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save scene & pos feature; serialize stored values

This commit is contained in:
Connor Olding 2015-11-14 08:57:37 -08:00
parent b392d2134f
commit bb2132a78f
2 changed files with 51 additions and 7 deletions

View file

@ -377,6 +377,7 @@ return {
warp_begin = AG(0x18875, 1),
screen_dim = AG(0x18877, 1),
warp_destination = AG(0x1887A, 2),
fade_type = AG(0x1887F, 1),
entrance_entered = AG(0x18B48, 1),
link_actor = setmetatable({

View file

@ -10,6 +10,12 @@ require "flag manager"
dummy = Callbacks()
local fn = 'cheat menu.save.lua'
local saved = deserialize('cheat menu.save.lua') or {}
local function save()
serialize(fn, saved)
end
function Setter(t)
local cb = Callbacks()
function cb:on()
@ -75,23 +81,27 @@ local soft_reset = Callbacks()
function soft_reset:on()
addrs.warp_begin(0x14)
addrs.warp_destination(0x1C00)
AL(0x3F48, 2)(0xFFFA) -- doesn't quite work
--AL(0x3F48, 2)(0xFFFA) -- doesn't really do anything?
end
local pos = {}
local save_pos = Callbacks()
function save_pos:on()
local la = addrs.link_actor
saved.pos = {}
local pos = saved.pos
pos.x = la.x()
pos.y = la.y()
pos.z = la.z()
pos.a = la.angle()
-- also save ISG for glitch testers ;)
pos.isg = la.sword_active()
save()
end
local load_pos = Callbacks()
function load_pos:on()
local la = addrs.link_actor
local pos = saved.pos
if pos == nil then return end
la.x(pos.x)
la.y(pos.y)
la.z(pos.z)
@ -110,16 +120,47 @@ function reload_scene:on()
addrs.warp_destination(ev)
end
local saved_scene = nil
local save_scene = Callbacks()
function save_scene:on()
saved_scene = addrs.exit_value()
saved.scene = addrs.exit_value()
save()
end
local load_scene = Callbacks()
function load_scene:on()
if saved_scene == nil then return end
if saved.scene == nil then return end
addrs.warp_begin(0x14)
addrs.warp_destination(saved_scene)
addrs.warp_destination(saved.scene)
end
local save_scene_pos = Callbacks()
function save_scene_pos:on()
saved.scenepos = {}
local sp = saved.scenepos
sp.scene = addrs.exit_value()
local la = addrs.link_actor
sp.x = la.x()
sp.y = la.y()
sp.z = la.z()
sp.a = la.angle()
--sp.room = la.room_number()
save()
end
local load_scene_pos = Callbacks()
function load_scene_pos:on()
local sp = saved.scenepos
if sp == nil then return end
addrs.warp_begin(0x14)
addrs.warp_destination(sp.scene)
addrs.fade_type(0x0B) -- this transition is basically instantaneous
-- TODO: add these to address list
-- probably the same struct for both MM and OoT
AL(0x3CB0, 4)(-4) -- void out type: reload area
AL(0x3CB4, 'f')(sp.x)
AL(0x3CB8, 'f')(sp.y)
AL(0x3CBC, 'f')(sp.z)
AL(0x3CC0, 2)(sp.a)
AL(0x3CC2, 2)(0x0BFF) -- puts camera behind link instead of at entrance
--AL(0x3CC6, 2)(sp.room)
end
local time_menu = Menu{
@ -183,7 +224,9 @@ local main_menu = Menu{
Oneshot("Reload Scene", reload_scene),
Oneshot("Store Scene", save_scene),
Oneshot("Restore Scene", load_scene),
-- TODO: can probably save/load position+scene using void out mechanics
Text(""),
Oneshot("Store Scene & Position", save_scene_pos),
Oneshot("Restore Scene & Position", load_scene_pos),
Text(""),
Oneshot("Soft Reset (Warp to Title)", soft_reset),
Text(""),