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https://github.com/notwa/mm
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2 changed files with 261 additions and 261 deletions
392
MM addrs.lua
392
MM addrs.lua
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@ -1,196 +1,196 @@
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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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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
|
||||
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
|
||||
|
|
130
boilerplate.lua
130
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
|
||||
|
|
Loading…
Reference in a new issue