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convert EOL

This commit is contained in:
Connor Olding 2015-03-01 07:56:45 -08:00
parent ce05421797
commit 84add951ee
2 changed files with 261 additions and 261 deletions

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@ -1,196 +1,196 @@
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
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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@ -1,65 +1,65 @@
-- 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
-- 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