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transition_mod = AL(0x3F55, 2), -- does it even work?
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suns_song_effect = AL(0x3F58, 2),
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health_mod = AL(0x3F5A, 2), -- heals you
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screen_scale_enable = AL(0x3F60, 1),
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screen_scale = AL(0x3F64, 'f'),
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scene_flags_ingame = AL(0x3F68, 0x960),
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-- last link byte (probably): 0x1F3670
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inventory = {
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b_button = AL(0x4C, 1),
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ocarina = AL(0x70, 1),
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bow = AL(0x71, 1),
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fire_arrows = AL(0x72, 1),
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ice_arrows = AL(0x73, 1),
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light_arrows = AL(0x74, 1),
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event_1 = AL(0x75, 1),
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bombs = AL(0x76, 1),
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bombchu = AL(0x77, 1),
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deku_stick = AL(0x78, 1),
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deku_nut = AL(0x79, 1),
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magic_beans = AL(0x7A, 1),
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event_2 = AL(0x7B, 1),
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powder_keg = AL(0x7C, 1),
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pictograph = AL(0x7D, 1),
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lens_of_truth = AL(0x7E, 1),
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hookshot = AL(0x7F, 1),
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fairy_sword = AL(0x80, 1),
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event_3 = AL(0x81, 1),
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bottle_1 = AL(0x82, 1),
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bottle_2 = AL(0x83, 1),
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bottle_3 = AL(0x84, 1),
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bottle_4 = AL(0x85, 1),
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bottle_5 = AL(0x86, 1),
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bottle_6 = AL(0x87, 1),
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},
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masks = {
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postman = AL(0x88, 1),
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all_night = AL(0x89, 1),
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blast = AL(0x8A, 1),
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stone = AL(0x8B, 1),
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great_fairy = AL(0x8C, 1),
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deku = AL(0x8D, 1),
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keaton = AL(0x8E, 1),
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bremen = AL(0x8F, 1),
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bunny = AL(0x90, 1),
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don_gero = AL(0x91, 1),
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scents = AL(0x92, 1),
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goron = AL(0x93, 1),
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romani = AL(0x94, 1),
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troupe_leader = AL(0x95, 1),
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kafei = AL(0x96, 1),
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couples = AL(0x97, 1),
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truth = AL(0x98, 1),
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zora = AL(0x99, 1),
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kamaro = AL(0x9A, 1),
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gibdo = AL(0x9B, 1),
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garos = AL(0x9C, 1),
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captains = AL(0x9D, 1),
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giants = AL(0x9E, 1),
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fierce_deity = AL(0x9F, 1),
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},
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counts = {
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arrows = AL(0xA1, 1),
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bombs = AL(0xA6, 1),
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bombchu = AL(0xA7, 1),
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sticks = AL(0xA8, 1),
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nuts = AL(0xA9, 1),
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beans = AL(0xAA, 1),
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kegs = AL(0xAC, 1),
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},
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random = A(0x097530, 4),
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visibility = A(0x166118, 2), -- wtf does this even do?
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bomb_counter = A(0x1AF10E, 1), -- used for limiting number of bombs active
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stored_epona = A(0x1BDA9F, 1), -- takes effect on load (REQUIRES EPONA'S SONG)
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stored_song = A(0x1C6A7D, 1),
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buttons_3 = A(0x1FB870, 2), -- used for turbo cheat
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buttons_4 = A(0x1FB876, 2), -- used for turbo cheat
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buttons_1 = A(0x3E6B3A, 1), -- some buttons
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buttons_2 = A(0x3E6B3B, 1), -- some more buttons
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framerate_limiter = A(0x3E6BC2, 1), -- 1 = 60fps, 2 = 30fps, 3 = 20fps, etc.
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bomb_counter_2 = A(0x3E87F7, 1), -- or maybe this, can't remember
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text_open = A(0x3FD33B, 1),
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text_status = A(0x3FD34A, 1),
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room_number = A(0x3FF200, 1),
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room_ptr = A(0x3FF20C, 4),
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actor_disable = A(0x3FF366, 2), -- set to -10 and load
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warp_begin = A(0x3FF395, 1), -- set to nonzero to begin warping
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screen_dim = A(0x3FF397, 1), -- B)
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warp_destination = A(0x3FF39A, 2),
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link_scale_x = A(0x3FFE08, 2),
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link_scale_y = A(0x3FFE0C, 2),
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link_scale_z = A(0x3FFE10, 2),
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z_vel = A(0x3FFE18, 'f'),
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quick_draw = A(0x3FFEF8, 1), -- item in link's hand
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animation_id = A(0x3FFFFA, 2),
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linear_vel = A(0x400880, 'f'),
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infinite_sword = A(0x40088B, 1),
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}
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local EU_DBG = {
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room_ptr = A(0x460DEC, 4),
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animation_id = A(0x461C1A, 2),
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}
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local JP_10 = {
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room_ptr = A(0x3FF3BC, 4),
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animation_id = A(0x4001EA, 2),
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}
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local versions = {
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['D6133ACE5AFAA0882CF214CF88DABA39E266C078'] = US_10,
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['B38B71D2961DFFB523020A67F4807A4B704E347A'] = EU_DBG,
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['5FB2301AACBF85278AF30DCA3E4194AD48599E36'] = JP_10,
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}
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local hash = gameinfo.getromhash()
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local addrs = versions[hash]
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return addrs
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@ -1,195 +0,0 @@
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-- movement speed testing in Majora's Mask
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-- by notwa, for Bizhawk 1.9.1, ROM version US 1.0
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--
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-- go to the fairy's fountain in clock town as human link and run this script.
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local length = 70 -- in frames
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local print_each = true
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local tests = {
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optimal_roll = {
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[ 1]={ Y=127},
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[ 2]={Z=true, Y=127, A=true},
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[17]={Z=true, Y=127},
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[18]={Z=true, Y=127, A=true},
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[33]={goto=17},
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},
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mash_roll = {
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[ 1]={ Y=127},
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[ 2]={Z=true, Y=127, A=true},
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[13]={Z=true, Y=127},
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[14]={Z=true, Y=127, A=true},
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[25]={goto=13},
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},
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sidehop = {
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[ 1]={ X=127},
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[ 2]={Z=true},
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[ 8]={Z=true, X=-127, A=true},
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[ 9]={Z=true, X=-127},
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[15]={goto=8},
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},
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quick_turnaround = {
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[1]={Z=true},
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[2]={},
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[5]={ Y=-127},
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[6]={Z=true, Y=-127},
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},
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backwalk = {
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[1]={ Y=-127},
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[2]={Z=true},
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[8]={Z=true, Y=-127},
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},
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walk = {
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[1]={Y=127},
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},
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inverse_backwalk = {
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[1]={Z=true, Y=127},
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[4]={},
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[7]={ Y=-127},
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[8]={Z=true, Y=127},
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},
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}
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local x_ptr = 0x3FFDD4 -- my x and y pointers
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local y_ptr = 0x3FFDDC -- might be backwards
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local z_ptr = 0x3FFDD8
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local a_ptr = 0x3FFE6E
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local pos = {2400, 375, 20}
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local angle = 180/360*65536
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local fn = 'lua movement test'
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function pythag(x, y)
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return math.sqrt(x*x + y*y)
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end
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function reset_stick()
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joypad.setanalog({["X Axis"]=false, ["Y Axis"]=false}, 1)
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end
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function find_displacement()
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local x = mainmemory.readfloat(x_ptr, true)
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local y = mainmemory.readfloat(y_ptr, true)
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return pythag(pos[1] - x, pos[2] - y)
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end
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function setup()
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client.unpause()
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for _=1, 2 do
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reset_stick()
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mainmemory.write_s16_be(a_ptr, angle)
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mainmemory.writefloat(x_ptr, pos[1], true)
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mainmemory.writefloat(y_ptr, pos[2], true)
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mainmemory.writefloat(z_ptr, pos[3], true)
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for i=1, 3*21 do
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emu.frameadvance()
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joypad.set({A=i % 4 > 0, Z=i > 9 and i <= 12}, 1)
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end
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end
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savestate.save(fn)
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end
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function reload()
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savestate.load(fn)
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end
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function finish()
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reset_stick()
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client.pause()
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end
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function preprocess(inputs)
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for f, j in pairs(inputs) do
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if type(f) == 'number' then
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j['Start'] = j['S']
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j['C Down'] = j['CD']
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j['C Left'] = j['CL']
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j['C Right'] = j['CR']
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j['C Up'] = j['CU']
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j['X Axis'] = j['X']
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j['Y Axis'] = j['Y']
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end
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end
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end
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function test_inputs(name, inputs, length)
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preprocess(inputs)
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reload()
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local to = length or inputs.length
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local frame = 0
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local latest, action
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for _=1, to do
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frame = frame + 1
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for _=1, 10 do -- limit number of goto's to follow
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latest = 0
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action = nil
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for f, j in pairs(inputs) do
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if type(f) == 'number' and frame >= f and f > latest then
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latest = f
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action = j
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end
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end
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if action == nil or type(action.goto) ~= 'number' then
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break
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else
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frame = action.goto
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end
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end
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if action ~= nil then
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for _=1, 3 do
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joypad.setanalog(action, 1)
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joypad.set(action, 1)
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emu.frameadvance()
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end
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end
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reset_stick()
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end
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return x
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end
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function run_tests(length)
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setup()
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local fmt = '%20s: %10.5f'
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local spd_fmt = '%20.5f units/frame'
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print('# testing')
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if tests['testme'] ~= nil then
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local key = 'testme'
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local x = test_inputs(key, tests[key], length)
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local distance = find_displacement()
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print(fmt:format(key, distance))
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print(spd_fmt:format(distance/length))
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else
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local furthest = nil
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local distance = 0
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for k, v in pairs(tests) do
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local x = test_inputs(k, v, length)
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local new_distance = find_displacement()
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if print_each then
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print(fmt:format(k, new_distance))
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end
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if new_distance > distance then
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furthest = k
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distance = new_distance
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end
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end
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if furthest ~= nil then
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print()
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print(('## and the winner for %i frames is...'):format(length))
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print(fmt:format(furthest, distance))
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print(spd_fmt:format(distance/length))
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end
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end
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print()
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finish()
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end
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run_tests(length)
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@ -1,100 +0,0 @@
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-- go to a grotto with a red rupee chest, stand in front of it and run this script
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local hash = gameinfo.getromhash()
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local versions = {
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['D6133ACE5AFAA0882CF214CF88DABA39E266C078'] = 'US10',
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}
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local version = versions[hash]
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local JP = version ~= 'US10'
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local index = 84
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local start, ours, text
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if not JP then
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-- US 1.0
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start = 0x779884 -- the get item table
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ours = 0x779896 -- the chest we're standing in front of
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text = 0x3FCE10 -- ascii text buffer
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else
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start = 0x7797E4 -- the get item table
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ours = 0x7797F6 -- the chest we're standing in front of
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text = 0x3FD660 -- ascii text buffer (not quite but close enough)
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end
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function draw_index()
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gui.text(304, 8, ("%03i"):format(index), nil, nil, 'bottomleft')
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end
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function advance()
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draw_index()
|
||||
emu.frameadvance()
|
||||
draw_index()
|
||||
emu.frameadvance()
|
||||
draw_index()
|
||||
emu.frameadvance()
|
||||
end
|
||||
|
||||
function read_ascii(addr, len)
|
||||
local begin = addr
|
||||
local bytes = mainmemory.readbyterange(begin, 0x100)
|
||||
local str = ""
|
||||
|
||||
-- pairs() won't give us the bytes in order
|
||||
-- so we'll set up a table we can use ipairs() on
|
||||
local ordered_bytes = {}
|
||||
for a, v in pairs(bytes) do
|
||||
ordered_bytes[tonumber(a, 16) - begin + 1] = v
|
||||
end
|
||||
|
||||
local seq = false
|
||||
for i, v in ipairs(ordered_bytes) do
|
||||
local c = tonumber(v, 16)
|
||||
if c == 9 or c == 10 or c == 13 or (c >= 32 and c < 127) then
|
||||
str = str..string.char(c)
|
||||
seq = false
|
||||
elseif seq == false then
|
||||
str = str..' '
|
||||
seq = true
|
||||
end
|
||||
end
|
||||
return str
|
||||
end
|
||||
|
||||
local fn = 'lua chest test'
|
||||
client.unpause()
|
||||
savestate.save(fn)
|
||||
for off=index*6, 185*6, 6 do
|
||||
index = index + 1
|
||||
for i=0, 5 do
|
||||
local byte = mainmemory.readbyte(start + off + i)
|
||||
mainmemory.writebyte(ours + i, byte)
|
||||
end
|
||||
joypad.set({A=true}, 1)
|
||||
advance()
|
||||
joypad.set({A=false}, 1)
|
||||
local good = false
|
||||
for i=1, 9*20 do
|
||||
if JP and (
|
||||
(index >= 85 and index <= 88)
|
||||
) then break end -- crashes
|
||||
advance()
|
||||
if mainmemory.readbyte(text + 0xA) == 0xFF then
|
||||
if not JP then
|
||||
local begin = text + 0xC
|
||||
print(off/6 + 1, read_ascii(begin))
|
||||
good = true
|
||||
else
|
||||
for _=1, 40 do
|
||||
advance()
|
||||
end
|
||||
end
|
||||
break
|
||||
end
|
||||
end
|
||||
if not good then
|
||||
print(off/6 + 1, '[error]')
|
||||
end
|
||||
savestate.load(fn)
|
||||
end
|
||||
client.pause()
|
|
@ -1,27 +0,0 @@
|
|||
local US_10 = 0x3FFD40
|
||||
local EU_DBG = 0x461C1A
|
||||
|
||||
local versions = {
|
||||
['D6133ACE5AFAA0882CF214CF88DABA39E266C078'] = US_10,
|
||||
['B38B71D2961DFFB523020A67F4807A4B704E347A'] = EU_DBG,
|
||||
}
|
||||
|
||||
local hash = gameinfo.getromhash()
|
||||
local anim_addr = versions[hash]
|
||||
|
||||
local anims_seen = {}
|
||||
|
||||
while true do
|
||||
local anim_id = mainmemory.read_u16_be(anim_addr)
|
||||
local actor_loaded = mainmemory.read_u8(anim_addr - 2) == 4
|
||||
local hexid = ('%04X'):format(anim_id)
|
||||
local frame = emu.framecount()
|
||||
if actor_loaded then
|
||||
gui.text(2, 4, hexid, nil, 'white', "bottomleft")
|
||||
if not anims_seen[anim_id] then
|
||||
anims_seen[anim_id] = true
|
||||
print(frame, hexid)
|
||||
end
|
||||
end
|
||||
emu.yield()
|
||||
end
|
|
@ -1,65 +0,0 @@
|
|||
-- boilerplate convenience functions
|
||||
-- TODO: respect little endian consoles too
|
||||
|
||||
local mm = mainmemory
|
||||
|
||||
R1 = mm.readbyte
|
||||
R2 = mm.read_u16_be
|
||||
R3 = mm.read_u24_be
|
||||
R4 = mm.read_u32_be
|
||||
RF = function(addr) mm.readfloat(addr, true) end
|
||||
|
||||
W1 = mm.writebyte
|
||||
W2 = mm.write_u16_be
|
||||
W3 = mm.write_u24_be
|
||||
W4 = mm.write_u32_be
|
||||
WF = function(addr, value) mm.writefloat(addr, value, true) end
|
||||
|
||||
local readers = {
|
||||
[1] = R1,
|
||||
[2] = R2,
|
||||
[3] = R3,
|
||||
[4] = R4,
|
||||
['f'] = RF,
|
||||
}
|
||||
|
||||
local writers = {
|
||||
[1] = W1,
|
||||
[2] = W2,
|
||||
[3] = W3,
|
||||
[4] = W4,
|
||||
['f'] = WF,
|
||||
}
|
||||
|
||||
local mt = {
|
||||
__call = function(self, value)
|
||||
return value and self.write(self.addr, value) or self.read(self.addr)
|
||||
end
|
||||
}
|
||||
|
||||
function A(addr, atype)
|
||||
return setmetatable({
|
||||
addr=addr,
|
||||
type=atype,
|
||||
read=readers[atype],
|
||||
write=writers[atype]
|
||||
}, mt)
|
||||
end
|
||||
|
||||
--[[
|
||||
-- now we can just write:
|
||||
handle = A(0x123456, 1)
|
||||
print(handle()) -- get 1 byte at address
|
||||
handle(0xFF) -- set 1 byte at address
|
||||
|
||||
-- or just:
|
||||
A(0x123456, 1)(0xFF) -- set address value
|
||||
|
||||
-- and taking advantage of A returning a table and not just a function:
|
||||
A(handle.addr + 1, handle.type)(0x00) -- set the byte after our address
|
||||
|
||||
-- this doesn't limit us to just the type we initially specified. eg:
|
||||
A(handle.addr, 2)(0x1234) -- set 2 bytes as opposed to our original 1
|
||||
--]]
|
||||
|
||||
return A
|
Loading…
Reference in a new issue