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git is a git

This commit is contained in:
Connor Olding 2015-03-04 21:47:09 -08:00
parent 749170ea5c
commit 71f07c2f8c
5 changed files with 0 additions and 583 deletions

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local A = require "boilerplate"
local link = 0x1EF670 -- "ZELDA3" - 0x24
local function AL(a, s) return A(link+a, s) end
local US_10 = {
link = A(link, 0x4000), -- what gets copied to save files (mostly)
area_mod = AL(0x02, 2),
cutscene_status = AL(0x0A, 2), -- TODO: RE
time = AL(0x0C, 2),
time_speed = AL(0x16, 2),
day = AL(0x1B, 1),
transformation = AL(0x20, 1), -- fierce deity, goron, zora, deku, normal
zeroth_day = AL(0x23, 1), -- mayor's warp effect
sot_count = AL(0x2A, 2),
name = AL(0x2C, 8),
max_hearts = AL(0x34, 2),
hearts = AL(0x36, 2),
magic_1 = AL(0x39, 1), -- set to 0x60?
rupees = AL(0x3A, 2),
magic_2 = AL(0x40, 2), -- set to 0x101?
owls_hit = AL(0x46, 2), -- bitfield
sword_shield = AL(0x6D, 1), -- mixed
inventory_items = AL(0x70, 24),
inventory_masks = AL(0x88, 24),
inventory_counts = AL(0xA0, 24), -- number of arrows, bombs, etc.
wallet_flags = AL(0xBA, 1), -- needs testing, 0xEF = max?
quiver_bag = AL(0xBB, 1), -- mixed
status_items = AL(0xBD, 3), -- bitfield
scene_flags_save = AL(0x470, 0x960),
area_map = AL(0xEB2, 1), -- bitfield 0x80
banked_rupees = AL(0xEDE, 2), -- max 9999 before messed up text
archery = AL(0xF00, 1), -- bitfield 0x01
chateau_romani = AL(0xF06, 1), -- bitfield 0x08
disable_c_buttons = AL(0xF4A, 1), -- bitfield 0x08
sword_disable_c = AL(0xF52, 1), -- bitfield 0x20, TODO: RE
map_visited = AL(0xF5E, 2), -- bitfield, for pause menu map
map_visible = AL(0xF62, 2), -- bitfield, for pause menu map
checksum = AL(0x100A, 2), -- only relevant for save files
disable_pause = AL(0x100D, 1), -- bitfield 0x80
hookshot_ba = AL(0x100E, 1), -- set to 0x80 for endless day
disable_c_buttons_2 = AL(0x100F, 1), -- bitfield 0x10, also hides hearts/magic
disable_items = AL(0x1010, 1), -- bitfield 0x02, dims B/C buttons
rock_sirloin = AL(0x1014, 1), -- maybe other flags? TODO: RE
sword_disabler = AL(0x1015, 1), -- TODO: RE
bubble_timer = AL(0x1016, 2),
rupee_accumulator = AL(0x1018, 2),
spring_water_timers = AL(0x1020, 0xC0),
spring_water_time_1 = AL(0x1020, 0x20),
spring_water_time_2 = AL(0x1040, 0x20),
spring_water_time_3 = AL(0x1060, 0x20),
spring_water_time_4 = AL(0x1080, 0x20),
spring_water_time_5 = AL(0x10A0, 0x20),
spring_water_time_6 = AL(0x10C0, 0x20),
pictograph_picture = AL(0x10E0, 0x2BC0),
-- first non-pictograph byte: 0x1F3310 (link+0x3CA0)
title_screen_mod = AL(0x3CA8, 4), --[[
nonzero: the HUD is hidden and you can't pause.
1: no other effects occur. this is used for the title screen.
2: it takes you to the file select menu.
3: certain areas load a different scene setup.
4: it loads the title screen from the start.
4+: same effect as three?
--]]
entrance_mod = AL(0x3CAC, 4), -- gets added to area mod, can play cutscenes
timer_crap = AL(0x3DD0, 4), -- TODO: RE
timer_x = AL(0x3EFA, 2),
timer_y = AL(0x3F08, 2),
buttons_enabled = AL(0x3F18, 4), -- C and A button booleans
magic_modifier = AL(0x3F28, 4), -- TODO: RE
magic_max = AL(0x3F2E, 2),
weird_a_graphic = AL(0x3F42, 1),
target_style = AL(0x3F45, 1), -- 0 for switch, 1 for hold
music_mod = AL(0x3F46, 2),
entrance_mod_setter = AL(0x3F4A, 2), -- sets entrance mod. -10 = 0
insta_crash = AL(0x3F4C, 1), -- TODO: RE
transition_mod = AL(0x3F55, 2), -- does it even work?
suns_song_effect = AL(0x3F58, 2),
health_mod = AL(0x3F5A, 2), -- heals you
screen_scale_enable = AL(0x3F60, 1),
screen_scale = AL(0x3F64, 'f'),
scene_flags_ingame = AL(0x3F68, 0x960),
-- last link byte (probably): 0x1F3670
inventory = {
b_button = AL(0x4C, 1),
ocarina = AL(0x70, 1),
bow = AL(0x71, 1),
fire_arrows = AL(0x72, 1),
ice_arrows = AL(0x73, 1),
light_arrows = AL(0x74, 1),
event_1 = AL(0x75, 1),
bombs = AL(0x76, 1),
bombchu = AL(0x77, 1),
deku_stick = AL(0x78, 1),
deku_nut = AL(0x79, 1),
magic_beans = AL(0x7A, 1),
event_2 = AL(0x7B, 1),
powder_keg = AL(0x7C, 1),
pictograph = AL(0x7D, 1),
lens_of_truth = AL(0x7E, 1),
hookshot = AL(0x7F, 1),
fairy_sword = AL(0x80, 1),
event_3 = AL(0x81, 1),
bottle_1 = AL(0x82, 1),
bottle_2 = AL(0x83, 1),
bottle_3 = AL(0x84, 1),
bottle_4 = AL(0x85, 1),
bottle_5 = AL(0x86, 1),
bottle_6 = AL(0x87, 1),
},
masks = {
postman = AL(0x88, 1),
all_night = AL(0x89, 1),
blast = AL(0x8A, 1),
stone = AL(0x8B, 1),
great_fairy = AL(0x8C, 1),
deku = AL(0x8D, 1),
keaton = AL(0x8E, 1),
bremen = AL(0x8F, 1),
bunny = AL(0x90, 1),
don_gero = AL(0x91, 1),
scents = AL(0x92, 1),
goron = AL(0x93, 1),
romani = AL(0x94, 1),
troupe_leader = AL(0x95, 1),
kafei = AL(0x96, 1),
couples = AL(0x97, 1),
truth = AL(0x98, 1),
zora = AL(0x99, 1),
kamaro = AL(0x9A, 1),
gibdo = AL(0x9B, 1),
garos = AL(0x9C, 1),
captains = AL(0x9D, 1),
giants = AL(0x9E, 1),
fierce_deity = AL(0x9F, 1),
},
counts = {
arrows = AL(0xA1, 1),
bombs = AL(0xA6, 1),
bombchu = AL(0xA7, 1),
sticks = AL(0xA8, 1),
nuts = AL(0xA9, 1),
beans = AL(0xAA, 1),
kegs = AL(0xAC, 1),
},
random = A(0x097530, 4),
visibility = A(0x166118, 2), -- wtf does this even do?
bomb_counter = A(0x1AF10E, 1), -- used for limiting number of bombs active
stored_epona = A(0x1BDA9F, 1), -- takes effect on load (REQUIRES EPONA'S SONG)
stored_song = A(0x1C6A7D, 1),
buttons_3 = A(0x1FB870, 2), -- used for turbo cheat
buttons_4 = A(0x1FB876, 2), -- used for turbo cheat
buttons_1 = A(0x3E6B3A, 1), -- some buttons
buttons_2 = A(0x3E6B3B, 1), -- some more buttons
framerate_limiter = A(0x3E6BC2, 1), -- 1 = 60fps, 2 = 30fps, 3 = 20fps, etc.
bomb_counter_2 = A(0x3E87F7, 1), -- or maybe this, can't remember
text_open = A(0x3FD33B, 1),
text_status = A(0x3FD34A, 1),
room_number = A(0x3FF200, 1),
room_ptr = A(0x3FF20C, 4),
actor_disable = A(0x3FF366, 2), -- set to -10 and load
warp_begin = A(0x3FF395, 1), -- set to nonzero to begin warping
screen_dim = A(0x3FF397, 1), -- B)
warp_destination = A(0x3FF39A, 2),
link_scale_x = A(0x3FFE08, 2),
link_scale_y = A(0x3FFE0C, 2),
link_scale_z = A(0x3FFE10, 2),
z_vel = A(0x3FFE18, 'f'),
quick_draw = A(0x3FFEF8, 1), -- item in link's hand
animation_id = A(0x3FFFFA, 2),
linear_vel = A(0x400880, 'f'),
infinite_sword = A(0x40088B, 1),
}
local EU_DBG = {
room_ptr = A(0x460DEC, 4),
animation_id = A(0x461C1A, 2),
}
local JP_10 = {
room_ptr = A(0x3FF3BC, 4),
animation_id = A(0x4001EA, 2),
}
local versions = {
['D6133ACE5AFAA0882CF214CF88DABA39E266C078'] = US_10,
['B38B71D2961DFFB523020A67F4807A4B704E347A'] = EU_DBG,
['5FB2301AACBF85278AF30DCA3E4194AD48599E36'] = JP_10,
}
local hash = gameinfo.getromhash()
local addrs = versions[hash]
return addrs

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-- movement speed testing in Majora's Mask
-- by notwa, for Bizhawk 1.9.1, ROM version US 1.0
--
-- go to the fairy's fountain in clock town as human link and run this script.
local length = 70 -- in frames
local print_each = true
local tests = {
optimal_roll = {
[ 1]={ Y=127},
[ 2]={Z=true, Y=127, A=true},
[17]={Z=true, Y=127},
[18]={Z=true, Y=127, A=true},
[33]={goto=17},
},
mash_roll = {
[ 1]={ Y=127},
[ 2]={Z=true, Y=127, A=true},
[13]={Z=true, Y=127},
[14]={Z=true, Y=127, A=true},
[25]={goto=13},
},
sidehop = {
[ 1]={ X=127},
[ 2]={Z=true},
[ 8]={Z=true, X=-127, A=true},
[ 9]={Z=true, X=-127},
[15]={goto=8},
},
quick_turnaround = {
[1]={Z=true},
[2]={},
[5]={ Y=-127},
[6]={Z=true, Y=-127},
},
backwalk = {
[1]={ Y=-127},
[2]={Z=true},
[8]={Z=true, Y=-127},
},
walk = {
[1]={Y=127},
},
inverse_backwalk = {
[1]={Z=true, Y=127},
[4]={},
[7]={ Y=-127},
[8]={Z=true, Y=127},
},
}
local x_ptr = 0x3FFDD4 -- my x and y pointers
local y_ptr = 0x3FFDDC -- might be backwards
local z_ptr = 0x3FFDD8
local a_ptr = 0x3FFE6E
local pos = {2400, 375, 20}
local angle = 180/360*65536
local fn = 'lua movement test'
function pythag(x, y)
return math.sqrt(x*x + y*y)
end
function reset_stick()
joypad.setanalog({["X Axis"]=false, ["Y Axis"]=false}, 1)
end
function find_displacement()
local x = mainmemory.readfloat(x_ptr, true)
local y = mainmemory.readfloat(y_ptr, true)
return pythag(pos[1] - x, pos[2] - y)
end
function setup()
client.unpause()
for _=1, 2 do
reset_stick()
mainmemory.write_s16_be(a_ptr, angle)
mainmemory.writefloat(x_ptr, pos[1], true)
mainmemory.writefloat(y_ptr, pos[2], true)
mainmemory.writefloat(z_ptr, pos[3], true)
for i=1, 3*21 do
emu.frameadvance()
joypad.set({A=i % 4 > 0, Z=i > 9 and i <= 12}, 1)
end
end
savestate.save(fn)
end
function reload()
savestate.load(fn)
end
function finish()
reset_stick()
client.pause()
end
function preprocess(inputs)
for f, j in pairs(inputs) do
if type(f) == 'number' then
j['Start'] = j['S']
j['C Down'] = j['CD']
j['C Left'] = j['CL']
j['C Right'] = j['CR']
j['C Up'] = j['CU']
j['X Axis'] = j['X']
j['Y Axis'] = j['Y']
end
end
end
function test_inputs(name, inputs, length)
preprocess(inputs)
reload()
local to = length or inputs.length
local frame = 0
local latest, action
for _=1, to do
frame = frame + 1
for _=1, 10 do -- limit number of goto's to follow
latest = 0
action = nil
for f, j in pairs(inputs) do
if type(f) == 'number' and frame >= f and f > latest then
latest = f
action = j
end
end
if action == nil or type(action.goto) ~= 'number' then
break
else
frame = action.goto
end
end
if action ~= nil then
for _=1, 3 do
joypad.setanalog(action, 1)
joypad.set(action, 1)
emu.frameadvance()
end
end
reset_stick()
end
return x
end
function run_tests(length)
setup()
local fmt = '%20s: %10.5f'
local spd_fmt = '%20.5f units/frame'
print('# testing')
if tests['testme'] ~= nil then
local key = 'testme'
local x = test_inputs(key, tests[key], length)
local distance = find_displacement()
print(fmt:format(key, distance))
print(spd_fmt:format(distance/length))
else
local furthest = nil
local distance = 0
for k, v in pairs(tests) do
local x = test_inputs(k, v, length)
local new_distance = find_displacement()
if print_each then
print(fmt:format(k, new_distance))
end
if new_distance > distance then
furthest = k
distance = new_distance
end
end
if furthest ~= nil then
print()
print(('## and the winner for %i frames is...'):format(length))
print(fmt:format(furthest, distance))
print(spd_fmt:format(distance/length))
end
end
print()
finish()
end
run_tests(length)

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-- go to a grotto with a red rupee chest, stand in front of it and run this script
local hash = gameinfo.getromhash()
local versions = {
['D6133ACE5AFAA0882CF214CF88DABA39E266C078'] = 'US10',
}
local version = versions[hash]
local JP = version ~= 'US10'
local index = 84
local start, ours, text
if not JP then
-- US 1.0
start = 0x779884 -- the get item table
ours = 0x779896 -- the chest we're standing in front of
text = 0x3FCE10 -- ascii text buffer
else
start = 0x7797E4 -- the get item table
ours = 0x7797F6 -- the chest we're standing in front of
text = 0x3FD660 -- ascii text buffer (not quite but close enough)
end
function draw_index()
gui.text(304, 8, ("%03i"):format(index), nil, nil, 'bottomleft')
end
function advance()
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()

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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

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-- 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