From 84add951eef1ef440c4c30282b21d1febcc7ed4e Mon Sep 17 00:00:00 2001 From: Connor Olding Date: Sun, 1 Mar 2015 07:56:45 -0800 Subject: [PATCH] convert EOL --- MM addrs.lua | 392 ++++++++++++++++++++++++------------------------ boilerplate.lua | 130 ++++++++-------- 2 files changed, 261 insertions(+), 261 deletions(-) diff --git a/MM addrs.lua b/MM addrs.lua index 4138c6a..0d8fb43 100755 --- a/MM addrs.lua +++ b/MM addrs.lua @@ -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 diff --git a/boilerplate.lua b/boilerplate.lua index df1d678..a0b7562 100755 --- a/boilerplate.lua +++ b/boilerplate.lua @@ -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